I played in our 28mm Lasalle tournament over the weekend. Had a great time and will certainly be back for more.
But four games in quick succession just reinforced for me that the cavalry/infantry interaction is wrong.
Four squares were broken by cavalry in my four games - an absurdly high number. This included a Landwehr cav unit breaking a Valiant Grenadier square (formed in a previous turn and with no disruptions). Obviously outrageously unlucky - but how many formed squares did Landwehr cavalry break in the entire Napoleonic wars?
This carnage was despite most players eshewing Organic cavalry.
There are three things that combine to give the wrong effect IMO:
1) Cavalry are too likely to break squares. While the odds are low, they are too high.
2) There is little cost for cavalry trying to break squares repeatedly - if they fail they take 1 DISR and bounce - then charge again next turn. They can make successive charges. So the low odds accumulates to fairly high odds.
3) If the cavalry breaks a square it is often a game winner in a one-support game - the cavalry create a gap in the line and can exploit it quickly.
We had a lot of discussion about possible fixes. Broadly they came down to:
1) Make it harder to break squares. Ideas included cav that double a square only do 2 or 3 DISR rather than break them (so it already has to have DISR to break), inf in square add 2 dice against cav, cav can't break a square unless it has some DISR, or cav can't break a formed square (ie they can only break a square formed as a reaction).
2) Make the cost of failing higher for cav. Cav that lose against a square take 2 DISR, or they bounce back further (so they can't charge again next turn), or allow squares to fire with 2 dice (so cav can't just sit next to a square and rally at no danger).
3) Have less cavalry. Move to using my points system, then modify it to make organic cavalry a lot more expensive (+50% or +100% cost) and reserve cavalry a bit more expensive. This means cavalry can run over squares - but given their cost they better do a lot of damage to be worth the points. Or we could play bigger games (multiplayer) where creating a hole in the enemy line is not so easy to exploit as armies will fight in more depth.
The main problem is how to make changes that don't lose the essence of the Lasalle game - which is a lot of fun.
Not sure if we quite got to a consensus on what to do - expect we all agreed we should change something for the next comp.
Cam