Both turned out successful!
Our game was ... run up and murder each other - rather than a scenario. My opponent and I both like the 1/3 sudden death victory condition - so we used that. After an initiative roll off, it was the Austrians to go first. With great haste they rushed across the field - using their maximum movement in march column. They pushed 3 of their 4 batteries to the front of their attacks and changed formation. A bombardment activation followed - hoping for many bounce through effects on the still marching French formations. A few hits resulted by nothing too serious.
After this, it was the French who used their MO points. Faced with three batteries in key positions - two taking up a hill in the centre of the table (supported by a brigade of grenadiers) they decided to rush to the attack. They marched within 4 BW and formed attack columns. At this stage, the Austrians could interrupt and seize the initiative but as each unit had moved, changed formation and bombarded nothing could be done. Superior French skirmishing at the beginning of next turn would decide who would move first ... at it was the French.
Attack columns smashed into the Austrian batteries before they had a chance to fire with two falling and only one being able to withdraw. The French had struck an early blow with 2 units of the 5 needed for victory falling at the beginning of Turn 2. Another Austrian infantry unit would follow as it had strayed too far forward allowing multiple attack columns to rout it.
But now a harder prospect remained for the French. The grenadier brigade on the central hillock. They would charge against the mix of veteran and conscript French battalions - but to little avail. The French doggedly rolled 2-3 defence dice hits denying the Austrians the 'win by 3 or more' factors needed to easily rout opposition.
On the French right, a single Young Guard brigade stood in the path of the Austrian Avante Garde. This mixed force only pressed ahead later in the battle. A furious French assault drew the attention of both Austrian players who continually invested command points (MO) into fending off and counter attacking the French centre and right. This suited Napoleon just fine as this is where the bulk of his forces lay.
The Young Guard used 'le order mixte' and a battery to prepare a fearsome firing line.
On the right a French brigade of veteran battalions continued to drive forward. They attacked a Austrian brigade depleted of one foot battalion and artillery support after the initial French assault. Columns surged back and forth but the French were holding on in defence and wearing down their enemies. Having a 3/2 advantage was weighing greatly on the men in white. It was here another battalion would fall - leaving the French one away from victory.
The French now began to suffer some casualties - losing two battalions - but they still had only one to take.
It was not the grenadiers who would fall ...
The Young Guard remained firm ... though they would soon be forced into squares by the approach on one regiment of cavalry.
It was the French cuirassier who swept from their reserve position into the centre. Quickly striking at one Austrian cuirassier regiment with a two to one advantage (16 dice to just 5) it looked like the game was sewn up. But their steeds stumbled and they struggled back.
The Austrians countered but stumbled themselves while the French reformed their squadrons and achieved the 3 or more combat factor - routing their opponents.
It wasn't the glorious first charge of heavy cavalry that decided the battle but it was achieved in the swirling melee of countercharge that proved crucial. At this the Austrian commander withdrew his troops losing 5 units to 2.
Lasalle 2 continues to impress. We have a bit of trouble in organising our forces (our troops keep running into each other during formation changes from march column to attack or mass formation) and I intend to make a transparent template to aid alignment and direction in charges. I really want to introduce the advanced skirmish rules and the command trait - as atm it is too tempting to commit your general to generate an additional 1d3 command points at the beginning of each turn. Having a alluring alternative gives another head scratching command choice that I like in my wargames.