Lasalle Notes

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    Lasalle notes

    I was the attacker using an Austrian core list, of 2 small infantry units, 6 large infantry units and a line artillery battery. For my support choice (in reserve so not starting on table) I had 2 large Cuirassier units and a horse artillery battery.

    Paul defended using a core list of 6 small infantry units and a line artillery battery. His support choice starting on table was 2 elite infantry units, 1 light infantry unit, and a heavy artillery battery. (So no cavalry in his force!). His miniatures were a wonderful mix of Westphalians, Swiss, Croats, Neapolitans and a few French...

    We didn't deploy the skirmisher figures for units, but the French units all have two (three for the light infantry), and the Austrians one. Red tokens indicatedisruption (max of 3 for small unit, 5 for large unit, before breaking), as we didn't have prettier casualty figures available yet.

    Move distance is 8 inches for infantry in attack columns, 6 inches if in line.

    Musketry and cannon fire is all one dice per front rank base (two dice per artillery base if in canister range) needing a 4+ to cause a hit. 2-4 hits cause onedisruption, 5-8 hits 2 disruption, and more hits in a firing phase destroys theunit outright. Range is 8 inches for musketry, 16 for canister, 40 for roundshot

    . Roundshot fire in Lasalle will often do "bouncethrough" and affect two units,but at close range canister fire can only affect one unit.

    Units can take 3 disruption if small, 5 if large, before breaking and being removed from play. You can remove one disruption per turn if you pass a recovery test, which for our units meant rolling 3+ on a dice. If you are within 8" of enemy you must roll another dice, and if you moved you must roll yet another dice, having to score 3+ on every dice rolled to successfully recover a disruption.

    Skirmishes are abstracted, if your unit has more than the enemy (which applied in every case against the Austrians in this game, as the Austrians only have oneand French have two), then you add an extra shooting dice. Each skirmisher alsoreduces canister fire at a unit by one dice too, so for example the French artil

    lery was rolling 7 dice to hit my units rather than 8.

    In combats, each unit rolls two dice per base it has, needing 5+ to hit. A unitsubtracts one dice for each disrupt hit it has taken, and other modifications can apply (some examples would be: infantry not in square vs cavalry halve their dice; cavalry vs infantry in square halve their dice; if fighting two units you halve your dice). If you score more hits then you force the enemy to withdraw and inflict a disruption on them (and defenders win draws). If you are the attacker and get double the hits of the enemy you wipe them out!

    We did wonder if attack columns were somewhat overpowered compared to lines, but having checked the factors it seems about right. An attack column will take two rounds of shooting (and deliver one more ineffectual one itself) in charging a

    line. Each lot of shooting from the line will do a disruption hit on average, which means the combat will be 8 dice for the line and 6 dice for the column (Thecolumn having lost one dice for each disruption hit from its original 8). As described above dice cause hits on 5's, and you need more hits than the enemy to force them back (defender wins draws), or twice as many hits as the enemy to destroy them if you are the attacker. Various bonuses apply, e.g. a higher morale grade gives +2 dice, being higher on a hill gives +2 dice, and Guard units add a further 2 dice. So to take the classic example, an attack column attacking a lineon a hill, the column will be in lots of trouble (especially if the defending line unit is veteran or guard) - likely to be forced back and then finished off wi

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    th one more volley or charge. Two attack columns against one line unit have a much better chance though, as does a large unit against a small unit.