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german version

ASL Box

ASL RB 1st Edition

 

ASL RB 2nd Edition
Rating Grade (1-10)
Graphic Presentation 8
Rules 9
Playability 8
Replay value 10
Overall Rating 8,75

PRO The best, most comprehensive rulebook of all times - it's ASL!
CONTRA Very technical english, full of acronymes; no programmed instruction (PI)

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ASL Rulebook (1st ed)
Review #1

written by: Andreas Ludwig
Graphic Presentation

My short review deals with the rulebook, but most of the review's items are relevant for the entire game system - except in cases where I write about specific elements concerning the rulebook, for example the overall graphics and layout.

The rulebook (1st edition) is a high quality ringbinder. The cover is of the ASL characteristic orange color. Printed on the cover are the four former cover motives of the old Squad Leader modules. Inside the ringbinder, the rules are fastened as single sheets of paper which allow an easy update by simply replacing single pages. Errata can be included in the same manner. The rulespages are printed on high-quality, strong paper; the font is quite small but readable; in addition there are many colored illustrations and examples. Each chapter is separated by a strong cardboard divider which contains all important tables and short summaries of the respective rules described in the chapter. These dividers, which have the same color-coding as the chapter, allow an easy rules reference once you are accustomed to the rulebook's organization and structure. The entire ringbinder fits into a strong paper box which protects the binder from any damage. This rulebook is a reference of how a wargame handbook should be designed.

Rules It is widely known that ASL is a highly complex game system. In contrast to other consims, this isn't based on the style in which the rules are written, but on the fact that the system includes an incredible amount of rules which has to be kept in mind. The basic rulebook alone contains up to 200 pages, but at least the rules are written in a very clear style. Most of the modules contain additional rules pages and even entire chapters which have to be included into the rulebook. Many illustrated examples help to find a way through this opus. This rulebook is one of the best and most complete rulebooks ever written in the wargaming sector.
Playability Here it is important to keep in mind that ASL is an entire game system and not a single game. It offers many modules which portray a great variety of scenarios and scenes. Some scenarios can be played with the core rules, while other modules - especially the historical campaigns - use almost any existing rule. So the feeling and playability depends strongly on the module and scenario that you play. Despite the fact that the system is very complex and that everything which could happen in a real combat on squad level could happen in ASL, it is an astonishingly quick and dynamic consim. The first steps are quite hard because you spend most of your time looking up the rules, but once you got a grasp of how this game works and once you got accustomed to the basic rules, the playability is great. In fact, this game is addictive, because even learning the rules adds to the fun - with each new rule you learn, the game gets more satisfying and offers more opportunities for your gameplay. No rule is without a deeper meaning or learned in vain - everything you learn brings you closer to reality and allows you more actions; in addition, more rules open more scenarios. For example, Chapter C - dealing with ordnance weapons - kills you on first glance, but once you learned how to use all these cool weapons and once you are able to play all these fascinating scenarios using them, you won't return to simple infantry-only scenarios. The same goes for vehicles: it's really difficult to find out how to move a tank and other vehicles, but once you successfully moved your King Tiger (and fired with his guns), your game experience enters a new dimension. This is why in ASL rules studies are not a troublesome duty, but part of the fun, allowing you to get the best out of your game.
Replay Value The replay value is extremely high, because the system offers 3000+ scenarios from which you can choose. Each scenario allows a dozen ways to play it. Because of the simple fact that you will never ever have ASL played "to an end", it is very special among wargames. You can spend your whole life playing nothing but this game system, but you will get more than enough material to play during one human lifespan. ASL is more than a game, it is a "way of life".
Creativity The predecessor Squad Leader itself was an innovation because it was the first tactical wargame of all times. ASL is the consequent continuation of this game system in perfection. Today there may be other tactical games and systems, but ASL is the only true tactical system for World War II.
Simulation Value It is because of the "Simulation Value" that many people never got into this game - they thought that the designers overdid it. In their opinion, the designers spent more time on discussing how to make ASL even more realistic than taking care of the playability. This may or may not be true - true is that ASL is the most accurate consim on tactical level, though. The simulation value is extremely high and each scenario - especially in the historical campaigns - is historically based and offers a feeling of "being part of it". Despite the high simulation value and the complexity, its playability is astonishing.
Solitaire Factor You can play this system solitaire, but while this even may be fun, it's no alternative to combat with a friend! There is a solitaire module available, allowing "true" solitaire gaming against a form of "AI". This is highly recommended.
Can be compared to ASL can be compared to all tactical consims, but it beats all these games in terms of size and complexity. If this is an advantage or a disadvantage depends on what you expect from such a consim.
Short Review This game is one of my "alltime favorites" and probably the best wargame ever published. The classic Squad Leader was fun, but the rules became problematic by adding the later gamettes (modules). Learning all these rules was difficult because of the increasing number of inconsistencies. ASL offers a fresh and clean new beginning based on the designer's experiences with the classic series. Despite the fact that such detailed games can never consist of 100% error free and clear rules, I think the ASL rulebook is as close to perfection as possible. The 1st edition is very clear, but the 2nd edition is even better because of its increased number of examples and more exact wording for almost all cases which could happen in this game. Okay, you need a lot of dedication to learn this incredible amount of rules and some aspects, for example vehicles, are confusing in the beginning - but it can be done! Others did it, we did it. Once you experienced that each rule is useful and offers more possibilities in a scenario, even the learning starts to become part of the fun. ASL offers its own game physics and once you understood it, you get an advantage by good rules knowledge - the more you know, the better you play. It is no game to be played over a weekend and then put back into the closet for some months before playing the next scenario - this doesn't work. You have to play ASL on a regular base to anchor the rules into your brain. This is one of the reasons why many people play ASL exclusively. But it is also possible to play ASL besides other games if you include it at least every 2 weekends into your turnus to make sure you don't forget the rules, at least as long as you are in the learning phase. ASL is a game experience of its own I don't want to miss - and it's sheer fun!

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