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Tony B
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Advanced Squad Leader (ASL) Starter Kit #1 » Forums » Reviews
Review from a Former Squad Leader Player
Introduction

This review is not intended as a review of the Advanced Squad Leader (ASL) system. There is plenty of info out there on that. I am writing this from the perspective of someone that loved the original Squad Leader and had been intrigued by ASL, but was too intimated to try it. Because of where I live and time restrictions, Face to Face learning did not seem realistic. Taking all that into account, I had come to the conclusion that I would probably not ever play ASL. My discovery of the Advanced Squad Leader Starter Kits has changed all that.

In 1980, at the age of 13, I purchased Avalon Hill’s Squad Leader. My 12 year old brother and I taught ourselves the game through reading the rules and playing it. At some point we acquired Cross of Iron for the improved vehicle rules and it too was a must-play for us from then on. We never did purchase Crescendo of Doom or GI: Anvil of Victory due to time and money constraints.

We spent hours play scenarios such as The Guards Counter Attack, The Tractor Works, and our all time favorite, Hill 621. Those scenarios are classics today and fondly remembered in the Squad Leader Community.

I picked up the Advanced Squad Leader (ASL) Rule Book and Beyond Valor - ASL Module 1 sometime in the early 1990’s but after flipping through the manual, was too intimated to try to play it. The manual read like a foreign language, and was HUGE.



Over the years, I would crack open the manual occasionally, but after a few minutes of paging through the rules, I would put it back on the shelf, overwhelmed.

Recently I was bitten by the Squad Leader bug again. Going online, I read several positive reviews of the Advanced Squad Leader Starter Kits. I had seen mention of them several years ago, but had dismissed them out of hand as too basic. I had assumed they were heavily stripped down and not worth having. After paying attention to reviews more carefully this time around, I decided to try them out.

Advanced Squad Leader (ASL) Starter Kit #1 lists for $24 plus shipping, so I would not be out much if I didn’t like it. I purchased it and Advanced Squad Leader (ASL) Starter Kit #3 together to save on shipping costs. At the time of purchase, Advanced Squad Leader (ASL) Starter Kit #2 was out of stock just about everywhere, though it has recently become available again.

What you Get

The images on the box and the cover of the manual for Starter Kit #1 are comforting to veterans of the original Squad Leader.



They are very similar to the cover of the box and manual from Squad Leader.



I am very impressed with the contents of the kit, and it is much more complete than I expected. I had assumed the Starter Kits would require ownership of other ASL material, and would probably be oversimplified without much being offered. How wrong I was!

As the SK#1 box says, “This game contains everything you need to begin playing Advanced Squad Leader”.

There are two dice included, as well as two map boards and a nice sized counter sheet. Two my surprise, there are three nationalities included in SK#1, just like the original Squad Leader: Germans, Russians and Americans. You would have to purchase two separate modules in full ASL to have the opportunity to play the same three countries. Granted, you get a small sampling of their total Order of Battle, but the ability to at least try the big three in the Squad Leader universe is a nice touch. There is a nice mixture of troops ranging from Conscripts to Elite, so you can get a feel for the differences the quality of your troops can make in the game.

The map boards are printed directly on light-weight cardboard, as all future ASL map boards will be.



The 280 counters are actual, die-cut cardboard just like I remember from my Squad Leader days.





All the components can be used interchangeably with ASL for anyone that wants to play the full system down the road.

There are a number of play-aid markers such as Prep Fire, Counter Exhausted, Smoke, Melee, Final Fire and etc included. The one counter not included that would have been nice to have in SK#1 is a Turn Marker. I understand there probably was just not room for one, and again, it is no problem to use something else. I grabbed the one that came with my SK#3.

Included is one Quick Reference Data Card, with the charts necessary to play such as among others the Infantry Fire Table, Terrain Effects Chart and the Turn Sequence. There is even a nice diagram with information about what everything means on the counters. Finally, there are six scenarios in the same format as I remember from my old Squad Leader days.



What do you get to play with? Besides infantry, you also get a few Support Weapons such as light, medium and heavy machine guns, and even demolition charges and flame throwers. Naturally a Squad Leader product is going to include leaders.

The manual is about 12 pages, with many nice color illustrations and examples.



The ALS Rules

Paring down the 150+ pages from the full ASL Rule Book into the 12 pages in the SK#1 manual obviously means a lot is left out. What impresses me is what is included.



Advanced Squad Leader (ASL) Starter Kit #1 includes only infantry rules. Those wanting weapons such as mortars, artillery guns and bazookas will need at least Advanced Squad Leader (ASL) Starter Kit #2 and vehicles, including tanks and armored cars, are introduced in Advanced Squad Leader (ASL) Starter Kit #3.

Concepts that will be new to former Squad Leader Players include Residual Fire that affects future moves by other units through a fired upon hex during that Movement Phase, the possibility of squads decreasing in quality due to combat results, Self-Rallying of non-leaders, Rate of Fire that allows some weapons such as machine guns the potential to take more than one shot in a phase, Inherent ability for many units to lay smoke and so on. I understand many of these concepts were originally introduced in Crescendo of Doom or GI: Anvil of Victory, but they are new to me and anyone else that stuck with the basic Squad Leader and/or Cross of Iron.

What is not included from the full ASL system? Machine gun Fire Lanes, Snipers, Multi-level buildings, By-Pass Movement, Walls, Hedges, Off-Board Artillery and many other like details. This is only a 12 page manual, remember?

Reading the full ASL manual after I had been playing the SK#1 for a while, I was surprised to learn the Turn Sequence in the Full rule book is color coded to match the text color on some of the player-aide markers to indicate to the player when a marker should be removed from the board. Residual Fire markers, for example, are printed in Green text, which as it matches Movement Phase being printed in Green, indicates to the players the Residual Fire counters should be removed from play at the conclusion of the Movement Phase. I am curious as to why the color coding was left out of the Starter Kits. Perhaps it was simply a matter of space available in the 12 pages of rules. I think new players would have really benefited from its inclusion.

Getting Started

My preliminary read of the rules was still a little overwhelming with all the abbreviations used in ASL. Fortunately, there is a list of definitions in the manual. After a while, the abbreviations and manual just started to make sense. I learned to read “FFNAM” as First Fire Non-Assault Movement, for instance. The rules, though greatly reduced from the full ASL Manual, are still dense. It took reading and re-reading for it all to start clicking.

I found three very useful third-party aids to getting started. There are many more great aids out there, but these are what I used:

The First is a comprehensive list of ASL abbreviations and what they mean found at:

http://www.boardgamegeek.com/file/info/16247

A Second aid is the Detailed Sequence of Play found at:

http://www.grognard.com/info1/aslsksheet.pdf

It is very helpful, walking you through a turn and most of the possible activities that may occur in the order they occur.

The Third and most significant resource I found is Jay Richardson’s excellent tutorials at:

http://www.boardgamegeek.com/file/info/24930

When my brother and I got together for our first session of a Squad Leader game in the last 17 years and our first ever ASL game, we set up the pieces and moved them around as we read his step by examples of basic combat. Jay’s tutorials are excellent, not only for their illustration of how to play, but with explanation of some of the logic behind how the game works and what it is simulating.

After walking through a couple of Jay’s combat examples, we jumped into the first scenario, S1 Retaking Vierville, referring to the rules as necessary. From the time we started playing through the tutorials until completing the first scenario was about four leisurely hours.

A couple of turns into playing, it occurred to me “Hey, I’m playing Advanced Squad Leader!” It was a pretty exciting realization. We both had a great time that afternoon.

The Game

The scenerios included are very well done, and offer good variety and replayability.

For example, Retaking Vierville starts out nice and simple on the surface, with only infantry in play. There are no Support Weapons to learn about for this scenario. The situation is much more interesting than it might appear at first glance, with both sides receiving reinforcements over several turns.



The second scenario introduces machine guns, demo charges and flame throwers. It has a nice twist with the defending Russian player rolling a die every turn to see if his reinforcements arrive. That random element can make for some tense, unpredictable games.



As a former Squad Leader player, much of what the Starter Kits introduce is very familiar. It feels very good to be playing in the ASL word, albeit at an introductory level. It took some work to get the hang of Defensive Fire, but Jay Richardson came to the rescue here as well:

http://www.boardgamegeek.com/thread/88350

Now that I have it figured out, the new Defensive Fire rules make a lot more sense than the original SL.

Observations

Comparing the Starter Kit rules to the full ASL manual, I am amazed at how well the SK’s introduce the system. The Full Rule Book is now fascinating reading instead of overwhelming. I foresee starting to play utilizing many of the full ASL rules in the near future.

There are those that argue the Sk’s are not real ASL. I disagree. While they may not be FULL ASL, they are ASL, just culled down to some of the core basics, and much more of the core than I expected before I received my SK’s.

My opinion from visiting various ASL forums is that many veteran ASL players have picked up the Starter Kits. I think they were motivated in part to help introduce new players to ASL. I have also read commentary from some ASL players that don’t get to play very often. They find the Sk’s useful as they don’t have as many rules to remember when they do finally get to play after a long absence.

There are veterans willing to play the Starter Kits online via VASL:

http://www.vasl.org/

My first game ever on VASL was against an opponent that plays full ASL. He was happy to have someone to play against and was extremely patient with all my questions as we played. I was very pleased to see my interpretation of the rules as self-taught was generally pretty accurate.

I think the SK’s are great to pick up and take to a gaming session. Everything you need fits right in the box, and you can be up and playing in a few minutes with the small but tense scenarios included. You can finish a typical game in a few hours. It is not a huge time or space commitment.



The concepts of the game are relatively easy to pick-up for players new to the system, especially if you have a teacher to help you through your first game or two. Experienced players can use the Starter Kits as a fun, pre-packaged kit to introduce new players to ASL.

An interesting advantage to purchasing additional SK’s is the fact each subsequent manual contains all the info from the previous manual and then adds the new rules introduced in that SK. Info that is new or is updated is highlighted in a salmon color, so a player familiar with the previous SK can quickly jump to the new information in the manual.

Updates and clarifications are in each subsequent manual as well. If you have the most recent Starter Kit manual, you have the most current, accurate set of rules for the Starter Kit system. I still recommend starting with the SK#1 manual and working your way through the system. There is less to learn or to be distracted by that way. 12 pages of rules are certainly easier to flip through than the 28 pages in SK#3.



What next?

What next for the player that likes SK1 and wants more? There are a lot of possibilities. I will be working through SK#2 and SK#3 in that order, so there are 22 total scenarios right there.

I know some players view the Starter Kit’s as simply a means to get into full ASL. My advice for many new SK players is to enjoy the journey, and don’t be in a huge rush unless that’s what you want. The SK’s are complete, entertaining games themselves. You are missing some great gaming if you skip over much of their content.

MMP’s house magazine Operations has included a SK scenario in several recent issues and will to continue doing so. Sherry Enterprises’ Rally Point, Volume #2 scenario pack includes 10 scenarios that are designed to be played with either SK or ASL rules. MMP is working on an at least one Action Pack/Expansion for Starter Kit players. Whether it will introduce more rules like in the first three SK’s, or simply provide more scenarios to play, I know I will be purchasing it.

I have really enjoyed playing solo, and have done so quit frequently since picking up the Starter Kits several months ago. Playing online via VASL has also been a great experience, so I definitely anticipate playing more that way. It can be fun just watching others play on VASL, and I highly recommend current or potential players check it out. When I was playing my first couple of games via VASL, my opponent and I received some great advice from spectators after they asked us if we were interested in input. I most look forward to getting some time in Face to Face with my brother when his schedule allows. There are some great times ahead for me in the ASL world.

Will I ultimately play the full ASL system? I don’t know. I do pull out the full ASL manual a lot of evenings and read through it. The willingness of potential opponents will probably have the biggest influence on which rules I use in the future.

I have already purchased or pre-ordered several ASL products and will be purchasing more. MMP has made some sales beyond the SK’s to me that they would not have made without the SK’s. That has to be good for all ASL players as more purchases will help drive and support more products.

The list of expansions seems almost limitless, so if you get into full ASL, I don't think you will run out of new material.



Summary

Advanced Squad Leader (ASL) Starter Kit #1 will take some effort for the gamer new to the world of ASL to get into. There are only 12 pages in the manual, but they are dense with information and illustrations. If you have an interest in the subject matter, and are willing to spend some time learning the system, your patience will be VERY well rewarded. There are very few systems that have remained as popular and supported for so many years as Advanced Squad Leader.

I think future ASL players will look back on scenarios such as Retaking Vierville, War of the Rats and Clearing Colleville like former Squad Leader players look back on The Tractor Works and The Guards Counter Attack. They are quick to set up, fun to play, and frequently revisited.

The Starter Kits are the obvious spiritual successors to the original Squad Leader, and a great entry point for former players of Squad Leader and players new to the Squad Leader world in general. You might be happy staying in the Starter Kit World, or you might find yourself moving onto full Advanced Squad Leader. Either way, I predict you will have a lot of fun in the process.


I want to thank all the photographers whose photos here on Boardgame Geek I used to illustrate my review.
ian morris
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Excellent, comprehensive review. Thanks for your effort.

Blair
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Excellent review thumbsupthumbsupthumbsupthumbsupthumbsup

'War of the Rats' is a great scenario, and reading this has given me the twitch to drag this out of the cupboard again.

Although, I would strongly caution new players that Jay Richardson's tutorials are *essential* for the new player if they have not had any wargaming/Squad Leader experience. I would still be scratching my head over the dense rules and wondering where to start if there wasn't this excellent resource.

The SK's are an affordable risk for the new player wanting to sample what ASL has to offer. After sampling #1 & #2, I've decided that full ASL is just too full on for me, but news of more Starter kit style scenarios is welcome news.

Cheers again!
Paul D.
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040506070809
Well done.
Neil
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0809
Great review! And perfect timing too: just the other day a friend and I decided that we will tackle the ASL starter kit with an eye to maybe eventually working our way towards the full system. The links you included in your review are gold!
Robert Wilson
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ctb123 wrote:
Introduction

In 1980, at the age of 13, I purchased Avalon Hill’s Squad Leader. My 12 year old brother and I taught ourselves the game through reading the rules and playing it.



very well written review, and I admit that the quoted part above made me smile :)

how many of us *grognards* today would spend time teaching someone under 30 ASL :(
Brian Youse
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Game Publisher
how many of us *grognards* today would spend time teaching someone under 30 ASL

Most/many of us?

I've taught ASL to kids and older guys alike. We have a 17 year old who attends our weekly playtest night during summer break (school nights when school is in session make that impossible...), he has done this for two years now.

JMO, YMMV.
Jeff V
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Thank you so much for the great review. I am one of the recent ASL SK converts. I've always wanted to play full ASL, but was intimidated by the large rules and no one to teach me the basics. The SK broke down the rules in manageable chunks, and I've had a blast learning the game.

I am now the proud owner of all 3 kits, and try to weasel in a VASL game once a month. I've already drawn up my own rules for solo play and have convinced a friend to try the game during our next session. MMP could not have come up with a better marketing tool for ASL.

Lee Massey
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0809
Excellent review! The starter kits have helped me renew my interest in Full ASL!:)
Dan Lokemoen
I played SL and ASL, and, although I see the point of the Starter Kits, I'm not a fan. First, it creates four different sets of rules for a game that is already a little daunting. Second, I have taught ASL to several people and none of them had any real trouble learning it, especially if you start with scenarios with no vehicles or weapons, other than machine guns, and add stuff piecemeal. Third, the maps just suck, and that's unacceptable in a game with the multiple heavy pricetags (dollars, time, commitment, etc) that ASL carries.
Andy Daglish
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Quote:
I have taught ASL to several people and none of them had any real trouble learning it


And there's the rub. Last year I kicked off an early twenties dude and a 62-year-old. I think both had the rules and Starter Kit #1.

A hopeful ASL tenet was that the better-informed player corresponded to the more experienced soldier. The Tiger's reputation was never so much based on its gun, armour and sluggishness as it was on the nature of the men commanding, pressing the trigger and changing gear.

Quote:
Third, the maps just suck


actually they are better in play than mounted boards, but these days the cognoscenti use blow-up print-outs with perfectly pre-positioned overlays.

***

Quote:
The manual read like a foreign language, and was HUGE.


so are many books. I recall Pershing missile wrangler Bob Fox saying that the best security for the top secret maintenance manuals was that they came in several racks of box files, and he always had to read the relevant section because he couldn't remember any of it. ASL is not dissimilar.

Quote:
As the SK#1 box says, “This game contains everything you need to begin playing Advanced Squad Leader”.


no...

Quote:
What is not included from the full ASL system? Machine gun Fire Lanes, Snipers, Multi-level buildings, By-Pass Movement, Walls, Hedges, Off-Board Artillery and many other like details.


yes...

Quote:
I am curious as to why the color coding was left out of the Starter Kits.


there was never any point in making the effort to use it in ASL eg. if you can define the difference between CC and Melee markers, then you know the basics of how close combat works.


Quote:
There are those that argue the Sk’s are not real ASL. I disagree.


it isn't, but never mind.

Quote:
culled down to some of the core basics


some of them got culled too. Think half a Ferrari.

Quote:
My opinion from visiting various ASL forums is that many veteran ASL players have picked up the Starter Kits.


true

Quote:
They find the Sk’s useful as they don’t have as many rules to remember when they do finally get to play after a long absence.


but it takes them till Friday to get through to the sports page.

Quote:
I think future ASL players will look back on scenarios such as Retaking Vierville, War of the Rats and Clearing Colleville like former Squad Leader players look back on The Tractor Works and The Guards Counter Attack.


I doubt it, because the ones I have played would be ASL rejects and frankly there are not worth playing for this reason.

Quote:
The Starter Kits are the obvious spiritual successors to the original Squad Leader


god no. The evolution of ASL from SL is akin to that of the human eye, and doesn't need a missing link with a flat forehead.

Quote:
You might be happy staying in the Starter Kit World,


thats the real danger.
James Lowry
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Glad you've been enjoying yourself! Nicely presented review. Here's hoping for many, many hours of fun, whether SK or ASL.
Tom S
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Great review Tony.
Sounds like you'd be a good person to ask this question to (I posted this on the ASLSK 3 site):

Lately I have been having an itch to get into a squad-level combat game. I've been reviewing and playing Tide of Iron, Combat Commander, and Conflict of Heroes in pursuit of a somewhat simple but effective system. They each have their own neat features, but also have their limitations (one of the disadvantage of TOI and COH is the lack of room for maneuver and lack of variety of pieces, while CC is just too random). After not being fully impressed with any of these games, I've decided that it's time to dust off my copies of SL and COI. I actually would rather find a game a little less involved than SL/COI, but as I said, no luck so far.

For now, ASL is out of the question. I don't have the time to get involved in a game that will require as much rules-research as it does (I have played it 15+ years ago so I am familiar with the system). So the question is is ASLSK a good stand-alone system? Is it a better system than SL/COI, or should I only get into ASLSK if I am planning on ultimately getting into ASL? Also, if ASLSK is a better system than SL/COI, can you give me a few reasons as to why.

Thanks much for your help.
Tony B
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Thanks for the feedback, everyone.

Tom S, I have never personally seen the other games you mention, though I have certainly read a lot about them. I can't compare the SK's to what they offer.

From my perspective, ASLSK is an excellent stand-alone system. They are as stand-alone as SL.

I had a business conference at which I was holed up at a hotel for 3 nights recently, and I threw a single SK in my luggage and played it solo when I had time during the evenings. Each SK is a complete, stand-alone game. They are very portable as well.

I've played around 15 games, mostly with SK#1, and I am having great fun with them. If you end up with all three SK's, you have 22 scenarios right there; more than SL/COI had in the box. As I said in my review, there are still new scenarios and material being released for them. Heck, I understand the new Operations Special Issue #1 magazine that MMP just released this month has two Starter Kit scenarios in it. (Still waiting for my copy to show up).

I have been buying and pre-ordering full ASL stuff, but have yet to play any of it. I don't feel any great urge to rush into it, but I do want to acquire it as I can. The SK's are very rewarding, and much more practical for me at this point in my life, with time and opponents both being rare.

I'm not going to say it's "better" than SL/COI, but it does improve some rules such as Defensive Fire. The overall flow of play just "feels" better to me than I remember of SL/COI. You could argue there is more variety in the SK's, with the Italians, British and some other minor nations all being introduced in the SK's rather than the strict Russian, American and German line-up found in SL/COI. I really liked the advanced vehicle rules found in COI, but you would need GI Anvil of Victory to have that for Americans in SL. You get the advanced vehicle and gun rules by default in the SK', though vehicles are not introduced until SK#3.

There are of course some things you won't get in the SK's compared to SL/COI. Multiple story buildings, barbed wire, bunkers, off-board artillery and etc. So again, less extra rules to deal with in the SK's, but probably a better combat experience with improved Defensive Fire, Rate of Fire for machine guns, Residual Fire and etc when compared to SL/COI.

I know for me part of the motivation has got to be ASL and the SK's are still the subject of lots of play and attention. Lots of people talk about them on various forums. New material is being published. Lots of people are playing Vasal. There are plenty of tournament opportunities. You can actually purchase a new copy (most of the time). In short, it's where the Squad Leader scene is today, and I'm sure all the buzz helps keep me interested in the current product line.

Since you have played ASL in the past, I think it comes down to how you felt about the system. If you like the overall ASL system and components, but are looking to simplify, you can't go wrong with the SK's. At about $25 retail, you can't go wrong trying SK#1. There's a lot of value in the box for the money, and if you get hooked as I am, the other two SK's are excellent values for the money as well. Who knows, after working through them you may find full ASL doesn't require that much rules research.

I know of players that are now playing full ASL scenarios using basically the SK rules. I realize balance may be an issue and all that, but they are having fun, and isn't that what it's all about?

I'm not trying to talk you out of playing SL/COI. You should play what you feel is rewarding to you. As you are looking about with an open mind, I highly encourage you to at least try a Starter Kit. For me, they really scratch that itch, and it's great to be working with a system that is so well supported and so popular.

I haven't been able to find my original copies of SL/COI to this point, but purchased an additional copy of each this spring. I had a great trip down memory lane as I looked over the boards, counters, scenarios and Rule Books. I then put them away and pulled out a SK and set up a battle. I guess I just find more appeal in the SK's and possibly full ASL down the road. I should try playing a SL scenario again to see how I look at things after actually playing again.

I hope that answers your questions.

If you do try a SK, I would be curious to see how it goes for you.


Lee Massey
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0809
Once you try full ASL, you'll never go back!:)
Tom S
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Thanks much Tony for the info - it was very helpful. It does seem to me that the biggest game-mechanics change between SL/COI and ASK is the defensive fire mechanism (based upon my look at the rules). I don't care too much about not having the barbed wire rules, snow rules, glider rules, etc. - to me the time expense in involving that level of detail is not worth the reward, at least not while I have such a big interest in so many different games. I think i'm more about the gaming experience than the simulation experience (don't get me wrong, I think what they've done with ASL is fantastic, it's just too much overhead for someone who likes to bounce around from game to game. I don't want to try to commit that many rules to memory, only to forget them after playing other games for a few months). Full blown ASL is one of those games I am saving for retirement.

I did get SK #3. A gaming buddy has 1 and 2. As soon as we finish our game of For the People we are gonna give SK a go. It may be just the squad-level combat game I have been looking for. I'll let you know how it goes after we get in a game or two. Also, pls let me know how you compare the basic game mechanics of SL/COI vs SK after you take a more lengthy stroll down your memory lane.
Tom S
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As I said Tony, I’d let you know how I like ASLSK. I'm happy to say that I have finally found my tactical game. Even the SK has more rules than I was looking for, but we have worked our way through them now on two different occasions spaced 6 months apart (playing a couple scenarios on each occasion) and once you get them down they aren't that bad. To me ASLSK pretty much blows away the competition in the tactical game department, once you've paid the price of learning the game.

I recently purchased the ASL rulebook (1985 copy) because I heard it was laid out much better, thus allowing for quicker rule search when needed, even for ASLSK, ...plus I got it for $15. After looking through it, I have to say I won't be getting into full blown ASL anytime soon.

Have you yet tried playing ASLSK rules on an ASL scenario? I’m thinking of getting Beyond Valor for that purpose, but at least one person recommended against it.
Lee Massey
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0809
MrTom wrote:






Quote:
Have you yet tried playing ASLSK rules on an ASL scenario? I’m thinking of getting Beyond Valor for that purpose, but at least one person recommended against it.










I would also advise against that! It won't work.:D
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