Advanced Squad Leader: Starter Kit #2
Overview
Advanced Squad Leader: Starter Kit #2 is the second entry in Multi-Man Publishing’s introductory series for the Advanced Squad Leader tactical WWII wargame system. Building on the infantry-focused Starter Kit #1, this kit introduces ordnance rules including guns (anti-tank guns, artillery), mortars, and shaped-charge weapons (bazookas, PIATs, Panzerschrecks). It also adds new terrain types (hills, orchard roads) and multilevel line of sight. The rules are upwardly compatible with full ASL, meaning nothing learned here needs to be unlearned.
Components
- Geomorphic map boards (hex-based tactical maps)
- Die-cut counters (infantry squads, leaders, support weapons, gun counters)
- 20-page rules booklet (8 pages of new material beyond SK#1)
- Scenarios S9 through S16
- Dice
- Charts and tables (To Hit tables, Infantry Fire Table, Ordnance tables)
Setup
Choose a scenario (S9-S16). Each scenario specifies which map boards to use and how to orient them, the forces each side receives, setup areas, victory conditions, and special rules. Place counters according to the scenario’s setup instructions. One player controls the Axis forces, the other the Allied forces.
Turn Structure
Each game turn represents approximately 2 minutes of real time and follows the standard ASL sequence:
- Rally Phase: Attempt to rally broken units; repair malfunctioned weapons.
- Prep Fire Phase: Stationary units may fire at enemy targets.
- Movement Phase: Move units across the map, spending movement points per terrain.
- Defensive Fire Phase: The non-moving player fires at moving units.
- Advancing Fire Phase: Units that moved may fire at reduced effectiveness.
- Rout Phase: Broken units must rout (flee) away from known enemy units.
- Advance Phase: Units may advance one hex (into close combat if entering an enemy-occupied hex).
- Close Combat Phase: Resolve hand-to-hand combat in hexes with both sides present.
Players alternate as the attacker and defender each turn.
Actions
Infantry Combat (from SK#1)
- Squads, half-squads, and leaders with firepower and morale values
- Fire attacks resolved on the Infantry Fire Table using dice
- Results include Pin, Break, and Casualty outcomes
- Leaders provide morale bonuses and can direct fire groups
Ordnance (New in SK#2)
- Guns: Anti-tank guns, artillery pieces, and infantry guns placed on the map
- Guns use the To Hit process: roll to hit the target first, then resolve effects if hit
- Critical Hits: A roll of 2 on the To Hit roll scores a critical hit with doubled firepower
- Guns have specific fire arcs (covered arc) limiting their field of fire
- Target Acquisition: Firing at the same hex repeatedly improves accuracy
Support Weapons (New in SK#2)
- Light Anti-Tank Weapons (LATW): Bazookas, PIATs, Panzerschrecks — portable anti-armor weapons carried by infantry
- Light Mortars: Provide indirect fire support with various ammunition types
- Shaped Charge Weapons (SCW): Infantry-portable weapons effective against fortifications and vehicles
Terrain (New in SK#2)
- Hills: Elevated terrain affecting line of sight and movement
- Multilevel Line of Sight: Rules for determining visibility between units at different elevations
- Orchard Roads: New terrain type combining orchard and road features
Smoke
- Some weapons can fire smoke rounds (including white phosphorus)
- Smoke blocks line of sight and provides concealment
Scoring / Victory Conditions
Victory conditions are scenario-specific. Common objectives include:
- Controlling specific buildings or hex locations
- Eliminating a certain number of enemy units
- Exiting units off a map edge
- Holding positions for a number of turns
Each scenario has defined victory conditions for both sides.
Special Rules & Edge Cases
- Guns can be captured by the enemy if their crew is eliminated and enemy infantry enters the hex
- Gun crews can be replaced by infantry squads manning the gun at reduced efficiency
- Malfunctioned weapons may be repaired during the Rally Phase or permanently destroyed
- The To Hit process for ordnance is separate from the Infantry Fire Table used for small arms
- Scenarios S9-S10 introduce terrain rules only (no ordnance), allowing gradual learning
- Scenario S11 introduces mortars and LATW
- Scenario S12+ uses the full gun rules
- All ASLSK rules are cumulative and forward-compatible with full ASL
Player Reference
Ordnance To Hit Process
- Determine range to target
- Apply To Hit modifiers (range, target size, terrain, acquisition)
- Roll dice against modified To Hit number
- If hit: resolve on appropriate effects table
- Roll of 2 = Critical Hit (double firepower)
New Terrain Effects
| Terrain | Movement Cost | Cover/TEM | LOS Effect |
|———|————–|———–|————|
| Hills | +1 per level | +1 per level | Blocks/elevates LOS |
| Orchard Roads | Road movement | Orchard hindrance | Partial block |
Scenario Progression
| Scenario | New Rules Introduced |
|———-|———————|
| S9-S10 | Hills, multilevel LOS, orchard roads |
| S11 | Mortars, LATW |
| S12+ | Full gun rules, all ordnance |