Improve Shaolin Mobility
There are many "Fix Shaolin" threads. This one has a theme and the theme is mobility.
This is the thread to discuss just two topics.
-
Whether giving Shaolin incentive and facility to move is a good thing, and
-
The best way to do so.
This thread is not about making shaolin stronger in the sense of improving its win ratio, even though ArtNJ has demonstrated its necessity. This thread is about making shaolin fun. Balance adjustments must come afterward.
Here are a couple ideas to get the discussion rolling. One is mine and one is EAyopa's. I am not certain which one's better.
- Give an extra or free AP for moving a 3rd different unit in a single. Possibly also combined with this, kill 4 and 5 combo bonus. This incentivises movement of groups.
- Let the combo-bonus extend from turn to turn. Let it degrade by 1 each turn. (I will paste in EAyopa's explanation below.) I think heaing by the other team should reset it. I also think it shouldn't degrade the first turn.
Which of these is better? How do we make Shaolin better?
EAyopa's great idea from http://www.robotentertainment.com/forum/topic/Shaolin-are-4-26-League-Play
1) Make combo points persist between turns. Right now, they expire at the end of the turn, but let them stay on a unit. And also have them fade off a unit at a rate of one per turn. What this means is if you have 1 combo point on a unit, it's good for one round. If you have four, next round, your tagged target starts with 4 combo points, but then diminishes to 3 a turn later, and so forth. This counteracts the lack of high base damage units and also would mitigate the low buff of the combo potion. It would also encourage combo'ing because it would give you greater flexibility and allow you to slowly build it up. This would solve the AP cap problem since you no longer have just 5 AP to execute a combo (since you can use AP from your previous rounds to place the first or more combo points). And you have greater freedom in the targets you can choose because you could spend some turns tagging multiple targets for future capitalization. I don't think it would unbalance the team too much, especially with the fading effect, and really needs you to commit to the kill in order to fully take advantage. But I think something needs to be done to encourage combo use and because the combo mechanic as it stands now is too clumsy to use due to the inherent limitations of only having 5AP and 2-move increments to do it in. Also, as a side effect, I think this would encourage use of the Shadow as well, as he would be the perfect setup man with his 3 movement.
Good analysis. just to flush out things, There are many other ways this could be done, for example:
1. Make one of the units in the team move once per turn, for "free" note that move is not attack. The free moving unit could be the monk, for example. So he could move 2 for free, and then any subsequent moves wi that same monk cost APs as normal. Now monks are good because every turn you can move them 2 spaces as you please. This would help you get combos and position or to do some hit and runs wi them.
1B) Or if this is too strong, give the monks a "charge" like the chieftain so that they can strike and move at the same time, if they move in a straight line of 2 or 3 spaces. Same concept could be applied to other units but the monk would be a nice candidate.
2. Make the combo potion not cost an AP to use, now could get to 2 and 3 combo in one turn, and get position at the same time you used it.
3. Make the combo potion also give you move-speed, like the Sandvich (but I prefer free AP actually)
4. Make guys move faster, like the monk move 3 (as has been stated). Because the monk has 1000 life he can take hits, so even though moving forward and hitting with two guys instead of 1 is not as effective as hitting wi one guy 4 times, it will give you some position. If you previously poisoned the target though, a two - guy combo can be sufficient to KO in one turn.
5. Make combos last between turns and degrade by 1-level per turn is an excellent idea, so I'm putting it back here again.
however, just to counter-argue for a second, I don't think the team is that far off being effective. If the Tf2 and DW get some AOE splash reduction and then Shaolin get a move 3 monk and some additional resistance on the wind blade and a bit more wind blade splash damage, the team will already be doing a lot better. Letting the Shadow heal with its 100 attack would increase your healing options and make the team suck just a little less at its healing. If another buff is required, I'd go for making the Combo Potion cost 0 AP to use, which would make it a lot more useful because you could get from it more easily a Tripple combo in the same action and counter their mobility limitations. It would also make their potion just that much more unique too (not just a version of meat).
I think it was also mentioned that the wind blade shouldn't be in an asymmetrical shape, because you can't predict it. That would also help.
The most exciting proposed change though, is the persistent and slowly disappearing combos... Here's to hoping Robots fall in love with that idea! It's golden.
1B) Or if this is too strong, give the monks a "charge" like the chieftain so that they can strike and move at the same time, if they move in a straight line of 2 or 3 spaces. Same concept could be applied to other units but the monk would be a nice candidate.
How about giving ANY SL unit a charge attack at their normal movement range ONLY WHEN the combo counter is at 2? It'll be difficult to set it up, but devastating when you do... That would allow you to get that important 3rd hit in before you run out of 5AP...
i.e.
1: move A
2: hit with A
3: move B
4: hit with B
5: charge-attack with C oftentimes leading to a KO (or, if AP4 KO'd a guy, your charge might end up hitting the guy behind the downed unit, so that your charge stomps as well!)
In addition, the combo potion would then also really encourage combo's:
1: pot A
2: move A
3: hit hard with A
4: KO-charge with B
5: you now have an extra AP to stomp, retreat, or move up another unit for position!
I am no fan of the persistent combo points. I'd expect it will encourage turtling even more than the current situation: once a few of my units are "tagged" it'll be very difficult to do any meaningful attack in which I deal more than I receive.... So I'll withdraw and build my own fortress. except that, now, I can't keep the same guys up front, because they will get tagged, so I can't keep up with the run-out-and-poke/tag strategy that a smart SL player should adopt in this situation, because it leaves me with no solutions other than either withdrawing further or going for an all-out-fingers-crossed-suicide-run. Neither of which seem like fun scenarios for me.
An idea occurred to me yesterday while mulling over ways to improve the monk through mobility. Simply refund his move AP if he ends his move in an empty (no corpse, no bonus tile) tile adjacent to an ally. This improves his ability to add to combos despite being melee while also improving his tanking ability by letting him get in front of a squishy teammate.
I'll respond more thoughtfully in a bit but I just have to say after moving through some shaolin vs shaolin games just now.
Shaolin vs shaolin is WWI trench warfare. Anyone stupid enough to leave the trenches is simply gunned down.
I don't think I have ever saw "Unspent Action" before team shaolin.
I'll respond more thoughtfully in a bit but I just have to say after moving through some shaolin vs shaolin games just now.
Shaolin vs shaolin is WWI trench warfare. Anyone stupid enough to leave the trenches is simply gunned down.
I don't think I have ever saw "Unspent Action" before team shaolin.
Your description is correct except that I would expand upon it by mentioning that both sides have weapons not from that era of warfare. The trench crossing machine that is the shadow and the big boy and Fatman in the form of the two dragons. These can change the fight
We all know why this post is here
What's going on, red? Severe case of the déjà vus?
We all know why this post is here
That's funny, Red. It tripped me up for a few seconds till I applied a Dope-Slap™ directly to the forehead.
Good analysis. just to flush out things, There are many other ways this could be done, for example:
1. Make one of the units in the team move once per turn, for "free" note that move is not attack. The free moving unit could be the monk, for example. So he could move 2 for free, and then any subsequent moves wi that same monk cost APs as normal. Now monks are good because every turn you can move them 2 spaces as you please. This would help you get combos and position or to do some hit and runs wi them.
1B) Or if this is too strong, give the monks a "charge" like the chieftain so that they can strike and move at the same time, if they move in a straight line of 2 or 3 spaces. Same concept could be applied to other units but the monk would be a nice candidate.
2. Make the combo potion not cost an AP to use, now could get to 2 and 3 combo in one turn, and get position at the same time you used it.
3. Make the combo potion also give you move-speed, like the Sandvich (but I prefer free AP actually)
4. Make guys move faster, like the monk move 3 (as has been stated). Because the monk has 1000 life he can take hits, so even though moving forward and hitting with two guys instead of 1 is not as effective as hitting wi one guy 4 times, it will give you some position. If you previously poisoned the target though, a two - guy combo can be sufficient to KO in one turn.
5. Make combos last between turns and degrade by 1-level per turn is an excellent idea, so I'm putting it back here again.
however, just to counter-argue for a second, I don't think the team is that far off being effective. If the Tf2 and DW get some AOE splash reduction and then Shaolin get a move 3 monk and some additional resistance on the wind blade and a bit more wind blade splash damage, the team will already be doing a lot better. Letting the Shadow heal with its 100 attack would increase your healing options and make the team suck just a little less at its healing. If another buff is required, I'd go for making the Combo Potion cost 0 AP to use, which would make it a lot more useful because you could get from it more easily a Tripple combo in the same action and counter their mobility limitations. It would also make their potion just that much more unique too (not just a version of meat).
I think it was also mentioned that the wind blade shouldn't be in an asymmetrical shape, because you can't predict it. That would also help.
The most exciting proposed change though, is the persistent and slowly disappearing combos... Here's to hoping Robots fall in love with that idea! It's golden.
Excellent Ideas.
Your combo-potion ideas would certainly make them stronger. And probably something needs to be done about them because unless you happen to be in the rare situation where you have a crippled unit in a position to take down a big target with just a little help, I'd much rather have a scroll. But because there are only two potions, I don't think they'd substantially improve shaolin's fun-itude.
Notice though, Eoyope's idea will improve the value of combo-potions, as you'll be able to build on a combo started in a previous turn or threaten to extend its value into the next turn.
I like your free movement ideas, too. But, like my idea, they are kind of arbitrary, more stuff to know... "Yeah, Monk has another wierd thing peculiar to Monk."
The more I think about it, I am more and more inclined to go all in on Eayopa's idea. It is the least weird and arbitrary idea that increases shaolins ability to use its "thing" offensively. As I said above, healing needs to kill the combo aura. I worry that it might make them OP. But I say again to RE. Do the following, in this order. First, make Shaoliin fun. Then, balance relative to other teams. If a nerf is needed, worry about that after they are fun. And by fun I mean mobile.
Some more thought is needed to make a decent guess whether Eayopa's idea improves Shaolin vs Shaolin. Eayopa doesn't make defense any less strong, does it? It'd be cool if RE implemented it and called it Shaolin 2.0 beta. It would make shaolin vs shaoling games shorter. That's gotta be a good thing.
If we wanted to make the combo bonus purely offensive, rather than defensive, the rule would have to be that you only get combo damage if you move the unit at least once before you strike. Now this might get clumsy (would require a new visual similar to angry) but it would make turtle less significant than offensive use of combos. Or rather you'd have to move a bit to use it defensively.
(Not saying this idea is practical, or realistic... But it would resolve the turtle aspect a little)
I too am a fan of the fading combos...
as for Shaolin vs Shaolin games. They are quite nice actually. I find its all about posturing to get multiple combos on the enemy crystal, this forcing your opponent to attack you, which is better cause you are then stronger. Use consumables like in any other game to kill key units. If one team gets the shadow first, or draws 3 monks instead of 3 poisoners... Well then it's an uphill game.
I was playing as Shaolin against a pretty good Dwarves player and it came to a nail-biting end. I was there trying to defend my last crystal (at 3%) and he only had 2 units left on the field. It was my turn and I could kill one of his units in 3AP. With the final 2 AP I needed to reposition my units to guard the crystal, but unfortunately my Monk was out of position by 1 square, meaning my opponent was able to take the crystal on his next turn. Had the Monk had 3 movement, I would have won the game.
Really frustrating, especially when we all know the Monk will undoubtedly be given 3 movement in the next patch.
I like the combo points sticking around and degrading, but I think if it happens on multiple units it may be OP. I think one unit (the last one hit) should have their points stay on in between turns.
Move up with A, strike with A twice, move A back, inch forward with B. Unit is debuffed and has a combo point still hanging out.
I like the combo points sticking around and degrading, but I think if it happens on multiple units it may be OP. I think one unit (the last one hit) should have their points stay on in between turns.
Move up with A, strike with A twice, move A back, inch forward with B. Unit is debuffed and has a combo point still hanging out.
Consdiering how bad they are doing and how hard it is to get to a level-2 combo without then loosing your gals who did it (windblade KO'd in retaliation most likely) I don't think it would be seriously OP. In most situations you might have a single target with a level 2 combo which degraded to level 1 on your turn. They can easily just move that guy away, and it will fade to zero, or KO your threat and make it impossible to get a follow-up on it.
The real quesiton with the mechanic is: can the same unit trigger a combo-2 if it hits the unit again or does it have to be a new unit? That makes it impractical to follow (very hard to remember who hit who between turns) and also hard for your opponent to keep track of. If any unit can start to add combos after a degration then yeah, it could be quite powerful cause once tagged, any unit can get a first-hit of 400... that might indeed be OP.
I like the combo points sticking around and degrading, but I think if it happens on multiple units it may be OP. I think one unit (the last one hit) should have their points stay on in between turns.
Move up with A, strike with A twice, move A back, inch forward with B. Unit is debuffed and has a combo point still hanging out.
Consdiering how bad they are doing and how hard it is to get to a level-2 combo without then loosing your gals who did it (windblade KO'd in retaliation most likely) I don't think it would be seriously OP. In most situations you might have a single target with a level 2 combo which degraded to level 1 on your turn. They can easily just move that guy away, and it will fade to zero, or KO your threat and make it impossible to get a follow-up on it.
The real quesiton with the mechanic is: can the same unit trigger a combo-2 if it hits the unit again or does it have to be a new unit? That makes it impractical to follow (very hard to remember who hit who between turns) and also hard for your opponent to keep track of. If any unit can start to add combos after a degration then yeah, it could be quite powerful cause once tagged, any unit can get a first-hit of 400... that might indeed be OP.
Tracking and adjusting stacked aging combo fades is a programming nightmare and not a practical buff, albeit an inspired creative one.
Think about it, combo from one unit is fading, but then another unit adds a new combo point to the stack. Then next round another is added from the 1st unit. No, thank-you! (of course there's someone that will write an app for download to assist in calc & track - "Combo Hero" or "Fade Academy").
As mentioned before somewhere (I think Trip?), balance changes need to be simple and straight forward. The less nuanced, the better. That makes sense from a play point of view and a programming point of view. You think there's bugs now? Just add this mechanism and I guarantee there will be ludicrous stacking calc errors.
Yeah, I agree. For a while I thought it was a brilliant idea, but as I actually worked it out, it becomes very unweildy... well, I think everyone agrees the monks should move 3. That leaves then at least one windblade buff and "maybe" a Toasit buff on the table to go with it. A buff to Taoist or Windblade in addition to Monk would be welcome, whatever it ends up being. Hopefully something thematic that helps the team stand apart and also helps them to use their combos more effectively. Adding another vector OR increase damage and make the 2 split hits be mirrors of each other rather than random, some resistances (base magical and/or physical armor), or extra range are all fairly simple and would really help. A "free" AP combo-potion would also be very-very welcome as a means to get in a combo when moving for a reversal...
Tracking and adjusting stacked aging combo fades is a programming nightmare and not a practical buff, albeit an inspired creative one.
Think about it, combo from one unit is fading, but then another unit adds a new combo point to the stack. Then next round another is added from the 1st unit. No, thank-you! (of course there's someone that will write an app for download to assist in calc & track - "Combo Hero" or "Fade Academy").
As mentioned before somewhere (I think Trip?), balance changes need to be simple and straight forward. The less nuanced, the better. That makes sense from a play point of view and a programming point of view. You think there's bugs now? Just add this mechanism and I guarantee there will be ludicrous stacking calc errors.
I agree that Eoyopa would make it difficult for a human to predict the future. But the progressive combo bonus, especially with windblades involved, is already nearly impossible to predict accurately, for next turn and beyond. And I generally agree wholeheartedly, (and have stated elsewhere), that balance changes should be easily understood.
I don't agree, however, that it is a terribly difficult programming challenge, or rather, much more difficult than the existing one.
Each unit maintains a queue (FIFO) of recent different hitters. The length of the queue determines the graphic the unit displays and the damage bonus if one is merited. When a unit gets hit, the queue is checked to see if that hitter is in the queue, if not, the hitter is added to the queue the graphic displayed and the bonus applied. They must do this already. Now, instead of clearing the queue at the end of the turn, you just delete the bottom entry. Also, now, probably, if someone hits who is already in the queue, you don't apply the bonus but you pull them out and put them on top of the queue. As I have recommended above, healing should clear the queue.
As I said above, I am sympathic to the simple rule argument. But I still think Eoypoa is the best idea anyone's thought of to save the progressive combo mechanic, which is currently, a waist deep layer of tar on the board.
How about giving the monk some resistance. He makes a lousy meatshield at the moment. He can be 4hit by 300 dmg units. This saddens me
How about giving the monk some resistance. He makes a lousy meatshield at the moment. He can be 4hit by 300 dmg units. This saddens me
"saddens you"?! Just think about how the monk feels!
Just think about how the monk feels!
Most likely cold and squishy, but he'll make a good taxidermied rug.
Most likely cold and squishy, but he'll make a good taxidermied rug.
Touché
I just think of the Monk as a walking bamboo piece now. Use him to block LOS, suicide him into a buffed guy if you can't do anything else (desperation move...), or just hold an important square. Really his best use is just a LOS blocker at the moment...
;-)
(And clearly Bamboo is better than he is, 1200 vs 1000 life, can deploy anywhere, monk can't -- poor monk!)
I just think of the Monk as a walking bamboo piece now. Use him to block LOS, suicide him into a buffed guy if you can't do anything else (desperation move...), or just hold an important square. Really his best use is just a LOS blocker at the moment...
;-)
(And clearly Bamboo is better than he is, 1200 vs 1000 life, can deploy anywhere, monk can't -- poor monk!)
Still... the poor schmuck is either mashugana or gotta lotta chutzpah to schlep all the way across the board only to get his tuchus kicked.
Although range 3 Monk would definitely improve Monk and would be a welcome buff to shaolin, it doesn't address the fact that shaolin still can't move more than 1 unit and hurt a fly with said units in the same turn.
Here's an obvious idea no one has really commented on.
Make combo 2 bonus damage bigger. Make combo 3 bonus massive. And eliminate 4 and 5.
The concept here is that 4 and 5 can only be used defensively anyway so get rid of them.
I think this idea would probably need to include poisoner nerfing to keep shaolin from being too strong, and to ensure that poisoner hit + another unit hit does more damage than poisoner hit + poisoner hit.
I wanted to add my .02 on the mobility of the shaolin. I've got about 40 games under the belt now with mostly wins. When I fail I fail very hard - usually to better skilled players or aggressive play with more range / mobility tactics.
I do seem to spend many AP trying to move my units around or get into a certain position. The combo system as stated above is hindered by the need to move within 5AP.
I'm going to focus on not adding mobility range to movement of the existing balance. Already four units have range 3 attacks. That puts them tied with dwarves and behind TF2. Whoa TF2 has 8 units that have range 3 or greater, and ahead of the rest.
In keeping with the theme of the team, and the team trait - let's boost the ability to pull off combos using chi. This probably goes against the simple balance change philosophy though so may never be on the table for consideration. It's like the combo counter tokens with upkeep idea but make changes to the combo points within the same 5ap turn so we don't have to do token upkeep calculations.
What does this mean? Perhaps the move two, one hit range one for -25% debuff monk can have a chi move. Maybe a chi push. that is range two or three attack. It's purpose is to disrupt the target by adding a combo point. a knockback component may be added to this to make it a true chi push. 0-100 damage inflicted as needed. Of course the mark of death touch is not used so the -25% debuff is not applied when using the monk's ranged chi move. Also lets keep the mark of death applicable until the monk gets his hands dirty with something else just like it stands now.
Taoist chi buff - you're running the defensive shaolin huddle play. It's time to put those debuffing taoists to buffing shaolin chi. target friendly units within range three that are at full health - adds one combo chi point so on that unit's following attack two combo point counters are dropped. They can glow blue like potion'd units. modify the potion so it acts like a chi buff. such that normal damage is applied on next attack but two combo counters are dropped on the target. Otherwise you will run into ultra two hit combo city. Also if allowed then this could let you pass chi to converted units allowing them to take part in the combo attack of the team. Welcome to the team* (*how many of you have converted and kept a full health unit? 1440 heavy anyone?)
All of this forces you to incorporate two or three hit combos for maximum damage (with rarely seen 4 & 5 combo point hits damage), but instead of moving around the shaolin are concentratrating around.
Overpowered? Then treat the chi counters like a medic connection - damage disrupts concentration and chi buff is lost.
I know too complicated but a shaolin can dream right? They've never made a balance change that added 3x3 stacking auras, changed a spell side effect, increased ranged damage, boosted buff blocking bubbles and their range, modified AOE and crystal boosted damage before for a single team balance change. Oh right...
You smart people - shoot it down in flames or take it and make it something that can be on the table. I just want my monk to be able to push you around and make a floaty combo point spin around you using his concentration skills.
Ok, well since this is a mobility thread, I tried to think of a mobility idea. No clue if its even good.
I see a lot of "you can really only move one unit up and hit like a wet noodle, move them away and not really get to use the combo system" posts. So I started analyzing that.
My focus on my proposal is the "and then move away" portion. I am calling it the "Two Steps Forward, One Step Back" idea (patten pending).
For this scenario, lets assume you have a unit already in position to add a combo point, they are on a defensive tile and upgraded pretty well. You spawn in a new unit (down to 4 AP), move that unit twice into range (down to 2 AP), and attack twice, once with each unit (0 AP). Now, both of your units are in range to take some damage next turn, and for what? An extra 200 damage that probably could have been done with the unit already in range. Thus rendering the Combo Point system a little lack luster.
So, same scenario: you get both of your guys into attack position. You attack first with the unit you just spawned and moved twice, but when you hit with the second unit, after the damage is applied, your first attacker can move one space. It would just automatically pop up as the blue movement shading after you land the hit - you can choose to select a square one space away, or not.
With that in mind, your upgraded unit would still be sittin' pretty on his defensive tile, but your guy that you just spawned and moved up can now move a square away. Not a huge buff to a fast movement forward game (like giving all these units 3 movement), but buffs the "slowly inch forward" theme this team seems to have. That one square away could put that unit back towards your healer, onto a premium square, or suicide throw him deeper into the fray. It isn't a free AP, so it doesn't steal thunder from TF2 - its just a free movement space to the unit that starts the combo train off. Hell, it could be given to everyone in the combo chain that has someone attack after them.
Also, before this argument appears: yes, they have stated that simple buffs like "more resistance" and "one more movement point" are easier fixes, but I'd like to point out that there was a time when the Paladin didn't give a 5% aura bonus to all surrounding units, but it still happened. I feel like this team should be able to really punish a "turtle" tactic, but it can't because the hit and run motiff doesn't work for them. If they could get just one space away, it could allow a slow, but steady push forward.
Also, before this argument appears: yes, they have stated that simple buffs like "more resistance" and "one more movement point" are easier fixes, but I'd like to point out that there was a time when the Paladin didn't give a 5% aura bonus to all surrounding units, but it still happened. I feel like this team should be able to really punish a "turtle" tactic, but it can't because the hit and run motiff doesn't work for them. If they could get just one space away, it could allow a slow, but steady push forward.
In the history of HA mechanics and RE said that fixing numbers is alot easier. Only with dwarves they actually added 2 more things to the dwarven army. If we remove the exception of dwarves, its none. So you shouldnt hope too much they will actually make anything.. "diffrent" excpet numbers :)
so tweaking numbers
Make the first combo point more rewarding. (50?)
Increase Taoist range by 1
Increase monk mobility by 1
Potions make them increase the movement of the affected unit by 3 that will offset a bit the wasted ap using it







Here is my older explanation of why the combo bonus is ineffective offensively.
From http://www.robotentertainment.com/forum/topic/Initial-Impressions-Shaolin?page=4. I edited to remove an old bad idea.
I am so sad to say this, as even yesterday I was still trying to defend it.
The progressive combo bonus doesn't work offensively, (on units anyway. maybe there is something in crystal rushing.)
Because of the 5AP per move limit, you can move and hit with a maximum of two different units. That is:
This, of course, leaves two units in harms way.
Compare this to the single unit option.
Either you get 4 hits in or you leave 0 units in harms way.
I assert that the only way the 2 unit move above can be better, is if it actually dropped and stomped an enemy unit. In my experience with shaolin, that is never the case. The 2 unit combo bonus, is too small to drop units on AP 4. In fact, I don't think I've see a unit dropped on AP 5.
Now, defense is another story. If the other guy wanders into your range and stays there and you don't have to spend AP's moving, he's dead. I haven't worked out actual tactics yet, but I wouldn't be surprised if you can set up deadly defensive formations very economically.
There might be hope for the team, strength-wise, if it turns out that the poisoner is strong enough to be heart of the team's offense. That would suggest a general strategy of: Make use of combo bonus to create a strong immobile defense, and small poisoner-based roving offensive groups.
But I am pessimistic. I was imagining the combo bonus would encourage interesting roving formations. But because the moving side will only get the meager 2 combo bouns, while the non-mover benefits from huge 3,4,5 bonuses, it accomplishes the opposite.
Proposal 1: Only have a 2 combo bonus, (not 3, 4, 5) and make it massive enough to stomp most units on AP 5.
Proposal 2 (edited): Or: more wierdly: Give an extra AP for moving a 3rd unit, allowing you to move 3 units and get a combo 3 bonus.. I think this would throw the advantage back to the offense, which is where it should be, for interesting games. Hence the battle would look like this: