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Last Minute WarArtillery and the fighter took a big toll on the attackers, but the defenders didn't defend the open ground. The Slovakians reached the cover of the woods and rolled on in, with the half of their force remaining. Guru Bob
An Argan Tug of WarItalians successfully assault up and over the primary hill and knocked the Rhodesians out of the game. The ATR's failed to get hits and the Italian infantry swarmed them for the win. grumblejones
Failure to AssimilateHot dice for Amercan over in 2 Turns asloser
Failure to AssimilateReplay switched sides, hot die for the German asloser
French Toast and BaconFirst time playing Tony and hopefully not the last
I ended up with US on this one, and I have to admit a big fat old gulp and tightening of the sphincter at the thought of holding up 6 bits of rolling metal including three Panthers. This was made worse with the fact that of my 3 main AT assets being 76L ATG and an M18 Hellcat, The Hellcat was likely to recall at any moment removing 33% of the stuff to stop them. That it assuming it survives long enough to recall in the first. The rest of the US side is a couple of leaders and 8x 346 HS with a MMG and 3x Baz who have the advantage of setting up HIP (well it is VASL so dont have to write it down) and a few foxholes to hide in

My M18 went in CC6, 1 ATG in FF4 facing due east which I had hopped would be a) unexpected b) get flank shots. and the second ATG was in the rear to cover the bum rush for the bridge in S8. The infantry mainly sat in the central woods, 2xHS with the 8-0 and 3xHS with the 8-1 (I had a plan), with two outlyers. A single HS with a Baz in 59U7 with one for the FH in front of it (again a plan). The odd man out was a HS again with Baz actually in a FH in the brush, 44EE8. The only unit entirely on Bd44.

Tony went for the GG5/6 Entry and overwhelmed the HS on Bd44 by the end of the first turn with the entire German army coming at them. But Tony offered me a flank shot with a Panther vs my M18. I had to take it knowing my TD would not be here for long. And the result was a burning Panther. The MkVIs hid behind some woods and the Panthers were busy killing a HS (as prev mentioned). Th cunning part of my plan was that I combined 4 of the HS into squads during the RPh with the leaders. Two extra hexes of range I think will be very useful.
My turn 1 was dominated by the M18 going Bye Bye at the earliest opportunity (of course!). And hiding as much as possible, which I successfully managed to do. My back line HS left its building and went and hid in its FH (so I can fire a Baz without backblast for a kick off). Oh, and the rest of the FH were setup around the woods so that units can rout away if I get the chance.
G T2 was a MK rush with the German infantry for the central woods, while the Panthers not having to worry bout the M18 went along the west flank. This sportingly put them in the LoS of the ATG in FF4. His infantry and the 4's were too much for my guys in the woods over the next two turns. In fact my DF ended up BH one of the G Squads and creating a Hero. Gee I though this would be a deathknell for the US. My Off board gun then helped by killing (by wound then a 6) the only German leader and the squad with him. I waited till my prep to let rip with the ATG and it took out one Panther. No RoF/IF on the other left it standing and it got its revenge by MG'ing the now exposed crew and breaking it.
I wasn't all that confident any more. 1/2 the German infantry was still standing along with all the 4s and 1 Panther. and were over the 1/2 way point, And a RPh roll created a new German 8-0 to replace the other
Gulp !

T 4 would see the Panther swing right around the top of the play area and pull up where.... Well in front of the other still HIP ATG and threatened my HS in its little FH. He did a very god job of keeping its lid despite the Panthers best efforts. I waited for my turn to let rip with ATG and again no RoF but did enough to burn the last Panther. My off board gun again helped out by getting one of the 4’s finally after about 4 goes. Good news for me was Rallying the crew. WooHoo!

Turn 5 had the Germans with a 8-0, hero and 468 in one of my FH near the woods in the middle, a HS with LMG in the orchards 59W5 and an MkIV near there and the other immobilised (from the off board gun) in EE4. The Germans came out of the FH to rush the bridge and got hit from the off board gun which was about the only thing I could do to stop them. A K result picked the leader who was wounded. But worse for Tomy was a 12 for the Squad, the hero wounded as well. His last squad moved into a building overlooking the bridge. My HS with the Baz in the back stop FH (cx at the time) took a hail Mary and fired the Baz at it during DFPh. 2 4’s left it broken. With only a functional MkIV left and a few wounded SMC left, Tony conceded.

I was damned lucky in the end. A few good DR on the last turn, coupled with a few bad ones for MC on the German MMC gave me the win. But it was a close run thing.
Andruz61
Mussolini's Laughter36 VP for Italians (24 for buildings and 12 EVP) Bongiovanni
StuG’s Over the BugFirst to play and post. Danno
StuG’s Over the BugGerman 37L did great damage to the Russian armor on Turns 1 and 2, but then MALF'd. The STUG's got in their licks, but two of the three STUG's would be knocked out (one due to a CRIT Hit) by the T-26's. On Turn 4, the Russians had two mobile tanks left and two immobilized tanks with 3 of them having MALF'd guns. But the final STUG was swarmed by the Russian Commissar and a 4-4-7 and knocked in Close Combat for the immediate Russian victory. grumblejones
Expelled!ASLOK jrwusmc
Indeed!Allies were inflicting heavy losses and breaking most of the Germans as they entered along the central pier. Pulling back to exit area then caused the British defenders to be over whelmed from three sides. Came down to last Turn with German superiority. Kydder
Borodino Train StationGermans caused chaos against Russians as they entered the board (almost causing opponent to fail his "personal" MC), but the volume of fire with 9-2 leadership eventually pushed the Germans out of cityhall. With this jump-off point the Russians pushed past the road on the final Turn. Kydder
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
An Argan Tug of WarFirst to play and post. Danno
Dreil TeamVASL League game Cpl Wright
Fast HeinzMinefields made the Russians suffer early on, but they managed to clear one and push their way through the others, to complete the tough fight off the battle field for the win. Kydder
Your Turn NowJapanese spear-headed & crushed main flank, then swept the remaining defenders from the field within 4 Turns. Kydder
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
Escape to WiltzGerman PFs created burning wrecks and scattered the American force. Not enough EVP left to attempt the break-out. Kydder
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
As Luck Would Have ItCame down to the last turn. A fortunate Rally roll by a broken unit on an exit hex made it possible for the Germans to get the minimum VPs. Without that rally, the last squad within movement range of exiting needed to move through a hex that was covered by multiple British units, two of which were adjacent and one of which would be directed by a heroic 9-1 leader. Heloanjin
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
A Quick Strike Heloanjin
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
Poteau Party Heloanjin
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 BeginsFirst scenario playing with vehicles for both players, so probably doing lots of things wrong! The Poles managed to wreck five German tanks, while one was recalled and another with its only armament out of function. However, the Polish ART gun got stuck in the upper part of the board once the action concentrated in the village. Several squads were lost by both sides with failure to rout. The Germans won in the last turn by controlling exactly 8 buildings. Very exciting and teeth-grinding scenario! 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

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MM 2025 pack
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March Madness 2023 10th Mountain Division Pack 98.19
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March Madness 2013 Commissar Pack 87.31
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March Madness 2019 Close Combat Pack 86.63
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Onslaught To Orsha 2 326.28
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BFP: Operation Neptune 106.27
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ASL 11a - Doomed Battalions (4th Edition) 326.26
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Armoured Aussie Pack 76.25
Dezign Pak 4 156.25
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ASL 11 - Doomed Battalions (2nd Edition) 86.24
Fanatic Pack 1 126.24
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Basic Training: Issue One 126.24
Tactiques # 9 106.23
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Blitzkrieg Pack 186.22
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SASL 1 - Solitaire ASL (2nd Edition) 216.11
Corregidor: The Rock 216.11
Tropic Thunder! 126.10
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Dezign Pak 3 155.90
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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
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ASL For Fun-LCP 325.69
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Melee Pack I 65.63
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Newest players - welcome!

UsernamePlayerRegistered
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
A The Guards CounterattackStalingrad, Russia1942
B The Tractor WorksStalingrad, Russia1942
C The Streets of StalingradStalingrad, Russia1942
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