I've only played maybe four maps in the 'good' campaign and two scenarios, but here goes:
- walls and a 'keeper' unit or two will prevent some cheap raids on your cities. I prefer ranged units so they can shoot at siege weapons that have low or no range, like rams.
- in the campaign, you're allowed to carry over units and items from the previous map. Be careful doing this since those units add to your maintenance costs at the very start of the map when you have little income; this will drain your wallet in a big hurry. That said, if I can take a flier with me, I'll do that since it can grab resources, mines, towers, and lightly defended towns quite quickly, plus scout the map while doing so with Vision I or II. If offered multiple fliers (or giants or whatever) I'll take the ones with the best experience (look for the medal) to get an early leg up; it doesn't cost extra for that experience. Try to take as much gold as possible to bolster your wallet early.
- when scouting unexplored territory, I take small 'bites' of movement instead using the full allowance in one chunk. This allows you to a) alter your path mid-turn, b) retreat with leftover points if your scout wants to avoid an attack the next turn. For fliers scouting near enemy units, I try to end their movement over mountains or water. This makes them immune to attacks from units that can't go into those terrain types.
One thing I'll do to tie-up an AI stack or two: capture a mine / node with a flier and park over the nearest mountain. The AI will sometimes send one or more stacks to reclaim the mine / node, and I've seen the AI subsequently park those stacks near my flier for several turns. Sometimes this will strip a nearby heavily-defended town of most of the defenders, so you can go in with one or two stacks and make the town your own. If the town has walls, the AI likely won't try to reclaim it right away.
- another sorta trick with fliers: capture heavily-defended towns that have lower-level defensive units. Fly in and pick off the ranged units until you're half-dead, then escape to the edge of the map to end the battle. If you have a stack nearby with a healer, get healed. Next turn, repeat, and so on until all the ranged units are gone. Then you can use your flier to pick off the grunts one by one at your leisure. It may take a few turns to do this but you'll have captured a large town with moderate to heavy defenses using only two units (one attacker, one healer). Multiple fliers gets the job done quicker and I won't send a single flier into a town with more than three ranged defenders..
- don't forget that you can attack (and defend) with multiple stacks! Carefully place your stacks around the enemy and then send one of your stacks onto the enemy. It DOES matter which hex (square) you attack so keep this in mind when attacking 2, 3, and 4 size cities; choose the wrong hex and not all of your attacking stacks will appear on the map. All of your stacks need to be adjacent to the HEX (or unit) you attack, not just adjacent to the city. I think your stacks will join the attack even if they have no movement points left.
- when using multiple stacks to attack a city, a choose an empty city hex to attack, not the hex with the defenders in it. This places you forces farther away from the opposing forces and gives you more time and space to arrange your units before making contact. For instance, on a size 4 town, I'll arrange like this:
----S
S--1--S
--2---3
----4
where S are my stacks, 1-4 are the city hexes, and the enemy is sitting in hex #4 (ignore the dashes). Then I'll attack town hex #1. That gives me the space to arrange my troops and also brings all three of my stacks into the fray against his single stack. If I were to attack into hex #2 or #3, only two of my stacks would appear in battle.
- defense works the same way - adjacent stacks get pulled into battle on defense, so be aware when planning an attack or when setting defensive stacks. A weak defense is made stronger by keeping stacks adjacent.
- use your leader and hero(es) as bait. The AI tries to take them out first if it makes sense to do so, so you can sort of lure the enemy in certain directions. Note that this isn't a 100% priority for the AI so if you send your hero way off to the middle of nowhere, the AI won't drop everything just to chase him or her down, and it won't become a pincushion while mindlessly going after your hero.
- for that reason, I prefer to keep my leader as a ranged unit. That may change later since my leader is still fairly weak at level 9 or so.
- early-game, Giants make good triple-purpose units: extended ranged attack, siege weapon, and decent melee. And they have more movement points. Plus they can traverse mountain ranges.
- don't forget the ability to heal. If you're banged up after battle, use your clerics to heal up those you didn't heal during battle. Usable once per turn per cleric. Heroes and leaders can heal multiple units if they have the spell skill level to do so. For my low-level ranged units, I tend to go half and half between archers and clerics so my stacks can heal quicker. At the very least, have a couple clerics nearby in another stack for post-battle healing. When arranging units for battle, my clerics go somewhat toward the middle of the line so they can reach most of my wounded units in either direction.
- when migrating / converting newly-captured towns, consider racial diversity. This spreads around the unit-building capabilities instead of locking you into certain units in various areas of the map.
- if you capture a node that doesn't give you mana, consider razing it so the enemy doesn't reclaim it. Note that razing generates some enemy stacks nearby so be prepared for fight or flight.
Post edited December 21, 2010 by HereForTheBeer