Yet I went ahead and bought Magic Realm which was a 9 and never completed a game.
Most of the apparent complexity only comes from the fact that there are lots of exceptional situations, edge cases, special predicaments, where ASL does have some rule that lets it be handled and reflected within the mechanics in a way that makes sense in terms of strategic impact. So many things turn into simple D6 or 2D6 roll +/- modifiers, or table column shifts. And when you roll you always want to roll low, the lower the better. And even then the gameplay might seem highly ordered and turn-based, at first glance, it's truly all about trying to simulate the messy real-time, interleaved, fog-of-war nature of real battle. Many rules and elements are about injecting the chrome of war, of history, the superficial feel, but in reality it very often chooses to bias on the side of making it a more fun game, a simple game.
I think the Starter Kit series was a brilliant move because it helped to introduce players to that stripped down, central core, the heart of the full rules set. Buy and try SK1, and play a scenario and you won't be disappointed, likely hooked instead. Then you can incrementally widen your rules set and play elements by trying SK2, SK3, etc. and then the full rules binder and modules.
I've never seen a WW2 era game with as much modularity and infinite replayability as modern ASL. It's a bit like the LEGO of WW2 games. No gamer should miss getting a taste.
I hear you about Magic Realm too!
SL could show you how a well led and well equipped company of German soldiers could hold a village against a less well equipped and well led battalion of Russians, as often happened. Games before this just abstracted out historical differences in the performance of armies. For example, in Third Reich a Germany Infantry division has a higher attack value than a Russian one. Squad Leader explained the historical differences.
These games seem so perfect for online play. Both because you don't need to meet up in a physical place, and because the computer can know and execute all the rules so I don't have to.
Does anything like that exist? I've tried to look, but not found anything.
Combat Mission was a PC game similar in feel to Squad Leader. You check status of units, issue orders, then the game plays out a short burst of activity in real time before it halts for you to review and issue new orders. The original is old now, but dirt-cheap on GOG. (There are sequels, but they have DRM.)
You might like browsing places like Matrix Games, Slitherine, or HPS Simulations. They have tons of wargames, some of which have the boardgame or miniatures feel. Some computer games go so overboard on details or micromanagement as to have a totally different feel from boardgames, but others are close enough.
And MtG in turn has inspired a number of games, beyond simple CCG clones. MtG booster pack drafting inspired 7 Wonders and a number of similar games. Deck customization aspects inspired Dominion and countless other Deck Builder games. The whole CCG aftermarket trading / tournament scene inspired a game called Millenium Blades.
But these days board game publishers generally don't bother with patents. Dominion could certainly have patented its gameplay; but it wasn't, and so we have dozens and dozens of deckbuilding games pushing forward all kinds of innovations in game design.