...but if you don't get them, then the spell will also be useful - to encourage low-initiative Cyclops, and instead of leaders, you can take Executioners in this case.
I'm more interested in the question of why they made these pathetic Orcish Warriors? Warmongers are much better: they counterattack hard, "taunt" those who want to attack their allies, and they are also tough :)
Sorry for the off-topic.
I don't quite agree; it's not very profitable to rush Cyclops with a hero, because the hero also makes his usual attack, and he hits very hard against high-level units. Of course, if there are many Cyclops, then it's not a pity, but usually the game doesn't last long enough to have time to accumulate them. Leaders rush differently. How many leaders are in the group - that's how much damage there will be.
In general, I noticed a strange pattern - if a 2nd-level spell "Whip" drops, then in this city, the 3rd-level spell will be "Battle Cry"; if there is "Frightful Roar" on the 2nd level in the city, then there will immediately be "Horde Fury". In my opinion, this is not very correct; the 2nd option is much better, in my opinion. They should have made it more balanced. I would also like to find some information; maybe you can already tell what Battle Cries will be in the magic guild based on the city's name.
P.S. Yes, Warmongers are good, but Orcish Warriors are also good. You can't underestimate Double Strike, but it's desirable to have Soldier's Luck with it, then its probability will increase significantly. And +2 to speed on the first level of Fury, and 11 initiative against 9 is also very good. In general, both have their pros and cons; you need to choose based on tactics, the composition of the enemy's troops, the availability of artifacts and skills. If you have boots of speed, speed tactics, and a speed aura, why not take warriors? They can reach the enemy in their very first turn.