#1 I DO appreciate CONSTRUCTIVE criticism... I've been in a really bad mood lately, and FYI, two sentences in one post hardly qualifies as "abusing the caps"
This: OMGWTFBBQ?!?!?!!!!!!!!11111111111shiftone TOHES CHEATING AI SUXXORS!!! ZOMG!!!! is abusing the caps... I was just cheesed off at what appeared to be a no-win situation (At the time I was so mad I was on the verge of breaking my keyboard in half!) I'm sorry I snapped at you, ok... You know, 'tis the season, peace on earth and all that, and I was being a real humbug.
#2 I had not one, but TWO generals (so I could get the maximum stack size) along, and all they could do is MAYBE get one or two guns to stop their headlong retreats long enough to get blown into oblivion.
#3 I decided to try it again, but with a few different tactics... This time, I sent in a combined force of 6 Sharpshooters, 2 Carbine Cav, 6 Siege Cannons and two generals...
Surprisingly, even though the first round went just like I expected, i.e. the enemy got 12 shots right off the bat, for some reason their cannons WEREN'T able to one-shot my sharpshooters (normally they could send any of my Siege guns packing with a single hit), and I was able to get all my units into range (except one Siege gun that they sent packing), and was able to breach the wall and almost take out one of their 3 non-fort guns in the first round.... I was able to eventually take out one of the fort guns (waste of time, since they automatically regenerate if you don't take the fort completely out) and two of their actual Siege Cannons...
Of course, the cost was rather high: I lost three siege cannons, 2 Carbine Cavalry, 1 Sharpshooter and both generals before being forced to retreat.
The next turn, on the other hand, was a different story, because THIS time, they only had 4 defenders (5 if you count their lame-duck general) to try and stop what I had coming down the pipeline: I sent in my three Guards (Heavy Inf), my one light cavalry, my last general in the theater of operations, a spear Cav and 8 siege guns.
I was able to wipe out the last of their defenses with only losing the light cav (blown away in the first move!) and one siege gun, and France is no more.
So, notes to self for future ref:
Train more Sharpshooters... Somehow, in defiance of all logic, they can actually take 2-3 hits from a siege gun and still keep going somehow, when my heavy artillery gets one-shoted (of course, I'm used to playing Age of Empires III where you need a serious cavalry force or culverins (dedicated anti-artillery artillery) to take out even a relatively small group of them before they are able to level half your base... Oh, and did I mention that AoE artillery, with the exception of said Culverins, can wipe out about 7 infantry per shot?).... Ditto goes for Carbine Cavalry and Guard Infantry... Just use my siege cannons to breach the walls from a safe distance, then send everyone forward to take advantage of it... Still, dealing with what essentially amounted to a 6-siege cannon force was NOT fun (I still need to re-build my forces, but I got plenty of resources to do it with.... My artisans (apprentices, Journeymen and Masters) are cranking out 20 wood, steel and cast iron per turn, and that's not counting the stuff that my various heavily-developed provinces are auto-producing....