2. Who is Razazak and what are his strengths? A mage without magic... I can't figure out how to play him properly. I understand that he uses 70 golems and 280 gremlins, but... but... I keep losing to them :smile33:.
In general, he has room for maneuvering and for initial deployment.
Depending on the available miniatures and the opponent's hero, there are different options for how to deploy and divide the troops.
Sometimes you need to make 3+3+3 mages in a stack, or 7+1+1.
You can leave the gremlins in 2 stacks, or you can combine them.
It's definitely not necessary to divide the golems, nor the Thunderbirds.
Razazak's advantages are his high-initiative troops + huge morale, especially the golems due to special skills from logistics and leadership + artifacts that boost initiative, which often lead to high morale (which is generally illogical and unusual). And of course, the teleportation magic with the "surprise attack" ability is powerful!
There are also different strategies.
Either teleport the golems into the enemy's ranks, or the Thunderbirds as far as possible from the main body of the opponent's troops, but at the same time, it is desirable that there is a direct line of sight.
And of course, you need to pay attention to the turn order... for example, it is not beneficial to teleport if the unit is supposed to move literally right after the hero, and conversely, it is effective to teleport if the unit moved before the hero.
For the iron golems and Thunderbirds, the mage needs to cast "Punishment," and also make sure that the gremlins restore as many golems as possible while the gremlins are still alive.
Towards the end of the battle, sacrificing miniatures will be useful...
It restores a good amount of the unit's health + pushes the hero back a short distance in the turn order, so you can make about 3-4 sacrifices in the space of a full turn of the enemy hero, or sometimes to shift the initiative for the most effective teleport.