Collection: Rules

The rules of Advanced Squad Leader (ASL) are complex and detailed, reflecting the game's focus on realistic tactical combat in World War II. The rules cover every aspect of gameplay, including movement, combat, morale, and terrain effects.

At its core, ASL is a turn-based game where each player takes a turn performing various actions with their units, such as moving, attacking, and rallying. The game is played on a hexagonal grid representing the battlefield, and each unit is represented by a counter with information about its combat capabilities, movement ability, and morale.

Movement in ASL is determined by a system of movement points, which are affected by terrain features and enemy fire. Units can move on foot or using various vehicles, such as tanks or trucks, each with their own unique movement capabilities.

Combat in ASL is resolved through a system of fire attacks and close combat. The outcome of each attack is determined by the attacker's firepower, the defender's defensive capabilities, and various modifiers such as range and cover. Morale is also an important factor in combat, as units may become demoralized or even rout under heavy fire.

The rules also cover a wide range of terrain features, such as hills, forests, and buildings, each with their own effects on movement, combat, and line of sight. Weather and environmental conditions can also play a significant role in gameplay, affecting movement and visibility.

The original Avalon Hill rules included Chapters A, B, C, D, J and part of H.  Others are added to by various modules which also include erratta pages which may be easily replaced as the rules are in a loose-leaf binder:

First Edition Rulebook Chapters
Chapter Contents Sold as part of:
Chapter A Infantry and Basic Game Rules ASL Rulebook
Chapter B Terrain Rules ASL Rulebook
Chapter C Ordnance and Offboard Artillery ASL Rulebook
Chapter D Vehicles ASL Rulebook
Chapter E Miscellaneous Yanks (also part of 2nd edition rulebook)
Chapter F North Africa West of Alamein
Chapter

G

Pacific Theatre Code of Bushido (pp. 1–18)
Gung Ho! (pp. 18–42)
Chapter

H

Design Your Own ASL Rulebook (pp. 1–30)
Yanks (pp31–48)
West of Alamein (pp. 49–76)
Hollow Legions (pp. 77–88)
Code of Bushido (pp. 89–100)
Gung Ho! (pp. 101–112)
Croix de Guerre (pp. 113–130)
Doomed Battalions (pp. 131–142)
Armies of Oblivion (pp. 143–172)
Chapter I Campaign Never

released

Chapter J Deluxe ASL ASL Rulebook
Chapter

K

Squad Leader

Training Manual

Paratrooper (pp. 1–24)
Pegasus Bridge (pp. 25–32)
ASL Journal 2(pp. 33–43 )
Chapter L Postal ASL  
Chapter M ASL Analysis  
Chapter

N

ASL Armory Beyond Valor (pp. 1–6)
Yanks (pp. 7–10)
West of Alamein (pp. 11–14)
Hollow Legions (pp. 15–16)
Code of Bushido (pp. 17–18)
Gung Ho! (pp. 19–20)
Croix de Guerre (pp. 21–22)
Chapter O Red Barricades HASL Red Barricades
Chapter P Kampfgruppe Peiper KGP I
KGP II (updates to KGP I - stylized as "KGP 2")
Chapter Q Pegasus Bridge Pegasus Bridge
Chapter R A Bridge Too Far A Bridge Too Far
Chapter S Solitaire ASL Solitaire ASL
Chapter T Blood Reef: Tarawa Blood Reef: Tarawa
Chapter W Korean War Korean War
Chapter V Valor of the Guards Valor of the Guards

source: Wikipedia

The second edition rules by MMP included previous errata and added the entire chapter E and chapter K.