The HOTT Tactical Manual
Sneakers
Summary
Foot troops. Cost 3AP, may not be a CinC. Move 400p on road, 300p in good going, 200p in bad going. Combat factors are +5 vs foot or Stronghold, +3 vs mounted.
If they lose a combat they flee 600p.
If they are doubled in combat they are destroyed.
Opponents ignore adverse combat results unless a General, a Sneaker or a Stronghold.
Alan Saunders writes:
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. If the enemy has a strong mounted general, such as a Hero or Behemoth, it is best to steer clear of trying to kill him; after all, enemy generals may be the only element a Sneaker can affect, but they don't get any plusses when doing it, and mounted are their worst enemy. An enemy foot general, such as a Blade, should be out-manouvered using the interpenetration ability and forced to recoil into something unpleasant. If you are the attacker then a Sneaker should be used for a direct attack on the enemy Stronghold; they get a factor of 5 against it. You can, of course, support the Sneaker with Flyers or other aerials.
One possible use for Sneakers is to oppose enemy Sneakers. After all, wherever he can go, so can you.