ASL Rules Cover

A Closer Look At ASL

They don’t come any more complicated, or any better. This is the absolute pinnacle of board gaming and I truly believe that my search for THE game has finished.

But let me attach a long grumble to this high praise.

Price. Quality. Availability. Is SHIT… That alone may tell you enough to avoid this absolute jumbled mess of a game. And perhaps that would be the route I’d also recommend IF it weren’t for the players (oh, and the fact that this game is utterly engrossing – more on that later). That these people stick with (or – as I’ve mentioned elsewhere – keep coming back to) this system is a testament to how compelling this game is should you decide to try. They are (for the most part) as extremely helpful, co-operative, and friendly group of gamers I’ve genuinely ever had the pleasure to communicate with. But beware, even with their unending help this is a long undertaking and not one that should be taken lightly.

Let’s take my complaints step by step.

Price
I am aware that wargames in general seem to get away with overpricing simply because they are a “niche market”. But even by these standards ASL is on the very expensive end of the scale. Just the rules cost $80 ($40 is you grab the pocket edition but you’d still probably need to pick up a $35 third party aid for charts). Add to that $120 for the absolutely necessary first core module (Beyond Valor) and you’re already at 200 bucks just to begin (It should be noted that there is a lot of content in Beyond Valor)
Quality
Card stock maps that really need to be placed under plexi-glass to be playable. Counters that, in some cases, are barely fully punched and often require extra tools simply to remove without peeling off the top or bottom artwork layers. Speaking of which, these layers aren’t even always central on the counter! Perhaps I’ve been unlucky but at these prices luck really shouldn’t be a factor. Even the games marketing makes a big deal about the scenarios being printed on card! Like it is an unexpected and therefore extra bonus! It’s a bloody letter-sized 190gsm (maybe slighty more or less) piece of standard white card with some inkjet printing on it… in black, and occasionally some red! Oh WOW! Total cost for ME to print one would be less than 10 pence, or 10 cents, or whatever is low in your currency of choice!
Availability
There are some who believe that the publishers (Multi Man Publishing) actually keep the print levels low in order to maintain the high prices and inflate the after-market profitability. These same people think that it is actually MMP who sell many marked-up items anonymously on various auction sites, etc. That’s a bit far fetched in my humble opinion. However, viewed from any angle, availability is absolutely awful and the need to look at alternative suppliers (e.g. ebay scalpers) becomes apparent if you really want a particular module. This isn’t too bad if you don’t mind waiting like myself. What is unforgivable is that the main rulebook is currently out of print! It’s almost as if the publishers don’t want people to play… The pocket book is nice. But the full binder has many things that are omitted from the pocket edition (charts, etc).

There are, probably many, other issues I could level at the whole system of Advanced Squad Leader but I don’t really want to spend too much time wallowing in the negatives. Especially when the positives far outweigh them so…

I’ll rebut myself

Price
What needs to be remembered is that the work isn’t in the components or books. The value of this game is from the history it represents and the stories it creates. All of this has been refined over decades and countless man-hours to enable players, like me and perhaps you, to enjoy an unparalleled level of detail in what is surely one of the most engaging wargames ever made. It’s certainly a game that I have already spent weeks learning and playing and in no way feel like my money (or time) was wasted.
Quality
Yes. It’s bad. But in a good way. The original game began it’s existence just around the time desktop publishing was becoming a thing, and in many ways it seems that the two never really connected (if they did it was with instant distrust and animosity). ASL continues this tradition with it’s lack of colour and a very seventies look and feel to the artwork and components. In reality, the quality doesn’t actually matter much beyond being usable, which it very much is. Once the game begins the counters take on life, trees sway in the wind as smoke billows across the grain field. A squad makes a dash for a building across the road as a Panther tank lines them up in its sights from the top of a hill. You understand? Nothing should detract from the image the game is painting in your mind. Which it does in spades!
Availability
As long as you can get a Rulebook and Beyond Valor you’re good to go. The rest is icing. If you can’t get the full binder rules, the pocket edition and Rat Pocket Charts are great (actually they’re great even if you do get the binder rules)

What you need

Advanced Squad Leader Beyond Valor and Rule Book choices.

The left choice or the right choice and Beyond Valor are all you really need to begin. During play I tend to use the Pocket Edition and Rat Charts the most, sometimes with the main rule book open at a particular section that will need cross referencing multiple times. If you really wanted to cheap it out you could just get a Pocket Edition rulebook, download VASL (it’s free) and play a digital version of the game. It also allows players to play via the internet and is really rather good even though it’s clearly showing it’s age.

What may happen

I suppose I’m fully hooked. I’ve lost count of the number of counters I’ve clipped and the scenarios I’ve pored over. And yet I’m eagerly waiting for more. My pre-order of For King and Country will bring the Tommies into the fray sometime this year, and Red Factories another campaign game to hopefully play sooner rather than later. I’ve also got various Action and Bonus Packs for more map boards and scenarios on the way. And yet my collection is only young and I’m still learning, but I’ll be ready for the larger campaigns once my knowledge of the game is sufficient and I can persuade my mentor to allocate enough time (or my son if I can get him into the game).

What makes it great

On a tactical level I know of no other game that gives you so many options to achieve your goals. Simply knowing the numerous ways to move from hex to hex is a good start to understanding the level of depth this system sets out to achieve (successfully in my opinion). Do you want to move at a decent speed or double time to get there really fast. Or maybe advance slowly and semi-safely, or dash across a street, or bypass two buildings completely by moving between the hexes? Perhaps you just want to set fire to a hex instead and watch the world burn? You can!

perhaps you just want to set fire to a hex instead…? You can!

This is a game of chess with dice. Some will say that it is all luck and perhaps a bit is involved (tell that to the same guys that continuously win at tournaments). But there are many ways to mitigate blind luck and increase your odds of success. The dice simply simulate the unknowable elements that sometimes play into real life events… that bit of chaos.

What makes it the greatest

The research put into the units, vehicles, scenarios and especially the historical modules is breathtaking. Nearly every time I pick up a hitherto unused counter, or previously unplayed scenario I am amazed by the details that have gone into making the game authentic.

This is a game of chess with dice

I have yet to try a campaign game – a game played over a number of scenarios on one or more maps where the events of previous battles affect the next and as such bring a level of strategy to the game – but simply flicking through the material that came with Hatten In Flames or Festung Budapest leaves me with no doubt that the designers put every effort into making these modules as great and authentic as possible, while keeping everything fun – this is a game after all.

The calm before the storm

A moment or two of careful, considered, deliberation interrupted by the rattle of rolling dice, often many times in quick succession, reminiscent of the rat-a-tat of the rifles and MGs being represented is oddly satisfying. Both players tensely observing the results to see if plans are coming to fruition or if plan B might need to be executed. These occasions are frequent and enjoyable. Each element of a plan moving into place or being forced into alternative action. Heroes born through bravery and casualties amassed in a desperate struggle to achieve the objective.

Put simply. No other game, on a board or screen, has ever captivated me quite so completely. The history, design, re-playability and stories created are second to none. But with all that I have said above, my praise especially, this game is not for everyone. It requires of its players an enormous effort that many people simply will not have the inclination to spend. But for those of us that do. We are rewarded handsomely for our endeavour.

It is big and complicated, but not difficult and repays your effort tenfold

My tasks now are simple: Get my son to play, find more local players and try to muscle up enough courage to join some of the grognards on VASL đŸ™‚

Sub Note: As with my Terraforming Mars write-up I wanted to state where the game currently sits on Board Game Geek. An utterly amazing 10th in war games! (242 overall). I’m actually rather surprised by how high it is simply because I could see many people not putting in the time and effort required to really begin to enjoy the game. The ranking is, however, wholly deserved and I am convinced there is no better squad-level tactical game available.

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