Sappers/Demos seem next to useless..and in a big battle it takes
incredible patience to use them (or maybe I'm not doing something
right?).
Any/All strategies appreciated...
--
crymson
In article <timbolEF...@netcom.com>, tim...@netcom.com (Mike Timbol) wrote:
> Sappers and their decendents are, more or less, useless for large battles.
> They take too long.
>
> What I do is fight the battle over a few turns, using plenty of Light
> Artillery, and several Light Cavalry (Hussars or Scouts).
>
> The Light Cav always moves before the Light Artillery, and they only take
> half damage. Use them to soak up all of the enemy artillery fire on the
> first round, while you move your own guns in place. Since your guns can
> move *AND* fire, you should be able to hit their artillery before their
> artillery pounds you back. That's key, because their just-damaged
> artillery does less damage.
>
One thing struck me reading this thread - did you guys realize that the
sapper can move all but one of his moves, and then dig for one square (his
last move point)? I use the trick above, attracting fire with Light Cav
or Skirmishers (which move before Sappers), and then run my Sapper forward
4 or 5 squares, and then dig the last one. You can hop your way forward
twice like this before getting in range of the defending infantry. So,
within 5 turns you can be blowing a hole in the wall, and you don't have to
dig a tunnel all the way in.
On that 5th turn (or however turns it works out to be), you charge with all
your cavalry (so you are then poised to go in through the hole), move your
Light Arty up to take their shot (preferably at the defending cannon) like
Mike describes, and you should be in great shape.
Patience is the key! : )
(that, and higher tech arty doesn't hurt in the slightest)
John
--
John Phelps - correct mailto: jphelps at austin.apple.com
Anything above represents my personal opinion, not my employer
So little time, so many games...
>One thing struck me reading this thread - did you guys realize that the
>sapper can move all but one of his moves, and then dig for one square (his
>last move point)? I use the trick above, attracting fire with Light Cav
>or Skirmishers (which move before Sappers), and then run my Sapper forward
>4 or 5 squares, and then dig the last one. You can hop your way forward
>twice like this before getting in range of the defending infantry. So,
>within 5 turns you can be blowing a hole in the wall, and you don't have to
>dig a tunnel all the way in.
Good thinking! I will be trying that in my next battle.
Jim Getzen
get...@home.com