Igor,
Actually what you wrote is exactly what happens now. If the outcome of the battle isn't valid (<10% or >90%) it's re-rolled entirely until a valid result occurs.
Piranha,
A L3 Barb with 58 strength is 83.5% likely to beat 1 Wolfrider. The Wolfriders 20 strength is meaningless in the 1v1 fight. The only chance of winning is the ambush roll. Adding more strength/hits to the Barb doesn't change the result in any manner since it's never possible to win more than 84% of the time due to the ambush. So once the dice range reaches 84-16, a Barb can never be killed by a lone Wolfrider and his ambush is useless in the same manner that a lone Orc ambush is useless now at 6%.
Now I realize a 1v1 battle won't qualify for the 84% range. But in a big hero stack I often leave my Barb up front on attack and on defense to prevent my opponent from weakening my stack with a wave of fodder units. Now I won't have to fear a lone Wolfrider (or 2 Orcs) killing my Barb in such cases.
You think:
0-75: 90
75-150: 89
150-225: 88 and so on?
Yes. Using base strength's only (no bonus). Base strength includes bless and individual bonus (+X attack, +X defend, swarm) but shouldn't include stack bonus because of how negative bonus's would get penalized. It probably should not include terrain bonus's either since the Unicorn's terrain negate would affect a battle much the same way.
I would probably limit things to 85-15 for now and see how that works out since it preserves a lone Wolfrider's ambush chance.
KGB