ASL Module 9 chapter K in Paratrooper: ASL Module 2 8 revised RuleBook pages 10 2nd edition additional chapters: chapter G in Rising Sun: ASL Module I just picked up the 1st Edition Rules and Beyond Valor of $ Is there a huge difference between the 2 rulesets?. The ASL RULES 2nd Edition is a set of liberally illustrated, full-color comprehensive rules that benefits from all the fine-tuning accumulated over the past
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It is a detailed game system for two or more players with solitary play also possible. Components include the ASL Rulebook and various games called modules. ASL modules provide the standard equipment for playing ASL, including geomorphic mapboards and counters.
The mapboards are divided into hexagons to regulate fire and movement, and depict generic terrain that can represent different historical locations. The counters are cardboard pieces that depict squads of soldierscrews, individual leaders, support weapons, heavy weapons, and vehicles. Combined with the sales of the original Squad LeaderAdvanced Squad Leader sold over 1 million copies by Twelve core modules provide representations of nearly every troop type, vehicle, and weapon to see combat action from any nationality involved in World War II.
Each module comes with 6 to 20 researched situations depicting historical battles. These scenarios are printed on card stock with specifications of game length, mapboard configuration, counters involved, special rules for the conditions of the particular battle such as weather, and victory conditions.
In addition to the scenarios published in the modules, there are numerous other sources for scenarios, both official and unofficial. The game was first published by Avalon Hill in as a successor to the award-winning Squad Leader series, on which the game is based and from which the rules and components were directly developed.
By the time the fourth and final installment of Squad Leader debuted, there were four separate rulebooks in existence with poorly integrated and sometimes contradictory rules. It was clear that the system had grown in ways never dreamed of in ; large amounts of “nutmail” to Avalon Hill convinced the developers of the need to streamline the rules.
Instead, by the time it debuted, Advanced Squad Leader had become a complete replacement of the games of the original SL series. By contrast, ASL has separate counters for 56 different types of tanks and assault guns for the Germans alone, with armor values from 0 to 26, based on actual thickness and degree of slope. Beyond Valor includes 99 separate German vehicles simulated in the game, including halftracksarmoured cars, anti-aircraft vehicles, and softskins.
Many fans of the original Squad Leader game who had looked forward to improvements to the system with the release of Advanced Squad Leader were taken aback by the need to replace the four modules they had bought; only the mapboards of the earlier series were compatible with the new game. The new game requires at least two products, the Advanced Squad Leader Rulebook and an initial module, either Beyond Valorwhich contains a brand new counter mix for the German, Russian and Finnish armies, as well as all necessary system counters, or else Paratrooperwhich contains a limited counter mix for system markers, US paratrooper units and their German opponents in Normandy.
Either initial module also requires ownership of boards from SL in order to play the included scenarios. Even the most basic ASL components were no longer introductory in nature, although Paratrooper masqueraded as such. Avalon Hill actually suggested that anyone wishing to play ASL also purchase the original Squad Leader and gain experience with that system first, and kept the original SL and three gamettes in print.
The necessity of owning boards from these modules in order to play printed scenarios in the core modules of ASL may also have been a factor in this decision. So while ASL was intended to replace SL, there was a certain ambiguity for many years about the status of SL’s replacement; the original game was still necessary as a steppingstone to learning ASL, and a source for needed mapboards.
In Monarch Avalon, Inc. Multi-Man Publishing made many changes to the new system; a decision not to reprint the earlier Squad Leader games resulted in reorganization and 2nd editions of many ASL core modules in order to include boards from the earlier games, necessary for play of the printed scenarios in those core modules. He clarified that while playability had in many cases increased with the new rules organization, there were still many “special” circumstances that called for special rules.
The new rules did, however, have a very strong systemic approach whereby, in his words, you could. This makes the game easier to learn and play. The rules make more sense. Most of the old ‘funny’ rules that allowed ‘cute’ tricks have been deleted. Mostly, I guess, it’s a distillation of the best of SL In short, there’s a lot less crapping around in the rules.
Most importantly, the vast majority of the rules really will tend to benefit the player who thinks as did his historical counterpart. Sigh, an end to our torching most of the mapboard. In that same issue of The GeneralDon Greenwood – developer of ASL and also editor of the magazine – responded to harsh criticism by consumers who felt that the redesign of the system was a cash-grab, or worse, a betrayal.
The SL game system, for all its acclaim The subsequent gamettes, in building on that start, only complicated matters by attempting to patch that foundation rather than replace it altogether A few years ago, I was so enamored by video cassette recorders that I just had to have one. Two years later they were selling models for half the price with twice the features which mine had. Sometimes I regret buying that VCR so soon, but then I recall all the fun I had with it when it was new and eventually concluded that my money was well spent after all.
A large and active worldwide hobby community thrives around ASL, including tournaments, community websites, clubs, and fanzines. An active trading and auction community enables participants to buy and sell used ASL modules. Based on military field manuals, the rule book was contained in a three ring binder.
ASL Rulebook 2nd Edition – full size with binder
Each chapter 22nd colour-coded along the top of the page, with brightly coloured section dividers of heavy cardboard stock reproducing charts and diagrams associated with that chapter. Errata would be provided on a regular basis, and coupons in the back of the rulebook could be exchanged by mail for the initial updates to the rulebiok.
The errata would come in the form of altered pages, with page numbers annotated with the date of any changes; old pages were simply removed from the binder and discarded and qsl new page inserted. The two largest updates were the ’87 and ’89 sections that came with many pages. Chapter N was a visual rulebiok of all game pieces included in Beyond Valor and several follow up modules, but was not fully supported.
While early 22nd did contain the appropriate Chapter N pages, some modules did not have the pages included immediately Paratrooper’s Chapter N pages, for example, were not provided until the release of Yanks. The rules themselves were heavily streamlined, as promised, though many more procedures were introduced to the game, increasing complexity and playing time as well as the likelihood of rules arguments.
The modelling of infantry weapons was overhauled to prevent unrealistic tactics, and machineguns and ordnance were given variable rates of fire in other words, the ability to fire more than once per phase, with a certain unpredictability as to how many times worked in. Squads equipped only with small arms now had many options to reflect weapons types; semi-automatic and automatic weapons could be simulated with rules for Spraying Fire or Assault Fire, for example.
Above all, the rhlebook of standardized abbreviations and jargon made the rules very technical in outlook; this language is known as “legalese” and is in contrast to more “conversational” types of rules. The debate of the merits of both approaches went as far back as the original Squad Leader rulebook written by John Hill and Don Greenwood. The new rulebook also includes minor material ruleobok covered in any previous issue of errata, making ownership of the 2nd Edition essential for compatibility with new products or other players who use the 2nd Edition.
The 2nd Edition does reflect most, but not wsl, previous changes to the rules via issue of replacement pages. There are also cosmetic differences such as larger typeface and improved layout.
Perhaps one of the most unusual elements of the ASL system is the use of dice.
Advanced Squad Leader – Wikipedia
While using two dice to obtain a bell curve result between 2 and 12 36 possible outcomes is not unique to ASL, there are many 2ne ways in which the dice are used. One die is a “colored” die, so that when two dice are rolled, not only will the sum of both dice be used for example, an attack by a machinegun on an enemy unit will have the result of two dice cross-referenced on the Infantry Fire Table IFTbut other results may also be achieved simultaneously. To continue the example, if the colored die is equal or less to a printed Rate of Fire ROF number given for the machinegun, it may fire again in that phase.
Comparing the results of the two dice to each other will also create simultaneous results; so while the sum of the dice will be used on the IFT, two sixes a natural 12 will 2dn in the machinegun suffering a stoppage. If the roll was for an attack by an infantry squad, identical results on both dice would result in “cowering” and a different column on the IFT would be consulted with the dice roll.
Double ones will result in a Critical Hit if rolling for an ordnance weapon “To Hit” an enemy target. The dice thus feature heavily in game play providing multiple random events every time they are rolled.
The following is a list of Advanced Squad Leader Modulesand the dates of their release. There were complex prerequisites for just about all modules after the release of Beyond 2nf and Paratrooperand 2nd Editions of most of the following have reorganized the mapboards and rules chapters released with each.
Specifically, re-release of boards 1 to 4 has been necessary given MMPs decision not to reprint the original Squad Leader game and its three gamettes.
A tremendous strength in the ASL system is its flexibility. Most tactical situations from Second World War history can be recreated using the components of the game system. However, special rules, maps, or map overlays may be required in order to properly portray these situations.
ASL modules usually have dependencies on one or more previous module s in other words, use of the material in one module is dependent on ownership of another. Very few modules can be played in isolation. As well, the problem of prerequisites extends to the playing of printed scenarios, many of which require components from multiple modules, particularly those scenarios released by third party publishers.
For instance, the Order of Battle OOB from a module may be needed to play one module while a single map board from the same module may be required to play a particular scenario. Finally, the release of the 2nd Edition rules further complicates the process by making some sections of the 1st Edition obsolete. Full compatibility with 2nd Edition rules is only possible by owning the 2nd Edition. An area the new rules simplifies is the Chapters included in various Modules.
Any players wishing to use these rules in a following Module would also have to own Yanks. The 2nd Edition helps to alleviate this problem by supplying more rules in one binder. It still does not supply all rules for all situations.
For instance if you wish to play a scenario using Jungle terrain you will need the Code of Bushido module with its rules section. Also, the OOB of particular nationalities and the map boards from particular Modules may still be required for subsequent Modules.
They include new scenarios and boards. They do not contain new rules or counters, with the exception of AP 2 and AP 4 which have new rule pages inserts.
Intended to be a fusion of 1: The 1st edition ASL Rulebook contained a chapter on painting 1: These mapboards were 11″ by 26″ and had greatly enlarged hex grids, each hex being 2. The maps were designed to be used in conjunction with 1: Only two modules were released; the drawback of the larger scale mapboards was that the terrain being simulated had to be fairly close-in, and scenarios based on fighting in these kinds of environments.
The two official releases focused on city fighting and the hedgerow country in Normandy. Streets of Fire was the first of only two Deluxe ASL modules to be released; the maps were very similar and depicted city terrain similar to that found on the mapboard 1 from Squad Leader or the “city boards” found in Beyond Valor.
The maps represented typical bocage country, with many hedge depictions and more rural type terrain types. Several modules known as Historical Advanced Squad Leader modulesor HASL, feature maps based on actual terrain as well as historical “campaigns” known as Campaign Games CG where interlinked scenarios depict several days of fighting over historical objectives. A module designed for solitaire play was designed by MMP, using dice and charts to generate “enemy” actions, in a system similar to earlier solitaire games like Ambush!
Only one module has been released, and MMP has announced that no reprint will be made. No new boards were released with the module, though Chapter S was included covering the special rules for SASL a 2nd edition was released with expanded solitaire rulesinformational counters, several types of charts, and 14 “Mission Cards”, which were the SASL version of scenarios.
A 2nd Edition was released expanding the charts to include all nationalities covered by ASL, with the exception of Axis Minors and the Finns.