Advanced Squad Leader Rules Summary: Each Turn
Advanced Squad Leader Rules Summary: Each Turn
Each Turn
• Weather check (B25) – Snake eyes (possible change) or Box cars (gust) something might happen
• Snipers – SAN is only activated for: MC rolls (not in RPh), Entrenching rolls, Task Check rolls, NON-OBA IFT
attack rolls, and when you roll To Hit with a gun/tank. (A14.1)
• Prior to moving, remove CX counters from units which were marked CX in prior MPh (A4.51)
• 4 MF for MMC, 6 MF for leaders/units stacked with leaders for entire move (SW may reduce) (A4.11)
• Infantry unit loses one Movement Factor (MF) for each Portage Point (PP) carried in excess of its Inherent
Portage Capability (IPC) (see portage examples table). SMC may never carry more than two PP. (A4.42)
• Double Time = +2 MF (+1 if announced during move); CX counter placed on unit at beginning of move; IPC
reduced by 1 (A4.52); has effects on combat; can’t advance into difficult terrain; can't Double Time 2 turns in
a row, CX counter removed if unit breaks, or as soon as it moves in its own next Movement Phase (A4.51)
• 2 MF to enter building; 1 MF to use stairs (B23.4)
• Stacking Limit = 3 MMCs plus 4 SMCs (A5.1); overstacking has combat effects
• Assault Movement (may not use all MF) - announced, one hex, some protection from fire (A4.61)
• Road bonus = +1 MF if start, end and entire move on road (not through smoke, etc.) (B3.4)
• Dash (across a road to a location with cover) - no enemy at destination; Area Fire in road; stop on other side
(A4.63)
• Bypass building = 1 MF; in Open Ground if fired upon at hex vertex (A4.3)
• Any SMOKE screen caused by SMOKE grenades is represented by 1/2” counters and is immediately removed
at the end of the ATTACKER’s MPh in which it is placed, after all opposing First Fire but before any Defensive
Final Fire (A24.11).
• Unbroken unit may drop SW at no MF cost (A4.43); SW recovery dr < 6 (∆) + 1 MF (A4.44)
Interdiction
• Interdiction (A10.53) – moving into open ground without low crawl, in both the LOS and Normal Range of an
unbroken enemy unit capable of fire on it in that hex with a least one FP without any form of hinderance is
subject to an NMC.
• May Low Crawl (one hex) or risk Interdiction (morale check in open ground if unhindered normal range LOS)
• Enemy units in melee, CX, or encircled cannot interdict. Leaders without a SW, or a single leader with a MG,
cannot Interdict. Enemy units with halved FP cannot interdict: Pin, Motion, Mounted Firer, etc., (A10.532)
• Interdiction failure = Casualty reduction (A10.53)
• Open Ground (A10.531) – any hex in which any Interdictor could apply, during a hypothetical DFF
opportunity, the -1 FFMO DRM.
• A routing unit can undergo only one Interdiction NMC per Open Ground hex entered, regardless of how
many enemy units might have a LOS to, and be in range of, that Open Ground hex.
Leadership
• If a leader directs a Fire Group’s (FG’s) attack, he increases its FP effectiveness: Prevents cowering (A7.9), and
his leadership modifier is added as a DRM to the attack DR on the IFT (A10.7)
• Fire Direction – A single leader cannot direct more than one weapon/unit per phase unless they are part of
the same Fire Group. Hence a squad that elects to use its inherent FP in a different attack than that of the
MG it is manning does not get the leadership benefit if given to the MG instead (A7.53) (A7.531)
• MC/TC leadership DRM (A10.21)
• Leader cannot apply his own leadership DRM to his own MC/TC, but he can apply the leadership DRM of an
unbroken leader of higher morale which is in his same location or moving stack (A10.22)
• Leader Loss Morale Check (LLMC) / Leader Loss Task Check (LLTC) (A10.2)
• A Pinned Leader cannot provide his 2 MF bonus (if not already used; see 4.12) and/or his portage bonus. He
also cannot aid other units’ MC/TC, nor direct an attack, nor use Voluntary Rout (but he can voluntarily break
[10.41] to route) (A7.831)
Mortars
• Light Mortars: ≤ 60mm; such mortars are SW. Do not require crews to fire with full efficiency.
• Medium Mortars: 76-82mm. Can be dismantled (A9.8) and portaged as a 5pp SW.
• Leadership can apply to TH DR, but not to IFT DR (A7.531)
• Roll a 2 DR for TH and you have a Critical Hit (CH) (C3.7). CH = doubled FP and TEM is now a minus to the
DRM instead of plus. Rolling a 2 TH is considered a CH only if you could have hit the target by rolling a 3 or
better – if you needed to roll a 2 or less just to hit, then you need to roll a subsequent dr.
• Area Target Type (C3.33): Must be used at all times by mortars. All (including friendly) units in target hex
can be hit (even by WP). Does not lose ROF for Area Target/SMOKE. A mortar can hit target hex units out of
its firer’s/spotter’s LOS if the shot hit the non-hidden enemy target that currently was the hardest for it to
hit. All units are attacked on IFT using a single DR and half FP of ordnance. TEM applies to IFT DR, not TH DR.
• Spotters (C9.3): One Good Order Personnel unit in same/adjacent hex (regardless of vertical distance/LOS)
can be a Spotter for a mortar (or multiple mortars if they all fire on same hex). Spotting is equivalent of using
a SW; must be predesignated by owning player during his PFPh/DFPh (if hidden, must be recorded as
spotter). As long as Spotter is Good Order, mortar(s) can fire on any target in Spotter’s LOS. A Pinned
Spotter in effect pins the mortar crew for Spotted attacks. A new Spotter may not be designated until
original Spotter is eliminated/ broken/captured, and not until start of owner’s MPh following the loss.
Spotted fire is subject to +2 DRM and ROF –1.
Armor Tables & Aids
Vehicle Target Type To Hit and To Kill Summary Armored Target Size Modifiers
1 - Select Ammo and Vehicle Target Type. Colors Size DRM
2 - Select target and calculate range. 2 white dots Very Small +2
3 - Cross reference range and target type with firing
1 white dot Small +1
weapon gun size and length
4 - Roll dice and add appropriate To Hit DRMs. No colors Normal 0
5 - If hit occurs, determine location of hit -- hull/turret 1 red armor # Large -1
and front/side/rear. 2 red armor # Very Large -2
6 - Determine TK# by cross referencing Ammo and gun
size, length, and range.
7 - Roll dice and add results to AF of location hit.
Location of Vehicular Hit ∆
Consult appropriate AFV Destruction Chart based
on ammo type (AP, Heat, APCR/APDS, HE, MG). Turret TH DR colored dr < white dr
Hull TH DR colored dr ≥ white dr
A boxed AF indicates that the upper structure on that facing (the turret) has the next better AF as per chart C7.11. A circled
AF indicates that the upper structure on that facing (turret) has the next lower AF as per C7.11. Example: Boxed AF = 8, then
turret AF = 11
To Hit / To Kill General Process Table (Mortars, Guns, AFV)
To Hit / Kill Process
Steps (Blue Sheet) Table and Process
1 Find Base To Hit # (Table C3)
2 Determine Modified To Hit # (Table C4)
3 Determine To Hit DRM (Tables C5 & C6)
4 Hit if DR + (To Hit DRM) ≤ (Modified To Hit #)
5 If Hit, resolve based on Fire & Target Type:
Target Type Resolution Process
• Infantry IFT (Table A7)
• Armor Determine To Kill # (TK#) using
appropriate C7 To Kill Table (Blue
• Gun
Sheet). Then roll dice and resolve
• Vehicle using Destruction Table.
Other Things
• Fire Power (FP) and Dice Roll Modifier (DRM) are two separate things, and they never mix:
o FP can be halved, doubled, and/or tripled while preserving fractions etc., depending on things like Area
Fire, PBF, and/or TPBF (A7.2)
o A DRM can be affected by leadership, TEM, FFMO, and/or FFNAM etc.
• DM – an already broken unit which is subsequently attacked by CC/WP, or enough FP [taking the possibility
of Cowering (A7.9; A19.33) into account] to inflict at least an NMC causes the unit to suffer DM (A10.62)
Example: A 2 FP attack from a Conscript unit (without a leader) has the possibility to cower two columns to
the left, so it could not even cause an NMC, thus its 2 FP attack cannot cause its target to suffer DM.
• A Cowering unit and its SW is automatically marked with a Prep Fire counter during PFPh or a Final Fire
counter during MPh, and results in loss of ROF and Subsequent Fire. Does not affect fire from SMC, berserk
or Fanatic, Fire Lane, IFE, Canister, Aircraft, British Elite & First Line units, Finns [EXC: Conscripts (25.7)],
Sniper, ordnance, OBA, or any form of vehicular fire. Cowering does not affect CC or DC resolution (including
Reaction Fire D7.2) (A7.9)
o Cowering penalties are doubled (resolved two IFT columns lower) for Inexperienced personnel or FG
containing Inexperienced personnel (A19.33)
o If a FG cowers, Random Selection is used to determine the unit(s) (and its SW) that is marked with a
Prep or Final Fire counter.
• Inexperienced personnel = Conscripts; Unarmed units; Green units without an unbroken leader (A19.3)
• Good Order – personnel unit / inherent crew that is not broken, berserk, captured, stunned, shocked, or held
in Melee. A unit is still considered in Good Order if pinned, CX, TI, and/or unarmed.
• CX unit combat effects (A4.51): +1 to any labor task or attack DR they make or direct (+1 to To Hit DR for
ordnance; +1 to IFT DR for all others). +1 to any CC they make; -1 to any CC attack made against them. +1
drm to inherent SW (ATMM, MOL, PF) or SMOKE Grenade Availability Check dr. +1 to Search/Recovery dr
(A12.152; A4.44), and Ambush Status dr (A11.4).
• Heat of Battle (rolling snake-eyes on Rally or morale check), may cause Berserk, Heroes, Battle Hardening,
Fanatics, Surrender (A15.1-5)
• Weapon Breakdown (rolling boxcars when firing) - MG only in this scenario (A9.7)
• Sustained Fire (A9.3) - a MG that attacks in Subsequent First
Fire/FPF (A8.3/8.31) or during DFPh while marked with a First
Fire counter (A8.4) is using Sustained Fire and its B# is lowered
by 2 and its B# is transformed to an X# (A.11)
• Captured Equipment: ROF -1; Breakdown -2 (A21)
• Random Selection #KIA: Clarification to #KIA Random Selection (A7.301) as found from Game Squad’s Perry
Sez: Four infantry units are in a Location that is affected by a 2KIA IFT result:
• Russian Commissar: other units’ Morale +1; ignore DM during Rally; lower quality (then Casualty Reduction)
if fail Rally (A25.22)
• Snipers (rolling opponent's Sniper Activation Number) (A14.1)
• Stacking Limits Combat Effects (A5.12-5.131):
o ATTACK Penalty +1 to IFT/CC DR (or +1 to To Hit DR for ordnance) for each vehicle and squad equivalent
(FRU) that exceeds normal stacking limits (A5.12).
o DEFENSE Penalties during MPh apply only to moving units in target Location (A5.13).
o PERSONNEL: All personnel units (except PRC) attacked in Location the DEFENDER overstacked suffer a -
1 ordnance To Hit DRM (or -1 IFT/CC DRM when attacked by other means) for each squad equivalent
(FRU) that exceeds normal Personnel stacking limits (A5.131).
o VEHCILES: Each side may have only 1 vehicle in each Location (wrecks do NOT affect limit) (A5.2). See
(A.5132) for combat effects.
Index
Ambush ELR Open Ground
Defensive Fire [First Fire] Leadership [FG Direction] [Fire Snap shot
[Subsequent First Fire] [Final Direction] [MC/TC] [Pinned]
Snipers [Activation] [Phases]
Protective Fire] [Final Fire]
Long Range Fire
[Defensive Fire Summary Chart] Spotter
Low Crawl
Deploy Spraying Fire
MF [Building] [Stairs]
Difficult Terrain Stacking Limit [Combat Effects]
Mortar [Light] [Medium]
DM Stairway MF
NMC
Double Time Sustained Fire
SW Drop [MPh] [APh] [CCPh] SW Transfer [RPh] [APh]
Note: Images as found within Russ Gifford’s Flash tutorial “ASL 201: AFV Combat” (used with permission). ELR and
MG images as found within idjester ASL tutorial videos. Routing snippets excerpted from Jay Richardson ASLSK
tutorial. Subsequently edited by J. Yuzwalk.
J. Yuzwalk
2020-09-15