What's New and Improved in Advanced Squad Leader 2nd Edition Rulespdf?
Advanced Squad Leader 2nd Edition Rulespdf: A Comprehensive Guide for Wargamers
If you are looking for a realistic and immersive wargame that covers every aspect of World War II combat, you should try Advanced Squad Leader. This game is widely regarded as one of the best and most detailed tactical-level wargames ever created. It has a loyal fan base that spans decades and continents. It has hundreds of scenarios that recreate historical battles or hypothetical situations. It has dozens of modules that add new maps, counters, rules, and options. It has a 2nd edition that updates and streamlines the core rules. And it has a rulespdf that lets you access all the information you need in a convenient digital format.
Advanced Squad Leader 2nd Edition Rulespdf
In this article, we will give you a comprehensive guide on what Advanced Squad Leader is and why you should play it. We will cover the history and evolution of the game, the components and setup of the game, the basic concepts and mechanics of the game, the advanced rules and options of the game, the strategy and tactics of the game, and the resources and community of the game. By the end of this article, you will have a clear idea of what makes this game so special and how you can enjoy it to the fullest.
The History and Evolution of Advanced Squad Leader
Advanced Squad Leader (ASL) is a descendant of an earlier game called Squad Leader (SL), which was designed by John Hill and published by Avalon Hill in 1977. SL was a groundbreaking wargame that focused on small-unit actions in World War II. It used cardboard counters to represent squads, leaders, weapons, vehicles, and other elements on geomorphic map boards that depicted various types of terrain. It used a detailed set of rules that covered movement, firing, close combat, morale, and other factors. It also included four modules that added more maps, counters, rules, and scenarios: Cross of Iron (1978), Crescendo of Doom (1979), GI: Anvil of Victory (1982), and Hedgerow Hell (1987).
SL was a huge success and gained a loyal following of wargamers who appreciated its realism and depth. However, it also had some limitations and flaws. The rules were complex and sometimes inconsistent or unclear. The modules were not fully compatible with each other and introduced new rules that were not integrated into the core system. The game was also limited to the European theater and did not cover other regions or nations of World War II.
To address these issues, Avalon Hill decided to create a new and improved version of the game, called Advanced Squad Leader. ASL was designed by Don Greenwood and published in 1985. It was not a simple revision or expansion of SL, but a complete overhaul and redesign of the system. It used the same basic components and concepts as SL, but with many changes and enhancements. It consolidated and streamlined the rules into a single volume, called the ASL Rulebook (ASLRB). It also included a starter kit, called Beyond Valor, that contained eight map boards, 780 counters, and 24 scenarios that covered the Eastern Front from 1939 to 1945.
ASL was intended to be a modular system that could cover any aspect of World War II combat. It planned to release more modules that would add new maps, counters, rules, and scenarios that would cover different eras, theaters, nations, and units of the war. It also planned to release historical modules that would focus on specific battles or campaigns and include historical maps, counters, rules, and scenarios that would recreate them in detail.
ASL was an even bigger success than SL and became the ultimate wargame for many enthusiasts. It also spawned a vibrant fan community that created and shared their own content for the game, such as magazines, websites, blogs, podcasts, etc. However, it also faced some challenges and difficulties. The rules were still complex and sometimes ambiguous or contradictory. The modules were delayed or canceled due to production or financial problems. The game was also expensive and hard to find for some players.
To address these issues, Avalon Hill decided to create a new and updated version of the game, called Advanced Squad Leader 2nd Edition. ASL 2nd Edition was designed by Perry Cocke and published in 2004. It was not a radical change or overhaul of the system, but a refinement and improvement of the existing one. It revised and clarified the rules in the ASLRB and incorporated the errata and changes that had been made over the years. It also reprinted and reorganized the existing modules and added some new ones that had been previously unavailable or unpublished. It also introduced a new format for the rules, called the ASL Rulespdf (ASLRP), which was a digital version of the ASLRB that could be accessed on a computer or tablet.
ASL 2nd Edition was a welcome update and enhancement for many players who wanted to enjoy the game with more ease and convenience. It also attracted new players who were curious about the game or had missed out on the previous editions. It also continued to be supported by fans and publishers who created and released more content for the game, such as magazines, websites, blogs, podcasts, etc.
The Components and Setup of Advanced Squad Leader
To play Advanced Squad Leader 2nd Edition Rulespdf, you need the following components:
The ASLRP: This is the digital version of the ASLRB, which contains all the rules you need to play the game. You can access it on your computer or tablet using a PDF reader. You can also print out the pages you need for reference.
The counters: These are cardboard pieces that represent squads, leaders, weapons, vehicles, and other elements on the map. They have various symbols, colors, and numbers that indicate their type, nation, quality, strength, and status. You need to punch them out from sheets and organize them in trays or boxes.
The maps: These are cardboard boards that depict various types of terrain, such as hills, woods, buildings, roads, bridges, etc. They have hexagonal grids that divide them into spaces where you can place your counters. They are geomorphic, which means they can be arranged in different ways to create different layouts. You need to lay them flat on a table or board.
The dice: These are six-sided dice that are used to resolve combat and other actions. You need at least two dice of different colors, one for each player. You can also use more dice for convenience or special situations.
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To play Advanced Squad Leader 2nd Edition Rulespdf, you need the following components (continued):
The charts and tables: These are cardboard or paper sheets that contain various information and data that you need to play the game. They include the Terrain Effects Chart (TEC), which shows how different types of terrain affect movement and combat; the Firepower/To Hit Table (F/TH), which shows how to calculate and modify the chances of hitting a target; the Infantry Fire Table (IFT), which shows how to resolve infantry fire attacks; the Vehicle/Ordnance Kill Table (V/K), which shows how to resolve vehicle and ordnance attacks; and many others. You need to place them near the map for easy reference.
The scenarios: These are cardboard or paper sheets that contain the specific details and instructions for each game session. They include the scenario name, date, location, historical background, victory conditions, special rules, map configuration, order of battle, initial setup, and reinforcement schedule. You need to choose a scenario that interests you and follow its guidelines.
The markers: These are cardboard pieces that are used to indicate various effects and statuses on the map or counters. They include smoke, fire, rubble, wire, mines, concealment, broken, pinned, wounded, captured, etc. You need to place them on the map or counters as needed.
Once you have all the components ready, you can start setting up the game. Here are the basic steps:
Choose a scenario: You and your opponent (or solo player) can agree on a scenario that you want to play. You can choose from the official scenarios that come with the modules or from the fan-made scenarios that you can find online. You can also create your own scenario using the scenario design rules in the ASLRP.
Set up the map: You and your opponent can arrange the map boards according to the scenario instructions. You can use any flat surface that is large enough to hold them. You can also use clips or tape to hold them together. You can also place any terrain overlays or SSR markers that are required by the scenario.
Set up the forces: You and your opponent can set up your counters according to the scenario instructions. You can use any method that is convenient for you, such as trays, boxes, bags, etc. You can also use counter storage devices such as counter clips or counter trays to organize and display your counters. You can also place any setup markers that are required by the scenario.
Start playing: You and your opponent can start playing the game according to the turn sequence and phase sequence in the ASLRP. You can use dice to determine who goes first or follow any special rules in the scenario. You can also use a timer or clock to keep track of time if needed.
The Basic Concepts and Mechanics of Advanced Squad Leader
Advanced Squad Leader 2nd Edition Rulespdf is a complex and detailed wargame that simulates every aspect of World War II combat at a tactical level. It has many rules and concepts that you need to learn and master before you can play it smoothly and effectively. However, it also has some basic concepts and mechanics that are common to most wargames and that form the foundation of the game system. Here are some of them:
Turns, phases, and impulses: The game is divided into turns, which represent about two minutes of real time. Each turn is divided into two player turns, one for each side. Each player turn is divided into several phases, which represent different types of actions. Each phase is divided into impulses, which represent individual actions by units or groups of units.
Hexes, stacking, line of sight, and terrain: The game uses hexes to divide the map into spaces where units can move and act. Each hex has a center dot, a hex number, and six hexsides. Each hexside has a terrain type, such as clear, woods, building, etc. Each hex can hold a certain number of units, depending on their size and type. This is called stacking. Each unit has a facing, which indicates its direction of movement and fire. Units can see each other if they have an unobstructed line of sight between their center dots. This is affected by the terrain type and height of the hexes and hexsides along the line of sight.
Infantry, vehicles, artillery, morale, leadership, and more: The game simulates various types of units and elements that were involved in World War II combat. These include infantry squads, half-squads, crews, leaders, heroes, snipers, etc.; vehicles such as tanks, armored cars, halftracks, trucks, etc.; artillery such as guns, mortars, rockets, etc.; and other elements such as mines, wire, fortifications, etc. Each unit has various characteristics and abilities that affect its movement and combat performance. These include movement factor (MF), firepower (FP), range, to hit number (TH#), armor factor (AF), size modifier (SM), morale level (ML), experience level rating (ELR), etc. Each unit also has various statuses and effects that affect its behavior and performance. These include broken, pinned, wounded, captured, stunned, shocked, immobilized, recalled, etc.
Movement and combat: The game uses a system of movement and combat that is based on the interaction of units and terrain. Units can move from hex to hex using their MFs and following the terrain effects chart. Units can also perform various actions during movement, such as entering or exiting buildings, crossing bridges, climbing hills, etc. Units can also use various modes of movement, such as assault movement, advance, double time, etc. Units can also use various forms of transport, such as vehicles, boats, horses, etc. Units can also fire at enemy units during movement or when stationary using their FPs and ranges and following the firepower/to hit table. Units can also engage in close combat with enemy units in the same hex using their FPs and following the close combat table. Units can also use various types of fire attacks, such as direct fire, indirect fire, opportunity fire, defensive fire, etc. Units can also use various types of weapons and equipment, such as machine guns, flamethrowers, anti-tank rifles, grenades, smoke, etc.
The Advanced Rules and Options of Advanced Squad Leader
Advanced Squad Leader 2nd Edition Rulespdf is a modular system that can cover any aspect of World War II combat. It has many advanced rules and options that add complexity and realism to the game. These rules and options are optional and can be used or ignored depending on your preference and experience level. They are also organized into chapters and sections in the ASLRP for easy reference. Here are some of them:
Chapter A: Infantry and Basic Game Rules: This chapter covers the basic rules for infantry units and actions. It includes rules for concealment, smoke grenades, demolition charges, prisoners of war, hand-to-hand combat, etc.
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Advanced Squad Leader 2nd Edition Rulespdf has many advanced rules and options that add complexity and realism to the game. These rules and options are optional and can be used or ignored depending on your preference and experience level. They are also organized into chapters and sections in the ASLRP for easy reference. Here are some of them (continued):
Chapter C: Ordnance and Vehicles: This chapter covers the rules for ordnance and vehicle units and actions. It includes rules for guns, mortars, rockets, anti-tank guns, anti-aircraft guns, etc.; tanks, armored cars, halftracks, trucks, motorcycles, etc.; armor penetration, armor facing, turret rotation, bogging, immobilization, recall, etc.
Chapter D: Miscellaneous: This chapter covers the rules for various miscellaneous elements and situations that can occur in the game. It includes rules for air support, naval support, gliders, paratroopers, amphibious landings, caves, sewers, tunnels, etc.
Chapter E: Nationalities: This chapter covers the rules for different nationalities and their characteristics and abilities in the game. It includes rules for German, Russian, American, British, French, Italian, Japanese, Chinese, Finnish, Polish, etc.; experience level ratings (ELRs), squad types (1st line, 2nd line, conscript), leader modifiers (LMs), morale checks (MCs), etc.
Chapter F: Campaign Games: This chapter covers the rules for playing campaign games that link multiple scenarios together into a larger narrative. It includes rules for campaign game types (linked scenarios, general campaigns), campaign game elements (campaign game record sheet (CGRS), campaign game turn record sheet (CGTRS), campaign game victory points (CGVPs)), campaign game actions (reinforcements, replacements, withdrawals, etc.)
Chapter G: Historical Modules: This chapter covers the rules for playing historical modules that focus on specific battles or campaigns and include historical maps, counters, rules, and scenarios that recreate them in detail. It includes rules for historical module types (deluxe modules, historical study modules, historical ASL modules), historical module elements (historical map boards, historical counters, historical terrain overlays, historical special rules (HSRs)), historical module actions (historical setup, historical reinforcement schedule, historical victory conditions, etc.)
The Strategy and Tactics of Advanced Squad Leader
Advanced Squad Leader 2nd Edition Rulespdf is not only a complex and realistic wargame, but also a challenging and rewarding one. It requires you to use your strategic and tactical skills to plan your moves and actions based on your objectives and resources. It also requires you to adapt to changing situations and deal with different types of enemies and challenges. Here are some tips and advice on how to improve your strategy and tactics in the game:
Know your scenario: Before you start playing a scenario, you should read its instructions carefully and understand its background, victory conditions, special rules, map configuration, order of battle, initial setup, and reinforcement schedule. You should also study the map and terrain and identify the key locations, routes, and obstacles. You should also analyze your own forces and those of your opponent and compare their strengths and weaknesses.
Plan your moves: Before you move your units or perform any actions, you should have a clear idea of what you want to achieve and how you want to achieve it. You should also consider the possible consequences and risks of your moves and actions. You should also anticipate your opponent's moves and actions and prepare for them. You should also have a backup plan in case things go wrong or change unexpectedly.
Use fire and movement: One of the most basic and important principles of warfare is fire and movement. This means that you should use your units to fire at the enemy units to suppress or destroy them while moving your other units to advance or flank them. You should also use cover and concealment to protect your units from enemy fire while moving or firing. You should also use smoke to obscure enemy line of sight or create diversions.
Table 2: Article with HTML formatting (continued) The Strategy and Tactics of Advanced Squad Leader (continued)
Advanced Squad Leader 2nd Edition Rulespdf requires you to use your strategic and tactical skills to plan your moves and actions based on your objectives and resources. It also requires you to adapt to changing situations and deal with different types of enemies and challenges. Here are some tips and advice on how to improve your strategy and tactics in the game (continued):
Flank and ambush: Another important principle of warfare is flanking and ambushing. This means that you should use your units to attack the enemy units from their sides or rear, where they are more vulnerable and less prepared. You should also use your units to surprise the enemy units by hiding or concealing them until they are close enough to strike. You should also use terrain features, such as hills, woods, buildings, etc., to conceal your movements and positions.
Assault and defend: Another important principle of warfare is assaulting and defending. This means that you should use your units to attack the enemy units that are holding key locations or objectives, such as buildings, bridges, hills, etc. You should also use your units to defend your own locations or objectives from enemy attacks. You should also use various tactics, such as infiltration, bypassing, encirclement, etc., to overcome enemy defenses or break through enemy lines.
Coordinate and cooperate: Another important principle of warfare is coordination and cooperation. This means that you should use your units to work together and support each other in achieving your goals. You should also use your leaders to boost the morale and performance of your units. You should