During a recent game, a unit of infantry 3 files wide charged a unit of Mid Sassanid cavalry with 'Shower Shooting'. The infantry were 1BW away. The Sassanid fired and on 3 white dice scored three 'S' results. The resulting slowing effect was ....
from shooting 3 'hits' on a unit 3 bases wide = 2BW; plus and extra 1BW for each 'S' result (Shower shooing characteristic); total of 5BW. Stick - rooted to the spot. Ouch.
So, can a unit be slowed more than their normal move ? Not normally an issue, but had a Red card and wanted to push through. Is the calculation ... slowed by 5, push through impossible (even with Red card still slowed to 3BW, stop still); or is the maximum a unit can be slowed limited to their max move, so a Red card would enable then the charge to contact ??
For info,we played the latter, and watched in horror as the infantry were decimated in the melee
The extra slows from artillery, firearms and shower shooting add to any caused in the normal way from their shooting - PDF page 98 7 I 3. Nothing said about limiting it to the normal full move of the UG.
Is there any limit to the number of cards you can play to negate slows?
Quote from: LawrenceG on November 03, 2023, 10:25:59 AM
Is there any limit to the number of cards you can play to negate slows?
Yes 1
Quote from: nikgaukroger on November 03, 2023, 08:01:03 AM
The extra slows from artillery, firearms and shower shooting add to any caused in the normal way from their shooting - PDF page 98 7 I 3. Nothing said about limiting it to the normal full move of the UG.
So is that a yes - units can be slowed more than their normal move ???
Yes.
To add, shooting can only slow the first move of a double move so in some circumstances a unit nominally slowed by more than its move can still move. Not in a charge.
That's very interesting. Very useful and I'm sure very little known.