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Advanced Squad Leader box art
1985 Ranked #450

Advanced Squad Leader

Tactical WWII wargame system where commanders direct infantry, vehicles, and weapons to meet scenario-specific objectives. Detailed terrain and combat rules make each engagement a demanding problem of timing, firepower, and maneuver.

Wargames Wargame World War II Critical Hits and Failures Grid Movement

Players

2

Play time

120-480 min

Age

14+

Complexity

4.74/5

Rating

8.01

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Advanced Squad Leader is the completely reorganized and re-designed version of the original Squad Leader system. This three-ring binder is the basic rules for the entire system, and provides the ultimate combination of playability and detail.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Advanced Squad Leader is the completely reorganized and re-designed version of the original Squad Leader system. This three-ring binder is the basic rules for the entire system, and provides the ultimate combination of playability and detail. Full-color charts and beautiful pictures make this the most readable of rulebooks - and includes a full-service index as well for quick reference. And ASL is more than "squads" - the system includes the rules for everything from machine guns to bazookas, tanks and ordnance weapons, paratrooper drops, glider landings and beach assaults. And much more. This set of rules is constantly kept up to date by expansions included with the modules. ASL goals are scenario-defined, and vary from tasks such as exiting troops off of one edge of the board, to inflicting a certain number of casualty points on the opposing force, to capturing a certain number of goal buildings or areas. This is just the rulebook. To start playing the game the newcomer must get, at least, the Beyond Valor: ASL Module 1. There are a great many ASL Modules available. "Core Modules" provide additional rules, units from different nationalities, and additional geomorphic mapboards. "Historical Modules" provide campaign games simulating multi-day battles using actual historical maps rather than geomorphic mapboards, including additional rules, counters, and paper maps. Many modules have dependencies on earlier modules. Rulebook contents: Introduction Chapters A, B, C, D, H (Design Your Own, German & Russian vehicle notes only), J [1st edition] Chapters A, B, C, D, E, H (Design Your Own, German & Russian vehicle notes only), J, K [2nd edition] Index & Glossary 1st edition additional changes/chapters: chapter E in Yanks: ASL Module 3 chapter F in West of Alamein: ASL Module 5 chapter G in Code of Bushido: ASL Module 8 / Gung Ho!: ASL Module 9 chapter K in Paratrooper: ASL Module 2 8 revised RuleBook pages [A 17-18/A 29-30/B 31-32/F 1-2 all marked "92"] in Croix de Guerre: ASL Module 10 2nd edition additional chapters: chapter F in Hollow Legions: ASL Module 7a chapter G in Rising Sun: ASL Module 13 (Note: this is a description of the ASL rulebook which is published separately. For the ASL family, check Game wiki.)

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
120–480 min
Age
14+
Complexity
4.7/5
Credits and catalog connections

Credits

Designers

1
Don Greenwood

Artists

3
Nicolás Eskubi Charles Kibler Rodger B. MacGowan

Publishers

1
The Avalon Hill Game Co

Linked items

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