Doot doot doot.
Dusted this off to try something new: playing without (most of) my usual units. No hell hounds, sprites, paladins, wolf riders, stag beetles, longbows, etc.
I turned the difficulty setting down to Normal (just in case), Medium land mass, Normal magic power, and randomized a wizard. 7 nature books, Nature Mastery, Mana Focusing (definitely not my usual), Artificer, and Conjurer. I chose Orcs, just to really dig in to those basic units; they don't have any of the bonuses that other races have.
My initial thought was "Nothing stronger than Halberdiers, and none of my usual summons", but I've amended it to "Try to avoid things I'd usually make". Exploration has revealed that this may be easier than expected: there are only Barbarian, High Man, Orc, and Halflings cities on Arcanus, and a measley TWO Dark Elf cities (total!) on Myrror. I can't think of any time I've ever seen so few races present in a round of this game, nor of when Myrror was so very empty.
On the flip side, I think the game was trying to lure me back into my Paladin-Alcoholism; first a single Paladin showed up, looking for work, then a little while later a pair of Paladins showed up. As much as I want to put them on the front lines, all 3 have been assigned wizard tower garrison duty. A Nightmare asked for work, and I did decide to use that unit; while powerful, it isn't among my usual allotment.
Sharee, Ariel, and Freya were positioned on two of the large continents on Arcanus, while Tauron and I (Sss'ra) each got a smaller island.
The two High Man cities on my island both had swordman guards, and I built my own swords to go fight. It took several waves (and Bagthru) to conquer each one; Orc Swords are pretty bad, and Orc Spears are terrible. I did allow myself to use Magic Spirits to scout (and harass enemy wizard outposts), and I used War Bears to supplement my early forces. Sprites are in my spell book, but they are off-limits for this game.
There were two nodes on my island, one with 2 Giant Spiders and 3 War Bears, while the other had 5 Spiders. Orc spears and swords were just fodder for them. Bears did alright, sometimes winning and sometimes losing against enemy bears and spiders. Bagthru became spider food in one failed wave (so long, Stoning Sword! :( ), and later Rakir made a mis-step and also became spider food (so long, basic armor and resistance pin! :( ), while Theria narrowly avoided the same fate. All of their guards were...not so lucky. Orc spears, swords, and halberds are all terrible; several halberds MIGHT manage to kill a spider, but probably not (the node stat buffs probably made this even worse than it might otherwise have been). Orc shaman are available with a Shrine, but they look terrible even on paper, bowmen look even worse, cavalry are very similar to halberds, and everything else Orc is way down the tech tree. A new Halberd can be rolled out every other turn with some decent instrastructure (and only an armory!), but even with a Fighter's Guild doesn't give them enough stat boosts to be okay.
Then High Men pikemen (with Alchemist Guild, because I was tired of losing guys to no effect) came online, and they could chew through some dudes. A 7 stack (with a rando-sword that I yet hadn't managed to get killed) took on a pair of colossi and won, though only 2 pikes left the battle alive. Pikemen are still squishy, but they have the attack and armor piercing to actually deal some damage before dying. A pikeman handily killed a Demon that thought it would be fun to ransack a city.
The other big breakthrough was Basilisks. Those suckers don't have great defense, but they have really good offense and amazing hp reserves. 4 shields and 30 hearts means a LOT of punishment can be absorbed, and the stone gaze is nice too. The 15 attack means damage is being dealt back, while the thing is being wounded. A basilisk could chew through several war bears and spiders in short order, though it gets pretty banged up in the process. They are a little pricey in the early game, but I'd say they are definitely a good investment for their cost. Amusingly, basilisk versus basilisk fights were something of a coin toss because of the instant death stone gaze; they aren't immune to their own ability.
After escaping her disastrous Spider foray, Theria got several defense boosting items, courtesy of Artificer, so she's now roaming around killing things on her own. 19 shields + Charmed is a hard shell to crack, though her offense is a (comparatively) paltry 11 attack.
Zaldron has been assigned Capital duty, researching stuff and boosting my spell casting ability. Tumu showed up for work, but I don't have a good way to get him to the front lines; thankfully there are plenty of low resistance units for him to poison, and I found a few weapons to boost his pitiful 3 attack.
I think my big take-away lessons here are "Generic Spears, Swords, and Halberds suck. The Orc special abilities are building every building, decent race relations, and getting generic units cheaper and slightly earlier than other races (shaman with shrine, halberd with armory)".