Last night our game group started up a campaign game for La Salle inspired by Sams Might and Reason campaign.After some talk we just jumped in. We figured that when a player initates a battle in Soldier Emperior (SE), both sides add up counter points (both attack and defend). Each point buys one unit, Foot, horse, or gun (skirmishers in the force lists are free). You start buying off your core list, once that is all paied for you start buying one of your addittions, and on n on. So when someone attacks we had some discussion and figured that person isnot automatically the attacker. We still pick n roll for who attacks n defends. Leaders points in the SE game in La Salle (LS) give you plusses to the leader generation for leader attributes. When there is a battle its pretty much resolved as in LS, it a undecisive, no one broke, then both players decide if they weill stay or leave. If one leaves they stay in the SE map space contesting it. It takes a side breaking to get em to leave. If both stay then another game is played with the remaining forces (after rolling for the ones that ran). The season advances only after they both decide to stop fighting (leave, ie both sit in the area contesting it) or when a force breaks and retreates to an adjacent area.
So far last night it occured that there will be no Spanish ulcer. France n Spain (a father n son team) seem to be rather tight. SO I was a bit worried watching Turky n Spain sailing around the Med feedign like gold fish on areas. And all Britan would do is fire a salute as they passed by!!!! After that, France tried to create the Kingdom of Italy (I too care of that, God wasnt on board with that plan, this turn anyway...), then tried to make Bavaria his pall, again a no go. Then he gobbled up some German states. Next was Austria, and beeing Austrian he put all his unit in N Italy and marched into France (well almost all). So next weekend we have the battle of 32 Austrian unit vs 18 french units.
That sparked some more discussion...
So for BIG games that push LS to the limit. I thought split the forces in half and play en in two games. But the smaller force would suffer excessivly barely able to buy its core force while the larger could still enjoy plenty of choices. Soo the entire game is played in a 6 by 4. The entire smaller force is present to fight. And the larger will probably have to roll on its choices, or maybe worse cram on too much in the set up. But still better than forcing a split of the smaller. We could cut the forces in half, but figured more is more fun...
More to come,