1) When playing with certain heroes, such as Axel, Ossir loses the "Tactics" ability.
Thus, Ossir has 3 main ways to arrange creatures before a battle (see attachments):
* Against a mage (tactics)
* Against a warrior (tactics)
* 2 squares
2) Don't be afraid of enemy griffons using their "Dive" ability. There are several reasons for this:
* Carefully observe how the griffin takes off. Usually, during takeoff, it turns towards the target. When using the "two squares" formation, you can easily determine who it is going to "land" on (usually archers or druids).
* After you see where the griffin has flown, teleport Ossir's unit that is most likely to be attacked by griffons from the sky.
3) Ancient Ents are not just "a punching bag." They have a specific task: to pin down and hold large and initiative-rich enemy units using their magic (dark riders, paladins, archangels, archdevils, etc.).
4) Don't rush to attack with unicorns! Often, this is precisely why Ossir suffers defeat. First, reduce the enemy's forces with your archers. After all, they are Ossir's main combat force. Moreover, unicorns protect archers not only from enemy attacks but also from enemy magic.
5) If you have a free "seventh" square when arranging your units, separate one druid. He can cast Stone Skin on a friendly unit.