Our first game - core plus 2 options using 15mm figures (40mm BW) on a 6x4 table using the harbour set up - game finished just a tad under 3.5 hours at the end of turn 17 - Russians had exceeded his break number of 11 in turn 16 but passed the test, we rolled low so never got to the Russian next turn - therefore a draw. French lost 9 points needing 12 to break. I completely forgot about my objective marker which was just 1 BW away from one of my infantry and a Hussar unit, albeit, sitting beneath a Russian infantry unit in square. We both had 16 bases of pursuit cavalry remaining!
I enjoyed the game although there was a moment of "it's OK, just another game, pity about no command/control or morale rules (sounds familiar) or real skirmishers". I liked the simplicity and fast pace and lack of charts - full marks to SAM for that - we played quite a big game with minimal looking up and I think we go it mostly right. Most factors would be by memory after just a few games I would think.
Set up worked well although my opponent took pity on me by leaving a hill I had placed in the centre of the table to shield me from his 20 starting guns - the Russians had home ground advantage so he could have removed my choice. He placed a hill on the flank of his deployement area instead - this actually hurt him in the end as he deployed on the hill and left himself very little room to manoeuvre. Just my own personnal thing, but I do not like rules that make one side set up completely first - this gives a big advantage to the opponent who can then line things up. Not that we did this as we were just getting to know the game but once players are over the initail learning curve one player will have a sizeable benefit im my view - i know, get over it!
There seems to be some (or maybe a lot) of potential for niggly move surveying - lining up your units to get that advantageous charge contact, getting the desired unit as the target of artillery and bounce through, moving to a millimetere outside a shooting arc, putting a fresh unit in front of a damaged unit to shield it from shots and charges - far worse (ie - more impactful) than any other set of rules I have ever played in this respect - a comp would be a nightmare against intense players. Again, I know you need to measure in any game but it did appear that micro managing could be a factor for rules lawyer types.
Shooting appears not particularly effective. You do get disruptions but needing 5-8 hits to do 2 disruptions at once is not that easy even with canister. Rolling off disruptions appears quite easy for experienced troops even when rolling 2 dice for having moved before the test. I would hesitate to take armature troops in a comp - so my Prussians will need to wait on friendly games. I liked the 3 hits to make artillery limber up - sort of a "silencing" effect as it takes them a full turn to unlimber again which meant some respite from the guns.
Command was no problem with 4 sub commanders for me (3 standard plus the extra one for being attacker) plus the Commander. All my subs rolled up except one who was average so even easier to pass discipline tests. The Russians also rolled all up or evens - this is a real random item which went well for us today but could just as easily leave you with all average and poor subs - an unpaid for advantage/disadvantage a bit like deploying first once you get to comp situations. Works fine for friendlies.
We used our subs in all the combats to see how it went - 4 out of 5 killed/wounded - kept rolling 5/6 for the officer casualty! - an aide takes over at one lower level so towards the end things got a little more difficult to manoeuvre although no change to recovery rolls where vigour does not count.
Combat worked well - this is what the rules are all about and where they excel in my opinion - with my only hesitation being the potential for fiddly millimetre/angle measuring to max your factors. It is all about deciding to stop to recover disruptions or press on. SAM has said that corner to corner contact is not a combat contact unless there is some part of the defender in front of some part of the attacker - this is how we played but to be fair it was never a problem as we had a lot of action and units to shuffle so precise lining up was not that easy and my main concern was to eliminate the masses of Russian artillery. This ruling about corner to corner contact needs to be in the errata as it is not what it says in the written rules (page 10 under In contact with - "means that their bases physically touch each other in some way or at some point" and on page 32 under The Point of Contact - "....combat will be resolved between any two units whose bases touch at any point" - no mention of the defender needing to be at least partially in front of the attacker that I can see).
I can rationalise our game end but for comp purposes I would be miffed to score a draw out of the result.
Also I think perhaps players need to keep the game design in context - it seems to me that the game represents a localised fight within a bigger battle - maybe unit commanders have been briefed on the local objectives and the orders being given during the game represent local tactical considerations rather than grand tactical to therefore justify the use of the area command system and discipline tests for maneouvres rather than something more complex for "Fog of War". And, maybe units will fight until exhausted (represented by 1 disruption per base as per the shooting/combat mechanics). DBX uses overlaps and flanks within the combat system to represent morale other than the arbitrary one third ME break point - no real difference to Lasalle? - so no specific "morale" system may also be justifyable.
Overall, I enjoyed the game and looking forward to another bash. Comps may be a problem due to the niggly measuring issues I highlighted above. This will depend on the attitude of you and your opponent which I guess applies to all games. Todays game was with a very easy going guy that makes the effort to learn the rules and plays them as written - so no problems. And it was our first bash so we may have missed some things despite my optimism.
Also - someone mentioned to me about Cossack cavalry - on page 31 under Who May Charge -cavalry are allowed to charge everyone (except if in a town or hard cover) while iregulars may not charge a regular unit - which one governs Cossacks? I am guessing the later but I always worry about how the intense players will read it.
Gary