Introduction
What follows is a summary of the rules for the ASL infantry game that I recently wrote for the specific purpose of teaching a friend how to play. I do not attempt to include a discussion of rules for vehicles and guns here. Most players start learning the game by playing scenarios that contain only infantry and basic Support Weapons (SW) .
After a player is comfortable with these “basic” rules he might add other types of SWs like Light Mortars, Bazookas, Demolition Charges and Flamethrowers. Each of these additions has it’s own small set of special rules that are only applicable if those units are in play; however, the rules are not “from scratch” so to speak – they use the basics that the player has already learned – telling him how the new units make use of the core system mechanisms he has already mastered.
Nearly all of the important concepts (what I call the “core system mechanisms”) needed for playing ASL exist in the infantry game. Adding additional units to the battles (Guns, Tanks, Off-board Artillery, etc.) different terrain (Jungle, Desert, Rivers, etc.) and different play situations (Night, Paratroop Drops, River Crossings, Beach Landings etc.) add levels of “chrome”, interest, complexity and fun. However, The ASL infantry game alone is a wonderful and fully-complete gaming experience by itself, and the game can be enjoyed solely as an infantry game forever. There are hundreds of scenarios available; a large percentage of them use only the basic infantry rules.
I have attempted to make this as complete as possible: at least mentioning all aspects of the Infantry game. If you read this carefully you will gain a full understanding of the depth and breadth of the system and will be able to determine if it’s “just too complex” or if you think the game will appeal to you.
Hopefully, you will not find this to be a dry recitation. I tried to make it somewhat conversational. Many of my opinions about the game and a little bit about what I think is necessary to play it well can be found here. I hope you enjoy it.
The first time each term or important concept is used with or without its acronym it is in italicized blue . ASL is FAMOUS for its acronyms but don’t worry, you get used to them pretty quick.
Player Aids
ASL is the KING of player aids. The rulebook comes with more than a half-dozen 11x17 cardstock player aids that are used as chapter deviders. Everything you need to play the game is there. 993
Once you learn to navigate the player aids, things get a lot easier. <PERSON> has created and posted a 2 page “beginner” player aid that you can download from the geek. Look in the files section, they are called “Privates”. I suggest that you down load it and look at it while you are reading this article!
The Units
Each unit counter – infantry unit, Gun, Tank or whatever is LOADED with play information – both on front and on back. The counters themselves are a player aid. I only scratch the surface here describing what each symbol and number on the counter means, you’ll have to find an experience player to walk you through it all on your own. In my note at the end of this article I suggest downloading and logging on to “VASL” (www.vasl.org) going into the Main Room and finding someone who is willing to answer questions. Many player use SKYPE while playing online, so if you can get that then you will be even farther ahead.
Scenarios
A Scenario card provides the historical situation and actual outcome of the battle in question. It tells you how many turns the game will last, who will go first, which boards to play on (there are at least 100) and which of the thousands of units to use. In my opinion, the best Scenarios play on 1-3 boards, have no more than a couple of dozen units per side and last under 10 turns. Probably 90% of the published scenarios fit that description.
Flow of Play/Rules Overview
The players alternate taking “player turns” – two player turns equal one game turn. Each Player Turn consists of 9 phases. On your player turn you may fire and/or move some, none or all of your units. The other player doesn’t just sit there while you do your turn though. Many of the phases are “dual player participation” in which both players take actions, and at other times you will be interrupted by the other player so he can take an action in the middle of one of your actions. 993