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ScenarioCommentUser
Purple Heart HillThe foxholes saved my Americans from what would have otherwise been a punishing bombardment. Instead they mostly shrugged it off and only a couple squads broke under fire. This makes the foxholes a 'must buy' for the American, IMO.
The American 60mm mortar and MG fire made it costly for the Germans to get up the hill, and not one, but TWO heroes generated on a forward position made it tough for the Germans to seize ground. Nonetheless Stephen persevered only to come toe-to-toe with hidden Americans who dished out substantial close range firepower. I had some good dice on my rally and fire attacks when I needed it and ran up the German body count so that by turn 5 Stephen had to make some very aggressive moves which ended badly for him.
At no time did the Germans outnumber the Americans on the Level 2 hill hexes and, with the casualties piling up with Americans safely ensconced in the treeline, Stephen conceded at the end of turn 5.
Agoldin
On the Road to HellFNF Bongiovanni
Polka's Dance atomic
The Katanas Come Out at NightRussians set-up on ridge-line with trenches across the center. On turn 2, the first moving Japanese unit strayed into the LOS of one of the Russian pickets, who fired a starshell, followed by an IR from one of the mortars. This illuminated almost the entire Japanese force, who were forced to assault move to maintain cloaking. IR round hit in every turn, allowing the Russian artillery to KIA a couple of Japanese leaders with platoons. In the end, after a couple of lucky WP shots on machine gun nests, the Japanese made it to the center of the hill, but could only make more progress on the west summit. Guru Bob
Bring up the Other GunFirst to play and post. Danno
Bring up the Other GunThis scenario feels like a miss. The British are too well situated and the Germans need a fair amount of early luck in order to make it a game. My tanks were both eliminated by Turn 2 and my Germans had already lost 2 squads and the British were rolling an average of 5 to my 9 or 10. So, I gave the concession on Turn 2 and called it a British win. Not sure my design is very good at all for this scenario. Bummed about it. grumblejones
On the Road to HellFriday Night Fight

Another game going to the last cc. Early favourable dice rolls deserted me at the crucial time at the end. Marder passes a crucial ESB roll only to fall to a 2 +2 residual, another unit survives an overrun to find a PF for it to be a dud. But a fun game. (VASL Log)
Paul Legg
Retreat From Bairak Bongiovanni
As Luck Would Have ItIntense game where Germans attacked on the left side and against the village. The British were able to defend the village while moving troops to the left flank, but not fast enough to avoid 10 VP worth of troops leaving the map (enough as only 2 German tanks were taken out by the British 57L). Very enjoyable scenario galletto
The Guns at HoldyFirst to play and post. Danno
The Guns at HoldyFirst playing that revealed some issues. The Americans need an additional squad, need to set up on board and need an extra movement phase. grumblejones
Liehr Launches First GOUREAU
FirefoxDown to the last CC, exciting scenario. Ubikhan
Paper ArmyItalians scored 12 VP with a lot of luck and maximum hustle. An early snake eyes decimated an overtaking Greek kill stack in a field. The flanking force was delayed until Turn 4 grabbing gyros from a field kitchen (food truck). Col. Romano (6+1) led a rallied squad on a suicide run at the last machine gun nest while the rest of the 3rd Alpini slipped by, saving themselves for a future retreat. They escaped with a repaired MMG never fired once! LikeEinstein
A Quick StrikeGood little tight scenario that came down to the wire. The Japanese kept breaking their support weapons which helped eliminate fire lanes, giving the US a little more freedom of movement. Even so, the US were exiting on Turn 7 and having to go CX to do so. dmareske
For the Fatherland Michel Bongiovanni
Forest Gumm asloser
Shoot or Shovel asloser
Boiling Kettle of Fire and BloodDidn’t finish but Poles conceded after breaking four weapons in a row in turn 5. LtDan
A Hot Week in SicilyI could figure this one out and the Americans could not pass a MC to save their life, literally. The US HMG stunned a couple ACs that got rolled up too fast, but other than that the German 8 Morale held its own and won the day. dmareske
The Pouppeville Exit strategos
A Hot Week in Sicily worksp2018
Drive 'em OutPersonally...the objective is a bit tough especially given the limited time to achieve it. And ya gotta love designers rubbling the building hexes to make it even harder for the attacker. grumblejones
Drive 'em Out Danno
Order 831Friday Night Fight (VASL Log) Bongiovanni
Black Day in HattenWhat started with poor die rolls for the Americans proved to be a wall of lead by the end that the Germans could not withstand. Took all 6 turns, but after the Turn 6 American PFPh, all the German units, save a single 9-1 were broken, and would have been forced out of the VC buildings. One M18 was recalled, another under a stun effect, but otherwise ok, the the last just fine. (VASL Log) Ahriman667
Tigers to the Bridge! Danno
Turned Away Danno
Tigers to the Bridge!The SS lost both their tanks, one to a side PIAT shot (on the third try) and the other in CC. It was a close game up until turn 5 when several SS broke and it became clear they were not getting into the School House. dmareske
Turned AwayGame came down to the last fire phase which broke the lone Russian squad in the Headquarters. Lots of back and forth in this one that could have been anyone's win. Fun to play. dmareske
Bloody Bois JacquesOnce the OBA was finally placed straddling the exit area, it saved the day in Turn 6 when all other Germans were broken due to the American rush to get off the board. Kydder
Order 831Friday Night Fight

My Russians moved methodically neutralizing the Germans by the end of turn 5, all bar a hero and the yet unrevealed RCL. In my turn 6 movement the RCL revealed and saved the day laying down residual fire that prevented my units getting through as they had to go through the resid. A solitary squad and leader were able via cxing and advancing to make it to the first bridge hex. (VASL Log)
Paul Legg
Trapped!Just not very fun. I get what they were trying to do but not that enjoyable. A_Lost_Canadian
I Don't Like Retreating grumblejones
I Don't Like Retreating Danno
The Cloak of DisorderMortars smoked two buildings full of Chinese, then rest rolled through and around the town. Guru Bob
Stand And DieJapanese attacked up the middle. Chinese used set-up and strategy found on internet, where the Chinese tanks charged straight at the Japanese AFV's. Through the use of smoke from the mortars and tank-hunter infantry banzai's, the Japanese destroyed all 5 Chinese tanks. The CVP difference was insurmountable for the Chinese after this. Guru Bob
Marechal's MillSS Sniper won the game as it killed an American leader and the squad broke which the SS were able to capture. The heavy extreme mist made it very difficult to get any good shots until folks were adjacent. dmareske
Not Diggin' Potatoes asloser
Marechal's Mill Danno
Guerra en la Selva Danno
Guerra en la Selva grumblejones
One Last Mighty HewI expected a western approach from the Germans, and thus heavily defended against this. I dissuaded Magnus enough that he entered due south. I had left the board FrFA area completely undefended, and moved about 2/3 of my force up into the board 50 hills, an area that would be a bit tough to defend based on the limiting initial Russian setup position. My reinforcing tanks smashed into the eastern hill woods, joined by my infantry. Turn 2 saw me dig a foxhole and work on another, but he had moved his 9-2 onto the level 1 central hill, limiting my ability to dig more as planned. He had positioned one of his tanks with a sneaky LOS to one of mine up in the hills, and Turn 3 saw me lose it to shock/confirmed kill. I killed a couple HS and busted up his 9-2 and company, but he still had a heavy presence on the central hill. Turn 4 saw a lot of casualties, losing two squads and my ATR to a HS and a 7-0 for the Germans. We also traded tanks, with me losing my other tank on the hill, but not before I knocked out one of his FT tanks. Turn 5 saw him breach the VC hill, and without having time to dig many FHs my men would have to hope for the best mostly out in the open. I had a choice to make in bringing my KV-1 up onto the hill to support the area, or have it assist one of my squads to make a move on the undefended board FrFA VC area. I chose the former. My ART failed to hit his other FT tank, but my KV-1 did the job on a low-odds AF shot. The resulting smoke was a bonus for my men. He froze one of my stacks with a Pz, but the other was knocked out by my KV-1. My first good shot on his 9-2 stack was shrugged off (even creating a hero). But when my second shot pinned his 9-2 the rest of his men toppled and it was game. Not my favorite scenario as it felt a bit dicey. buser333
An Even ChanceQuite a swingy game - looked easy on the hungarians to start with but their first AFV immobilized on its first start roll. The CC all swung in favour of the Hungarians but the Russians pushed back with a lucky OBA drift, and despite the FT X'ing on its first shot, the reinforcements rolled in and the last axis AFV was destroyed in CC to push them to resign a couple of turns early. Dave
Second Thoughts Bongiovanni
Reprisals...Patrols...Pursuit Danno
Reprisals...Patrols...Pursuit grumblejones
Poteau PartyVery close game that came down to the last DF shots by the Germans to break the Americans. Heavy snow fall gave the extra +1 which initially helped the SS, but in the end, helped the US. dmareske
Morgan's Stand Bongiovanni
Tettau's AttackPoor dice rolling saw both British LMG break, and then fail repair on the same turns (both were gone by Turn 4). Also, despite generating two Heroes, one of which was KIA from a Sniper immediately after the second was created from HoB, the British were not able to stem the tide of the German assault. The 9-2, 6-4-8, and the MMG in the central building laid ineffective fire lanes (malfunctioned) and could not neutralize the German MMG threat for the balance of the game, before finally breaking and being eliminated for Failure to Rout. Game was over by Turn 8, when the last Good Order British unit failed to make a break to cover the Germans exiting, breaking from the concentrated fire.

Good scenario.

In hindsight, the British need to setup forward (I also failed to do that) and move into forward positions to bring pressure onto the 2 ELR Germans early on. This will also allow the British the time and space to fall back if they break. Given their 5 ELR and lack of Cowering, the British FP should have been enough despite only having four squads and three leaders to work with.
Ahriman667
Silver & BronzeMy setup with my infantry was pretty good but my vehicles wasn't all that great. I wasn't initially all that clear on how the Americans could win the scenario and once I figured it out (that is, to drive up the CVP count by destroying vehicles) I didn't have my tanks where I needed them and ended up losing four of them by the end of Game Turn 2 to a combination of bad positioning and bad luck. Although I got a lucky CH on one of Rob's JgPzs, I didn't have the dice I needed on my anti-armor ambush on the northern map and in the south, my 105 HEAT hits could only immobilize but not destroy a Stug, which then fired back and knocked out my Sherman. Meanwhile Rob maneuvered his infantry around the increasingly smaller knots of resistance I could offer. Since I no longer had sufficient assets to destroy his vehicles and couldn't keep him out of most of the buildings, the game was largely decided by Turn 3 and I conceded. Agoldin
Shanghai in FlamesFire lanes across the avenue of advance from both flanks, protected by a platoon was the key to Chinese success. They fell back each turn, and were overrun on their left flank, but ultimately survived CC and escaped. The center building and 2 others were fully engulfed in flame by the end. The Japanese didn't have enough to break through the surviving squads to take the factory. Guru Bob
This is the BBCCouldn't quite get the hang of how to play this as the Brits. Rob's Tigers chopped up my Churchills with ease and I was unable to get close enough with the PIATs to effect a shot. Once his tanks had cut off the retreat paths his infantry started reducing my squads which couldn't pass a MC to save themselves. Well played by Rob. Nicho11
City on the Edge hussar04
Revenge at KastelliIn progress. Greeks could maneuver on both fronts (from map 3 to maps 2 and 11) taking a lot of risks, but Germans were unlucky with the rolls. Victory conditions progress: 2 CVPs at the end of Greek Turn 3. mestravis
Breakthrough in the Arctic JimT1277
Yangtze DoodleVery close scenario came down to the last DR, as the Chinese tried to retake the bridge from the north side. The village was cleared by the Japanese in a banzai charge that left no one alive. A half squad and MMG could not stop a Chinese squad from gaining the bridge hex on turn 5. Guru Bob
Grebbe EndVASL League 2025 Round 4 Bongiovanni
Strangers in a Strange Land GOUREAU
The Last Assault Danno
The Last Assault grumblejones
Ad Hoc at Chef-Du-Pont mcgallons
Armageddon BeginsIn progress. First scenario playing with vehicles for both players, so probably doing lots of things wrong! The Polish ART guarding the road towards the far side of the field managed to wreck a light tank on the first turn, while one AT guarding the field from the village shocked another. A couple of tanks leading the frontal attack managed to eliminate some German squads for failure to rout. mestravis
How It Will EndThe 25 Soviet squads were divided into four groups to cover the assault axis.
Among them, Fire Team 1 was composed of: 9-2 leader + 3x 458 Squad + HMG + MMG + LMG (24 FP, -2 DRM).
Fire Team 2 was composed of: 8-1 leader + 3x 458 Squad + MMG (16 FP, -1 DRM).

Turn 1:
Soviet leader 628 attempted to breach the German line along the center axis using a flamethrower. German SS units passed their NMC (Nervous Morale Check). Fire Team 1 successfully engaged the enemy. Fire Team 2 executed Opportunity Fire (OpFire) for suppression.
Several Soviet 527 Squads attempted to push forward.

Turn 1 Casualties: Soviets lost 1 squad; Germans lost 3.5 squads.
Turn 2:
Close combat ensued between both forces.

Turn 2 Casualties: Soviets lost 4 squads (including the 9-2 leader); Germans lost 3 squads.
Turn 3:
Soviet forces regrouped and adjusted their assault line.

Turns 4-5:
Soviet forces closed in. During Turn 5, two flamethrower attacks inflicted 3 KIA (Killed in Action) and 2 KIA respectively. Following this, the German player conceded defeat.
xigema
Pynda AvengedI took the Greeks in this all-infantry 1940 clash and sent my force over the hills toward Renato's left flank. My plan was to grab unoccupied buildings along the 10bH10-G11-G14 road. It partially worked, but Renato's tenacious defense in CC tied up too many of my MMCs. Ultimately, I won half the CCs but lost the critical one in building 10bBB11. The church, which I never reached, counts as 2 buildings, so keeping BB11 gave Renato the win with 8 buildings to 7! Excellent game with wonderful comradery as always! dieneuner25
Liberation DayLost as the Russian when my opponent in the game's final player turn drove his tank into a trainstation building in an attempt to control it. The tank failed the bog check on a 6,4 to fall into the root cellar. Crew survival needed, a 6. DR obtained: 6. By rule it is placed on the ground level under hazardous movement. I fire on the AFV crew and it breaks. I lose as the AFV crew's exit before breaking secured control. A crazy scenario -- highly recommended. Houlie
Into the Grinding MillJapanese attacked across the stream in the center and across the right flank bridge against complex of Chinese wire/mines and trenches arrayed across the front of the village. All mortars failed smoke/WP attempts on turn 2. Chinese attacks on turn 2 were supported by a slurry of help from the dice gods, killing the 3 best Japanese leaders hiding in their wooden buildings. None-the-less the Japanese broke into the village through well-place banzai charges and the support of their armor. The Chinese morale faded in the face to this and the incessant HtH attacks. Guru Bob
Stryker's Charge jgarlic79@gmail.com
Anhalt Pandemonium Bongiovanni
Ejected From Éloi strategos
Bread Factory #2Played solo using PBS rules. fefa
Textbook AttackGermans took it to seven turns before giving the concession. Too few Germans for too big an area to cover and victory ask. Otherwise fun game. grumblejones
Melting PotDown to the last roll, last CC. It could have gone either way. Ubikhan
Ace in the HoleWent to the last turn. wwillow
Textbook Attack Danno
Marsch RuckkampferFirst to play and post. Brian Kegerreis as the UPA. Danno
The 11th HourA ballroom brawl that resulted in the Germans controlling 3 buildings in their penultimate Player Turn, with the 4th in a wild 9:9 Melee (including the Russian 9-2) that had persisted for 4 Player Turns. The Russians took one building back in their last Player Turn, with the 4th building still in Melee, leaving the Germans with the task of attempting to take back the lost building and reinforcing the Melee. The former task - involving a German HS against a Russian Hero and Squad - predictably failed. The latter - which saw the Germans improve their ratio to 12:9 (with the 9-1 leader entering the fray), failed by only one pip - a CR roll when an outright kill was needed. A great scenario that requires both sides to stretch their resources and expect inevitable counterstrokes - classic ASL fun. Thompsonmg(MGT)
For an Army RoutedCanada launched a swift offensive. However, three tanks were destroyed by German infantry using PSKs and PFs within the first two turns. Simultaneously, Canadian infantry eliminated 2.5 German squads and captured 4 German squads. These forces continued their advance but were halted by a Tiger tank and German mortar fire. Ultimately, the Germans stood ready in their positions. The Canadian infantry managed to bypass the Tiger tank and launched an assault. During this process, the German 8-1 leader underwent two HOB upgrades successively, becoming a 9-2 leader. This enabled the Germans to smoothly reach an EVP of 8 points. In the final moments, two close combats ensued. The Germans initiated the first close combat abmush, so he jump out .And the second one is Germany 9-2 ldr and 7-0ldr vs Canadian 248 half squad and 8-0 ldr. The Canadian army need a 6 to got the victory for 3:2 CC ratio. But the answer is 7. A long match and a sadly lose, very enjoyable match. xigema
Marsch RuckkampferFun game with a fair amount of options for all three players. We ended after turn 8 as the Germans were fairly far in the lead and would be able to keep pace with the others as far as VPs awarded. Nobody exited, as the Germans did not go for that and were able to stop the Russian convoy with a burning wreck on the forest road...turns out fire spreads very quickly in a 3-player game with three player turns in each game turn! dmareske
Danish Crossroads worksp2018
The 11th Hour johan.vrijdaghs@gmail.com
Operation WeißYugoslavs managed to knock out both tanks with the AT Gun and held off the Germans attacking across the bridge and from the east. Frustrating game for the Germans as their 8 morale didn't help them. grumblejones
Operation WeißFirst to play and post. Danno
Defiance Before Hill 30 chasncinti
The Hawka heroic 10-3 is hard to stop. he was killed in the last CC but killed the 16th and 17th CVP. fun scenario. Danno
We Were Damed Lucky Danno
We Were Damed LuckyVery fast playing scenario. Germans exits both CMG Armored Cars and destroyed one BA-6. The Russian knocked out both 20L Armored cars and exited the remaining force. Germans had 5 points and the Russians had 5 points, but Russians must have more than the Germans, so a German victory. grumblejones
First Counterattack jwert02
The Undaunted Dispang12
The Hawk dmareske
Stumbling Through the Steigerwald Dispang12
Silent Bayonets cosarara
Chinese Alamo johan.vrijdaghs@gmail.com
A Stiff FightFriday Night Fight (log 3.7.16/6.7.1-beta5)

A hard fight for the road despite John being a relatively new player and inexperienced opposing Japanese. (VASL Log)
Paul Legg
Commandos at KaiapitAussies moved at-start OB to the village area and let a few reinforcements mop up the token 237s on VC hill hexes. The remainder Aussie reinforcements pushed hard up the left taking some stiff punches along the way. With the hill cleared, the fight for the village was on with the swingiest, freakiest, most back-and-forth dice we both had seen in a while. In the end, the Aussies eked out a win, but we both agreed it could have gone either way. Very tight. Great fun! Houlie
Teaching SupermanThe combined Finnish / German force looks powerful indeed but the Russians held out for a win by holding the crossroads. I sent most of the reinforcements to that area. Took the INF Gun over the AT Gun for its Smoke and Canister capability meaning of course I failed all the Depletion rolls! The Axis attack on the Northern hill probably had a few too many units who got hung up vs both HMGs (I had thought this would be the Alamo) leaving insufficient time to get enough additional units down to the final battle. OBA could make a big difference here; there were no successful fire missions in this playing. A very enjoyable larger scenario Simonstan
Historical Gavin Take worksp2018
Bricks in FlamesI found this a difficult ask for the Germans. I set up with most of my forces to the east intending to make a rush into the village from where I could then re-group and make an attack on the factory, hopefully with a surviving tank or two.
This didn't happen. Hugh had anticipated my intentions and had sited an ATG and his heavy MG to make good use of firing angles and fire lanes. By the end of the British T1 prep fire phase all of my tanks were blazing wrecks. My attempt to continue the attack with the infantry stalled due to an inability to pass MC or PTC's. I threw in the towel on turn 2.
Nicho11
Melee Near the CoastMain Japanese force attacked up the east side of the board, with mortars and a couple squads on the west. The mortars lit up the south side of the stream with WP and smoke, while a bonzai charge of three squads sliced in form the east. Only one cc all game ended with Chinese victors. The Japanese then charged over the east hill into the south village and the Chinese reinforcements could not dislodge them. Guru Bob
Setting the StageGermans broke through as Russian MA malfunctioned. Kydder

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March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
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The March Madness 2025 pack is now available for sale on the Archive for $16. 6 scenarios bringing the March Madness packs up to 100 scenarios now - an amazing achievement!
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ASL Action Pack #17 Oktoberfest XXXV 166.93
HASL 13 - Slaughter at Ponyri 136.93
Best of Friends 126.92
ASL Journal #11 286.92
Schwerpunkt # 9 126.91
China-Burma-India: The Lost Theater Part 1 156.90
Critical Hit # 2 156.89
Operations Special Issue #3 76.89
From The Cellar Pack # 3 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
ASL 5 - West of Alamein 86.87
Schwerpunkt # 4 126.87
HazMo Scenario Pack 3: City of Steel 106.87
Classic ASL 166.86
Kreta - Operation Merkur 186.86
Friendly Fire Pack 6 86.86
Generic Playtesting Log 376.86
ASL 16 - Twilight of the Reich 176.86
Special Ops #12 66.86
AH:ASL Annual `93a 116.85
Dezign Pak 6 126.85
Dezign Pak 9 106.85
HASL 9 - Hatten in Flames 106.85
Best of Friends 2 126.85
ASL Action Pack #16 From The Land Down Under 156.85
Not One Step Back 86.85
Aussie Tournament Pack 76.84
ASL Action Pack # 6 A Decade of War 106.84
Quick 6 Scenario Pack VI 66.84
Rally Point #13 106.83
AH:ASL Annual `93b 126.82
Turning the Tide 206.82
ASL Journal #14 256.82
Into The Rubble 86.81
Friendly Fire Pack 11 86.81
Backblast # 1 86.80
Schwerpunkt # 8 126.79
Friendly Fire Pack 4 106.79
HazMo Scenario Pack 2: The Un-Civil Wars 106.79
Quick 6 Scenario Pack VII 66.79
DASL 1 - Streets of Fire 106.78
Friendly Fire Pack 3 86.78
Friendly Fire Pack 7 86.78
Death to Fascism 86.78
From The Cellar Pack # 2 106.77
Schwerpunkt #22 126.77
ASL Action Pack #13 Oktoberfest XXXII 116.77
BFP 3: Blood and Jungle 476.76
ECZ Tournament Director's Pack 166.76
Hero PAX 4: Mediterranean Theater of Operations 126.75
ASL Action Pack # 4 Normandy 1944 126.75
Schwerpunkt #23 126.75
Deluxe Advanced Squad Leader 386.75
Fanatic Pack 2 126.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
ASL Action Pack # 3 Few Returned 126.73
ASL Journal # 5 136.72
Internet 1306.72
Aussie '98 Pack 106.71
ASL Starter Kit #3 86.71
ASL Journal # 8 166.71
HazMo Scenario Pack 1: A World at War 106.71
HASL 4 - Pegasus Bridge 86.70
AH:ASL Annual `95 Winter 246.70
Rally Point #11 106.69
ASL Journal # 4 136.68
ASL Journal # 1 176.67
Tactiques # 4 86.67
Dezign Pak 5 186.67
BFP 4: Crucible of Steel 326.67
AH:ASL Annual `90 166.66
ASL Journal # 3 336.65
ASL Starter Kit #1 66.65
Operations Special Issue #1 66.65
From The Cellar Pack # 9 176.65
ASL 10 - Croix de Guerre 86.64
Rally Point # 1 106.64
BFP 2: Operation Cobra 126.64
Critical Hit # 3.1 126.63
Schwerpunkt #13 126.63
Dezign Pak 10 156.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
ASL Action Pack # 2 86.62
Rally Point # 2 106.62
HASL 7 - Valor of the Guards 216.62
BFP 5: Poland in Flames 456.62
ASL Action Pack #15 Swedish Volunteers 166.62
Quick 6 Scenario Pack III 66.62
Schwerpunkt #20 126.61
Quick 6 Scenario Pack 66.61
ASL Journal #13 336.61
HSASL 2 - Operation Veritable 176.60
AH:ASL Annual `96 146.60
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 5: Medal of Honor 126.59
Friendly Fire Pack 10 86.59
ASL Starter Kit #2 86.58
Coastal Fortress 556.58
HASL 10a - Red Factories 186.58
AH:ASL Annual `92 156.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Action Pack # 1 86.56
ASL 3 - Yanks 86.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
ASL 12 - Armies of Oblivion 116.54
Schwerpunkt #10 126.54
Schwerpunkt #11 126.54
HazMo Scenario Pack 4: Making the Grade 106.54
ASL Action Pack # 9 To the Bridge! 106.53
Rally Point #14 106.53
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 7 126.52
Gembloux: The Feint 96.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Schwerpunkt # 6: Victoria Cross 126.52
Schwerpunkt #12 126.52
Franc-Tireur #11 226.52
Melee Pack III 76.52
ASL Journal # 9 256.52
Battle for France 106.52
ASL Journal # 2 246.51
HASL 12a - Drop Zone: Sainte-Mère-Église 146.51
Recon by Fire! #3 206.50
Schwerpunkt # 7 126.50
Melee Pack II 66.50
From The Cellar Pack # 5 146.50
Dos Equis Scenarios Especial 106.50
Rally Point #15 106.50
ASL 5a - For King and Country 206.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL 10a - Croix de Guerre 426.49
Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point # 3 106.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Elite Canadians 96.47
Rally Point #18 106.47
Dezign Pak 1 106.46
Franc-Tireur #10 116.46
Beyond the Beachhead 2 166.46
ASL Action Pack # 8 Roads Through Rome 106.46
ASL Starter Kit Expansion Pack #3 86.46
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
AH:ASL Annual `91 166.44
AH:ASL Annual `97 166.44
Critical Hit # 4 106.44
Paddington Bears '96 Pack 106.44
G.I.'s Dozen 136.43
Hero PAX 3: Jungle Heroes 106.43
Rally Point # 7 106.43
HASL 11 - Sword & Fire: Manila 306.43
Critical Hit # 6.4 246.42
Onslaught to Orsha 256.42
Swedish Volunteers 146.42
Friendly Fire Pack 5 106.41
Schwerpunkt #16 126.41
ASL Journal # 6 156.40
Waffen-SS II: The Fuhrer's Fireman 86.40
Schwerpunkt #17 126.40
Out of the Attic #2 166.39
Friendly Fire Pack 8 86.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #20 106.38
Provence Pack (MMP Download) 106.37
Winpak #1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Nor'easter Scenario Pack II 156.35
ASL Action Pack #18 Oktoberfest XXXVII 146.35
High Ground! 86.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Franc-Tireur # 7 116.33
Tactiques # 8 106.33
ASL Action Pack # 7 106.33
Tactiques # 1 106.32
Quick 6 Scenario Pack II 66.32
Franc-Tireur #13 176.31
Schwerpunkt #21 126.31
ASL 2 - Paratrooper (2nd Edition) 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
AH:ASL Annual `89 156.29
Tactiques # 6 86.29
Dezign Pak 7 126.29
Berlin: Red Vengeance 116.28
Tactiques # 7 86.28
Dezign Pak 2 126.28
Onslaught To Orsha 2 326.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Critical Hit # 3 186.25
Armoured Aussie Pack 76.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
ASL 11 - Doomed Battalions (2nd Edition) 86.24
Fanatic Pack 1 126.24
Out of the Bunker 146.24
Rally Point # 8 106.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
Basic Training: Issue One 126.24
Tactiques # 9 106.23
ASL 11 - Doomed Battalions (3rd Edition) 246.23
Schwerpunkt #19 126.23
Rally Point #16 106.23
HASL 10b - Red October 116.23
Blitzkrieg Pack 186.22
Franc-Tireur # 8 106.22
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.22
ASL 14 - Hakkaa Päälle! 176.22
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.21
Tactiques # 2 106.21
Franc-Tireur #15 226.21
ASL 4 - Partisan! 86.19
HASL 3 - Kampfgruppe Peiper II 86.19
Internet: MMP 66.18
Covered 136.17
Rally Point # 6 106.16
March Madness `97 Pack 126.15
ASL Journal #15 116.14
Rally Point # 9 106.13
Schwerpunkt #15 126.12
From The Cellar Pack # 6 106.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Corregidor: The Rock 216.11
Tropic Thunder! 126.10
The Canadians In Italy 2: The Spaghetti League 126.10
Schwerpunkt #18 126.09
Franc-Tireur #14 326.09
Recon by Fire! #4 146.07
From The Cellar Pack # 7 106.07
Buckeyes! 106.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 3 126.04
Objective: Schmidt 176.02
Rally Point #21 106.02
ASL 8 - Code of Bushido 86.00
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Waffen-SS I: No Quarter No Glory! 66.00
Dezign Pak 8 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
Schwerpunkt # 2 125.96
HASL 5 - Blood Reef: Tarawa 105.95
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.89
Schwerpunkt # 1 125.88
Time on Target # 1 135.83
Deluxe Pack #1 125.82
Time on Target # 2 215.81
Southern Cross Scenario Pack `96 65.80
ASL 1 - Beyond Valor (1st Edition) 105.80
Hero PAX 2: Eastern Front Hero Fest 85.79
Wacht Am Rhein 165.79
ASLOK 2005 - 20th Anniversary Scenario Pack 105.77
Paddington Bears '97 Pack 85.76
Rally Point # 5 105.71
ASL For Fun-LCP 325.69
DASL 2 - Hedgerow Hell 85.68
Winpak #2 65.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.30
The Long March 175.27
Guerra Civil: The Spanish Civil War 125.20
Soldiers of the Negus 84.94

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Newest players - welcome!

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ClemClemClem Clem2025-10-04 12:47:03
wokman2bMario Salazar2025-09-30 03:39:47
BryanBryan Register2025-09-28 23:35:08

On this day...

ScenarioLocationDate
HoW 4 Inch by InchEast of Ubach, Germany1944
1 MauledWelbenfraus, Germany1944
SoN 1 Our Place in the SunAmba Augher, Ethiopia1935
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