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Advanced Squad Leader: Starter Kit #1

Advanced Squad Leader: Starter Kit #1

Avalon Hill · 2004
2120 min13+ yrs3.8/5 complexity7.8 BGG#947 BGG6,2 KCouplesStrategy
short answer

How do you play Advanced Squad Leader: Starter Kit #1?

The primary objective for the first-line unit (H) is to execute a dash movement across a road and into a nearby building. Simultaneously, the conscript unit (C), which is dug into a building, aims to intercept and fire upon the moving first-line unit during its movement phase. This scenario tests the rules for movement under fire and the effects of defensive fire.

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Advanced Squad Leader: Starter Kit #1 box art
official art · Avalon Hill
the rules in 60 seconds▶ auto · 1/6
🧩
01

Setup

The game board is set up with various units, including a first-line unit (H) and a second-line unit (J), along with a prep fire counter.

The rules, step by step

Setup
The game board is prepared with several units. A first-line unit, designated as 'H' (4-6-7), is positioned on the map. A second-line unit, designated as 'J' (4-4-7), is also present. Additionally, a prep fire counter is placed on the board, indicating a unit that has prepared to fire in a previous phase. The map features various terrain types, including roads and buildings, which affect movement and combat.
Objective
The primary objective for the first-line unit (H) is to execute a dash movement across a road and into a nearby building. Simultaneously, the conscript unit (C), which is dug into a building, aims to intercept and fire upon the moving first-line unit during its movement phase. This scenario tests the rules for movement under fire and the effects of defensive fire.
On your turn
During the movement phase, the first-line unit (H) attempts to move. As it enters a hex where it can be seen by the conscript unit (C), the conscript unit can declare a defensive first fire. If the conscript unit fires, a first fire marker is placed on it, indicating it has exhausted its rate of fire for that phase. The outcome of the fire is determined by dice rolls, applying various modifiers based on the units' states and terrain.
Scoring
The conscript unit (C) benefits from specific modifiers when firing at the first-line unit (H). These include a -1 DRM for 'First Fire, Non-Assault Movement' (FFNAM) and another -1 DRM for 'First Fire, Movement Open' (FFMO), as the first-line unit is moving in open ground and not performing an assault. These modifiers make it easier for the conscript unit to achieve a successful attack.
Game end
After the conscript unit (C) fires, a final fire marker is placed on it, and a residue counter, equal to half the column used in the original attack, is placed in the hex where the shot originated. This residue counter indicates that bullets are still flying through the air, and any unit entering that hex will be attacked with the strength indicated on the counter. The first-line unit (H) then completes its movement into the building, and the turn concludes.
Tips
Players should generally avoid tactical decisions that expose their units to multiple negative modifiers, such as moving in the open or performing non-assault movements under fire. These actions significantly increase the chances of being hit and suffering casualties. Understanding and utilizing terrain for cover and concealment is crucial for minimizing risks during movement phases.
game anatomy
Complexity3.8 / 5
BGG rating7.8 / 10
Vibe
CouplesStrategy
Language dependence
No in-game text needed
🌐 plays without English
Play time
120 min
Players
2
Recommended age
13+ yrs
BGG rank
#947
from Trișache · verified

Frequently asked questions

Q1What is the goal of the game?
The primary objective for the first-line unit (H) is to execute a dash movement across a road and into a nearby building. Simultaneously, the conscript unit (C), which is dug into a building, aims to intercept and fire upon the moving first-line unit during its movement phase. This scenario tests the rules for movement under fire and the effects of defensive fire.
Q2How do you set up the game?
The game board is prepared with several units. A first-line unit, designated as 'H' (4-6-7), is positioned on the map. A second-line unit, designated as 'J' (4-4-7), is also present. Additionally, a prep fire counter is placed on the board, indicating a unit that has prepared to fire in a previous phase. The map features various terrain types, including roads and buildings, which affect movement and combat.
Q3How does a turn work?
During the movement phase, the first-line unit (H) attempts to move. As it enters a hex where it can be seen by the conscript unit (C), the conscript unit can declare a defensive first fire. If the conscript unit fires, a first fire marker is placed on it, indicating it has exhausted its rate of fire for that phase. The outcome of the fire is determined by dice rolls, applying various modifiers based on the units' states and terrain.
Q4How is scoring calculated?
The conscript unit (C) benefits from specific modifiers when firing at the first-line unit (H). These include a -1 DRM for 'First Fire, Non-Assault Movement' (FFNAM) and another -1 DRM for 'First Fire, Movement Open' (FFMO), as the first-line unit is moving in open ground and not performing an assault. These modifiers make it easier for the conscript unit to achieve a successful attack.
Q5When and how does the game end?
After the conscript unit (C) fires, a final fire marker is placed on it, and a residue counter, equal to half the column used in the original attack, is placed in the hex where the shot originated. This residue counter indicates that bullets are still flying through the air, and any unit entering that hex will be attacked with the strength indicated on the counter. The first-line unit (H) then completes its movement into the building, and the turn concludes.
Q6What tips are there for beginners?
Players should generally avoid tactical decisions that expose their units to multiple negative modifiers, such as moving in the open or performing non-assault movements under fire. These actions significantly increase the chances of being hit and suffering casualties. Understanding and utilizing terrain for cover and concealment is crucial for minimizing risks during movement phases.
Q7How much does Advanced Squad Leader: Starter Kit #1 cost?
No store is currently tracking Advanced Squad Leader: Starter Kit #1. Check the Prices tab — you can set a price alert to be notified when it appears.
Q8Where can I buy Advanced Squad Leader: Starter Kit #1 cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q9How do you play Advanced Squad Leader: Starter Kit #1?
Advanced Squad Leader: Starter Kit #1 is a wargame game, for 2 players, taking ~120 minutes, featuring dice rolling. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Advanced Squad Leader: Starter Kit #1 — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Advanced Squad Leader: Starter Kit #1 support?
Advanced Squad Leader: Starter Kit #1 is played by 2 players.
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Regatul JocurilorAnniversaryeasyboxCultural voucher
Advanced Squad Leader: Starter Kit 1- 10th Anniversary Edition
RON 189
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Price trend over the last 90 days: minimum 109 lei, maximum 189 lei, now 189 lei.

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