Group Solitaire ASL Rules (revision 3.4.4 - 5/27/01)

1.0 Introduction: These rules for GSASL were originally part of the now-defunct original GSASL web site. The current Web Master makes no claim of the original authorship of these rules, though several modifications and additions have been made. Various sources credit Scott Parrish as having a hand in the creation and initial campaign play of GSASL. Our ASL/SASL gaming experience has been enriched because of his work and to him a debt of gratitude is owed. To Scott, on behalf of all GSASLers everywhere, thank you.

1.1 Campaign Definition:

Group: A number of individuals related by a common factor.

Solitaire: A game played by one person alone.

ASL (Advanced Squad Leader) : A tactical level combat game system set during WWII and originally published by The Avalon Hill Game Company, Baltimore, MD.

1.2 Welcome to a new way to play Solitaire Advanced Squad Leader (SASL). Group Solitaire Advanced Squad Leader (GSASL) combines the solitaire campaign system found in S17 into a group campaign in which many people each command a Company. Battalions, Regiments, and Divisions are formed from these Companies.

2.0 Command Structure:

2.1 Each player will command a Company during the campaign. Three or four companies will comprise a Battalion, up to four Battalions comprise a Regiment, and up to four Regiments comprise a Division. Any number of Divisions or their subordinate units may make up the specific campaign in progress.

2.11 Additional Independent Companies may also be assigned at the Regimental, or Divisional, levels. One player within each Battalion, Regiment, and Division will also serve as the commander for that unit.

2.2 Every 2-4 weeks (depending upon the speed of play of the GSASL players) orders will be issued by the Campaign Master to the each Division Commander(s), who will assign any Divisional Assets he feels appropriate for the mission and issue orders to his Regimental Commanders. This process is then repeated with each Regimental Commander assigning Regimental assets and issuing orders to his Battalion Commanders. Each Battalion Commander then completes the process by assigning Battalion assets and issuing orders to his Companies.

2.3 During the course of the campaign, players will find that real life activities (Family, Church, Business, Other Games (gasp), etc.) will come up that may prevent playing the assigned mission that month. In campaign terms, a short-term absence such as this would reflect a Company finding itself in an area where no action took place.

2.31 If an absence will last more than one or two months, a player may request that his Company be transferred to the rear where no action takes place until he can return. This would insure that he would be able to keep the same Company when he returns.

2.33 If a player who is a commanding officer either leaves the campaign, or is unable to perform his duties for a month or two, his position will be covered either by his superior officer or another officer until he is either replaced or able to return to active duty.

2.34 If a GSASL commander has not requested R & R status from his GSASL superior officer and the commander has failed to communicate with his superior officer for two (2) consecutive Primary Missions, the GSASL commander will be considered MIA and subject to permanent removal from the GSASL campaign without further notice.

2.35 Commanders at higher than company level may themselves run their own Company. However, that Company will be assigned to a different, Battalion and/or Regiment--to the greatest extent possible--so the Company commander does not also serve as his own superior.

2.4 Duties for each command level depend greatly upon the size of the GSASL campaign being run. For all practical purposes, the highest commader in the GSASL OOB is the Campaign Master.

2.41 Officers should use a worksheet to ease their workload in keeping straight the information and orders he receives from higher command and must pass on to subordinates as well as the information received in AARs. An example of such a worksheet may be found here.

3.0 Missions:

3.1 A Primary and Secondary mission will be assigned to you with your monthly orders. These missions may be taken from the any of those published or designed specifically for the GSASL campaign.

3.11 Some mission parameters may be set with your mission orders, while others will be generated by each player using the systems already in place in the ASL, SASL or GSASL rules. When modifications are made they will take the form of Campaign Mission Special Rules (CMSR).

3.12 Not all players will have access to all ASL boards at all times. Company commanders will inform their Battalion commander as to which ASL mapboards they own. If a board is not available, the Battalion commander should continue to re-roll on the appropriate tables until a usable board is determined. CMSR may also direct which tables to use or which modifiers to use on specific tables that may further restrict board selection.

3.2 Your primary mission each month is the main activity that your Company has found itself in this month, and as such must be completed before the secondary mission may be played.

3.3 Secondary missions represent situations that arise, or opportunities that your Company is pressing, to follow-up on a situation on the battlefield. Secondary missions are played entirely at the option of the GSASL company CO.  Secondary missions are played with the GSASL company as it generally stands at the end of the Primary mission.  A Secondary mission cannot be played (even if assigned) once the GSASL company has completed the normal post mission activities as outlined in S17.6 through S17.84 [EXC: See GSASL Rule 3.31].

3.31 Special Pre-Secondary Mission Refit - After the completion of the Primary Mission, if the Player chooses *not* to perform a Secondary Mission, the normal post mission activities outlined in S17.6 through S17.84 are completed in preparation for the next Primary Mission.  If the Player chooses to perform a Secondary Mission after completion of the Primary Mission, the following post mission activities are allowed prior to the Secondary Mission:

    a) Temporarily attached units are withdrawn, per S17.61;
    b) All directly attached units on the board at  Mission end (incl. broken) as well as any heroes/leaders generated by
            any *directly attached* units in the Primary Mission are available for the next mission [EXC: S18.4];
    c) For all unpossessed SW, make a dr on the following table:
 
dr Effect
1 SW recovered (without possible crew)
2-5 SW is not recovered, but  S17.84 is performed prior to the next Primary Mission 
6 SW is not recovered and is not available for the next Primary Mission (S17.84 is N/A)
 
    d) Eliminated but retained/Exited/Non-entered directly attached units/SW are available for the next mission on
            a  dr 1-3.  Make a separate dr for each unit/SW.  On dr 4-6, units are held for next Primary Mission;
    e) Directly attached vehicles are available per GSASL Rules 4.41 and 4.42; and
    f) Wounded leader procedure is performed per GSASL Rule 4.2.  If the Player's company will be left without
            its normal full complement of leaders due to GSASL Rule 4.2, the Player may select a temporarily attached
            replacement leader for the missing leader which is two (2) levels lower in quality as the leader replaced
            [EXC: Minimum value 7-0 (8-0 if Japanese].  This replacement leader (or his replacement) is withdrawn upon
            the return of the leader which was originally replaced.

In the context of these GSASL Rule 3.31 procedures, "next mission" refers to the Secondary Mission.  After the completion of the Secondary Mission, this Rule is ignored and all Post-Mission activities S17.3-S17.84 are performed normally prior to the next Primary Mission.

3.4 In addition to your Company, your Division, Regimental, and/or Battalion Commander may temporarily attach additional units to you for a specific PRIMARY mission, which are available only for that mission. Once the mission is completed, temporarily attached units automatically return to their original assignments. (This ability may be modified or restricted by CMSR). Because of the impromptu nature of secondary missions, no Divisional, Regimental, or Battalion assets may be assigned to assist your Company.

3.41 Your Company will be assessed a penalty based upon the BPV of the extra units assigned to your Company for any given mission. These penalties are outlined on the table below.
 
    BPV Range
Penalty Effect
    0-25:
None None
    26-75:
Level 1 Ignore 1st FRIENDLY RE
    76-125:
Level 2 Level 1 Penalty and ENEMY gains an automatic and, possibly additional, RE on random turn (per a pre-Mission dr)
    126-175
Level 3 Level 2 Penalty and ENEMY RE increases by 1 level 
    176+: 
Level 4 Level 3 Penalty and FRIENDLY RE decreases by 1 level
3.42 Unlike Normal SASL campaigns, it is important to record which attached units survive the missions and which don't. Report losses of attached units with your AARs.

4.0 Post Mission Sequence:

4.1 Company Commanders should follow all post mission activities as outlined in S17.4 through S17.84 except as modified by the following section.

4.2 Wounds 17.621: It is possible that a wounded leader may not be available for the company's next mission (Primary or Secondary).  Make a dr and consult the following table to determine the effects of the wound (See also GSASL Rule 3.31).
 
dr Effect
1-3 No effect. The leader fully recovers and is available for the next mission. 
4 The leader remains wounded and plays wounded in the next mission with all the associated effects. After the next mission the leader automatically recovers and the wound effects are removed 
5 Make a second dr. On a 1-4 the leader misses the next mission. On a 5- 6 the leader will miss the next two missions. After the leader has missed the required number of missions he may return to active duty fully recovered
6 The leader is transferred out of your Company to recover from his wound and is replaced with a new leader (roll on S17.81 for the new leader)
4.3 Leader Promotions 17.72: Each time a leader is promoted (S17.72) to a rating beyond 9-2 make a dr.
 
dr Effect
1-4  Leader promotes normally
5-6 Leader is transferred out and replaced with a new leader (roll on 17.81 for the new leader)
4.4 Motor Pool: In certain instances, GSASL companies may have permanently attached vehicles as an inherent part of the company composition. These rules provide detail to the condition and availability of these vehicles during a campaign.

4.41 Availability: Prior to setting up either side for the Primary Mission, each permanently attached vehicle must make an availability DR. On an Original 12 (11 or 12 for Red MP) the vehicle is not available for either the Primary or Secondary Missions.

4.42 Immobilized Vehicle Repair: Any vehicle immmobilized during a Primary Mission that was won by the FRIENDLY side is available for the Secondary Mission on an Original DR of 2. Otherwise it must roll for replacement before the next Primary Mission.

4.43 Replacement: Wrecked/Immobilized permanently attached vehicles are replaced as follows:

Repaired/Replaced vehicles are still subject to Availability per 4.41 before each Primary Mission.

4.431 Replacement authorization:  For each vehicle replaced under 4.43, the Player must still get authorization from Battalion HQ to replace the vehicle.  If Battalion HQ does not have sufficient vehicles in its Battalion motor pool to replace the vehicle, the vehicle is not replaced.

4.44 STUN/stun Removal: All vehicles suffering from STUN/stun consult the following table prior to the next Primary Mission:
 
dr Result
1 STUN/stun removed
2 STUN/stun removed
3 stun removed; STUN replaced by stun
4 stun removed; STUN replaced by stun
5 No improvement
6 No improvement
stun - vehicle available for upcoming Primary Mission; STUN - vehicle unavailable for upcoming Primary Mission. In either case, a spare vehicle crew may substitute for one affected by stun/STUN.

4.45 Vehicle Crews: During set up, the number of vehicle crews may not exceed the number of available vehicles [this is to prevent them being used as Infantry while awaiting vehicle replacement].

4.46 Game Length & S? Set Up: If the ENEMY starts the Mission in HOLD Attitude, the Possible Game End is reduced by one Game Turn per two (FRU) [EXC: per four (FRU) if D8.23 is in effect] *permanently* attached vehicles committed to the MISSION.

4.47 Vehicles and US#: Permanently attached vehicles, if committed to the Mission, count towards the Company's total US# when determining the number of S? included in the Mission. The decision to commit the vehicles must be taken before ENEMY set up or RPh 1a, whichever is first.

(NOTE: These Motor Pool rules, 4.4-4.47 [EXC: 4.431], are the copyrighted property 1998, of Dr. W. Brent R. Pollock, and are to be used by all GSASL players conducting SASL missions with permanently attached vehicles in their SASL companies. These Motor Pool Rules are not "official" in the sense they are not yet a part of the ASL Rulebook. Numbering of the Motor Pool Rules has been changed to conform to the numbering of the GSASL Rules until such rules are incorporated into the "official" ASL Rules. The author welcomes all questions and comments regarding playability. Send your email to:
wbrp@freenet.edmonton.ab.ca.

4.5 Understrength Companies - If a player's SASL company in a GSASL campaign completes post mission refit and the player's company strength is still less than 70% of full strength (based upon US#) and would not be allowed to play the next campaign mission per the SASL Campaign Rules, the player reports this condition to his superiors who will supplement his company with a sufficient number squads (of the worst squad type for the player's company's nationality) to bring the company US# to 70% of full strength.

4.6 At the end of the mission, each player must complete and submit an AAR to his commanding officer. A player should submit an AAR even if he was not able to complete his mission. Once an officer receives all of the AARs for his command, he forwards them to his commanding officer. This process continues up the chain of command until the AARs reach the Campaign Master.

4.61 AAR Form.

5.0 GSASL Night Mission Rules

(These rules, SASL Night Rules V3.0: are the copyrighted property 1998, of David L. Connell, are to be used by all GSASL players conducting SASL missions at night. These Night Rules are not "official" in the sense they are not yet a part of the ASL Rulebook. Numbering of the Night Rules has been changed to conform to the numbering of the GSASL Rules until such rules are incorporated into the "official" ASL Rules. The author welcomes all questions and comments regarding playability. Send your email to: dave.connell@cougarcorp.com).

5.1 Overview: The Night Rules (E1.0) can be easily incorporated into the SASL System. Many of the mechanics of play mirrors that of the Night Rules. For example, S? in Hold Attitude (S3.1) are equivalent to "No Move" for the Scenario Defender (E1.21), while S? in Advance Attitude (S3.2) can represent a Cloaked counter (E1.4). The following set of rules will allow a player to enjoy the thrill of Night Combat in the SASL Missions and/or Campaigns.

5.2 Night: all Night Rules (E1.0) are in effect. Determine NVR (E1.11) and ELR (H1.28, S1.22) normally.

5.3 Cloaking: Cloaking for the FRIENDLY player is NA. Use concealed Units, with normal Stacking and movement restrictions.

5.4 LAX/NORMAL/STEALTHY (E1.6): Prior to the start of a Mission, the player must determine the Majority Squad type of both the FRIENDLY and ENEMY OOB.

5.41 The FRIENDLY OOB is determined normally based on the Majority squad type of the Units given in the Mission or in the Campaign Company (use E1.61 - E1.63 as a guide).

5.42 Unless already known, the ENEMY Majority Squad Type (E.4) at start must be determined by the following chart:
 
dr ENEMY Majority Squad Type
1 - 2 LAX
3 - 5 NORMAL
6 STEALTHY
This dr determines the At Start S? for Straying (E1.53) and Jitter Fire (E1.55) only. Upon activation of the S?, the activated Units take on the Majority Squad Type as listed in E1.61 - E1.63 or that of the majority of currently activated ENEMY Units (E.4). If these conditions can't be met, use the original S? Majority Squad Type.

5.5 Movement of S? in Advance Attitude (S3.321) can Stray (E1.53). If a S? enters a Location with another S? or activated ENEMY Unit, it is not subject to straying.

5.6 Jitter Fire (E1.55) is in effect. If a S? is the "Closest Defender" or a "Moving Unit," roll for Activation (S5.). If there is no Activation of the S?, remove it (E1.551).

5.7 Prohibited Locations (S3.323); an Illuminated Location is also a prohibited location for S? Movement and Advance if the movement will cause loss of concealment (E1.31).

5.8 Illumination (E1.9) is handled normally for FRIENDLY side. ENEMY usage is as follows:

5.81 Initial usage (E1.91) is still applicable to both sides with the following modifications: if the FRIENDLY side has a Vehicle on board while the ENEMY side does not, the first Activated Unit adds a -1 to the Usage dr. There is an additional +1 drm if the first Activated ENEMY Unit is a MMC (only).

5.82 Each ENEMY Unit Activated during the FRIENDLY MPh will attempt a Usage dr (E1.921) prior to the Mandatory ENEMY Attack (S5.3). A successful Usage dr will allow the ENEMY to place a Starshell. The player will then determine the best placement condition per E1.921.

5.83 An Activated AFV which is CE (S5.71) will attempt a Starshell per 5.82.

5.84 ENEMY Player Turn: During determination of ENEMY Actions (S6.11), if a Fire command (Table A2) is rolled and there are no FRIENDLY Unit in LOS, the Unit will attempt a Starshell and with a successful Usage dr, a Starshell will be placed as per 5.82. If a FRIENDLY Unit is Illuminated, continue with the Fire command. Failing the Usage dr has no effect on the ENEMY Unit and it will perform movement per Table A2. On Board ENEMY Mortars will fire IR if given a Fire Command per above providing the nationality or weapon has IR capability (C8.7 and E1.93).

5.85 FRIENDLY Player Turn: During determination of ENEMY Actions (S6.11), each ENEMY Unit will attempt a Starshell Usage attempt at the beginning of the FRIENDLY Movement Phase unless it Panics (S6.21).

5.86 An ENEMY Leader if with a Unit given a Fire Command (and does not have a Mandatory action (S6.317)) will attempt the Starshell Usage dr for that Location.

5.9 IR FFE: An ENEMY FFE:1 is placed as an IR if there are no FRIENDLY unit(s) in it's blast area, providing the nationality and mm-size of the FFE permit and if the Prevailing Attitude is Hold.

5.10 The following ENEMY RE (Table A11) are not applicable to the Night Rules: DR 21, 64 and 65. Reroll as required.

5.11 The following Nationality RE (Table x9) are not applicable with the Night Rules: DR 06 and 55. The Partisan Table DR 65 is NA.

5.12 Optional: During the initial Mission setup, the SASL Player can utilize the following Chart to establish the time of day the Mission will take place:

SASL Mission Random Time Determination
 
DR Result
2 - 4 Dawn/Dusk (Add +1 Hindrance DRM)
5 - 10 Day
11 - 12 Night (GSASL 5.0)
6.0 GSASL Standing Orders

The following Standing Orders apply to all GSASL campaigns in progress and players thereof:

1. All players shall play honestly. While detection of cheating in GSASL is impossible, overly successful commanders will be rewarded with the most impossible tasks to perform.

2. The Chain of Command shall be strictly adhered to. No subordinate GSASL commander may pass over his immediate superior with a GSASL campaign game question or mission-related complaint. Out of game character inquiries may be made to the Campaign Master in the dire circumstances of email failure or the unexplained absence of a superior officer.

3. All SASL mission set-ups, mission special rules, etc. are played as stated on the SASL mission card UNLESS the same are: a) expressly provided for the player in GSASL orders coming from a superior officer (See GSASL Standing Order #4) or b) added to, eliminated or modified in GSASL orders coming from a superior officer.

4. GSASL company commanders shall not generate their own Pre-mission temporarily attached units UNDER ANY CIRCUMSTANCES, especially if omitted in the orders from a superior officer, even if the SASL mission card directs such generation. All such temporarily attached units are assigned to the companies beginning at Regimental HQ (Divisional HQ for Independent Companies). All SASL Mission Special Rules providing for Pre-Mission additional units to a company-level player are IGNORED by that player. Pre-mission temporarily attached units may be declined by the company commander if the SASL mission rules so allow.

5. If a superior officer omits part of an order regarding any of the following: weather, EC, mission type, VPO or board configuration, a request for clarification of orders shall be made. If an answer is not forthcoming from the superior officer within 24 hours, the player shall make his own DRs and drs to determine the missing information.

6. To insure the success of the GSASL campaign parent formation, commanders shall stay mindful of their subordinates combat strength and avoid giving more difficult missions to understrength formations.

7. Survive, stay in contact, roll low and HAVE FUN!

Return to Main Page

Copyright 1998-2001, R.R. Lubben, All rights reserved.