Advanced Squad Leader
Advanced Squad
Leader (ASL) was released in 1985 as the culmination of several
years of development of the original
Squad Leader game
series. A public seminar to discuss the rules was announced for
ORIGINS '84 in Volume 20, No. 6 of
The General
as well as a preview of eight new mapboards (16, 17, 18, 19, 20, 21,
22 and 23) which
...will be
included in the "expansion modules" for the ASLRB. It must be
stressed that these boards will be available only in limited
numbers, but that all will appear next year as components in the
modules.
The boards were soon
available for direct sale from Avalon Hill, advertised in The
General as being available in the first two ASL modules and
scheduled for a June 1985 release.
The next issue of
The General, published in 1984, contained an announcement from
Robert McNamara:
Also on my agenda
is a Squad Leader gamette tentatively titled North
Africa: Forging the Hammer (does anyone detect a trend here?)
which will add the Italians to the system as well as containing
revised German and British counters. There will be seven boards (six
desert and one eroded, rocky hill). The desert boards will be flat
but the use of overlays for almost all terrain types will create a
system whereby experienced players will be able to design virtually
any type of desert terrain...(the) gamette is about 90%
completed, but alas, must await the finalizing of Advanced Squad
Leader before the finishing touches can be put on it.
The original road-map
for the Squad Leader series had been to include a "North Africa
gamette" after G.I.: Anvil of Victory, and work on this
apparently was underway when it became apparent there was a need for
an Advanced Squad Leader Rulebook - originally, considered as a
simple compilation of the existing rules rather than as the basis of a
brand new game system.
Another progress report
in Volume 21, No. 3 gave a detailed description of the upcoming ASL
system:
Advanced Squad
Leader will be the culmination of all four of the previous SL games,
plus one new one (on North Africa) - one all-encompassing rule
system. The rulebook will take a form of a specially designed,
sleeved three-ring binder which will be far more than just a
compilation of the former rules. Not only are the rules entirely
rewritten and reorganized for clarity, the design itself has
undergone fundamental changes which add playability and realism. In
fact, our rallying cry throughout the redesign has been "more
playable than SL; more realistic than GI!" ...The fundamental
changes made in the game system so far have been almost universally
acclaimed as major improvements; and we remain confident that we are
on the right track for the most awaited wargame release the hobby
has yet seen...
The initial
reaction to ASL by our playtesters range from surprise to muffled
groans over the extensive nature of the changes to the game system.
However, those reservations have given way to rising excitement as
virtually all have embraced the new system with enthusiastic praise
for the improvements... Nobody wants more rules, but ASL is not more
rules - it is a better system with a sounder foundation, finely
organized with far less verbiage than the four gamettes which
preceded it. The new counters will allow us to improve the game
system with a free hand and insure that everyone will finally have
matching colored counters designed and printed at the same point in
the evolution of the game system.
The initial release was in two parts; the first was an
innovative Advanced Squad Leader Rulebook (ASLRB) inspired by
U.S. Army manuals in that it was in the form of a 3-ring binder and
designed to have its loose-leaf pages replaced periodically as errata
became available, and additional chapters added as they became
available. The second was Beyond Valor, the first "module"
which contained the game's "system counters" - informational markers
required for play, as well as unit markers with a complete order of
battle for the German and Soviet militaries, as well as a limited
counter mix depicting Finnish infantry.
The new counter mix
completely replaced that which had been provided in the four games and
gamettes of the Squad Leader series. Playtester Jon Mischon
wrote in Volume 21, Number 5 of
The General
that ASL was "Closely akin to SL but NOT the same." ASL was a
standalone, not an extension of the original series, a decision that
was initially controversial to those faced with the prospect of
replacing their game components - many of which were themselves
replacements for earlier components (counters in Cross of Iron
and G.I.:Anvil of Victory, for example, were replacements for
counters provided in Squad Leader). ASL took longer to play,
punished use of "cheats" that worked in the original game (for example
flooding isolated defenders with multiple attackers; ASL introduced
enhanced defensive fire rules for infantry), and emphasized realism
over playability. Mischon's article clarified that while playability
may have increased with the new rules organization, there were still
many "special" circumstances that called for special rules. What the
new rules benefited from, however, was a strong systemic approach
whereby, in his words, the player could
...learn a concept
and it applies, with varying D(ice) R(oll) M(odifiers), in all
similar situations. This makes the game easier to learn and play.
The rules make more sense. Most of the old 'funny' rules that
allowed 'cute' tricks have been deleted. Mostly, I guess, its a
distillation of the best of SL....In short, there's a lot less
crapping around in the rules. Most importantly, the vast majority of
the rules really will tend to benefit the player who thinks as did
his historical counterpart. (Sigh, an end to our torching most of
the mapboard.)
The release was not without its
detractors; John T. O'Toole wrote in Issue 35 of
the
Grenadier::
Squad Leader in
1977 was considered an extremely complex and demanding game. The
beauty of it was that it was also raging fun...Avalon Hill noted
with delight that Squad Leader was attaining cult status.
They were already hard at work on the sequels. The first "gamette"
released was probably named after Willi Heinrich's war novel of the
Russian Front, "Cross of Iron". Although critics complained that, at
$12.00, it was too expensive and its 21 pages of extra rules threw
in too much dirt on a clean system, we viewed things quite
differently. For a measly twelve clams, we added tanks of enormous
variety - with swivelling turrets yet, field artillery, snipers,
cavalrymen, partisans, Stukas, the SS, and 8 new scenarios to our
little world of infantry combat...The Faithful proved loyal in their
first test... The foundation for the imposing edifice of
Advanced Squad Leader had been laid...
I bailed out with the publication
of...G.I.: Anvil of Victory. It wasn't the $30.00 price
tag...Squad Leader had become a hybrid. Billed as a great
game and billed as a great simulation, it had grown into something
that was neither. Many realized this and also defected. There were
still many hardcores out there though: committed men compelled by
years of play and the $75.00+ already spent on their habit, who were
dedicated to what was virtually their trade. They had become highly
specialized organisms, and there was just no turning back. They had
paid a lot to get where they were. Avalon Hill was going to make
sure they paid a lot more...
Originally announced as a mere
compilation of all the still valid rules that had come before,
(Avalon Hill) coyly made it known that (ASL) would be a complete
remake...Finally, the all new Soviet and German infantry units,
armor, vehicles, support weapons, mapboards, and scenarios arrived
at Origins '85 entitled "Beyond Valor". As if to further prove you
can put a Squad Leader addict through any kind of hell, this
big, tantalizing package not only cost $40.00, but it came without
rules. These would come later, the Avalon Hill people told them
without a trace of a smirk. Still, the number of guys walking around
with big, useless $40.00 boxes under their arms was striking. TAHGC
had not misjudged their men.
The rules binder did follow after a few
more delays, which the Faithful would have been wise to spend
scraping (up) the necessary $45.00 asking price. With $85.00 already
sunk - without a die yet rolled in anger - the point of no return
was already past. One wonders how many squad leaders actually told
their wives how much this little pile truly cost them?
A letter to the editor
of The General in Volume 23, No. 2 highlighted another aspect
of the incompleteness of the initial release as it pertained to the
necessity of owning boards from the original Squad Leader
series to play the included scenarios:
Beyond Valor
states on the box that it contains all of the components needed to
play ASL. this is simply not true. Four of the ten scenarios require
eithor or both of Game Boards 1 and 8, which do not come with the
module. Having Board 1 should not be a problem, but AH is not
recommending that a buyer go through GI before getting to ASL. The
generation of gamers that did not learn SL through the gamettes
probably will not buy GI. I would be pretty frustrated with AH if I
spent eighty-five dollars or so only to find out that I was missing
Board 8 (which is used in 20% of the scenarios)! I can understand
not making us who have been with the system for so long buy Board 8
again, but why tell people that they have everything they need when,
in fact, they have not?
One of the harshest
playtest critics of G.I.: Anvil of Victory, however, wrote a
glowing review of Advanced Squad Leader. Having gone on at
length in the pages of The General regarding the inadequacies
of G.I., James M. Collier later wrote in a two-part review for The
Grenadier that ASL had "reached a new and rarefied height."
Briefly, then,
ASL is an historical board wargame - of which there are hundreds
available - dealing with WWII land battle - in common with scores of
other wargames. It is a game "system" in that it is open-ended, by
being played in scenarios which are indefinitely flexible as to
time, participants, terrain, and size. It is further distinguished
by being meticulous in its detail and very sophisticated in its play
option because it has been extensively researched and documented in
an effort to create as much realism as can be tolerated in a
non-computerized game.
That is a considerable distinction, but
ASL has been further playtested and refined with a design and
development skill which has brought forth a game which is quite
playable and highly enjoyable and exciting in its play. Herein lies
its singular distinction - it is satisfying in its realism (and thus
valid as a simulation) while retaining a high order of playability
(it is a fun game).
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