Advanced Squad Leader Glossary

Below is a (work in progress) list of acronyms and terms used in the Advanced Squad Leader system, along with their short descriptions. This isn’t by any means a complete and exhaustive list and may not include “non-official” acronyms commonly used by players and/or third-party publishers. Definitions of these acronyms will show up across the entire site if they are used in an article. Simply hover over the highlighted acronym and it will display on your screen.

Anti-Aircraft Machine Gun (D1.83) A weapon mounted on a vehicle or platform with the ability to rotate 360 degrees. A vehicle crew must be Crew Exposed to fire.
After Action Report A write-up or video summarizing the events of a game, usually covering things like tactics, rules, and historical connections.
Armored Car (D1.12) A small, lightly armored vehicle, usually with high movement points and little to no armament.
Armor Factor (D1.6) A numerical rating of a vehicle's armor strength/thickness for: hull and turret front/side/rear facings.
Advancing Fire Phase (A3.5) The fifth of eight phases of an ASL player turn.
Armored Fighting Vehicle (D1.2) Any vehicle that has an armor factor is considered an Armored Fighting Vehicle. Note that "0" is a valid armor factor. A star symbol represents an unarmored vehicle, and thus doesn't fall under this definition.
Assault Gun (D1.33) An AFV typically with a large ordnance weapon that does not possess a turret.
Armor Piercing A type of ammunition designed to penetrate an AFV's armor. Unless otherwise specified, it's the default ammo when firing at an armored target. Mostly ineffective against soft targets (infantry).
Armored Personnel Carrier A vehicle designed to transport personnel, typically a truck with light armor as opposed to a halftrack.
Armor Piercing Composite Rigid (C8.11) A type of ammunition that uses a tungsten core sheathed in a light alloy allowing for high velocities. Represented by A# on the counter.
Armor Piercing Discarding Sabot (C8.11) A type of ammunition that uses a tungsten core sheathed in a light alloy, similar to APCR. But in this case the sheathing falls away after leaving the muzzle, allowing for even higher velocities. Represented by D# on the counter.
Advance Phase The seventh of eight phases of an ASL player turn. Glossary Link
Artillery Request The initial stage of the OBA process where a request is made to offboard artillery units. Glossary Link
Artillery Ordnance that usually specializes in firing high explosive ammunition. Represented by a 5/8" counter. Glossary Link
Advanced Sequence of Play A detailed list of tasks and events that take place during each phase of the game. Glossary Link
ANTI-TANK GUN (C2.2) A piece of ordnance designed specifically to take out tanks and vehicles.
Anti-Tank Magnetic Mine (C13.7) A potential inherent German weapon that can be stuck to vehicles. Applies a -3 DRM to a CC attack made by that unit.
ANTI-TANK RIFLE (C13.2) A large, high powered support weapon rifle that fires armor piercing rounds. Usually only effective against light tanks. Represented by a 1/2" counter.
Bazooka A shoulder held U.S. support weapon that fires rockets and can be used against vehicles or infantry targets. Glossary Link
Bazooka (C13.4) An American Support Weapon that fires a rocket against a target. Has it's own To Hit table. Effective against both Infantry and Vehicle targets. Also known as a 'stovepipe'.
Bow Flamethrower A flamethrower mounted to a vehicle. Shares the same covered arc as its chassis. Glossary Link
Battle Hardening A result of HEAT of Battle (HOB) where a unit increases in quality/capability, or turns Fanatic. Glossary Link
Advanced Squad Leader RulebookBOW MACHINE GUN (D1.81) A machine gun mounted in the vehicle's chassis (not the turret). Can only fire through the vehicle's covered arc.
Basic Point Value Each unit has a BPV for use when purchasing during design your own scenarios. Glossary Link
Blood Reef: Tarawa A historical ASL module published by MMP. Details the blooding landing and invasion of Tarawa by the USMC during the PTO campaign. Glossary Link
Baltic Theater of Operations Typically reserved to actions taking place in Finland, Sweden, and Norway. Not to be confused with the 70s rock band Bachman-Turner Overdrive. Glossary Link
Buttoned Up An indicator that all inherent crew of an armored vehicle are inside, protected, and invulnerable to small arms fire. Glossary Link
Covered Arc The specific hex spine facing of a vehicle chassis or a gun. Note that a vehicle's turret can have a different CA than it's chassis (see TCA). Glossary Link
Covered Arc Focal Point The vertex of the meeting of three hexsides in front of a vehicle using bypass movement. Glossary Link
Close Combat A situation when units of both sides find themselves in the same Location. This special form of combat usually happens during the Close Combat Phase. (A11)
Close Combat Phase The eighth and final phase of an ASL player turn. Glossary Link
Cave Complex Setup Sheet A sheet used to set up Japanese cave complexes during PTO scenarios. Glossary Link
Close Combat Table The odds table referred to when carrying on close or hand-to-hand combat. Glossary Link
Close Combat Value The numerical combat value of an infantry unit when making a close combat attack against an armored fighting vehicle. Glossary Link
Crew Exposed An indicator that one or more of the inherent crew of an armored vehicle is exposed and vulnerable. Glossary Link
Campaign Game An interconnected series of scenarios/dates when played together comprise a larger ASL campaign game. Glossary Link
Critical Hit A to hit result that creates the potential of significantly more damage to the target. Glossary Link
Coaxial Machine Gun A machine gun mounted in a vehicle's turret, usually next to its main gun. Can only fire through the vehicle's turret covered arc. Glossary Link
Campaign Purchase Points Points that can be spent during the refit phase of campaign games to purchase reinforcements. Glossary Link
Closed Top A fully armored AFV with top enclosing armor to protect its crew. The opposite of an open topped AFV. Glossary Link
Casualty Victory Point Accumulated by eliminating opposition forces. Sometimes used in determining scenario victory conditions. Glossary Link
Advanced Squad Leader RulebookCOUNTER EXHAUSTION (A4.51) Reflects the negative effect on infantry units who use double time movement during the MPh, including a +1 modifier to things like fire attacks and smoke grenade checks.
Deluxe ASL A version of ASL originally designed to be used with miniatures. Glossary Link
Demolition Charge A high explosive infantry satchel charge support weapon that explodes with 30 firepower factors. Glossary Link
Defensive Fire Phase The fourth of eight phases of an ASL player turn. Glossary Link
Desert Low Visibility A broad term to describe hindrances created by Heat Haze, Sun Blindness, Dust, etc, in DTO scenarios. Glossary Link
Desperation Morale A temporary morale condition of an infantry unit that has just failed a morale check or an already broken infantry unit that finds itself in some level of peril. Induces a +4 modifier to rally attempts. (A10.62)Glossary Link
Die Roll 'DR' means the rolling of two six sided dice (2d6). 'dr' means the rolling of 1 six sided die (1d6). Glossary Link
Die Roll Modifier When rolling dice, add this modifier to the roll. DRM is added if 2 dice are rolled. drm is added if 1 die roll. Glossary Link
Desert Theater of Operations Usually reflective of actions that took place in North Africa. Glossary Link
Desert Victory Points DTO scenarios place more importance on vehicles, so they have their own VP structure. Glossary Link
Design Your Own ASL has a system allowing players to spend points to design their own randomly generated scenarios. Glossary Link
Environmental Conditions Each ASL scenario takes place in a certain time and geography. ECs reflect the general weather and environment conditions at the time. Glossary Link
EXPERIENCE LEVEL RATING (A19.1) ASL units are assigned an ELR rating in each scenario to reflect their tendency to decrease in quality/ability during the course of battle.
Elevated Railroad A section of railroad on an elevated structure.Glossary Link
Embankment Railroads A section of railroad on an embankment, treated as a Hillock (B32.1).Glossary Link
Excessive Speed Breakdown Vehicles attempting to move further than their allotted movements points are susceptible to breakdown (D2.5).Glossary Link
European Theater of Operations Actions located in Europe, stretching from Spain/France and into the Balkans and Russia. Glossary Link
Exit Victory Point Accumulated by exiting units off the board. Sometimes used in determining scenario victory conditions. Glossary Link
Fighter Bomber An air support unit (plane) that's provided as part of a scenario order of battle (E7.21).Glossary Link
Fire For Effect The act of converting a spotting round to an actual bombardment (smoke or high explosive) during the off board artillery process (C1.5).Glossary Link
FIRST FIRE MOVEMENT IN OPEN GROUND (A4.6) A -1 DRM against infantry moving in open ground. Only applicable to units fired on during their MPh.
FIRST FIRE NON-ASSAULT MOVEMENT (A4.6) A -1 DRM for infantry using movement not classified as Assault Movement (movement of 1 hex). Only applicable to units fired on during their MPh.
Fire Group Combining the firepower of 2 or more small arms (infantry) attacks into a larger firepower attack (A7.5).Glossary Link
FIREPOWER (A1.21) A numerical representation of the effectiveness and power of inherent firepower, support weapon, or gun. All firepower attacks are resolved on the Infantry Fire Table.
Fractions Rounded Down Whenever a rule specifies this when fractional units are involved, the final result is always rounded down.Glossary Link
Fractions Rounded Up Whenever a rule specifies this when fractional units are involved, the final result is always rounded up.Glossary Link
Flame Thrower An infantry support weapon (or one mounted to a vehicle) capable of delivering a high firepower attack at short range (A22).Glossary Link
Ground Level Railroads Railroad lines that are at ground level, with no elevation or embankments. (B32.1).Glossary Link
Guomindang The Chinese Nationalist Party, used here to refer to the Nationalist Chinese army as opposed to the Communist [Red] Chinese army (G18.2).Glossary Link
Ground Pressure The amount of pressure exerted on the ground by a vehicle, typically a tracked vehicle. Vehicles with high ground pressure are more susceptible to Bog. (D1.4)Glossary Link
Height Advantage A terrain situation where one unit has a higher elevation than another, often incurring tactical advantages. (B10.31)Glossary Link
a situation when only a vehicles upper structure is exposed to fire. Hull down status can be granted by being behind a wall, at a height advantage, and by other terrain features.
High Explosive Anti-Tank A type of ammunition designed to channel it's explosive energy to burn through armor. Represented as H# on the counter. Glossary Link
Hull Hit A hit, or requirement of a hit, that targets a vehicles lower structure. Can cause vehicle immobilization in some circumstances.Glossary Link
HIDDEN INITIAL PLACEMENT (A12.3) Some units (emplaced Guns and crew) and some nationalities (Japanese) can start scenarios with some of their number setup hidden to their opponent. This gives them a tactical advantage. Hidden location and contents must be recorded prior to play.
Heavy Machine Gun A high Rate of Fire infantry support weapon represented by a 1/2" counter.
Heavy Tank An armored fighting vehicle that usually sacrifices mobility at the expense of superior firepower and armor.Glossary Link
Hand-to-Hand Some close combat is in such close proximity that it's termed hand-to-hand close combat. This type of combat is limited to certain nationalities (Japanese) or units (Gurkhas). It's much easier to get a kill in hand-to-hand close combat.Glossary Link
INFANTRY FIRE EQUIVALENT (C2.29) Small caliber Guns with high Rate of Fire have the ability to be fired using machinegun rules, bypassing the To Hit process, and using the Infantry Fire Table directly.
Infantry Fire Table The combat table used to resolve attacks again infantry targets. The most utilized chart in the ASL system.(A7)Glossary Link
Incremental Infantry Fire Table An optional combat table used to resolve attacks again infantry targets. This table adds many more firepower columns that reside between the columns on the official Infantry Fire Table. Use of this table has been a heated debate among player for decades. (A7.37)Glossary Link
IMPERIAL JAPANESE ARMY The Imperial Japanese Army was the principal ground force of the Empire of Japan from 1868 until the end of World War 2 in 1945.
Intended Landing Hex (E8.2) The target hex picked by a Glider before attempting a landing.
Inherent Portage Capacity A measure of a unit's capability to carry support weapons. Squads have an portage capacity of 3, and single man counter (leaders) have a portage capacity of 1. Vehicles also have portage capacity. (A4.42)Glossary Link
Illuminating Round A method by which hexes can be illuminated during night or low visibility scenarios. (C8.7)Glossary Link
Kindling Number The DR required for a Flame to be created in a terrain location. (B25.11)Glossary Link
Kampfgruppe Peiper The title of a historical module covering the actions of Peiper around the village of Stoumont during the Battle of the Bulge.
Killed In Action A combat result where the unit is destroyed and removed from play. (A7.301)Glossary Link
Kakazu Ridge A mini-historical released in Journal #2, taking place on Okinawa in the Pacific.
Light Anti-Tank Weapon (C13) A class of Support Weapon that fires Shaped-Charged ammo, usually used to destroy or damage vehicles. ATMM, ATR, BAZ, MOL-Projector, PIAT, PF/PFK, PSK, etc.
Landing Craft (G12) A type of amphibious craft that allows for Beach Landings and Seaborne Assaults.
Leadership A counter abbreviation for 'leadership'.
Limbered Fire (C10.24) Some Guns can fire while in their limbered (un-deployed) state, usually at reduced capability.
Leader Generation Factor (H1.8) A nationality based number used to determine the number of leaders available during Design Your Own scenarios.
LEADER-LOSS MORALE CHECK (A10.2) An additional MC caused by the elimination of a leader with a higher Morale Level than other friendly units in the same Location.
LEADER-LOSS TASK CHECK (A10.2) An additional TC caused by the breaking of a previously unbroken leader with a higher Morale Level than other friendly units in the same Location.
Light Machine Gun An infantry support weapon represented by a 1/2" counter. Glossary Link
LINE OF FIRE The Line of Sight along which an attack has been traced.
Line of Sight (A6) The ability of one unit to see another. LOS can be affected by obstacles, hindrances, and night visibility.
Main Armament A vehicle's main gun, which can be a high caliber gun, or a machine gun, or even an anti-tank rifle ... depending on the vehicle. Glossary Link
Morale Check A combat result where the affected unit(s) must roll less than or equal to its current morale level to remain in good order. Glossary Link
Movement Factor A unit of movement used by infantry units. Glossary Link
MACHINE GUN (A9) General term for any 1/2" support weapon machine gun.
MORALE LEVEL (A10) The morale rating, or current morale level, of a given game unit, including infantry and vehicle units.
Multi-Man Counter Represents a group of soldiers, a squad (3 silhouettes), half-squad (2 silhouettes), or a crew (2 crouching silhouettes). Glossary Link
Advanced Squad Leader RulebookMEDIUM MACHINE GUN An infantry support weapon represented by a 1/2" counter.
MOLOTOV COCKTAIL (A22.6) An inherent weapon granted only by a Special Scenario Rule. Increases the firepower attack against adjacent or same hex targets.
MOLOTOV PROJECTOR (C13.5) A Russian light anti-tank support weapon capable of launching molotov cocktails at ranges up to 4 hexes.
Movement Point A unit of movement used by vehicles. Glossary Link
Movement Phase (A3.3) The third of eight phases of an ASL player turn. Glossary Link
MEDIUM TANK Can also refer to a "main tank".
Mediterranean Theater of Operations Actions that take place in/near the Mediterranean Sea. Italy, Sicily, Crete, Malta, Greece, etc. Glossary Link
MORTAR (C2.2) A general term referring to all mortars, both of the 1/2" light mortar support weapon variety, or the 5/8" heavy mortar variety.
NATIONAL CAPABILITIES CHART (C) A reference chart that shows the units of all nationalities and their respective capabilities within the game.
NO MOVEMENT (C10.26) A Gun that may change covered arc normally, but that may not (un)limber.
NORMAL MORALE CHECK (A7.303) A result that requires a die roll less than or equal to the current Morale Level of the affected unit.
NAVAL OFF BOARD ARTILLERY (G14.6) A form of off board artillery called in from off shore battleships. Typically has calibers, and corresponding destruction, much larger than traditional off board artillery.
NON-TURRETED (D1.33) Any AFV counter without a square or circle denoting a turret type is considered to be non-turreted and may only fire through it vehicular covered arc.
NORMAL TASK CHECK (A7.305) Task Check requiring a DR ≤ the current Morale Level of the unit—even if the unit is suffering from a reduced morale. Leadership benefits apply.
Night Visibility Range The number of hexes a unit can see during night scenarios. Glossary Link
NIGHT VISIBILITY RANGE (E1.1) The maximum distance in hexes that any unit can see (barring LOS obstacles) when Night rules are in effect. This maximum distance is always measured in terms of the least number of hexes from the viewing unit’s hex to the viewed hex (inclusive only of the latter), regardless of the actual number of hexes crossed by the LOS.
NORTH-WESTERN EUROPE A term denoting a general part of Europe.
ORDER OF BATTLE The forces which compose one side in any scenario as defined by the scenario card.
OFFBOARD ARTILLERY (C1.1) Indirect fire from artillery off board, called in by a leader manning a radio, or an off board observer. Requesting an artillery strike doesn't guarantee you'll get it though!
OPEN GROUND (B1) Any hex devoid of other printed terrain features which would affect fire or LOS into that hex. Note that this TERRAIN definition is different from the definition of Open Ground (A10.531) with respect to seeing an enemy unhindered.
OPEN TOPPED (D1.23) An Armored Fighting Vehicle lacking full roof armor, noted by a white overhead depiction on the counter.
OVERRUN (D7) The act of a vehicle that enters and enemy-occupied Location during the MPh to attach that Location's occupant(s). The more heavily armed the vehicle, the greater the attack affect.
PRE-AFV ATTACK TASK CHECK (A11.6) A task check that must be passed by an infantry (or cavalry) unit that wants to attack an AFV by advancing into its hex, or during an Overrun.
POINT BLANK FIRE (A7.21) Fire that is directed at an ADJACENT Location. Small arms firepower is doubled or a To Hit DRM is applied to any attack.
PANZERFAUST (C13.3) A shoulder fired inherent Support Weapon that can be fired against hard targets (AFVs, buildings, etc). It has a shorter range than a Panzerschrek/Bazooka, but packs more of a punch. Its name translates to: "tank fist".
PREP FIRE PHASE (A3.2) The second phase of a ATTACKING player's turn in which he fires some/none/all of his units. If a unit Prep Fires it cannot move in the following Movement Phase.
PORTAGE POINT (A4.4) Each Support Weapons has a Portage Point cost, and each unit capable of carrying such a weapon has a Portage Point capability. Support weapons cannot move on their own, they must be portaged (carried).
PASSENGERS/RIDERS/CREW (A5.3) Many vehicles have the capability to transport Personnel. Passengers are Personnel that are carried by vehicles designed to transport them, such as trucks and half-tracks. Riders are Personnel who are hitching a ride on vehicles not specifically design to transport them, such as a squad loaded onto a tank. Crews are Personnel that are inherent to a vehicle, such as a tank crew.
PANZERSCHRECK (C13.48) A shoulder fired Support Weapon that can be fired against hard targets (AFVs, buildings, etc). Fire a rocket propelled HEAT round. Similar to the American Bazooka.
Pacific Theater of Operations Actions taking place in the Pacific and surrounding islands/countries. Glossary Link
RATE OF FIRE (A9.2) A characteristic of a Support Weapon, Gun, or AFV to maintain its ability to fire again during the same phase/turn.
Rally Phase The first of eight phases of an ASL player turn. Glossary Link
Rout Phase The sixth of eight phases of an ASL player turn. Glossary Link
SNIPER ACTIVATION NUMBER (A14.1) A number that represents the abstraction of snipers within the game. If the SAN is rolled there's a possibility of a random event caused by sniper activity.
Single Man Counter Represents a single individual (1 silhouette), an infantry leader or a hero. Glossary Link
Special Scenario Rule Any rule that's added to a scenario that goes above the normal ASL ruleset. Usually included at the bottom of the scenario sheet.
Task Check An action required by a unit undergoing some task. A unit rolling less than or equal to it's morale level (including modifiers) passes the TC. Glossary Link
Terrain Effect Modifier The ability of a terrain feature to provide protection. Specified as a number that is usually added to a combat (or to hit) die roll. Glossary Link
To Hit # (C3.3) The number required (when rolling 2 dice) to secure a hit on a target by Ordnance or any other weapon that uses the To Hit mechanics.
To Kill # (C7) The number required (when rolling 2 dice) to affect some form of destruction on a vehicular target. A hit must be secured first!
Virtual Advanced Squad Leader A program that allows players to play Advanced Squad Leader (ASL) online. Glossary Link
Victory Conditions (A26) The goal(s) that (usually) one side must meet to win a scenario. If goals are not achieved, the other side wins the scenario.
VICTORY POINTS (A26.2) Each unit in ASL has a Victory Point number often used to determine scenario victory conditions. See A26.2 Glossary Link