Advanced Squad Leader: Starter Kit #3
Overview
Advanced Squad Leader: Starter Kit #3 is the concluding entry in Multi-Man Publishing’s introductory ASL trilogy. Building on the infantry (SK#1) and ordnance/guns (SK#2) foundations, this kit introduces armored fighting vehicles (AFVs) — tanks, armored cars, and other vehicles. It includes a comprehensive 28-page rulebook and a 12-page Historical Notes reference (ASL Chapter H) for all vehicles and ordnance contained. The kit is self-contained; players need not own SK#1 or SK#2 to play.
Components
- Geomorphic map boards (hex-based tactical maps)
- Die-cut counters including:
- 14 U.S. tank counters (Sherman variants)
- 44 German tank and armored car counters (including 2 Tigers, 4 Panthers)
- 32 Soviet tanks (T-34s, Shermans)
- 9 British AFVs (Shermans, Stuarts)
- 4 Italian tank counters (2 vehicle types)
- Infantry squads, leaders, support weapons, gun counters
- 28-page rules booklet (adds ~6 pages beyond SK#2)
- 12-page Historical Notes (Chapter H) vehicle/ordnance reference
- 8 scenarios
- Dice
- Charts and tables
Setup
Choose a scenario. Each scenario specifies map boards, forces, setup areas, victory conditions, and special rules. Place counters per the scenario instructions. One player controls the Axis, the other the Allies. Not all scenarios use vehicles; one is infantry-only, allowing gradual introduction of vehicle rules.
Turn Structure
The standard ASL turn sequence applies (same as SK#1 and SK#2):
- Rally Phase: Rally broken units; repair malfunctioned weapons; start/restart vehicle engines.
- Prep Fire Phase: Stationary units fire.
- Movement Phase: Move infantry and vehicles.
- Defensive Fire Phase: Non-moving player fires at moving units.
- Advancing Fire Phase: Units that moved fire at reduced effectiveness.
- Rout Phase: Broken units rout away from enemy.
- Advance Phase: Advance one hex; possible close combat entry.
- Close Combat Phase: Resolve close combat.
Actions
Vehicle Movement
- Vehicles have movement point allowances based on type
- Vehicles spend movement points per terrain type traversed
- Vehicles can use roads for faster movement (road bonus)
- Vehicles have a facing direction that affects fire arc and vulnerability
- Bypass movement: Vehicles can move along hex edges
- Bog: Vehicles risk becoming bogged (stuck) in certain terrain
Vehicle Combat
- Vehicles have armor values on four sides (front, sides, rear) and a turret
- To Hit: Vehicles fire using the To Hit process (similar to gun ordnance in SK#2)
- To Kill: After hitting, roll on the To Kill table comparing gun penetration to target armor
- Hull Down: Vehicles behind terrain features expose only their turret, making them harder to hit
- Turret: Turreted vehicles can fire in any direction; non-turreted vehicles are limited to their covered arc
Anti-Tank Combat
- Infantry can attack vehicles with LATW (bazookas, PIATs, Panzerschrecks) from SK#2
- Close combat against vehicles uses different procedures than infantry close combat
- Molotov cocktails and other improvised anti-tank weapons are available in specific scenarios
Combined Arms
- Infantry and vehicles can operate together for combined arms advantages
- Tanks can provide covering fire while infantry advances
- Infantry protects vehicles from enemy close assault
Scoring / Victory Conditions
Victory conditions are scenario-specific and typically involve:
- Controlling key map locations (buildings, hills, crossroads)
- Destroying a specified number of enemy units or vehicles
- Exiting units off map edges
- Holding positions for a set number of turns
Scenarios cover actions in Crete 1941, Hungary 1944, Lithuania 1941, Sicily 1943, Arnhem 1944, Soviet Union 1943-44, and France 1944.
Special Rules & Edge Cases
- Vehicles can be immobilized by hits that don’t destroy them
- Crew survival: destroyed vehicle crews may bail out as half-squads
- Vehicle wrecks remain on the map and affect line of sight and movement
- One scenario is all-AFV (no infantry), testing pure vehicle tactics
- The rules are fully upwardly compatible with full Advanced Squad Leader
- Vehicles that start with engines off must spend time starting them
- Smoke dispensers on some vehicles provide tactical concealment
- Motion status vs. non-motion: vehicles in motion are harder to hit but fire less accurately
Player Reference
Vehicle Combat Sequence
- Declare target and firing unit
- Determine range and modifiers
- Roll To Hit (modified by range, target size, motion, terrain)
- If hit: Roll To Kill (compare penetration vs. armor)
- Results: Destroyed, Immobilized, Shock, or No Effect
Armor Facing
| Facing | Armor Value | Vulnerability |
|——–|————|—————|
| Front | Highest | Least vulnerable |
| Side | Medium | Moderate |
| Rear | Lowest | Most vulnerable |
| Turret | Varies | Can fire in any direction (turreted only) |
Key Vehicle Types
| Nation | Notable Vehicles |
|——–|—————–|
| Germany | Tiger, Panther, PzKpfw IV, armored cars |
| USA | Sherman variants |
| Soviet Union | T-34 variants, lend-lease Shermans |
| Britain | Sherman, Stuart |
| Italy | Light/medium tanks |