Wolf's comments raises an important question that will affect your strategy: What size land mass did you choose at the start of the game?
If it is large land masses, then churn out 2-3 engineers to connect your cities with a road. Just be very careful to make the road pass through the cities (not around), and defend all of them because enemies will be happy to travel long distances on those roads to visit your cities. The roads will make it easy to move your guys to the front, which is going to be important for replacing losses with your 1 move units. Also, focus more on using dwarves because unrest will be an issue with all myrran races.
If you come across draconians, then get a couple draconian spearmen out to do your scouting. 2 move, flying, and extra sight range for cheap. Draconian spearmen make great city defenders too, since they can stall out land-only units. Doom drakes are probably the long term unit of choice for military from draconian cities.
If you come across trolls, then go for War Trolls and ignore the mammoths. Don't even bother with an Armorer's Guild, and don't bother making settlers to make new troll cities.
With only 2 life spell books, your magic choices are going to be pretty poor. You'll need to crack some nodes and lairs to get decent magic. Just Cause and Healing are two excellent spells to use if you can lay hands on them. Look at creating some starter artifacts for heroes, then move on toward mid tier artifacts. No sense wasting the artificer + warlord combo for hero buffing. You might consider pumping research until you have Summon Hero/Champion, otherwise just pump spell skill for when you do get decent magic from cracking nodes.