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"Thoughts on Lasalle 2 Solo Game" Topic


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1,104 hits since 29 Jul 2021
©1994-2024 Bill Armintrout
Comments or corrections?

Chimpy29 Jul 2021 7:39 p.m. PST

So I finished playing a solo Lasalle 2 game today. It was the introductory scenario the Battle of Ebelsbach. I thought it best to try to work out the rules before trying it on my playing group.

Overall I though that the game played very smoothly. Most places where I got stuck I found clarification in the main rule book. However I got the rules for standing crops wrong since I hadn't downloaded the errata and assumed that the rulebook was correct rather than the play sheet. (It's the other way around).

I found it hard to break some old habits like thinking that terrain slows movement rather than taking up more momentum points. I got it right but caught myself a few times looking for terrain movement rates.

The bit that I wasn't too keen on was keeping track of skirmishers. You have to note the skirmish value of each unit only counting units in line and mass and then a dice per point hoping to score 6's. I ended up keeping track with skirmish figures placed to the side of the board and adjusting their numbers for changes in circumstances. I'm not going to claim credit for this idea because I think I read it somewhere else.

In summary, I thought that it was money well spent and will have another game soon. It really is much better than the first set of Lasalle rules.

Chimpy29 Jul 2021 11:12 p.m. PST

So more thoughts. I thought that the evasion of artillery and subsequent return during the reinforcement phase was a bit odd. A horse battery evaded an infantry charge and then "teleported" back in the same turn three feet away from where it started. A bit of an unusual situation though, since the horse gun had formed part of a grand battery (but not organised as a brigade) and so was a long way away from it's parent brigade (which was 3 feet away).

To avoid using rosters, I used green counters for hits, red counters for disruptions and a casualty figure with numbers marked on the base for permanent disruptions. A yellow counter used as an aide memoire for units which were shaken although these are not strictly necessary.

Jcfrog30 Jul 2021 2:22 a.m. PST

I would only allow guns to come back to their parent formations. It might be implied.
The mo instead of mouvement limit in woods for ex might be weird. Guess easily to mod depending on scenario.

Erzherzog Johann30 Jul 2021 11:11 a.m. PST

MO rather than movement still places a restriction on the overall movement you can do and will discourage too much movement in terrain. On the other hand plenty of rules use the shortened move method too. And there's nothing to stop someone deciding to incorporate both.

Cheers,
John

Chimpy30 Jul 2021 1:50 p.m. PST

Jcfrog the gun did return to its parent formation but normally you would keep it closer than I did.

evilgong30 Jul 2021 10:46 p.m. PST

Hi there


>>>>>>>>>>>>>>>

To avoid using rosters, I used green counters for hits, red counters for disruptions and a casualty figure with numbers marked on the base for permanent disruptions. A yellow counter used as an aide memoire for units which were shaken although these are not strictly necessary.
>>>>>>>


Our gang use a variety of methods for hits and disr (counters, dials, small dice etc) but nobody uses a roster.

You're right, a shaken marker is not needed – the vast majority of troops shake at 2 left, and some of the second rate / levy stuff shakes at 3 left.

So it's only the second rate stuff you need to keep an eye on.

The +1 Mo for bad terrain moves might not sound like much but it adds up and can be critical. Watch out for troops stuck 'near' the enemy but unable to shoot or charge because of visibility.

Regards

David B

Trajanus31 Jul 2021 8:24 a.m. PST

I have made up labels for all my units by printing those in the Army Maker onto thin card, laminating and cutting out the individual labels. Non Permanent marker is then used on the strength tracks as required.

Makes the game easy to run, although a tad "Blucher" like in appearance.

Dexter Ward01 Aug 2021 2:05 a.m. PST

For skirmishers, I count up the number of skirmish points for each side, and put the appropriate number f dice in a box lid; different colours for the two sides. Then remove or add dice as required when units change formation. For the skirmish phase, just pick up all the die and throw them.

I mark current strength with little dials; almost all units have the same starting strength, and it's not hard to remember guard and conscript units which are different. I use little skull markers with numbers to mark permanent hits.

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