Tuesday, February 16, 2021

Lasalle 2 - solo learning game - a wee bit of melee

Played out the rest of second turn in my solo learning game and managed to get a couple of charges and resulting melee combats undertaken.

Charging is a part of Movement order and the ensuing combat takes place immediately after contact.

I charged two Prussian Grenadier units against a Young Guard Battalion (not necessarily tactically sound but to try Combat system) and the combat was very easy to complete.

Essentially you add a D6 roll to current strength (having a 2 on 1 combat added +1 to each of the Grenadiers) and compare results, Defender first then Attacker if still engaged with enemy.

The Prussian Grenadiers both went in with a Disruption so on basic strength of 6 with -1 for Disruption with +1 for outnumbering enemy so 6 each. They rolled a feeble 1 and 2 so had total of 9 and 8. The Young Guard also start on 6 but also had a Disruption and rolled another 2 so totalled 7.

Having lost by 1-2 against both the Young Guard took 2 Disruptions but crucially stood in place (if beaten by 3+ they would Break ie be removed from table). The Grenadiers being both Still Engaged each took a Disruption and Staggered (ie fall back 1BW).






Grenadiers clash with Young Guard (in winter sun)















There are several variations in Combat involving Cavalry vs Infantry and status as attacker vis defender but outcomes are generally suffer Disruption (note no rolling to convert hits as in shooting), Stagger or a full Break, so Combat (not simply hand to hand but also close volleys and morale issues) potentially much more decisive than shooting (not with my rolls however !).

All units charge only 4BW including Cavalry (excluding Artillery !) and Infantry and Cavalry cannot combine to charge an enemy, so a bit of maneuvering required to get Charges lined up.

I did perform another Charge with another Young Guard unit against one of the repulsed Grenadiers but this also saw the attackers pushed back with both sides suffering a Disruption.

As I play more there is a nice combined arms feel to game, and some more nuances to the MO/Interrupt systems are becoming apparent especially with use of Force and Global orders combined with distance from enemy.

In basic game the General is a bit lacking in effect as he can only increase MO or allow Change of Formation prior to Orders Phase, useful but bit underwhelming. The advanced rules add more depth and options for Commanders. 

Command and control is very abstractly represented (certainly compared to original Lasalle) with a lot of the command functions of officers portrayed within in the MO system rather than as direct effect on table.



Grenadiers have been Staggered back







Young Guard unit on extreme right has gone into square as Prussian Hussars approach as more volleys exchanged.






Prussians swinging to flank through woodland around French left






Young Guard charge also failed in center. Note a Prussian Field Battery has been obliterated by Old Guard heavy guns near town.











 

4 comments:

  1. More interesting insights. I may have to get the PDF. :-)

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    1. For 19 of your dollars they are well worth a go. After a few look ups of rules I have been playing pretty much of the QRS sheets. I would say similar complexity to FOB in that regard.

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  2. Thanks for taking the trouble to post this. It seems Lasalle has had a very extensive makeover, so its interesting to see how players get on with it.

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    1. Not like I have much else to do :-)
      Version 2 is similar to original pretty much in name only.
      It is very playable and slick but might be lacking in detail/granularity/chrome (take your pick) for a lot of Napoleonic players.
      Several abstractions are fairly major/radical the main one for me being the treatment/lack of skirmish formations/units, but it all works within the rule system in purely gaming terms.

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