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Good News from Sam Mustafa....Lasalle 2.0

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el cid:

--- Zitat von: Leondegrande am 12. Februar 2021 - 14:33:16 ---Oder als Minikampagne mit Aufgaben und man sammelt Punkte. Oder als eine riesige Schlacht und man bekommt individuelle Aufgaben und sammelt darüber Punkte.
--- Ende Zitat ---

Das gefiele mir schon - das kenne ich bereits von den Big Battles bei den Wiener Freunden.
Mit Turnier verbinde ich eigentlich 3+ Spiele in einer knappen Zeitspanne an einem Tag, und das wird zur Hektik, das würde mich (in meinem biblischen Alter) nicht her hinter dem Maltisch hervorlocken.

Aber: mal sehen, was kommt.

Nachsatz: eine Gute und eine Böse napoleonische Armee hätte ich. Wer wer ist überlasse ich dem geneigten Betrachter  8)

Leondegrande:
​Noch ein bebildertes kurzes Review:
https://sparkerswargames.blogspot.com/2021/02/lasalle-second-edition-my-2-cents.html​

Leondegrande:
Sam hat in einem News Beitrag mal aufgezählt was alles neu ist im Vergleich zur ersten Edition. Eigentlich alles.

Im Detail:

--- Zitat ---What’s New in the Second Edition

A new sequence of play, driven by momentum and interrupts, allows players to do virtually anything in any order, differently every turn. You might resolve combats first, then move, then shoot, then rally, then move again, then resolve combats again, and so on. Actions in one part of the field are not necessarily on the same clock as those in another part. This radically new sequence means that you can never be certain what your enemy does in response to your decisions, nor how many opportunities he will have to thwart your plans.

Completely new rules for the use of the general figure (i.e. “you”) permit you to choose the personality and effect of your intervention in the sequence. You might be an artillerist, or a dashing cavalier, or an aggressive hero in combat, and so on. But the more you intervene in the action, the less momentum your force has to move and fight overall. You are presented with the choice between micro-managing a portion of your force or supervising the whole force from a distance. The latter, obviously, is a safer choice and one that won’t get you killed. The former is the way to go if you want to feature in a glorious Romantic-era painting.

Skirmishing has been reinvented from the top-down. The two sides contribute skirmishers to their opposing “screens” and each turn they determine which side’s screen has the advantage. That, in turn, affects the momentum and sequence, not to mention possibly preventing worn units from rallying, obscuring targets from shooters, or even sniping at infantry units as they try to change formations. Each general must decide whether and how to reinforce his skirmish screen in mid-battle if he fears that he is losing the initiative.

Movement has been radically simplified. Rather than worrying about evolutions of individual units, movement gets you from point A to B with a certain number of “complications” that accrue as you try to do difficult things like changing formation near the enemy, moving through difficult terrain, interpenetrating, or attacking. The more complications, the more of your momentum is required just to keep your troops on the move.

The shooting mechanism, inspired by my game Maurice, is perhaps the only element of the new game that is more detailed than its predecessor in the first edition. It does a better job of reflecting the importance of terrain upon artillery fire, and offers more granularity regarding the effects of musketry and canister. Units become “shaken” by fire at different points depending upon their discipline, which in turn affects their own fire, not to mention their ability to carry out your commands.

Combat has been redesigned so that it is a more decisive either/or experience. Troops either press an attack home, or they are discouraged and fall back with few casualties to either side. Two annoying glitches in the first edition have been corrected: it is no longer possible to overwhelm a defender purely by massing numbers against him, and the fate of an infantry square is now entirely dependent upon the infantry’s steadiness and level of disruption.

Rallying is now a potentially risky procedure, in which failed attempts actually accelerate a unit toward dissolution.

Twenty-six pages of Advanced Rules offer a huge variety of “flavor” that you can add as desired. These include new assets such as rockets and howitzer batteries, sapeurs, aides-de-camp, or partisans operating off-table to delay your enemy’s reinforcements. The advanced rules include new doctrinal options such as early-war “linear” tactics, irregular formations, regimental and battalion guns, and more literal placement of skirmisher formations. Rules for large multi-player games, the effects of different ground conditions, and additional personality traits for your general are among the many options.

As with the original Lasalle, the new game walks you through the creation of an historical scenario but also provides everything you need to create fictional forces for pick-up games or tournaments at your club. The new 60+ page Lasalle Army Maker is now a free downloadable PDF available from the Honour website. It uses the “open architecture” system featured in my games Blücher and Rommel, by which you may adjust the values of any game units to your liking if you disagree with the official stats.

If I Had to Summarize it in Three Sentences…

I’d say that Second Edition Lasalle is a much more holistic game where you are playing not just individual units but rather an entire military effort, and everything affects everything else. You control the sequence and pace of events while your opponent tries to wrest that control from you. What your soldiers can accomplish is not just the result of moving them and rolling dice, but part of the overall situation into which you’ve led your army.
--- Ende Zitat ---

el cid:
Es hat interessante Ansätze, mal sehen, wie es sich "in reality" spielt.
Ein wenig beschleicht mich beim Lesen das Gefühl, es funktioniert eher für wirklich große Aktionen und komplette Schlachten von der Größe eines Waterloo o.ä. ("more holistic game").
Und es klingt ein wenig nach "Lasalle 1 war ..... naja".
Ich kann mich auch täuschen.

Darkfire:
Und es klingt ein wenig nach "Lasalle 1 war ..... naja".

Ja, das Gefühl beschleicht mich auch....

Gerade wo sich Lasalle 1 noch immer großer Beliebtheit erfreut und ich schon einige Stimmen gehört habe, ob ein Wechsel notwendig wäre, die alten Regeln seien doch so gut. Ok, ich will dem neuen Regelwerk eine Chance geben, aber wenn ich die Beschreibung so lese, dann habe ich das Gefühl, hier wird hier recht erfolgreiches Konzept zur Schlachtbank geführt.

Und wenn ich den Satz lese: "...or tournaments at your club", dann kommt mit das kalte K..., denn wenn ich etwas hasse sind es Turniersysteme (sorry), weil sie sofort mit Listenschreiben und optimieren die Spielstimmung zerstören.

Ich sag jetzt mal: Good Bye, Lasalle, wär schön gewesen.

(ich bin jetzt eher gespannt, wie der Roman von Sam ist, den hab ich mir geholt...ein französischer Dedektiv in Berlin im Wendejahr 1989...)

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