Blarg: I guess I was speaking more generally than...
frowning: Yeah it seems that's the way forward.
What I'm struggling with now is defeding newly conquered cities in the early game. Am I over extending myself when I have 2 or 3 cities with 3 entry units in? I worry then though that if I don't grab those weakly defended ones early on they'll get swallowed up by demons/undead or whatever and make life harder still.
Capture towns to deny resources, healing, and mobility to the enemy, to lure him into exhausting his resources, and to encourage him to feed you easy experience. But generally not to hold. Especially in the early game.
Even if you don't overextend yourself financially, you will eat up a large financial safety cushion by populating your captured towns and defending/resurrecting in them. That money would be better saved, or spent on developing a workable secondary group, which is much harder to do after the beginning of the map when all the easy enemy creeps and groups are gone. And also on the occasional resurrections or heals that might be necessary to get mines or goodies or towns before the enemy does. Clearing creeps out of the way, grabbing early treasures, and spreading your influence is much more important in the early game than holding territory.
Towns should generally be let go, especially at the beginning of the game. They are mostly good for giving you income as their influence turns mines over to you without your having to plant rods, and to sit in for healing.
They can also be very costly and difficult to defend against an enemy's even halfway developed stack. One of the things you want to do is take away the opportunity the enemy has to develop his stacks by gaining experience. If you leave weak groups and towns around for him to attack (and since your main stack isn't in them, towns/cities will almost always be weak), you are just handing him free experience to turn against you later. If you develop the towns much before you have killed a healthy portion of the enemy's stronger groups and established a strong command of your territory, you will only make them harder to recapture later and increase the money or time you must spend on healing and resurrections.
Compare to letting him take the towns. Often enemies will grow your towns for you, saving you hundreds. As you gather power, those better developed towns will let you claim resources without planting flags on them, another huge savings. Contrarily, enemies will often flag nearby resources, which gives you an opportunity to make them waste their money by scooting in and deflagging them for free. They'll also waste money and give you free experience by generally leaving only a few weak troops to guard their captured towns. Especially if you move in early enough after the capture. Boom easy free experience that requires little or no time for healing, and you get the town back. Plus you heal for free that turn anyway.
So, towns are a cash sinkhole for you, and a way to trap enemies into regularly blowing their own money and manpower. That reduces their ability to make more serious incursions and rebuild stronger groups significantly. Leave a town open once in a while to encourage the enemy to try to take it over. When a weak group comes, fight it with your secondary group to build up its power. It will take a good while, but you can make a secondary group that's actually worth a darn for killing more than thieves that way. And sometimes let them take the town while you send your secondary on assassination missions versus thieves, low-level groups, and rodplanters. Then come back for more easy experience reclaiming the town. Which they may have been so nice as to upgrade for you. Make towns the enemy's time and cash sinkhole instead of yours. You should concentrate on building experience, getting the good items and cash laying about the map first, denying resources, and beating down enemy groups before they get enough experience to slow your expansion to a crawl.