Introduction to ASL
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Advanced Squad Leader (ASL) is a tactical, hex-based wargame, representing infantry and armored combat in all theatres of World War 2.
Contents |
Introduction
The basic infantry counters represent squads (approximately 10 individuals) or half-squads, leaders, and support weapons (such as machine guns or mortars). Other counters can represent heavier weapons (such as heavy mortars or anti-tank guns) and vehicles (anything from motorcyles to heavy tanks.)
Players alternate turns moving and firing their units, coping with casualties and unresponsive ("broken") units, malfunctioning equipment, and terrain in order to secure the objectives of scenarios that are often based on actual historical encounters. The rules provide a great deal of depth in terms of a player's available options at every point throughout the game.
How do I get started?
At the core of ASL is the Advanced Squad Leader Rulebook (ASLRB), currently in its second edition. This hefty tome details all of the rules required to play ASL. The rulebook can be intimidating to newcomers, as it is written more as a "reference" than as "instructions." However, a common opinion expressed by players is that many of the rules are only rarely applicable, and a player can often get away with only memorizing the fundamental rules needed to play.
The rulebook alone is not enough to play the game (at least, not face to face.) You must also have counters and mapboards to play with. The typical way to get these is by obtaining modules. A core module typically packages the counters used by a certain nationality, some mapboards, and some scenarios to play. (A scenario is a given setup and objective for players to use, as opposed to "designing your own.") For example, the first module (and a prerequisite for most other modules), Beyond Valor, includes the full set of counters for Germany and Russia, 10 mapboards, and 24 scenarios. Subsequent modules cover other nationalities and theatres.
If you are a total beginner, a recent alternative to diving straight into the full game are the ASL Starter Kits. The starter kits are a stripped-down version of ASL, with far fewer rules to worry about. However, the core of the gameplay remains unchanged, and they are an excellent introduction to the fundametals of the full game.
The first starter kit covers infantry and support weapons alone. The second starter kit adds the basic rules for heavy weapons (Guns!) The third starter kit is due to be released shortly, and will introduce tanks and other vehicles. Each starter kit is self-contained: you do not need to purchase any seperate rules or modules, not even from other starter kits.
You can pre-order/purchase the starter kits from here
Design Philosophy
Although based on history, ASL's structural philosophy is one based on the 'design for effect' principle.
This means that game mechanics are often abstracted at the practical level (sometimes seeming to defy common sense) for the sake of end results. Certain components- such as residual firepower- don't seem logical when considered alone, but the payback is more evident when taken in context with other elements. All game rules, playing pieces and applications should be viewed holisticly for better understanding.
More Information
- MMP's ASL Pages
- MMP's ASL Starter Kit Pages
- ASL Frequently Asked Questions (FAQ) - (Slightly dated.)
