Maze wrote:If it *IS* randomly losing your stacks and you are afraid something that bad happen to your pumped up stack, what's the difference with a high ambush stack with cheap units? Same randomness, same pumped up stack you can lose against a "cheap" ambush stack and benefit the weaker player.
Big big difference.
A cheap stack with ambush requires a player to invest in such units (gold+time to build+cities need to build them+defend such cities from being captured), requires that player to accumulate them in a single spot (moving/vectoring), requires them to manage to effectively use them against the hero stack (hiding them/boosted movement etc). That's 3 different skills a player is required to do in order to ambush a big stack.
Your random city roll requires the player to do NOTHING. Just wait for an NAP to end and hope they kill nearby enemies. There is no skill needed here.
Maze wrote:And I am not talking about "something magical that killed them" but a city that makes an army desert like in real life warfare. And it's not "an empty city" like it's not an empty city producing the goods and creating the income. A non-defended city is not an empty city. Sure military-wise no-one will blame you for calling a non-defended city empty in Warbarons (we all do so), but when talking about a new feature that can make an army desert, it's not "magic": production does not come from a box: normal citizens were trained to become high infantry etc. and normal citizens are producing swords, catapults, ... and even the walls that you can upgrade.
If such peasants were capable of killing armies why aren't they always doing it? Why only as part of an NAP. Why doesn't every city have a chance to slay every stack that comes near it regardless of an NAP? What's the magic of the NAP? We have NAPs in real life (NATO) and I don't believe for 1 second that if the USA went to war with a NATO country it has a base in (like say Germany) that a bunch of German office workers would be able to kill trained armed soldiers on the US bases. Heck, only 150,000 soldiers in Iraq were enough to control 31 million civilians and it wasn't much different in ancient times (only a small number of Roman soldiers were needed to control places like all of Britain).
Maze wrote:And so what if a weaker player wants to risk his stack (at let's say 70% risk to lose it) and hopes to be able to hurt you in case the odds are against you? Again that can happen with a cheap ambush stack vs your pumped up stack as well and is part of the game and strategy. But which player would do something like that? Most cases are not when there are other players involved but when it's just the two of you left, and if you are really that much stronger than him and he hopes to be able to raze your cities, why can't you do the same with not one but three or four stacks? A loooooot must happen before the balance flips over from one player winning to the other.
If you aren't risking everything when you are WAY behind then you are doing something wrong. The further behind you get the bigger and crazier the risks you should be taking. If you play or watch Poker it's just like when someone is down to a small stack of chips and keeps going all-in. The only way they can get back in the game is by winning a bunch of lucky all-in calls, not by trying to steal some blinds and gradually work their way back in. Or imagine you go to Vegas with 50K and want to double your money. Are you better off putting it all on 1 hand of blackjack (or whatever your favorite game is) or trying to win it $50 a hand? It's obvious the best odds come from playing 1 hand for 50K. Same in Warbarons. When far behind you should totally risk a hero clash when you have only 15% chance to win. When far ahead you should never risk an 85% hero battle because there is no reason to take such a risk.
And flipping the balance can happen a lot easier than you think. I've done it in some games on the strength of a hero showdown followed by a quick raze fest into their cities. In a 25-15 city game razing 5 cities might be enough to get you back in if it's the right 5 cities (his best production). There is a big psychological factor in Warbarons (like in Poker) you can learn take advantage of. I have seen many games given away after a bad hero beat (lose an 85% battle) when a player becomes despondent over the battle or is over reliant on their heroes and can't play without them or a player just gives up if they lose 4-5 cities to razing because they can't handle losses.
Maze wrote:I like the idea of having a limited set of armies and e.g. good vs evil. There are already a couple of maps having such starting positions but after a couple of turns no-one remembers who is who and it's actually not relevant anymore due to the having the full set of units available for production.
I suspect it's something for future releases. Or at least I hope that kind of option comes into the game at some point so that you don't see Elves freely mixing with Orcs type thing.
KGB