ASL Starter Kit 1

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Starter Kit 1

ASL Starter Kit #1 is a self-contained module which will let players start playing Advanced Squad Leader almost immediately. A liberally-illustrated rules tutorial teaches gamers ASL using a conversational style to teach the concepts of ASL.


  • 2 8x22 Geomorphic Maps (y and z) for the ASL System
  • 1 full Countersheet of 1/2" counters
  • 6 scenarios
  • 1 quick reference chart
  • 1 12-page rules booklet
  • 2 dice



ASL Starter Kit #1 Errata - These will be fixed in the rulebook included with ASL Starter Kit #2 Original Link

  • SK2.0 CX stands for Counter Exhaustion.
  • SK3.1 The RPh example on page 4 incorrectly refers to the 5-2-7 in Q6 removing a DM counter; the unit is not DM, however.
  • SK3.3 Being CX does not affect a unit's dice rolls for morale checks or PTC.
  • SK3.31 Residual FP is decreased one column for each hindrance DRM and CX DRM that affects the initial attack. EX: A 4 FP attack that suffers a +1 orchard hindrance leaves only 1 Residual FP. If the attacker were also CX, no Residual FP would be left (even if being directed by a -2 leader).
  • SK3.31 Residual FP cannot be left by a MG that keeps ROF (but a MG may decline ROF to leave Residual FP).
  • SK3.6 A pinned leader cannot rout with a broken unit.
  • The IFT DRM chart on the QRDC should list: "Firer CX ... +1"
  • The CX chart on the other side of the QRDC should have "CC" added to say: "-1 DRM to CC attack vs. CX unit".



Type Scenario ID Title Date Attacker Defender
ASL Scenario S 1 Retaking Vierville 07/06/1944 German American
ASL Scenario S 2 War of the Rats 26/09/1942 German Russian
ASL Scenario S 3 Simple Equation 12/10/1944 American German
ASL Scenario S 4 Welcome Back 16/12/1944 German American
ASL Scenario S 5 Clearing Colleville 06/06/1944 American German
ASL Scenario S 6 Released From The East 11/12/1941 Russian German