This document provides an overview of the sequence of play in Advanced Squad Leader (ASL). It begins with an introduction and then describes each phase in order: Rally, Prep Fire, Movement, Defensive First Fire, Defensive Fire, Advancing Fire, Rout, Advance, and Close Combat. Each player completes this sequence before turning ends and a new one begins. The goal is to understand the progression of actions that comprise a turn in ASL.
1. ASL 101: LASL 101: LEARNINGEARNING
AADVANCEDDVANCED SSQUADQUAD LLEADEREADER
Session 1: The Sequence of PlaySession 1: The Sequence of Play
with Russ Giffordwith Russ Gifford
2. ASL Sequence of PlayASL Sequence of Play
You will become familiar with:You will become familiar with:
• The sequence of play for Adv. Squad LeaderThe sequence of play for Adv. Squad Leader
• The different phases that comprise thisThe different phases that comprise this
sequencesequence
Goals for this SessionGoals for this Session
3. ASL Sequence of PlayASL Sequence of Play
The Sequence of Play in a wargame provides the
directions for the players.
Think of it as a roadmap,
telling players which way to go
and “what happens when!”
5. ASL Sequence of PlayASL Sequence of Play
First Player turn:First Player turn:
Rally PhaseRally Phase
Prep Fire PhasePrep Fire Phase
Movement PhaseMovement Phase
Defensive First FireDefensive First Fire
Defensive Fire PhaseDefensive Fire Phase
Advancing Fire PhaseAdvancing Fire Phase
Rout PhaseRout Phase
Advance PhaseAdvance Phase
Close Combat PhaseClose Combat Phase
Second Player turn:Second Player turn:
Rally PhaseRally Phase
Prep Fire PhasePrep Fire Phase
Movement PhaseMovement Phase
Defensive First FireDefensive First Fire
Defensive Fire PhaseDefensive Fire Phase
Advancing Fire PhaseAdvancing Fire Phase
Rout PhaseRout Phase
Advance PhaseAdvance Phase
Close Combat PhaseClose Combat Phase
Sequence of PlaySequence of Play
6. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Rally PhaseSequence of Play – Rally Phase
7. ASL Sequence of PlayASL Sequence of Play
Rally Phase:Rally Phase: Each Player-Turn begins with theEach Player-Turn begins with the
Rally Phase.Rally Phase. BothBoth players check to see:players check to see:
• Which of their units are inWhich of their units are in good ordergood order ((GOGO) and) and
which arewhich are broken.broken.
• Units inUnits in good ordergood order can try tocan try to deploydeploy into halfinto half
squads, repair squad weapons, or exchange weapons.squads, repair squad weapons, or exchange weapons.
• Units that are broken can attempt toUnits that are broken can attempt to rallyrally if stackedif stacked
with awith a leaderleader..
Sequence of Play – Rally PhaseSequence of Play – Rally PhaseSequence of Play – Rally PhaseSequence of Play – Rally Phase
8. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Prep Fire PhaseSequence of Play – Prep Fire Phase
9. ASL Sequence of PlayASL Sequence of Play
Prep Fire Phase:Prep Fire Phase: Next is the Prep Fire Phase.Next is the Prep Fire Phase.
The PhasingThe Phasing player chooses which unitsplayer chooses which units firefire..
• OnlyOnly good ordergood order units may fire.units may fire.
• Weapons manned byWeapons manned by good ordergood order units may fire untilunits may fire until
they exhaust their Rate of Fire. (they exhaust their Rate of Fire. (ROFROF).).
• Units that fire may not move in this player turn.Units that fire may not move in this player turn.
(Mark these units with a Prep Fire marker to show(Mark these units with a Prep Fire marker to show
which units have fired and may not move.)which units have fired and may not move.)
Sequence of PlaySequence of PlaySequence of Play – Prep Fire PhaseSequence of Play – Prep Fire Phase
10. ASL Sequence of PlayASL Sequence of Play
Special Note:Special Note:
DuringDuring anyany fire phase, enemy units may be hit,fire phase, enemy units may be hit,
resulting inresulting in Morale ChecksMorale Checks.. (MC)(MC) DependingDepending
on these results, broken units and casualtieson these results, broken units and casualties
may occur. These are resolvedmay occur. These are resolved as they happenas they happen..
Sequence of PlaySequence of PlaySequence of Play – Special Note!Sequence of Play – Special Note!
11. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Movement PhaseSequence of Play – Movement Phase
12. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Movement PhaseSequence of Play – Movement Phase
13. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Movement PhaseSequence of Play – Movement Phase
14. ASL Sequence of PlayASL Sequence of Play
Movement Phase:Movement Phase: Next is the Movement Phase.Next is the Movement Phase.
The PhasingThe Phasing player chooses which unitsplayer chooses which units
movemove..
• Only good order unitsOnly good order units not marked with Prep Firenot marked with Prep Fire
may move, by expending Movement Factors.may move, by expending Movement Factors. ((MFMF))
• Units do not have to move, and if they move they doUnits do not have to move, and if they move they do
notnot have to use all of theirhave to use all of their MFsMFs..
Sequence of PlaySequence of PlaySequence of Play – Movement PhaseSequence of Play – Movement Phase
15. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Movement PhaseSequence of Play – Movement Phase
Defensive First FireDefensive First Fire
6FP6FP
16. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Movement PhaseSequence of Play – Movement Phase
Defensive First FireDefensive First Fire
17. ASL Sequence of PlayASL Sequence of Play
DuringDuring the Movement Phase, enemy units maythe Movement Phase, enemy units may
choose tochoose to Defensive First FireDefensive First Fire on movingon moving
units.units.
After an enemy unit fires, it is marked with a DefensiveAfter an enemy unit fires, it is marked with a Defensive
First Fire marker, which limits its fire options.First Fire marker, which limits its fire options.
(EXC: ROF)(EXC: ROF)
Sequence of PlaySequence of PlaySequence of Play – Movement PhaseSequence of Play – Movement Phase
Defensive First FireDefensive First Fire
18. ASL Sequence of PlayASL Sequence of Play
Subsequent First FireSubsequent First Fire: Enemy units marked with: Enemy units marked with
a First Fire markera First Fire marker maymay fire again, dependingfire again, depending
on the results, range and theon the results, range and the MFMF expended byexpended by
the moving units. If so, their marker is flippedthe moving units. If so, their marker is flipped
to ato a Final FireFinal Fire marker, which further limitsmarker, which further limits
their fire options.their fire options.
Sequence of PlaySequence of PlaySequence of Play – Movement PhaseSequence of Play – Movement Phase
DefensiveDefensive FirstFirst FireFire
19. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Def. Fire PhaseSequence of Play – Def. Fire Phase
2FP
2FP
20. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Def. Fire PhaseSequence of Play – Def. Fire Phase
21. ASL Sequence of PlayASL Sequence of Play
Defensive Fire Phase:Defensive Fire Phase: After the phasing playerAfter the phasing player
declares his movement is finished, the non-declares his movement is finished, the non-
phasing player mayphasing player may Final FireFinal Fire all his unitsall his units notnot
already marked with a First or Final Firealready marked with a First or Final Fire
marker.marker.
Units marked with a First Fire markerUnits marked with a First Fire marker maymay fire at halffire at half
strength at any adjacent enemy unit.strength at any adjacent enemy unit.
(After all units have finished, remove all FF markers).(After all units have finished, remove all FF markers).
Sequence of Play – Def. Fire PhaseSequence of Play – Def. Fire Phase
22. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Adv. Fire PhaseSequence of Play – Adv. Fire Phase
23. ASL Sequence of PlayASL Sequence of Play
Advancing Fire Phase:Advancing Fire Phase: After the non-phasingAfter the non-phasing
player finishes his fire, all unbroken phasingplayer finishes his fire, all unbroken phasing
player units not marked with a Prep Fireplayer units not marked with a Prep Fire
marker may firemarker may fire at half strength.at half strength.
(After all units have finished, remove all Prep Fire(After all units have finished, remove all Prep Fire
markers).markers).
Sequence of Play – Adv. Fire PhaseSequence of Play – Adv. Fire Phase
24. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Rout PhaseSequence of Play – Rout Phase
25. ASL Sequence of PlayASL Sequence of Play
Rout Phase:Rout Phase: Both sides rout broken units thatBoth sides rout broken units that
must rout, or may rout. (Phasing player first.)must rout, or may rout. (Phasing player first.)
Sequence of Play – Rout PhaseSequence of Play – Rout Phase
26. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Advance PhaseSequence of Play – Advance Phase
27. ASL Sequence of PlayASL Sequence of Play
Advance Phase:Advance Phase: The phasing player mayThe phasing player may
advance his units into anyadvance his units into any ADJACENTADJACENT location,location,
including those occupied by enemy units.including those occupied by enemy units.
Sequence of Play – Advance PhaseSequence of Play – Advance Phase
28. ASL Sequence of PlayASL Sequence of Play
Sequence of Play – Close Combat PhaseSequence of Play – Close Combat Phase
29. ASL Sequence of PlayASL Sequence of Play
Close Combat Phase:Close Combat Phase: If phasing and non-If phasing and non-
phasing enemy units occupy the samephasing enemy units occupy the same
location, close combat may occur.location, close combat may occur.
11stst
: Check for Ambush if:: Check for Ambush if:
• Location is bldg, woods or rubbleLocation is bldg, woods or rubble
• Either player is concealed.Either player is concealed.
22ndnd
: Resolve CC (unless ambushing player chooses to: Resolve CC (unless ambushing player chooses to
leave the location.)leave the location.)
Sequence of Play – Close Combat PhaseSequence of Play – Close Combat Phase
30. ASL Sequence of PlayASL Sequence of Play
Close Combat Phase:Close Combat Phase: After both sides resolveAfter both sides resolve
Close Combat attacks, if opposing units stillClose Combat attacks, if opposing units still
occupy the same location, mark them with aoccupy the same location, mark them with a
MeleeMelee marker.marker.
Any of the attackers units may now attempt toAny of the attackers units may now attempt to
gain concealment, remove pin markers (andgain concealment, remove pin markers (and
other red letter markers). Then flip the turnother red letter markers). Then flip the turn
marker.marker. That’s the end of first Player-turnThat’s the end of first Player-turn!!
Sequence of Play – Close Combat PhaseSequence of Play – Close Combat Phase
31. ASL Sequence of PlayASL Sequence of Play
The second player nowThe second player now
repeats the exactrepeats the exact
sequence of phases,sequence of phases,
which the samewhich the same
Defensive FireDefensive Fire
interruptions.interruptions.
Second Player turn:Second Player turn:
Rally PhaseRally Phase
Prep Fire PhasePrep Fire Phase
Movement PhaseMovement Phase
Defensive First FireDefensive First Fire
Defensive Final FireDefensive Final Fire
Advancing Fire PhaseAdvancing Fire Phase
Melee PhaseMelee Phase
Close Combat PhaseClose Combat Phase
Sequence of PlaySequence of Play
32. ASL Sequence of PlayASL Sequence of Play
After the second playerAfter the second player
completes his half ofcompletes his half of
the turn, he flips thethe turn, he flips the
game turn marker, andgame turn marker, and
moves it ahead 1 turn.moves it ahead 1 turn.
Repeat the sequence ofRepeat the sequence of
play, now back to theplay, now back to the
First player.First player.
Game Turn AdvancesGame Turn Advances
Continue this routine to theContinue this routine to the
end of the game!end of the game!
33. ASL Sequence of PlayASL Sequence of Play
Game over? OK - Who won?Game over? OK - Who won?
Sequence of PlaySequence of Play
34. ASL Sequence of PlayASL Sequence of Play
Victory ConditionsVictory Conditions are listed on each scenarioare listed on each scenario
card.card.
Victory may hinge onVictory may hinge on
• causing casualtiescausing casualties
• capturing terraincapturing terrain
• exiting units off the board.exiting units off the board.
Sequence of PlaySequence of Play
35. ASL Sequence of PlayASL Sequence of Play
1. When is the Rally Phase?1. When is the Rally Phase?
2. Which side can perform actions in attacker’s Rout2. Which side can perform actions in attacker’s Rout
phase?phase?
3. Which phases are dual participation phases in ASL?3. Which phases are dual participation phases in ASL?
4. If you fire in the Prep Fire Phase, what can’t you do4. If you fire in the Prep Fire Phase, what can’t you do
in the following phase?in the following phase?
5. Not counting ROF, how many times may a phasing5. Not counting ROF, how many times may a phasing
player’s unit fire in ASL?player’s unit fire in ASL?
QuizQuiz
36. ASL Sequence of PlayASL Sequence of Play
QuizQuiz
What phaseWhat phase
must this be?must this be?
How do youHow do you
know?know?
38. ASL Sequence of PlayASL Sequence of Play
For further details,For further details,
ReadRead Section 3.0Section 3.0 (all) in the(all) in the
AADVANCEDDVANCED SSQUADQUAD LLEADEREADER rule bookrule book..
For Further InformationFor Further Information
39. ASL 101: LASL 101: LEARNINGEARNING
AADVANCEDDVANCED SSQUADQUAD LLEADEREADER
40. ASL Sequence of PlayASL Sequence of Play
Ready to learn more?Ready to learn more?
In the next session, we’ll learn about theIn the next session, we’ll learn about the
differentdifferent squads, half squads,squads, half squads, andand leadersleaders..
See you atSee you at
Session 2 – Personnel UnitsSession 2 – Personnel Units
Coming Next SessionComing Next Session
41. ASL 101 was created by:ASL 101 was created by:
• Russell Gifford Learning the Great Battles
of the American Civil War
(CD Rom learning series,
2005)
Mass Media and Big
Government (Multi-media
lecture series, 2006)
Spectacular Voyage:
Lewis and Clark in Iowa,
Nebraska and South Dakota
(2002)
OK – as you can see in this graphic, a single game turn is comprised of two player turns. The first player executes all the things in Gold on the left hand list. (These are called Phases. ) Remember, each phase must be completed before you go on to the next phase.
The indented Phases are actions conducted by your opponent.
So, note that the turn sequence essential works like this:
At the start of your turn, you see which troops are in command, so you know which units you can give orders to. You check the game rules to see if you have any reinforcements entering on this turn, and set them at the edge of the map near their entry hex.
You then move your troops. Any troops in command can move their full movement allotment. Those out of command can move one hex – unless they are pinned. Routed units even move one hex! Units out of command will NOT, however, change formation, nor will they fire in the offensive fire phase.
After you’ve moved all your troops – your opponent get’s his chance to protect himself – his troops fire defensive fire.
Then it is back to you. Your troops that are in command will conduct offensive fire.
After all the fire is done, you decide who will attempt to move into the enemy’s hex. Before you do though, your opponent gets the chance to retreat before melee!
After they retreat, the troops engage, and the battles are resolved. Your troops scrounge for ammo, work to rally their fellow regiments that broke under fire, and then conduct some housekeeping items – and turn the game over to your opponent!
This was a unique Turn Sequence in 1976, when Richard Berg released it.
OK – as you can see in this graphic, a single game turn is comprised of two player turns. The first player executes all the things in Gold on the left hand list. (These are called Phases. ) Remember, each phase must be completed before you go on to the next phase.
The indented Phases are actions conducted by your opponent.
So, note that the turn sequence essential works like this:
At the start of your turn, you see which troops are in command, so you know which units you can give orders to. You check the game rules to see if you have any reinforcements entering on this turn, and set them at the edge of the map near their entry hex.
You then move your troops. Any troops in command can move their full movement allotment. Those out of command can move one hex – unless they are pinned. Routed units even move one hex! Units out of command will NOT, however, change formation, nor will they fire in the offensive fire phase.
After you’ve moved all your troops – your opponent get’s his chance to protect himself – his troops fire defensive fire.
Then it is back to you. Your troops that are in command will conduct offensive fire.
After all the fire is done, you decide who will attempt to move into the enemy’s hex. Before you do though, your opponent gets the chance to retreat before melee!
After they retreat, the troops engage, and the battles are resolved. Your troops scrounge for ammo, work to rally their fellow regiments that broke under fire, and then conduct some housekeeping items – and turn the game over to your opponent!
This was a unique Turn Sequence in 1976, when Richard Berg released it.