I've posted a nice little AAR with pictures and as well as some of our general observations on Lasalle thus far at:
http://www.battlevault.com/Napoleonics/Lasalle-G1/Lasalle_G1.htm
I think we are starting to get the hang of these rules.
I've posted a nice little AAR with pictures and as well as some of our general observations on Lasalle thus far at:
http://www.battlevault.com/Napoleonics/Lasalle-G1/Lasalle_G1.htm
I think we are starting to get the hang of these rules.
Interesting report.
1) Army breaking should get more likely as the army continues to sustain more damage. It is great that a force starts checking when it loses 1/3 strength…but more damage did not make the morale satiation any worse for them. Mounting losses should matter.
You are not the first to point that out. I personally think the end game could use some tweaking for exactly this reason. But I have not played enough to know what to propose.
2) Shooting was a lot less effective then we were used too and melee seemed to vary widely in results. Perhaps these are more historically accurate but took some time to get used too.
Shooting can seem weedy, but it does build up over time. You don't tend to blow the enemy away with shooting in one turn, but you certainly can wear him down.
Melee only really has variable results for the defender - countercharges aside, the attacker can never break. Have you remembered that the defender does not have to stand and take the charge? They can instead try to fall back or change formation (to try to halve the attacker's dice)? I note artillery was broken in combat in your game - I think having artillery fall back when charged is usually a better choice.
3) We seemed to be missing out on “breakthrough” charges. When the French lights in the center charged and broke the British battery there, their “advance” had to halt just short of contact with the supporting British “Elite” battalion. This gave that British Bn a chance to shoot before the French lights charged home. I would think that units on a “breakthrough/advance” should be able to close with the next unit without that defending unit having a chance to fire.
Having infantry have the same momentum move as cavalry (p40) would be possible, but might get a bit messy having to have specific rules about who they do and dont hit and what defender reactions are possible. The Fall Back rules would need to be changed to allow units to escape. In your example, if you allowed a momentum move with no chance of the enemy firing at them, then presumably the British commander would just have positioned his infantry just outside that move range and had the same end effect.
4) No delineation in artillery quality. It just seems really strange that my Portuguese medium foot battery was just as good as my British medium foot battery. I’m not really sure where the artily discipline rating are listed.
Artillery are Experienced and do not have Esprit - see the clarifications on the website.
I guess the question is whether adding variations in artillery quality is worthwhile and how to do it? Feel free to propose something - you may even get in the rarified group having an optional rule accepted.
Cam
Thanks for the feedback, glad you enjoyed the AAR & review.
I see your point on the infantry breakthrough being able to be worked around by the "defender."
No clamoring for rules changes here...just observations. I'm happy to play these rules as is..after a 100 games or so then I might start with some suggestions!
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