by LPhillips » Fri Mar 11, 2011 6:44 am
That combat system had a very mixed reception in W4. Erring on the side of highly negative when veterans compared it with past incarnations. It really is best to let it be dead.
If you want an Assassin, this is my suggestion:
14 move
2 str
banding+1 (capped at +5, prior to normal bonus application/cap)
cancel command (or hero, or item?)
I think it would have to be a 3-turn unit. 4 renders it rather useless, 2 is far too cheap. It would need to be fairly expensive, like current 3-turn units are. There would also need to be a unit that canceled banding bonuses which players could reasonably buy and employ if they saw Assassins in play. Maybe another 3-turn. To build a squad of these Assassins would take 2 castles 12 turns.
The problem is working out the bonus that makes it effective vs. heroes. I don't know how complicated you're willing to get, but a careful description would enable you to let it "cancel hero" when only Assassins were in the stack. Then it would never replace the Archon. Also, you could enable Rogue-class heroes to have (or learn) the Assassin tag, allowing them to travel with Assassins and utilize the Assassins' anti-hero abilities.
Give it some thought, and careful consideration. I think it's very well-balanced. Sure, you can have 3-turn 7 strength units (or higher with a Rogue hero and bonuses), but an effective counter turns it into a stack of 2-strength units. And you can't effectively mix in other units, as it reduces the banding bonus and removes the anti-hero ability. They're not fast enough to blaze through enemy territory. And finally, they have the potential to kill up to mid-strength hero stacks, but will never nuke/resist super-stacks on their own.