Avalon Hill's gaming magazines, in PDF format.
		Despite what the various Ebay sellers claim, these are still in copyright,
		so if the copyright owner complains I will remove them.
		Right click and Save Target for each file.
					The GeneralAvalon Hill's house magazine, created from 150dpi scans.
					For copies of Vol 1-25 scanned at 600dpi, go to www.ahgeneral.org
					(scroll to the bottom of the page for the links to free downloads of each volume). 
					ASL Article and Scenario index
				 
					 | All-Star ReplayAvalon Hill's house magazine devoted to its sports games line.
				 
					 | 
			HeroesAvalon Hill's short-lived house RPG magazine.
				  | 

First Impressions - The
		definitive numbers articles 
		Squad Leader Clinics - Jon Mishcon's
		clinics on specific rules, including some scenario analysis 
		Historical Articles 
		Series Replays 
		Design Notes, Analysis, Strategy, etc. -
		General tactical advice and theory 
		Scenario Analysis - Analysis of specific
		groups of scenarios 
		Scenarios - A listing of all the scenarios published in The General 
		Miscellaneous - Coming attractions,
		AAR's, etc. 
		Squad Leader Articles - Articles of
		particular interest dealing with the original Squad Leader and its
		expansion gamettes 
		  
		  
First Impressions - An introduction to Advanced Squad Leader:
		Infantry training (reprinted in ASL Classic) 
		Vol 22, No 6; Robert Medrow 
		    The ultimate number crunching ASL articles. This is
		the first of three done by Medrow for the ASL system. Exhaustive in its
		analysis of probabilities for the IFT, morale checks, ELR, etc. 
First Impressions - An introduction to Advanced Squad Leader:
		Armor training 
		Vol 23, No 2; Robert Medrow 
		    The companion to the infantry article in issue 22:6.
		Exhaustively analyzes the To Hit and To Kill tables, as well as
		examining their evolution over the life of the Squad Leader system 
First Impressions - An introduction to Advanced Squad Leader:
		Offboard artillery 
		Vol 24, No 2; Robert Medrow 
		     The third in Medrow's series of number heavy
		ASL articles. This one deals with OBA, and proves statistically that OBA
		usage consists of more than drawing consecutive red chits, no matter
		what your personal experience may be. 
Squad Leader Clinics - Mishcon's analyses of scenarios A thru J were reprinted in part in ASL Classic
Squad Leader Clinic - "I met my old lover..." 
		Vol 22, No 6; Jon Mishcon 
		    Mishcon analyzes the updates of the first three
		original Squad Leader scenarios (ASL scenarios A, B, and C). 
Squad Leader Clinic - Point defense 
		Vol 23, No 2; Jon Mishcon 
		    Discusses the concept of point defense as it
		pertains to Scenario D. Also discusses setup and tactical options for
		scenarios A, B, and C. 
Squad Leader Clinic - Reserves 
		Vol 23, No 3; Jon Mishcon 
		    Examines the use of reserves in ASL. Also discusses
		setup and tactical options for scenarios D and E. 
Squad Leader Clinic - How to kill Tigers 
		Vol 23, No 5; Jon Mishcon 
		    The answer? It ain't easy. But the article discusses
		options to improve your odds. Also discusses setup options and basic
		tactics for scenario G1, Timoshenko's Attack. 
Squad Leader Clinic - Night moves 
		Vol 24, No 1; Jon Mishcon 
		    A brief discussion of tactics under cover of
		darkness. Also discusses setup and tactical options for scenario F, Paw
		of the Tiger, and scenario G, Hube's Pocket. 
Squad Leader Clinic - 1987 ASL Tournament (reprinted in ASL
		Classic) 
		Vol 24, No 2; Joseph Suchar 
		    Contains analysis of the four scenarios used for the
		Origins '87 ASL tournament (scenarios T1 thru T4). 
Squad Leader Clinic - Armed and armored halftracks 
		Vol 24, No 4; Jon Mishcon 
		    Analysis of the use of halftracks in the ASL system.
		Also includes a discussion of setup options and basic tactics for ASL
		scenario H, Escape from Velikiye Luki. 
Squad Leader Clinic - Achtung minen! 
		Vol 25, No 2; Jon Mishcon 
		    Analysis of the use of mines and booby traps in ASL.
		Also discusses setup and tactical options for ASL scenario G6, Rocket's
		Red Glare. 
Squad Leader Clinic - Guns versus tanks 
		Vol 25, No 3; Jon Mishcon 
		    As it says, analysis of tactics for anti-tank
		ordnance. Includes discussion of setup and tactical options for ASL
		scenarios K, The Cannes Strongpoint, and L, Hitdorf on the Rhine. 
Squad Leader Clinic - Man versus tank 
		Vol 25, No 6; Jon Mishcon 
		    Analysis of CC anti-tank tactics. Also discusses
		setup and tactical options for scenario M, First Crisis at AG North. 
Squad Leader Clinic - Mortars 
		Vol 26, No 1; Jon Mishcon 
		    The tactics of using mortars. Plus discussion of
		setup and tactical options for scenario N, Soldiers of Destruction 
Squad Leader Clinic - Massed armor assault 
		Vol 26, No 2; Jon Mishcon 
		  
		  
Darby's Rangers - Reference notes for ASL 
		Vol 25, No 5; Steven C. Swann 
		    First of Swann's excellent historical ASL articles,
		in this case detailing the history of America's first Commando force. It
		also provides a description of the TO&E in ASL terms and ties into
		the scenario in this issue, G8, Recon in Force. 
Tommy Atkins at war - The British in ASL 
		Vol 25, No 6; Charles Markuss 
		    Historical background on the British troops in WWII
		and how they fit into ASL. 
Broken swords - The minor neutral powers 1939-41 (reprinted in
		ASL Classic) 
		Vol 25, No 6; David Meyler 
		    Overview of the allied minor powers covered in The
		Last Hurrah. 
Desantiniki - Reference notes for ASL 
		Vol 26, No 2; Steven C. Swann 
With friends like these - The Axis minor allies, 1941-1945 
		Vol 26, No 4; David Meyler 
Red Devils - Reference notes for ASL 
		Vol 26, No 5; Steven C. Swann 
		    Historical overview of the British paratroopers,
		including TO&E in ASL terms. Ties in to scenario G11, Pegasus
		Bridge, in this issue. 
Alpine hunters - Reference notes for ASL 
		Vol 27, No 1; Steven C. Swann 
Semper avanti - Reference notes for ASL 
		Vol 27, No 5; Andrew H. Hershey 
		    Historical overview of the American Mountain
		Division, including TO&E in ASL terms. Ties in to scenario G13, A
		View from the Top, in this issue. 
The men on the box - "From the archives" 
		Vol 28, No 2; Paul E. Ison, USMC (Ret.) 
		    Fascinating brief historical article by one of the
		marines depicted on the Gung Ho box cover. 
Semper Fi! - The United States Marine Corps in ASL 
		Vol 28, No 2; Steven C. Swann 
		    Historical analysis of the USMC, its development and
		evolution during the war, and its application to ASL. 
Oil wars - The campaigns in Iraq and Iran (Reference notes to ASL) 
		Vol 29, No 4; David Meyler 
		    Historical analysis of the fighting in the Middle
		East and its application to the ASL system. 
Commando - British commandos for ASL 
		Vol 30, No 2; Steven C. Swann 
		    Historical analysis of the commandos and their
		application to the ASL system. 
American eagles - An historical look at US Paratroopers for ASL 
		Vol 30, No 3; Steven C. Swann 
		    An historical analysis of the creation, development
		and major actions of the US Paratroopers, along with their application
		to the ASL system. 
		  
		  
Series Replay - Beyond Valor, Scenario 8, Part 1 
		Vol 23, No 2; Don Chappell, Jim Blick, Charles Kibler (commentator) 
		    Part 1 of a replay of ASL scenario 8. 
Series Replay - Beyond Valor, Scenario 8, Part 2 
		Vol 23, No 3; Don Chappell, Jim Blick, Charles Kibler (commentator) 
		    Part 2 of the replay begun in issue 23:2. 
Series Replay - Streets of Fire, Scenario 1, Part 1 
		Vol 24, No 1; Darryl Burk, Bill Conner, Mark C. Nixon (commentator) 
		    "Action" Burk and "Fish" Conner square off in DASL
		city fighting. 
Series Replay - Streets of Fire, Scenario 1, Part 2 
		Vol 24, No 2; Darryl Burk, Bill Conner, Mark C. Nixon (commentator) 
		    Part 2 of the replay begun in issue 24:1. 
 Series Replay - Solitaire ASL 
		Vol 31, No 3; Neil Clark (Commentary by Richard Eichenlaub) 
		    Clark's Americans take on the game system (and the
		German army) in mission 4, Bunker Busting. 
		  
		  
Design Notes, Analysis, Strategy, etc.
Design Analysis - ASL Notes 
		Vol 22, No 6; Don Greenwood 
		    Greenwood discusses questions about the (then) new
		system and what future plans included. 
Staff Briefing - An interview with Bob McNamara 
		Vol 23, No 2; Rex A. Martin 
		    An interview with McNamara, one of the most
		important figures in the development of the ASL system. In it, he
		discusses a number of design aspects for the system, as well as
		discussing future plans. 
Going all out - Design your own (my way) 
		Vol 24, No 1; Greg Schmittgens, Charles Kibler 
		    A method of randomly selecting the conditions for
		DYO scenarios. 
ASL armor studies - Exceptions to the rule 
		Vol 24, No 4; Lorrin Bird 
		    An analysis of the armor system regarding armor
		factors and where the system is less than perfect. For the true armor
		afficianado. 
Gunned-up in the desert - A West of Alamein adventure 
		Vol 25, No 3; Mark C. Nixon 
		    Nice narrative introducing rules and tactics
		pertaining to the desert in ASL. 
Taking a bite out of a hunk of cheese - Or how to counter an AFV
		in motion bypass 
		Vol 29, No 6; Don Clouse 
		    Tips on how to defend that most dastardly of
		tactics, VBM freeze. 
Eight steps to ASL - A programmed instruction approach 
		Vol 30, No 1; Jim Stahler 
		    One of the most important introductory articles
		published on ASL as it provides a PI approach for learning the ASL
		system. Originally published in the '90 ASL Annual (now out of print),
		it was reprinted here and is currently available at MMP's official web site
		as well. 
Tactics 101 - 13 steps closer to improving your ASL game 
		Vol 30, No 1; Mike McGrath 
		    Another great introductory article, this time
		covering some of the most important basic tactics. Written by one of
		ASL's finest players, this is a must-read for almost any player. 
When bad things happen to good weapons - How weapons break in ASL 
		Vol 30, No 5; Perry Cocke 
		    Discussion of how breakdown occurs in the ASL
		system, including clarification of some of the rules. 
Breaking down the numbers - Figuring the odds of malfunction or
		disabling of your weapon in ASL 
		Vol 30, No 5; Mike Clay and Morgan Samuels 
		    Discusses how to figure the likelihood of breakdown
		in an ASL scenario and therefore the expected lifespan of a weapon. 
Hyper sniper - A SANe look at this threat in ASL 
		Vol 31, No 2; Mark C. Nixon 
		    Tactical advice on how to prevent snipers from
		totally ruining you and your 9-2's day. 
Alone and confused - Solitaire ASL and the novice player 
		Vol 31, No 3; Matthew Elison 
		    An overview of what SASL is, along with an analysis
		of the SASL scenarios with regard to their complexity for the new player 
Hung up, skewered, and blasted - The use of wire, panjis and A-P
		mines in ASL 
		Vol 31, No 4; Chuck Goetz 
		    Tactical tips on how to get the most out of your
		obstacles 
		  
		  
Desert winds - The scenarios of WOA, part I 
		Vol 25, No 6; Mark C. Nixon 
		    In-depth analysis of scenarios 35 thru 38 from WOA. 
Desert winds - The scenarios of WOA, part II 
		Vol 26, No 1; Mark C. Nixon 
		    In-depth analysis of scenarios 39 thru 42 from WOA. 
Pulling old chestnuts from the fire - The Atlanticon ASL
		tournament scenarios (reprinted in part in ASL Classic) 
		Vol 27, No 2; Jim Stahler 
		    Analysis of scenarios T5, The Pouppeville Exit, and
		T6, The Dead of Winter. 
Pulling old chestnuts from the fire - The Atlanticon ASL
		tournament scenarios, part II 
		Vol 27, No 3; Jim Stahler 
		    Analysis of scenarios T7, Hill 253.5, and T8,
		Aachen's Pall. 
More old chestnuts - The Origins ASL tournament scenarios, part I 
		Vol 28, No 1; Jim Stahler 
More old chestnuts - The Origins ASL tournament scenarios, part II 
		Vol 28, No 2; Jim Stahler 
		    Analysis of scenarios T11, The Attempt to Relieve
		Peiper, and T12, Hunters from the Sky. 
Scenario Briefing - Player's notes for ASL 
		Vol 28, No 2; Mark C. Nixon 
		    Analysis of scenario A25, Cold Crocodiles. 
Scenario Briefing - Player's notes for ASL 
		Vol 28, No 4; Mark C. Nixon 
		    Analysis of scenario DASL A2, Last Act in Lorraine. 
Roasting chestnuts - The AtlantiCon '92 ASL tournament scenarios,
		part I 
		Vol 28, No 6; Jim Stahler 
		    Analysis of scenarios T13, Commando Raid at Dieppe,
		and T14, Gambit. 
Roasting chestnuts - The AtlantiCon '92 ASL tournament scenarios,
		part II 
		Vol 29, No 1; Jim Stahler 
		    Analysis of scenarios T15, The Akrotiri Peninsula
		Defense, and T16, Strayer's Strays. 
Scenario Briefing - Player's notes for ASL 
		Vol 29, No 2; Mark C. Nixon 
		    Analysis of scenario DASL A, To The Last Man 
Scenario Briefing - A Tough Nut to Crack! 
		Vol 29, No 3; Guy Chaney 
		    Analysis of scenario G19. 
Designer's Notes - Camp Nibeiwa (ASL scenario G20) 
		Vol 29, No 3; Gary Fortenberry 
		    Analysis of scenario G20. 
ASL Crossfire - The Kiwi's Attack (DASL scenario B) 
		Vol 30, No 4; Robert Banozic and Rich Summers 
		    Extensive analysis from both sides of DASL scenario
		B. 
ASL Crossfire - Hill 253.5 
		Vol 31, No 1; Robert Banozic and Rich Summers 
		    Very in depth analysis of scenario T7. 
Scenario Briefing - A breath of fresh air from the Windy City 
		Vol 31, No 5; Louie Tokarz 
		    Analysis of scenario G40, Will to Fight...
		Eradicated, courtesy of the Windy City Wargamers. 
ASL Crossfire - KGP 7: The Bridge at Cheneux 
		Vol 31, No 6; Robert Banozic and Rich Summers 
		    Crossfire turns its attention to this scenario from
		the second KGP module with the usual in depth analysis. 
Scenario Briefing - G44: Abandon Ship! 
		Vol 32, No 2; Louie Tokarz 
		    Analysis of another Windy City scenario. 
Chestnuts of iron - The Defense of Luga 
		Vol 32, No 3; Jim Stahler 
		    In depth analysis of scenario W. 
		  
		  
Coming Attractions - The Last Hurrah 
		Vol 25, No 1; Rex A. Martin 
		    A preview of the upcoming module. Gives some insight
		into the playtesting process and design decisions. 
Coming Attractions - Red Barricades 
		Vol 25, No 6; Charles Kibler 
		    Kibler's preview of the upcoming HASL module. 
Coming Attractions - Gung Ho! 
		Vol 27, No 2; Robert McNamara 
		    Preview of the upcoming Marine/Chinese module. 
The numbers game - A look at the 1992 ASL competition 
		Vol 28, No 3; Russ Gifford 
		    A look at the balance of a number of scenarios,
		based on playings at several tournaments. 
After-action report... - The First Annual ASL Open 
		Vol 28, No 4; Gary Fortenberry 
		    AAR of the first ASL Open. Also gives W-L records
		for the scenarios used in the tournament. 
It's debatable - Why so much Advanced Squad Leader? 
		Vol 31, No 3; Brian C. Blad 
		    Blad provides a quick explanation of ASL and its
		devoted following in order to explain the large volume of ASL material
		published in the General. A call to arms of sorts for new players. 
A preface to Peiper - Intro to Kampfgruppe Peiper 
		Vol 31, No 6; Stuart K. Tucker 
		    A brief introduction to the two KGP HASL modules. 
		  
		  
Squad Leader - These articles are referenced for anyone who wants to understand where ASL came from, both in terms of design philosophy and evolution of the rules. They also serve to show what a debt we all owe to John Hill and Don Greenwood, the primary movers behind the development of the system that would eventually become Advanced Squad Leader.
Squad Leader first impressions - An introduction to Squad Leader
		(Vol 14, No 5) 
		First impressions - An introduction to Squad Leader plus one (Vol
		15, No 6) 
		First impressions - An introduction to Squad Leader plus two (Vol
		17, No 2) 
		First impressions - An introduction to Squad Leader plus three (Vol
		20, No 1) 
		    Robert Medrow's original articles about the Squad
		Leader game system. The first article covers the original game,
		introducing the concepts of the system along with the usual probability
		analysis. The remaining three articles reviewed each of the three
		gamettes in turn, covering the changes in the system as it evolved. As
		such, it is an interesting view of how ASL slowly developed. 
Squad Leader historical commentary - The evolution of small unit
		tactics 
		Vol 14, No 5; John Hill 
		    Although the armor system has been greatly refined
		since the first game was released, Squad Leader was originally primarily
		an infantry game. This historical article by the game's designer
		describes the development of the squad as the main tactical element of
		infantry combat. 
Design Analysis - Game design: Art or science (An evaluation of
		the Squad Leader game design) 
		Vol 14, No 5; Don Greenwood, John Hill, and Hal Hock 
		    Greenwood describes Hill (the designer of Squad
		Leader) and Hock (the designer of AH's game Tobruk) as representing
		different ends of the design spectrum, calling Hill's approach
		"artistic" and Hock's approach "scientific." One of the attractions of
		the SL/ASL game system has always been its ability to represent ground
		combat in a realistic and highly detailed manner while at the same time
		abstracting a number of factors and keeping the game highly playable.
		Hock's Tobruk design was probably the most detailed and realistic
		simulation published by a commercial game company. In this article, Hock
		offers a number of criticisms of the original SL design, with Hill
		providing a number of insights into the game's design through his
		rebuttals. 
		  
		  
		
Scenarios - Scenarios A thru W were updates (for ASL) of scenarios previously created for the original Squad Leader system. Scenarios T1 thru T16 were "Tournament" scenarios, which often meant shorter scenarios with lower unit densities. Scenarios G1 thru G46 were new (at least for AH) scenarios published only in the General. Scenario 3000 was a special case which was designed to use the map from Avalon Hill's Gettysburg game "Devil's Den".
Squad Leader Conversions - ASL
		conversions of scenarios from the original Squad Leader system 
		Tournament Scenarios - Scenarios
		generally containing smaller unit densities for faster playing 
		New Scenarios - Scenarios first
		published in the General (or originally published elsewhere) 
		  
		Scenarios marked with a (*) were reprinted in ASL Classic. 
 A The Guards
		Counterattack          
		22:6 * 
		   B The Tractor
		Works                 
		22:6 * 
		   C The Streets of
		Stalingrad          22:6 * 
		   D The Hedgehog of
		Piepsk            
		23:2 * 
		   E Hill
		621                          
		23:2 * 
		   F The Paw of the
		Tiger              
		23:5 * 
		   G Hube's
		Pocket                     
		23:5 * 
		   H Escape from Velikiye
		Luki          24:1 * 
		   I Buchholz
		Station                  
		24:4 * 
		   J The Bitche
		Salient                
		24:4 * 
		   K The Cannes
		Strongpoint            
		25:2 
		   L Hitdorf on the
		Rhine              
		25:2 
		   M First Crisis at Army Group North   25:3 
		   N Soliders of
		Destruction           
		25:6 
		   O The St. Goar
		Assault              
		26:1 
		   P The Road to
		Wiltz                 
		26:1 
		   Q Land
		Leviathans                   
		26:2 
		   R
		Burzevo                           
		28:3 
		   S The
		Whirlwind                     
		28:4 
		   T Pavlov's
		House                    
		29:6 
		   U Chance d'Une
		Affaire              
		30:5 
		   V Auld Lang
		Syne                    
		31:3 
		   W The Defense of
		Luga               
		32.3 
		  
 T1 Gavin
		Take                       
		24:2 * 
		   T2 The Puma
		Prowls                  
		24:2 * 
		   T3 Ranger
		Stronghold                
		24:2 * 
		   T4 Shklov's Labors
		Lost             
		24:2 * 
		   T5 The Pouppeville
		Exit             
		27:2 * 
		   T6 The Dead of
		Winter               
		27:2 * 
		   T7 Hill
		253.5                       
		27:3 
		   T8 Aachen's
		Pall                    
		27:3 
		   T9 The Niscemi-Biscari
		Highway       28:1 
		   T10 Devil's
		Hill                    
		28:1 
		   T11 The Attempt to Relieve Peiper    28:2 
		   T12 Hunters from the
		Sky            
		28:2 
		   T13 Command Raid at
		Dieppe           28:6 
		   T14
		Gambit                          
		28:6 
		   T15 The Akrotiri
		Peninsula          
		29:1 
		   T16 Strayer's
		Strays                
		29:1 
		  
3000 Assault on Roundtop 22:5 (NOTE - This requires the map from Avalon Hill's "Devil's Den" in order to play)
 G1 Timoshenko's
		Attack              
		23:3 
		   G2 Last Act in
		Lorraine             
		23:6 
		   G3 The Forgotten
		Front              
		23:6 
		   G4 First
		Action                     
		24:3 
		   G5 Six Came
		Back                    
		24:3 
		   G6 Rocket's Red
		Glare               
		24:6 
		   G7 Bring Up the
		Guns                
		25:3 
		   G8 Recon in
		Force                   
		25:5 
		   G9 Sunday on the
		Dead               
		25:6 
		   G10 Grab at
		Gribovo                 
		26:2 
		   G11 Pegasus
		Bridge                  
		26:5 
		   G12
		Avalanche!                      
		27:1 
		   G13 A View From the
		Top             
		27:5 
		   G14 Tiger,
		Tiger                    
		28:3 
		   G15 Bone of
		Contention              
		28:4 
		   G16 Alligator
		Creek                 
		28:5 
		   G17 Hakkaa
		Paalle                   
		29:2 
		   G18
		Goya                            
		29:2 
		   G19 A Tough Nut to
		Crack            
		29:3 
		   G20 Camp
		Nibeiwa                    
		29:3 
		   G21 Cat's
		Kill                      
		29:4 
		   G22 A Day by the
		Shore              
		29:4 
		   G23 Habbaniya
		Heights               
		29:5 
		   G24 Mountain Comes to
		Mohammed       29:5 
		   G25 The
		T-Patchers                  
		30:1 
		   G26 Parker's
		Crossroads             
		30:1 
		   G27 Vaagso
		Venture                  
		30:2 
		   G28 Ramsey's
		Charge                 
		30:3 
		   G29
		Shoot-N-Scoot                   
		30:4 
		   G30 Morgan's
		Stand                  
		30:4 
		   G31 Point of the
		Sword              
		30:6 
		   G32 A Helping
		Hand                  
		30:6 
		   G33 The Awakening of
		Spring          31:1 
		   G34 The
		Liberators                  
		31:1 
		   G35 Going to
		Church                 
		31:2 
		   G36 Hill of
		Death                   
		31:2 
		   G37 Forth
		Bridge                    
		31:3 
		   G38 Castello
		Fatato                 
		31:4 
		   G39 A Desperate
		Affair              
		31:4 
		   G40 Will to
		Fight...Eradicated       31:5 
		   G41
		Jabo!                           
		31:5 
		   G42 The Youth's First
		Blood          31:6 
		   G43 Kangaroo
		Hop                    
		31:6 
		   G44 Abandon
		Ship!                   
		32:2 
		   G45 Halha River
		Bridge              
		32:2 
		   G46 Triumph Atop Taraldsvikfjell    
		32.3 
 DASL A To the Last
		Man              
		24:1 
		   DASL B The Kiwis
		Attack             
		29:6 
		   DASL C Smoke the
		Kents              
		30:5 
 HASL A Ghosts in the
		Rubble          27:1 
		 
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