Tag: Video

ASL Boot Camp #25: To Hit Mechanics

ASL Boot Camp #25: To Hit Mechanics


The meat and potatoes of Chapter C are the To Hit and To Kill mechanics. Here we boil down the To Hit mechanic to a small flowchart and a couple of formulas, show the relevant tables used, and step through a very simple example of a 57mm AT gun attempting to hit a German Stug IIIG.

Custom VASL Charts

Custom VASL Charts


These custom VASL charts are something I’ve been working on (and off) for most of 2022. They’ve been available for download in the VASL section to the left for many months, but I’ve really made no mention of them.

Hakkaa Päälle! Unboxing

Hakkaa Päälle! Unboxing


Hakkaa Päälle! provides the ASL player with the complete order of battle for the Finns, including every major vehicle, gun, and squad type that saw combat during World War II.

ASL Boot Camp #24: Ordnance Review

ASL Boot Camp #24: Ordnance Review


Let’s finally leave the Infantry ruleset (Chapter A) in the rearview, and move into Ordnance (Guns). But before we jump into the meat of Chapter C and the to hit process let’s first go over the 6 types of Guns in the ASL system, and review the information that can be displayed on the counter. Then I show you where to look up that information in the important Chapter H notes.

ASL Boot Camp #23: Close Combat

ASL Boot Camp #23: Close Combat


Close combat is one of the best ways to eliminate enemy units and capture hexes/locations. But as a high-risk, high-reward tactic it can come at a hefty price. Some players hate close combat, while others love it. I’m in the latter group … because used judiciously, at the right time, with the right units it can pay dividends on the battlefield.

ASL Boot Camp #22: Human Waves

ASL Boot Camp #22: Human Waves


The human wave (and banzai charge) is an old and bloody form of warfare that typically uses overwhelming forces to rush enemy positions in an attempt to engage them in close combat. In the ASL system is a bit of an art form to know when to use this tactic, which is limited to a handful of nationalities.

ASL Tactical Tip #8 - Special Ammo Hack

ASL Tactical Tip #8 – Special Ammo Hack


Use the special ammo and ammo depletion rules (ASL: C8/C8.6, ASLSK: 6.2) to possibly get an extra shot in those critical situations when you really need another opportunity to get a hit versus a target.

ASL Tactical Tip #7 - Bore Sighting

ASL Tactical Tip #7 – Bore Sighting


Bore Sighting is an oft forgotten rule (too late after the scenario has started!) available to the Scenario Defender. The definition of “Scenario Defender” is critical to understand when Bore Sighting can be used. This rule is not available to ASL Starter Kit players.

Submit Your AARs

Submit Your Content!


I’m just posting up a reminder that asl-players.net accepts user submitted AARs, ASL news, tournament announcements, or other meaningful ASL content.

ASL Tactical Tip #6 - Assault Fire

ASL Tactical Tip #6 – Assault Fire


This ASL Tactical Tip is to remind both ASL and ASLSK players to use their unit’s Assault Fire capability if they possess it!! Especially when squads possessing 5 FP and Assault Fire are in play. It’s a very powerful, but simple, mechanic that can help attacking (assaulting) units quite a bit!!

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