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[1x1] The Last Stand

#6
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Why is Horde Fury disabled? It's unfair, and besides, Orcs have only 3 useful spells that cost mana. With large armies, Horde Fury is top-tier, followed by Roar and War Cry. The rest aren't valuable, except maybe +morale against Necromancers, and even that only lasts for 1 turn. And what will the Orc do against a Necromancer with large armies if Horde Fury is disabled? Just attack directly?

When I play Campaigns with large armies, this is the most frequently used spell. Why can't it be used here?
Secondly, I'll download it now, but I still don't understand if the 4th and 5th level spells are unavailable?

+ A suggested change: instead of automatically upgrading the fort on the hill, randomly upgrade creatures (or don't upgrade them at all; it would be more interesting to see all 3 upgrade levels, removing the player's choice, like in 3x3 battles, introducing a random factor). This would be much more interesting because the choice of a favorite upgrade is usually obvious. Or, make this an optional setting, like "Enable automatic creature upgrades without player choice?"

The idea itself is very interesting. I like the 3x3 battles in Heroes; this is something similar. I'm going to try it out.
https://c2n.me/43kdggT, https://c2n.me/43kdodM, https://c2n.me/43kdCHe + absolute defense. I'm curious what an Orc https://c2n.me/43ke0Vk without Horde Fury will do against a hero with a mega-army.

+ He fled the battle after losing half his army https://c2n.me/43kf44O. Was there a mod that prevented fleeing?

Added after 1 hour 43 minutes
Overall, I really liked the map. If it also had random upgrades and Horde Fury restored, it would be even better