For now, I'm forced to use the stacked Assassins to be competitive in 1v1 :/
It's a bit fun though. I'll have +50% group ambush from two units next turn, and we're only on turn 10!
I like KGB's suggestion. At least a cap would be helpful until the code for the heroes can be changed. That would also remove the odd situations when players have all of their units at 100% ambush and trade ambush rolls. With 70% group ambush max, units who actually use Ambush would then serve their purpose. Right now a scout is as good as a wolf rider at higher levels.
piranha wrote:I think putting a cap for group ambush is a good idea. Perhaps we need to do some rebalance already now? Is it as bad as it was with the demon?
It is not as bad as the demon in some ways, but it is far worse in others. Demons became the only unit worth building on wealthy maps, as they needed no help whatsoever to be very powerful, and there was no good counter. Assassins are not going to become the only unit anyone builds, but they are extremely overpowered at low-mid levels, especially in early turns. I have seen quite a few 100% ambush stacks by turn 15. This is about the time players first encounter each other on most maps, so you know how incredibly overpowering that is. Once an opponent reaches 70-100% ambush, the only way he can't easily win every battle is if you are defending in a city with more than 8 units. Even if you do manage to defend your front line cities with masses of units, your opponent has total map control.
This is also true on large maps such as Crescendo. It can be defeated with superior unit positioning and surprise tactics like flybys to burn enemy cities from the rear, but that is a matter of beating an unfair advantage by cunning. The game is always in favor of the Assassin user.