If you’ve been looking for a way to dive into the world of Advanced Squad Leader but aren’t quite sure where to start, I have some recommendations for you. The world of ASL can seem a bit intimidating at first, but it doesn’t have to be if you take it one step at a time.

Before we get started, if you want a long and detailed description of the ASL system, check out this link first!

Okay, let’s go…

Advanced Squad Leader Starter Kit #1My first and biggest recommendation is to start with ASL Starter Kit #1. Not necessarily because it’s the best entry point, but because it’s the least expensive way to check out the system. ~$35. It’s a fantastic entry point and a total steal because it includes absolutely everything you need to learn the basic infantry system. You get the rulebook, all the counters, twomaps, and even the dice. It comes with six scenarios that help you get the infantry system under your belt. Plus, there’s a large community out there (that I help administer), ready to help you out if you decide to take the plunge into the ASL system.

Many people just stick with the Starter Kit system because it serves just fine as a tactical system on its own. But if you play through Starter Kit #1, it scratches that itch, and you decide that this system is definitely for you, that is when you jump into full ASL. To get started with the “Full Monty,” you’re going to need a few specific things. First on the list is Beyond Valor, which is ASL Module #1. This is essential because it includes the entire German and Russian orders of battle, and since the Germans are involved in so many European scenarios, you really can’t play without them. The module also includes most of the utility counters needed to play the game.

Advanced Squad Leader RulebookNext, you are going to need a rulebook, and you actually have three different ways to go about this. There is the Pocket Edition, which is my personal favorite for just sitting in a chair and reading. It covers the entire system from basic infantry rules to fighting in the Korean War. Then there’s the massive three-ring binder version. Honestly, that thing is a bit of a boat anchor, is more expensive, and is often out of print (as it currently is). It mostly just sits on my shelf collecting dust because it’s so enormous and useless (IMO). The third and most modern option is the eASL rulebook. This is a digital PDF that is fully searchable and hyperlinked, and includes the entirety of Chapter H. If you’re playing online via Vassal/VASL, it’s hands down the best thing to happen to the game in a long time because you can jump between rules instantly.

If you go with the Pocket Edition of the rules, you will also need to pick up Chapter H separately. This is the section that contains all the technical details for every piece of armor, vehicle, and gun in the game. However, if you bought the big binder or the digital eASL version, Chapter H is already tucked inside, so you won’t need to buy it twice.

Above is the list of ASL module dependencies, showing the nationalities that each adds to the system. This is generally the order you should buy the core modules. The exception of Yanks and For King and Country. Buy the nationality that interests you the most first.

Advanced Squad Leader ChartsFinally, you’re going to need your reference charts. Even if your rulebook comes with them, having a dedicated set of charts is much easier for actual gameplay. You can go with the official version from Multi-Man Publishing, which has been vetted for decades and is very reliable. There are also third-party “Rat Charts” from LFT, which are more compact, but you have to be careful with those because they tend to have some errors. Stick with the official ones if you want to be safe.

So, to recap the journey, start with the Starter Kit to see if you dig it. If you do, grab Beyond Valor, a rulebook of your choice, Chapter H, and your charts. That is the recipe for success in full ASL.

Debriefing:

Which system should I start with?

Entry Level Module Additional Requirements Best For
1. The Beginner ASL Starter Kit #1 (~$35) None (Everything is included: maps, dice, counters, rules). New players who want to learn the core infantry system at a low cost.
2. The Full Monty Beyond Valor (Module #1) A Rulebook, Chapter H, and a set of Charts. Players who have finished the Starter Kit and want the complete German/Russian orders of battle.
3. Nostalgia Original Squad Leader None. Squad Leader is self contained. Players who want to experience nostalgia. But you’ll be hard-pressed to find other players.

 

Which rulebook should I get?

ASL Rulebooks Pros Cons
Pocket Edition Portable, great for casual reading, easy to annotate, cost-effective (~$60). Doesn’t include Chapter H (must be bought separately, another $60).
3-Ring Binder Comprehensive, includes all dividers and charts, includes Chapter H Extremely bulky (“The Boat Anchor”), expensive (~$99).
eASL (PDF) Fully searchable, hyperlinked, includes Chapter H, always up to date, perfect for online play. Digital only; requires a second monitor or tablet for best use.

 

What else do I need?

Item Recommendation Note
Chapter H Rulebook Required if using Pocket Rules. Contains all technical data for vehicles, AFVs, and guns.
MMP Official Charts Highly Recommended. The most accurate and vetted version of the game tables. A little flimsy.
LFT Rat Charts Optional. More compact and “flippable” than MMP charts, but known to contain some errors.

Academy Out!

GET TO THE CHOPPA…!!! Get To The Choppa...!!!


Article © 2026, Neal Ulen. All Rights Reserved. Copyright & Fair Use Notice.
ASL-Players.net is not affiliated with Hasbro, AH Games, Inc., or MMP, Inc.
Advanced Squad Leader is a trademark of AH Games, Inc.

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