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The Captain
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Advanced Squad Leader - Starter Kit #1 » Forums » Reviews
Why Every Gamer Must Try ASL SK#1
I have been wanting to take the ASL plunge for years. There are tow problems with it. 1. The fact that you have to plunk down $160.00 just for the basic game and then try and find the tons of other boxes and bundles (many OOP) to continue with the experience; and 2. the lack of F2F players.

Then I walked into my FLG Store and saw this little baby. I was just browsing, having gotten back into gaming after a decade of absence. There it was next to ASL 2nd Edition ($80) and Beyond Valor ($90), ASL Starter Kit #1 ($19.98). I picked it up and have not looked back.

First the contents:
- The counters are throwbacks. Simple black images with three different colors to represent nationalities. A simple time it was when these were first printed but those 3 numbers (only 2 for leaders)tell you everything you need to know to storm the hedgerows in France, assault the beaches at Iwo Jima or go street to street in Stalingrad....
- The Maps are great. I like the cardboard and it is so much easier to store and transport, plus with a small piece of plexiglass you have no board curl doing the game.
- Two standard dice (toss them, more on that later)
- Six starter senarios
- The rule book, simple, quick with several illustrations you can use

That is all. I punched the counters, put the senario cards in sleeves and read the rule book. I then downloaded several player aids from here and elsewhere (an Abreviation table and a Turn Summary chart) and was ready to play. I was fortunate enough to join a club that has some hard core players (20+ years each) who were willing to take it slow with me.

Game Play:
It is a very simple game. One things leads to another and there is no clear way and this is the right way to play. Every moves creates tons of options and every well laid plan is just as easy to be destroyed on the first roll then completed easily. I also love the fact that errors made at the beginning will not ruin the entire game. Set up is rather quick in the small missions (which is all there is in the SKs).

A basic turn is as follows:
Rally: Attacker (A) rallys all broken units with leaders and one without. Defender (D) rallys only those with leaders.

Prep Fire: A takes some shots, call it covering fire and tries to pin or break certain units to clear the way for movement. Any unit that takes a shot CANNOT MOVE.

Movement: A moves units one hex at a time. D tells the A to halt when he want to take a shot. Defender gets two shots at this time, called First Fire and Final Fire. You use this to take advantage of shot modifiers for movement in the open, or lines of fire, etc. This continues until all the Attackers units are moved

Defensive Fire: All defending units that did not First Fire can now take the shot. At the now stationary attacking units

Advancing Fire: All Attacking units that have not fired yet can do so at half the firepower.

Rout: All units that had been broken this turn must retreat away from enemy units (attacker first)

Advance: All attacking units are able to move one more hex (no movement penalties) with no fear of defensive fire

Close Combat: Any hex where both players occupy are considered in Close combat. If there is no winner then they continue to be in close combat for the next turn.

MOVE TURN MARKER...

I loved playing this game. There are so many options available to each unit and so much strategy involved that I can now see why a 4 turn game could take 2-3 hours. And it is time well spent on the battlefields of WWII.

Clear, straight forward and challenging. My only con is that there is no turn marker included in all those counters (I was given an old one by one of my 'teachers').

If you love the old hex and die games this is a must!!! If you have had a little interest in ASL this is a must!!! If you like any type of wargame you owe it to yourself to go out and get this baby. You spend more on lunch this week then you will on this game. Plus you will get more hours of enjoyment out of this little box then that combo meal, unless you go to taco bell and then it is a toss up!

Buy this game and PLAY IT!!!
Jim Cote
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Nice summary.

bryanspellman wrote:
Movement: A moves units one hex at a time. D tells the A to halt when he want to take a shot. Defender gets two shots at this time, called First Fire and Final Fire.


You may not have intended to elaborate, and perhaps over-generalized on purpose. The defender might be able to shoot for each MF expended. Each subsequent shot (Subsequent First Fire, Final Protective Fire) by the same unit has more and more restrictions. It is possible, though unlikely in practice, for a unit to fire 5 times or more at the same unit during the Movement Phase.
Slyvanian Frog
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Out of curiosity, do you anticipate ever moving up to full ASL at this point?
Last edited on 2007-10-21 18:33:27 CST (Total Number of Edits: 1)
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ekted wrote:
Nice summary.

bryanspellman wrote:
Movement: A moves units one hex at a time. D tells the A to halt when he want to take a shot. Defender gets two shots at this time, called First Fire and Final Fire.


You may not have intended to elaborate, and perhaps over-generalized on purpose. The defender might be able to shoot for each MF expended. Each subsequent shot (Subsequent First Fire, Final Protective Fire) by the same unit has more and more restrictions. It is possible, though unlikely in practice, for a unit to fire 5 times or more at the same unit during the Movement Phase.


THat is true, I did not want to get into all the small things just a general overview of the game.

Thanks!
bryan
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SlyFrog wrote:
Out of curiosity, do you anticipate ever moving up to full ASL at this point?

Yes, one of my 'teachers' offered me his ASL 1st edition rules for $10. With that and the sticky errata from MMP, I am good to go.

We will be playing ASL SK for awhile. Gets me into the basics of the game and lets them play some senarios that they wouldn't normally.....

Short answer is yes....
Todd Pytel
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bryanspellman wrote:
With that and the sticky errata from MMP, I am good to go.

If you're talking about the sticky errata linked from the main errata page, then you should note that that's the errata for 2nd edition. The errata for 1st edition are on a different page at MMP and I don't see a "sticky" version, though maybe there's one out there somewhere. However, the 1st edition errata will still not make the rules into 2nd edition - there are a number of other changes during the revision that are not part of the 1st edition errata.

That being said, 1st edition is plenty good to get started with.
Nathaniel GOUSSET
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bryanspellman wrote:
Clear, straight forward and challenging. My only con is that there is no turn marker included in all those counters (I was given an old one by one of my 'teachers').


Err, that is weird because there is definitely a turn marker in each and every starter kit.... The one in SK1 should have Black-Iron cross on one side and White and Red star on the other IIRC.

I could be wrong because I dont have mine on hand... anyway look for a two sided counter with symbols for every nationalities of every scenario of the SK on each side.

Anyway if this is the only con then there is no real con... What were you going to say about tossing the dice ?
Last edited on 2007-10-22 02:56:45 CST (Total Number of Edits: 1)
Niko Ruf
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IKerensky wrote:
Err, that is weird because there is definitely a turn marker in each and every starter kit.... The one in SK1 should have Black-Iron cross on one side and White and Red star on the other IIRC.


I just got SK1 and SK3 and can confirm that there is no turn marker in SK1. SK3 has one, though. One more reason to get it;)
The Captain
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IKerensky wrote:
What were you going to say about tossing the dice ?


Oh they are very bad. Couldn't roll low at all... ;-)
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After many years of playing the wonderful and entirely FREE PC game Steel Panthers and seeing many of the maps inspired by this or that Squad Leader Scenario, I've decided to take the plunge and see what all of this Hex and Chit based madness is all about. And I must say, I am giddy with excitement. I have both a copy of the original squad leader and a copy of ASLSK #1 on the way and I was curious as to some of the differences between the two. What exactly makes ASL advanced? I can't wait to play these games and, if things go well, turn my gaming buddies onto them as well. Should we start with normal Squad Leader, or just go straight on to ASL?
Jay Richardson
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StAtiC9 wrote:
After many years of playing the wonderful and entirely FREE PC game Steel Panthers and seeing many of the maps inspired by this or that Squad Leader Scenario, I've decided to take the plunge and see what all of this Hex and Chit based madness is all about. And I must say, I am giddy with excitement.

Compared to Steel Panthers, I think you will find playing SL and/or ASLSK to be a much more immersive experience, although the boardgames will play slower and require more effort on your part. Playing SL/ASLSK will show you exactly why everything happens the way it does, because you see all of the rules detail in action, whereas a computer hides most of that detail from you in the process of making the computer game easy-to-play.

StAtiC9 wrote:
I have both a copy of the original squad leader and a copy of ASLSK #1 on the way and I was curious as to some of the differences between the two. What exactly makes ASL advanced?

The "Advanced" part of ASL's name was, I suspect, primarily a marketing decision on Avalon Hill's part back in 1985.

I would summarize the differences between SL and full ASL as follows:

* The SL system eventually had four rulebooks filled with multiple versions of rules that conflicted with one another, and most of those rules were also completely optional. ASL has a single rulebook with no internal conflicts between rules, and very few optional rules.

* ASL is a "cleaned-up" version of SL: quite a number of interesting, but funky, SL rules were simply discarded in ASL. Other SL rules have been streamlined or simplified in ASL (snipers, for one example).

* ASL is more comprehensive than SL. It has counters for every combatant that fought in WWII, and rules to cover any possible situation. So, for example, if you wanted to have paratroopers dropping at night in a snowstorm, and then have them call in naval gunfire support from a friendly battleship, only to discover that the enemy was expecting them and had booby-trapped every building in the vicinity... well, ASL can handle that. Of course, you could also play ASL for years and never use ANY of those rules (let alone all of them at once)!

* ASL is less predictable than SL, due to such things as changes to the rate-of-fire rules, and new rules such as Heat of Battle. This high level of unpredictability makes ASL feel more realistic, and gives it a high replay value.

* If there is one single thing that sets ASL (and also ASLSK) apart from SL, and all other tactical wargames as well, I would say it is the defensive fire rules that allow defending units the ability to fire multiple times at moving attacking units. New players can find these defensive fire rules difficult to learn, but the intense interaction between moving units and the defenders that are firing at them is a distinguishing feature of ASL.

Much of the above would also apply to a comparison of SL to ASLSK, but not all of it, simply because some of the things mentioned are not used in the ASLSK rules (such as snipers, Heat of Battle, naval gunfire support, night, snow, etc.)

StAtiC9 wrote:
I can't wait to play these games and, if things go well, turn my gaming buddies onto them as well. Should we start with normal Squad Leader, or just go straight on to ASL?

Well, why not try them both? :)

If you are interested in eventually playing full ASL, then playing the Starter Kit is a better route: the ASLSK rules are a subset of the ASL rules, so moving up to ASL will be easy. The SL rules differ from the ASL rules in some areas, so moving from SL to ASL would involve "un-learning" some of the SL rules.

On the other hand, you may find that SL's "programmed instruction" approach – where a few rules are introduced, and then you play a scenario using just those rules before you move on to learn the next set of rules – works better for you than just diving right into ASLSK #1.

And, of course, some people still feel that SL is a better game than either ASL or ASLSK, and it possible that you might end up agreeing with them.

The main thing, however, is to just have fun, and to not be afraid to ask for help from either the ASL players or the SL players.
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Thanks for the informative answer Jay. Now comes the hard part... the waiting!
timothy schrader
Australia

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:ninja:SK#2 has a turn counter as well, and you get British, Italian and Greek forces, the only downside is there is no Russian infantry, only ordnance, but since i own all three starter kits, its not a problem. I agree that all the kits are worth every penny.:)
Dean Thomas
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Great review. I've got this one on back order, it's likely to be only my second taste of 'real' wargaming.
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