Mars La-Tour. This is a Ziploc bag game, so the rules double as a cover.
From
the get-go, Mars La-Tour (Conflict Simulations Ltd, 2020) describes
itself as an introductory-level wargame. Designer Ray Weiss took the system
Mark Herman devised for his Gettysburg (RBM Studio, 2018) game, which
featured C3i Magazine, No 32, and reprised with Waterloo Campaign 1815
(RBM Studio, 2019), which appeared in the following issue of C3i. Designer Ray
Weiss mentions in his design notes and elsewhere in the rules that he has made
some changes to better reflect the 1870 battle, including the use of a d10
instead of a d6 in opposed combat rolls for a more dynamic range of combat
results (it must make sense, because Mr Herman has made the same change with
the latest implementation of the system, Rebel Fury: Battles of the American Civil War (GMT Games, 2024; if you’re interested, you can read my unboxing
post here).
I’ve
never played Mr Herman’s Gettysburg, but I do have a couple of games of Rebel Fury
under my belt now, so I had some familiarity with what will likely become know
system. What attracted me to Mars La Tour was the discrete nature of the
treatment; just twenty-five unit and administrative counters combined, and the
game plays out in just six turns on a 11” by 17” map. This, I thought, will be a good way to
introduce new people to the system’s features and concepts which, by no means
difficult to comprehend, do run counter to how things are normally managed in a
board wargame. My first test subject was my regular Monday game foil, my brother-in-law,
T.
T
played the Prussians, I took the French; I figured they would be the harder
side to play, at least in part because of the black-on-navy print is a
nightmare (they bring to mind the original counters from Par le feu, le fer et la foi (Hexasim, 2014) – to the publisher’s credit, my copy came
with a replacement set of Catholics). The victory conditions are simple: the
French player needs to get four infantry units off the board via two road exits
marked with the letters E and F (other lettered points around the board mark
the entry points for Prussian and French reinforcements). As the French, it’s
possible to get a couple of units off the board in the first turn or two, but
that’s going to leave you short-handed for the fighting retreat against the Prussians.
This was something I should have realised sooner.
I always
try to give an outline of the essential rules for a new game at the outset, then
qualify these or explain the exceptions as we go, but T was keen to jump
straight in. To his credit, he grokked the non-traditional movement rules and
their ramifications really quickly, much quicker than I did initially with Rebel
Fury. The beauty of what will probably come to be known as the Heritage system*
is the emphasis it places on manoeuvre. The units have two sides, a March
(manoeuvre) face and a Battle face. All infantry can move four hexes in March
mode, cavalry can move six (these are doubled if the movement is conducted
exclusively on roads). Players take turns moving one unit than another, or the
same one again. You read that right; you can keep moving a unit right up until
it finds itself in an enemy Zone of Influence (the ring of hexes circling the enemy
unit’s Zone of Control or EZOC, so a radius of two hexes from the unit), then
you flip to Battle status. You can even move out of a EZOI and revert to March
mode if your first hex move takes you out of the EZOI. But if you find yourself
adjacent to an enemy unit, you’re both anchored there until the end of the Movement
Phase, when Combat is addressed.
Another
feature of the system is the presence of a HQ marker that establishes a greater
zone of influence. It’s not a HQ as such, but a kind of centre of operational gravity.
Units within the range of the HQ may move freely inside of that radius, but friendly
units beginning outside of it must always move toward their HQ. In Mars La-Tour,
this provides a generous (though historically accurate) advantage to the
Prussians, who enjoy a command range of 8 to the French headquarters’ 5 hex sphere
of influence.
We were
both a little hesitant with our movement in the first turn. Map provides an
interesting field of battle, with a network of roads – these mark the entry points
for subsequent arrivals and facilitate good map coverage if you play it thoughtfully,
though trying to stick to the roads can prove hazardous for the French.
Early action. I swear, the blue pieces have come up way brighter and much easier to
read in the photos than they were on the table. No, I hadn't been drinking.
Combat is
delightfully swift and simple, with sometimes terrible results. When a unit
declares action against an adjacent unit, each player rolls a ten-sided die and
adds or subtracts any applied die-roll modifiers (DRM). For example, defensive
terrain will offer the defender a DRM
of+2 to their defence roll, while the presence of one o two stars on the
counter (representing superior troop quality or élan) will provide another point
or two advantage to the owner’s roll. Artillery is abstracted to a DRM of +2 at
the cost of an ammunition point, a scarce resource for both sides. If both sides
choose to apply artillery, an artillery duel is undertaken; each player rolls a
d6 and the player with the higher result gets to apply the modifier to their
roll, but on ties, nobody gets to use it (though the ammunition point cost
still applies).
The
difference in totals establishes both the winning side (the higher score) and the
fate of the losing unit. A differential of 1-2 will force a retreat, 3-4 and
the unit is “blown” (the unit is taken from the board and placed two turns
ahead on the turn track; they will return as a reinforcement on that turn), 5
or higher, and the losing unit is eliminated. Swift, simple and potentially
bloody.
The Turn Track (with scheduled reinforcements) above, and Ammunition Track (below).
A lot can happen in just six turns.
Looking
back on how the game played out, I realise I hadn’t spent enough time looking
at the map before we began. The French need to play a fighting retreat, the
same way as they did historically, although there’s nothing there to recommend
the tactic. Taking units off the board too early in the game just left me with
fewer manoeuvre options. I hate to admit it, but I think T noticed this before
I did. By the fifth turn I was using the defensive terrain to my advantage, but
early on T recognised where my late arrivals would be entering from and the
trajectory they would have to take to meet my HQ, and manoeuvred two of his newly
arrived troops to hamper their progress. By the third turn, I had three units
off the board, but with a couple of unsuccessful battles leading to the loss of
troops, and the eastern-most Prussians stalling the advance of my remaining
infantry, there was no way to cover the distance necessary of a chance of a fourth
exited French infantry unit. I conceded before the Combat phase of the sixth
turn. I don’t think Mars La-Tour is an unbalanced game, but I was caught
off-balance playing it this first time.
Mars La-Tour was part of a delivery of a handful of games from CSL. Another that arrived was Königgrätz, 3 July 1866 (Conflict Simulations Ltd, 2023), which also uses this system as well. That promises to be an interesting match; where Mars La-Tour represents the decisive action of the Franco-Prussian War, the Battle of Königgrätz was where the Austrian Empire had its hat handed to it by the Kingdom of Prussia. But that’s a game for another night.
* Rebel
Fury is the first volume of Mr Herman’s Civil War Heritage Series, with the
second volume, Army of the Potomac (GMT Games, ~2025) already doing well
on preorders, and reportedly a third volume currently in development.
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