Advanced Squad Leader: Starter Kit #2

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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

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:

  1. Rally Phase: Attempt to rally broken units; repair malfunctioned weapons.
  2. Prep Fire Phase: Stationary units may fire at enemy targets.
  3. Movement Phase: Move units across the map, spending movement points per terrain.
  4. Defensive Fire Phase: The non-moving player fires at moving units.
  5. Advancing Fire Phase: Units that moved may fire at reduced effectiveness.
  6. Rout Phase: Broken units must rout (flee) away from known enemy units.
  7. Advance Phase: Units may advance one hex (into close combat if entering an enemy-occupied hex).
  8. 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)

Ordnance (New in SK#2)

Support Weapons (New in SK#2)

Terrain (New in SK#2)

Smoke

Scoring / Victory Conditions

Victory conditions are scenario-specific. Common objectives include:

Each scenario has defined victory conditions for both sides.

Special Rules & Edge Cases

Player Reference

Ordnance To Hit Process

  1. Determine range to target
  2. Apply To Hit modifiers (range, target size, terrain, acquisition)
  3. Roll dice against modified To Hit number
  4. If hit: resolve on appropriate effects table
  5. 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 |