Situation - French small dragoon unit moves up the side of a wood and into the arc of 2 small Austrian medium artillery units. Neither artillery unit has a valid target within range/1Mu pivot and nor were they within 2MU of each other. So both shoot separately at the dragoons, each inflicting 2 hits, translating into -1 cohesion loss from each which caused the Dragoons to waver.
We couldn't find anything to indicate that this wasn't the correct approach i.e. no statement preventing a unit being targeted more than once in a phase.
You did this correctly. You total up the dice for each target being shot at. So in your example the dragoons would have received 6 dice at long range (2x3) or 12 dice at medium/short range (2x6).
It is worth noting that when a shooting unit splits its fire, you need to allocate all relevant dice to a target before rolling. ie you cannot see how effective the first unit's shooting was before deciding how many dice from a second unit to allocate to that target.
You did the shooting correct but the target would take the total number of hits from firing not 2 separate results. So the Dragoons would use the 4+ hits on the results of firing chart which is -2 cohesion and retire as per outcome moves table.
Exit stage rear for the Froggies
Except the French will only drop one cohesion level, as you only lose one level if no firing was within 2MU as in this case. Outcome move is D6+2 not D6+4 as the French are only Disordered.
Pool all the firing dice from all the firing units to the target unit and then roll. Each unit only gets one roll per shooting phase.
Thanks - I think I found the line which we were looking for - page 54, column 2, penultimate para, last line - "Add together the hits on a single unit from all sources.....". Dragoons took 4 hits, which is -2 cohesion points but per bullet point three re fire not from including any from close range, effect is mitigated to disordered rather than wavering.
Missing that bullet point didn't help the french cause but as the unit was isolated from its general, my guns had no other more pressing target and the following turn of fire, had I consolidated the hits, the wavering result would have been achieved anyway; the following shooting round they took another 2 hits, breaking them. So the end result wouldn't have changed as they failed the CMT to turn away/retire in the interim.
You can only break a unit from firing if some of the dice were provided by a unit firing at close range (2MU). The dragoons would have to have retired D6+2 MU after your first firing phase as you got 4 hits which always results in an outcome move. That would most likely take them to long range for your next shooting (3 dice per artillery).