Maximum Slowing Effect (from Shooting)

Started by IanN, November 03, 2023, 07:55:19 AM

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IanN

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 

nikgaukroger

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.
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

LawrenceG

Is there any limit to the number of cards you can play to negate slows?

steads


IanN

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 ???


paulstovell

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.

rayfredjohn

That's very interesting. Very useful and I'm sure very little known.