Thursday 10 March 2022

Lasalle 2 Napoleonic Wargames in 15mm

After a few weeks without games, we returned (under some compulsion) to Lasalle 2. I would play Napoleonics every week but this is not our small clubs mood. Nonetheless, there is enthusiasm for these rules. 


These images are from near the end of the battle. We played a 250 pts match with sudden death of 4 units. This gives a good weeknight game when a working day follows for most in our club. 

The Austrian attack consisted of a bludgeoning move at the French left. Their cavalry, which outnumbered the French, all combined to strike this side. No attempt was made to get around the flank. This may have been an unsubtle tactic but it was influenced by the concerted French push which threatened to swamp the Austrian left. 

In any case, the squares held firm against cavalry and infantry attack for several turns. 


Meanwhile, the French had massed their guns on a small hillock. After being joined by the horse battery, 18 guns fired in unison at Austrian targets. By the end, two of four units needed for victory fell to the concentrated fire of the guns. Cannonballs smashed through units and bounced into the enemy. 


The French right hook attack - this consisted of an entire brigade being flung forward accompanied by the light cavalry reserve. Attacks here would bounce off as the defender rolled a six - making numerical advantage and amount of attackers irrelevant. I can feels mods to this task growing. 


More images of the main battle attack. French troops swarmed through the village claiming food and other items. High Austrian rolling slowed this advance for a turn but as unit attrition mounted - not even a good roll would save the Austrians long term. French losses were very small. 

Launching an attack through rough terrain is a costly affair in Lasalle 2. Doing this was a major commitment of available MO (it was well worth the investment as this attack forced the Austrian player to attack without properly preparing his assault.) However, I forgot a key French rule - assaulting columns gain a 1 MO saving when attacking. This represents the enthusiasm of French columns to charge home - the extra point could have been quite useful.  


Again, same as above - but I do like the images of that mass of columns smashing onto the less organised Austrian brigade. If the Austrian had formed their troops into a line of mass columns it would have been harder. As it was, the Austrian commander did not managed to spread his battalions into an effective defence before the French struck home. In Lasalle 2, using the high movement available while in column of march is vital to gaining advantageous field position.  


Charge on. The squares stood up to the attacks. In Lasalle 2, a infantry and cavalry attack cannot be launched simultaneously. However, attackers always have the advantage as any win by 3 or more will see the defender routed. An attacker does not face the same risk - unless charging enemy cavalry. Being in square only offers a +1 bonus. While significant, this does not protect the defender from being routed. Unless I rolled 3+ for each of my combats, the French stood the risk of being swept away. 


The point of victory ... a massed right hook, aggression in deployment, cavalry support ... 
Any Austrian troops who attempted to support were struck by 18 guns. By the end of the game the Austrian centre was smashed and their left surrounded. 


As we packed up I took a last shot of my cavalry. Currently I need to use one regiment of dragoons to represent chasseurs. Soon this will change as I'm painting up the 1st Chasseurs to complete a light cavalry chasseur brigade. 

I really like Lasalle 2 and wish to use the advanced rules for commanders and skirmishers soon as well as some scenarios. High work load has muddled my mind and slowed my painting of late - making some rules difficult to remember. The only aspect that bothers me is the combat roll. One or two low rolls can see fresh units boxed. This certainly caused certain outcomes in games but it can be a little hard to swallow when you've tactically performed well but suddenly lose through dumb luck. 

Yes, yes ... I know ... all wargames are dice games ... but I like a little more certainty or less severe results just because of Tyche's curse. 



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