mihalik wrote:
Hi,
I did some checking and found that only friendly artillery will cause you a problem with movement. I used Chancellorsville to do the checking but I think all the games are the same by now.
I spiked a Union battery on a woods trail. Union had to pay woods cost to go through it. Confederate units moved through at trail rate.
I also spiked a Union artillery in a ford. Confederates used the ford as normal, but Union units were prohibited.
One thing I have noticed is if you capture a stack of enemy artillery and the total exceeds stacking limits, nobody in the hex can fire.
Some clever programming on John's part, but it's a shame you have to find out all these things out the hard way.
These are even more reasons not to use this option, why should a spiked cannon affect units differently?