1. Remember that when playing for speed, the goal of the game is to win the map as quickly as possible, not to preserve the strike stack. The strike stack is a means to an end, not the end itself.
2. Actively use purchased heroes by combining troops before battles. For example, in many battles, from an army of 26 orcs and 128 goblins, it makes sense to take 3 orcs and all the goblins; in others, conversely, all the orcs and 3-4 goblins.
3. Remember that you can often turn one army into two by splitting them—for instance, putting all centaurs and 4 gargoyles in one, and all remaining gargoyles in another.
4. On small maps (or on large maps during the first week), a hero can be the strike stack. For example, a warlock (a hero from the black dragon castle) or a sorceress (a heroine from the phoenix castle) can already have stats of 0-0-3-3 at level 2, which allows them to deal 30 damage 10 times using Magic Arrow (the simplest first-level spell)—meaning a total of 300 damage!
5. A well-known strike stack that practically every player has used is the castle. Capturing a castle at the very end of a turn and subsequently holding it against opponent raids is one of the standard tactics. However, I want to note the following factor. If victory is achieved during the turn transition (i.e., the computer attacked our castle (hero) with its last hero and lost the battle), the victory in the high score table is recorded on the FOLLOWING day (in campaigns—the preceding day). In most "second hero" tournaments, the result is recorded similarly to the high score table. Thus, if the last hero(es) remain on the map, it makes sense to try and "reach" them immediately after capturing the castle to finish the job without waiting for nightfall.
6. A strike stack can work more effectively if it gets luck/morale. Generating luck/morale/other abilities (creature special abilities such as the unicorns' blindness) is an element of the game used by the strongest tournament fighters. It is not always achievable, but you can try experimenting with the positioning before the battle, swapping units and their numbers, as well as changing moves in the battle, including the use of magic. By the way, you can often influence the morale/luck/abilities of enemy troops in the same way.
7. If you have two strike stacks in your army (for example, gargoyles and centaurs), consider during the battle: how much will the slower troops be needed later. Perhaps it would be stronger to lose them but reach the opponent faster.
Now a few words on supporting the strike stack.
Typical support cases:
1. Magic. Bless, Haste, Stone Skin/Shield are very good (or Curse, Slow, Weaken on the opponent).
2. Units that distract enemy attacks. Primarily shooters and flyers.
3. Removing retaliation. First, hit with a single unit, take the retaliatory strike, then smash in without retaliation using the "strike stack."
4. Using the opponent's continued attack. Works against colored dragons, phoenixes, cyclops (partially against liches, but that is a slightly different variant).
5. Luring, distracting, blocking.
6. Hero power stats.
7. Mechanical protection of the "strike stack." There are two types: using troops and using terrain. The simplest version of mechanical troop protection is pigs surrounding a squad of halflings. More complex versions involve preventing two attacks (the second being non-retaliating) on the strike stack in the 1st round of battle. Using the two-cell size of units to limit mobility. The simplest way to use terrain is if there is a mountainous area one cell wide on the battlefield. There, we can "receive guests one by one," preventing the strike stack from being surrounded and destroyed by mass non-retaliating attacks.
And in this same article, we will stop at a slightly different aspect of the game, which is, however, linked in a certain way to the previous material.
The role of a single unit among "strike stacks."
You have 1-2 strike stacks. Who can you take with you to optimize losses?
1. Single-unit shooters to absorb attacks.
2. Single-unit flyers to absorb attacks.
3. Gargoyle. A multifunctional unit: first move (if we attack and the opponent has no phoenixes and/or champions), "plugging" shooters (i.e., flying up to a shooter and standing next to them so they cannot shoot), absorbing attacks; shielding the "strike stack" from attack; luring—sacrificing a unit so that ground units do not move forward but return backward; removing retaliation; "blowing through"—attacking colored dragons/phoenixes/cyclops to hit the unit standing behind the attacker with their retaliatory strike.
4. Mummy/upgraded mummy, unicorn, medusa, cyclops—because of their magic.
5. Djinn—because of the ability to "halve" the attacked unit.
6. Bone Dragon—because of reducing the opponent's morale by one.
7. Troll/upgraded troll—in the event the enemy is unable to deal more than 39 damage to it, the troll will absorb hits (e.g., from towers), while the strike stack deals with the rest.
Until next time,
Qwerty

Орден Феникса – харизматический :) лидер