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Certainly bodyguard duty is one of the better use cases for clockwork soldiers, but a lot of assassins can easily kill two of them, and with the limit of 5 bodyguards and Ring of Warning no longer boosting that, there's no way to bring more.
And that's not even considering the cancerous EA Xibalba heroes who have assassin patience 5 and thus prevent any bodyguards from appearing at all.
My big complaint about retreat mechanics is that if you use elite troops like Celestial soldiers to protect an important commander, they rout if the enemy snipes the victim with say a bow, and thus die uselessly when they could run over and kill the assassin. Lost some very valuable troops that way once.
I think a good fix would be that every non mindless bodyguard should be treated as a commander for the purpose of the assassination battle... Just like how the commoners don't rout immediately from lack of a special leader.
Apparently patience 5 assassins is a Worthy heroes addition, so not Illwinter's responsibility.
Still, the Patience 3 assassins that LA Abysia gets are quite hard to fight with bodyguards unless you're one of the nations with national bodyguard units; there are no generic summons with that trait.
Agree that autosummon items are quite enough against most assassins. They also used to be commonly agreed to be the best equipment FOR assassins for a long time back iirc.
And agree about that running away shouldn't doom the victim. Though MAYbe the possibility could be restricted by the assassin's Patience again - say, they check out and block possible escape paths before moving in. But the reason, I think, is that escape would be too easy in most cases (unless flying or very fast assassins), making the option quite useless for the attacker... There may also be some problems with AI for these battles...
In the incident preceding this post I did have 5 bodyguards with the bodyguard trait, 3 of them where there and gave their lives which is why my mage had time to break and run.
In general I have no problem with the concept of assassins, that's fine. But if your target escapes thats a failed attempt, or at least it should be. What the heck happened? Did he escape the tavern just to trip and fall and break his neck? A friend of mine got into an even worse position where his pretender was horror marked and the neither his pretender or the horror could kill eachother. Eventually the pretender would hit the time cap and break and run and then die. That just doesn't make sense. The assassin literally could not kill him.
As for the Pretender case - well, this is a case of when an engine is not up to the task. In tabletop, this is when DM had to make some rcommon sense ruling. Computers can't do that (unless the programmer coded this beforehand, anyway %) ). Sorry.
Agree that a death on rout for a victim could be a workaround to prevent everyone just scripting "Retreat" on their important mages/researchers. But then again, it could be that the game just used the same procedure for Arena and assassination battles. Which seems to no longer be the case, but the old code may remain for a time.
Also, as I noted above, the victim's survival shouldn't be assured. If I was a (competent) assassin, I would make sure that the door the victim would run to would be stuck while I have, say, a rope ladder outside the window... ;)
In addition, the game still doesn't include a possibility for the assassin to just put some poison into the victim's food/wine. Or bump into the victim on the street, pricking them with a poisoned needle and continuing to walk as before... The tavern, etc, locations, with a chance for residents sleeping are, at least, a step in the right direction.
UPD: we shouldn't forget that assassins already have just a niche use in the game: most of them have about 50% to beat an indy commander or mid-level mage, and if you invest in their gear, they quickly start becoming so pricy that you may be better off with just investing the same into thugs supporting your field army - while still not being able to take giants, Vans, etc.. And those which are actually effective (Starchild, Abyssian flying ones, summons, etc.) are going to cost and may be more effective in other roles...
Which makes sense, his whole thing is that he is the most patient assassin ever and will wait for the perfect moment to strike. It's cool when heroes get actually unique abilities imho.
They're disregarding any logical actions and fleeing in sheer panic, making it easy for the assassin to catch up to and kill them without a struggle.
It's the Dominions equivalent of some random teenager running UP the stairs to escape a supernatural killer in any Summer horror movie. ;)
You never could script actions for victims in Assassination battles in any of the previous games.