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Orcs vs. Humans

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#112
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2Mdance
It's high time for such an experienced "writer" to be more honest with his "readers." :D
I completely agree that with the build described in this thread, Outrageous Luck won't help you defeat Cyclops earlier. Considering the +5 morale of the Orc army and the Outrageous Luck of their hero, the expected number of ATTACKS by Cyclops on the enemy army will be almost 2 (slightly less) even without artifacts for initiative, i.e., approximately 3 of their turns before a possible Subjugation. They still won't reach them in one turn, unless the opponent is an idiot.
They will deal significant damage, and Luck might also come into play. But will that be enough for a final victory if they are Subjugated immediately afterward? In most (averaged across all races) cases, I believe that it won't. Having artifacts for initiative won't significantly change this initial stage of the battle. The main question is how the Orc's resistance is and how the opponent's Sar-Iss staff is. Without decent resistance, it's not worth trying this tactic at all; the Orc isn't weak in the late game to risk it.
Now, about the sad part for this tactic.
With Storm Wind, you can't fit Education (unless at level 30 and without Luck:p), which not only negatively affects the hero's stats but also forces him to find 2 native secondary skills to realize the offensive strategy. Without starting with Fury at level 1, the tactic is simply cut off by the opponent's Outrageous Luck. If this isn't a specifically designed map with 2 secondary skills nearby, it's unlikely to find them randomly.
Another serious problem is the opponent having a combination of a high-initiative unit + Empathy and/or Lion's Pride. Because then, the hero with Outrageous Luck only needs one early morale (read: 50% chance) to prevent the Cyclops from attacking at all. That's why Storm Wind is often chosen (if some forum members haven't realized this yet) to protect against griffins and other flying units. But who said that only the Orc can split his army? And that the Knight can't find a secondary skill where he can get a fast, low-level unit - a dancer or a fury, for example? And many other races don't even need to look...
Also, you need at least 150 leaders - 15 weekly increments. If you don't find a native secondary skill quickly, then this is no longer the late game (and the second month is already the late game:) ) but some strange understanding of heroes. 4
months of grinding for just one battle ???:smile18:
Conclusion: the tactic exists, it can be effective, but it doesn't make the Orc an overpowered faction, and often it doesn't even justify splitting the army