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If I'm using Cyclops, it depends on who I'm fighting. If it's against elves, I'll go with the alternate upgrade, because if I take the attack upgrade, the Dancing Swords will tear them apart, and the counterattack will take out my army.
I always keep these fools separate. They're not for defense; they're for attack, and if no one reaches them in the first turn, they should still charge into the thick of the battle. But you definitely can't put them in the middle of your troops. As for the Bloodeyes, they didn't impress me. They might not be able to deal a blow when storming a castle, but the ability to throw monsters and break down walls is great. I take pure archers for the Centaurs. The Orcs already have enough fighters, and the bonus to defense for the armored ones doesn't compensate for the lack of maneuverability and the penalty to ranged attacks. And the Orc's main defense is their rage points. The approaches to the Centaur are protected by traps. In my opinion, the Daughters of Earth are better suited for battle than the Celestial ones. Orcs don't stand still; they run and tear everyone apart. I only use Dark Wyverns; they'll eat the corpses and prevent any Necromancer from resurrecting. Executioners are great because of their double attack, just like Orcish fighters, which is why I also level up luck. And of course, Trappers are a stepping stone to victory in the early levels of the game