LPhillips,
LPhillips wrote:I'm afraid that could defeat the purpose of the "nerf". It's to make Ambush no longer a perfect city defense, but relegate it instead to interception without making it completely useless in defense. It will be the best and only feasible city defense again if you need many, many super stacks to kill a city with one bonus in it. Because: Ambush isn't useful attacking a city, and if both players have roughly equivalent units the defender will always enforce a stalemate as now.
Again, it's not Ambush that's the problem. The problem is that cities spread bonus's over 32 defenders. That's ultimately what's going to have to be fixed in the game. Otherwise we'll be back here discussing why 27 HI boosted by a Unicorn/Devil/RD/DK/Pally are unstoppable. I mean even a L5 DK with -9 Chaos, a Unicorn and a Devil and L6 walls and HI will take crazy amounts of units to kill simply because of how much effect those bonus units have over 32 defenders.
If you cap the max group ambush in a city at 560 then the example simulation I gave (Hv Inf, 1 hero) won't be capable of stopping a super stack PURELY ON AMBUSH. 32 units with 10% ambush won't kill any more than 8 units with 70 because the smoothing function won't allow it (in other words 3 Orcs with 8% ambush will never ever get 3 ambush hits because that's far outside the norm. They won't even get 2 ambush hits). In that case Ambush won't be useful at all because a super hero stack will rub his hand with glee at a city with 32 weak defenders limited to 560 pts of Group Ambush because it's just a gob of free XP.
If it's *that* much of a problem the game is better off changing Orcs to 15% Ambush, WolfRiders to 25%, Ghosts to 40% and drop the Group Ambush power entirely from the Ghost. Then adjust the Assassin to 5% Gp Ambush per level capped at 25% and increase his Chaos in cities to +2 for 10 points so he has something else to invest in.
But instead I'd rather fix the problem of cities spreading bonus's over 32 defenders because we'll be back here again nerfing another power before you know it.
Piranha,
Your suggestion might be OK. But it needs to work for all the other bonus's too (Morale, Fear, Chaos, Leadership, Negates) because those have the exact same problem. 1 unit spreads it's powers over 32 instead of 8.
There are some obvious things that could be done:
1) You could divide the bonus's by the defending stacks. In other words if you have only 1 RD in a city and 4 stacks then each stack would only get 2.5 morale instead of 10. So that it would require 4 RD's in a city (1 per stack) to get the full 10 morale. Or maybe the stack with the RD gets full 10 and the others only 1/4 rounded down or 2. That would mean Ghosts would only give 2% Gp Ambush to other stacks in a city instead of 8 and Medsusas would only give 1 Fear to other stacks, Devils Negate would only be 2 for other stacks etc. Makes combat display a bit more complex but it really helps with 1 unit spreading too much power. Needs a bit more fleshing out obviously.
2) Reduce the number of stacks that can be in a city. Right now it's always 4. But what if the number of stacks allowed was tied to the wall level?
Wall Level 0-2: 1 stack
Wall Level 3-5: 2 stacks
Wall Level 6-7: 3 stacks
Wall Level 8: 4 stacks
Now you need to spend a fair bit of gold to put more stacks in the city. On the map you can just place a Red X over the other squares to indicate they can't hold stacks (Ideally graphics would change to reflect city levels but that's going to be costly). You'd still allow movement through those squares at a cost of 1 so armies can enter/exit but just can't stop on those squares until the walls were upgraded.
3) Or you can introduce new powers similar to what DLR had in Poison (-10 combat)/Disease(-1 hits). Basically powers that last a full turn so that multiple attacking stacks can benefit from them. So an attacker could poison/disease most of a city with 1 stack then use follow up stacks to beat the weakened defenders.
KGB