Using and Abusing Sneakers
Russ Jackson offers the following tips on opposing Sneakers:
1. You can see them coming so keep moving the General out of their way. If he's faster than them you can use him to decoy attacks attempting to penetrate your line and get to the stronghold, I call this the "carrot and stick maneuver".
2. Moving sneakers cost pips. If your enemy needs his pips elsewhere he may not have the luxuary of spending them on the sneaker. Ergo keep the action hard and fast on the battleline, launch counter-attacks, send a lone element after the enemy stronghold etc. Draw his attention away from the sneaker and his pips will follow. I call this the "Grasshopper maneuver".
3. Hunt them down with Magicians and magical attack. They don't fight but you can still use offensive magic against them. I call this the "Twat the B*****d maneuver".
Using tips 1 and 2 above (in a game last week) there was no successful attack against a General and no attack at all against my stronghold.
Alan Saunders offers the following notes on use of Sneakers:
Sneakers don't get any special abilities against Generals or Strongholds, they are just the only thing that suffers an adverse result when facing them in combat. Sneakers can still be used to pin or attack other elements though; get them behind the enemy battle line, then turn them round, so that the enemy is in their frontal zone. This will pin his line good and proper. To drive you off he will have to turn elements around or commit a reserve. Attack enemy elements; you may not be able to inflict a combat result on them, but if an enemy element is in combat it can't be acting as a overlap. Although unable to effect an enemy element, they are unlikely to be destroyed in combat as they have reasonable factors; at least against foot. They have the same factors as Blades.
The Sneaker's main ability is that it can pass through enemy elements. Used wisely it can make them very irritating to face.