Advanced Squad Leader Starter Kit Rules TOC

Combined Rules of the 4 Starter Kit Modules

Introduction 1
1.0 Game Components 2
1.1 Mapboard 2
1.1.1 Terrain Types
1.2 Counters 4
1.2.1 Single-Man Counters (SMC)
1.2.2 Multi-Man Counters (MMC)
1.2.3 Broken Side
1.2.4 Support Weapons (SW)
1.2.4.1 Rate of Fire (ROF)
1.2.5 Smoke
1.2.6 Guns
1.2.7 Vehicles
1.3 Scenario Cards 5
1.4 Dice 5
2.0 Definitions 5
3.0 Sequence of Play 7
3.1 Rally Phase (RPh) 7
3.2 Prep Fire Phase (PFPh) and Fire Attacks 8
3.2.1 Line of Sight (LOS)
3.2.2 Fire Attacks
3.2.2.1 Triple Point Blank Fire (TPBF)
3.2.3 Effects
3.2.4 To Hit Process
3.2.5 Prep Fire Phase (PFPh)
3.3 Movement Phase (MPh) 12
3.3.1 Infantry Movement
3.3.2 Vehicle Movement
3.3.2.1 Motion Status Attempt
3.3.2.2 Bounding First Fire
3.3.3 Defensive First Fire 13
3.3.4 Reaction Fire
3.3.5 Residual Fire
3.4 Defensive Fire Phase (DFPh) 14
3.5 Advancing Fire Phase (AFPh) 14
3.6 Rout Phase (RtPh) 14
3.7 Advance Phase (APh) 16
3.8 Close Combat Phase (CCPh) 16
3.9 Turn Record Chart 18
4.0 Weapons and Support Weapons (SW) 19
4.1 Machine Guns (MG) 19
4.2 Flamethrowers (FT) 19
4.3 Demolition Charges (DC) .19
4.4 Light Anti-Tank Weapons (LATW) 19
4.4.1 Bazooka (BAZ) & Panzerschreck (PSK)
4.4.2 Panzerfaust (PF)
4.4.3 Backblast
4.4.4 Anti-Tank Rifles (ATR)
4.4.5 PIAT
4.5 Light Mortars 20
5.0 ELR and Unit Distinctions 20
5.1 Experience Level Rating (ELR) 20
5.2 Nationality Distinctions 20
5.3 Field Promotions 21
5.4 Inexperienced MMC 21
5.5 Captured Equipment 21
6.0 Ordnance 21
6.1 Critical Hits (CH) 21
6.2 Special Ammo and Depletion Numbers 21
6.3 Emplacement 21
6.4 Hidden Initial Placement (HIP) 21
6.5 Gun Movement 22
6.6 Gunshield 22
6.7 Guns as Targets 22
6.8 Infantry Firepower Equivalent (IFE) 22
6.9 Mortars 22
6.10 Target Acquisition 23
6.11 Area Acquisition 23
6.12 Ordnance Breakdown 23
7.0 Vehicles 23
7.1 Armor Factors (AF) 23
7.2 Main Armament (MA) and Turret Types 23
7.2.1 Low Ammo
7.3 Vehicle Target Size 23
7.4 AFVs as Cover and Wrecks 24
7.4.1 AFV/Wreck LOS Hindrance
7.5 Vehicular Smoke Dispensers 24
7.6 Bog and Ground Pressure 25
7.7 Crew Exposed (CE)/Buttoned Up (BU) 26
7.8 Vehicular Machine Guns/IFE Fire 26
7.9 To Kill Process 27
7.10 AFV Effects 27
7.11 Area Target Type Results 28
7.12 Collateral Attack 28
7.13 Open-Topped (OT) 28
8.0 Pacific Theater 28
8.1 The Japanese 28
8.2 PTO Terrain 30
8.3 Concealment 31
8.4 U.S. Marine Corps & Early U.S. Army 33


1. RALLY PHASE - RPh
• ATTACKER: Roll for provisional (SSR).
• Reinforcements and set up off board units entering this turn.
• Recover SW in same hex: dr < 6 (+1 if CX).
• Repair broken SW: dr <= R#, 6=eliminate SW.
• Transfer SW within same location (Attacker first).
RALLY
• Self Rallies units with boxed morale, ATTACKER only 1 MMC,
leader not apply his leadership modifiers, any unit +1 DRM.
• Unit Rallies for units stacked with good order leader.
• Original DR 2 = leader creation, original DR 12 = Casualty reduction
END OF RALLY PHASE:
• Remove all DM counters (unless adjacent to Known enemy unit).
• May opt to keep DM, unless in woods or building.
2. PREP FIRE PHASE - PFPh
• ATTACKER fires eligible units and fire groups.
• Marked fired units with Prep Fire marker.
3. MOVEMENT PHASE - MPh
• ATTACKER moves any units, provided they did not fire during the PFPh and are
neither broken nor held in melee..
• Remove CX counters as a unit moves (unit cannot CX this turn).
• SMC = 6 MF, MMC = 4 MF (3), +2 CX, +2 for MMC/SMC stack.
• ATTACKER may Assault Move for a one hex move (avoids FFNAM –1).
• ATTACKER may attempt smoke: dr <= smoke exponent, +1 CX,
dr=6 then end move. 1 MF in same hex, 2MF in adjacent hex. +2 DRM/hex.
• ATTACKER may attempt to recover SW in same hex as unit.
Cost 1 MF and dr < 6 (+1 CX).
END OF MOVEMENT PHASE
• Remove all Residual FP and Smoke counters.
3a. DEFENSIVE FIRST FIRE
• DEFENSIVE FIRST FIRE: Defender may fire on moving attacker units (only).
Mark firing units (and SW that lose ROF) with a First Fire marker.
Leave Residual FP counter in hex.
• SUBSEQUENT FIRST FIRE: Defender may fire with units already marked
with a First Fire marker. Target can only be moving units within normal range,
where there is no closer target. Fire at 1⁄2 FP. Flip First Fire to Final Fire.
• MGs B# -2. Leave Residual FP counter in hex.
• FINAL PROTECTIVE FIRE (FPF): Defender may fire units marked with
a Final Fire marker. Target can only be at units that move adjacent to defender.
Fire at 1⁄2 FP, double FP for PBF, Defender uses IFT DR as result for NMC.
Leave Residual FP counter in hex.
4. DEFENSIVE FIRE PHASE - DFPh
• DEFENDER may fire any unfired units at full FP.
Mark with Final Fire. No FFMO / FFNAM. MG with ROF may use ROF.
• DEFENDER may fire any units marked with First Fire markers at adjacent
enemies at 1⁄2 FP. Mark with Final Fire counter. No FFMO/FFNAM.
END OF DEFENSIVE FIRE PHASE
• Remove all First Fire and Final Fire markers.
5. ADVANCING FIRE PHASE - AFPh
• ATTACKER may fire units not marked with Prep Fire markers at 1⁄2 FP.
• Eligible units may use Assault Fire (underlined AF).
• HMG/MMGs that moved may not fire.
• MGs cannot use ROF.
END OF ADVANCING FIRE PHASE
• Remove all Prep Fire markers.
6. ROUT PHASE - RtPh
• Check for DM. Mark affected units with a DM counter.
• Broken units not in melee under DM must rout away or be eliminated.
• Check for Interdiction while units rout.
7. ADVANCE PHASE - APh
• Attacker may move unpinned & Good Order 1 hex.
• Attacker may transfer SW between Good Order units.
• Place CC counter on units that advance into an enemy-occupied hex.
8. CLOSE COMBAT PHASE - CCPh
• Both players resolve Close Combat between units in the same hex.
• Attacker specifies the order in which CC are to be resolved.
• Check for possible Ambush.
• Attacker declares all attacks first then the Defender.
• Place Melee counter on hexes where CC continues.
END OF CLOSE COMBAT PHASE
• Remove all Pin markers.
9. TURN RECORD CHART
• Reverse the role of Attacker and Defender.
• Advance turn marker if necessary

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