Ghost Dad said:
I have a suggestion for the future:
Perhaps give each side 1 or 2 pioneer squads of 2 to 4 sappers each, instead of attaching them to units. Having a single sapper with a line infantry unit didn't really work: we didn't know what to do with him, and going all trench-warfare wherever we ended up seemed to cheapen the event. If instead there were simply pioneer units, they could concentrate their efforts to fortifying key areas such as artillery positions and chokepoints. Perhaps they could also have some musket armed troops with them as protection, but be relegated to a support role rather than a combat one. Something like 2-4 sappers with 2-4 musket-armed light infantry/line infantry fighting using light infantry rules.
It would also be good if you could lay out rules for fighting from defensive positions, since line tactics do not work inside buildings/bunkers.
If you read the new rules, they allow for a squad of 4 sappers for each side. That team is intended to fortify key positions on the map. Also, each infantry and skirmisher line is allowed to bring 1 sapper in their line if they wish. This is not required, but an option, and that 1 sapper is supposed to be used for destroying enemy fortifications, knocking down doors, and general support. The cannon crews are allowed to bring a few sappers for their own use, but they sacrifice armed guards in doing so. The rules are there to do what you are talking about, but it is up to you to make it happen. Nobody applied for sapper team, because I doubt few actually read the new rules enough to know they could. We need to find a good balanced number for build points, and then things will feel better. I thought 50 seemed ok, not too much, not too little.