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Orcs vs. Humans

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Fireball
2Mdance
A seasoned "writer" like this should have been more honest with his "readers" long ago. :D
I'll try to figure out where I'm not being honest. :)
Fireball
I fully agree that in the build variant described slightly above in this thread, Expert Tactics won't help the Cyclopes go earlier. If you consider the +5 army morale of the Orc and the Expert Tactics of their hero, the mathematical expectation of Cyclopes ATTACKS on the enemy army will be almost 2 (slightly less) even without initiative artifacts, meaning roughly 3 of their turns before a possible Subjugation.
Which, in principle, is what I was proving. Someone who understands the game mechanics of Heroes (that's a compliment :)) saw that immediately.
Fireball
Still, they won't reach the target in one turn, unless the opponent is an idiot.
Not an idiot, of course. It's just that an opponent with Tactics will also try to reach the Orc in one turn and will place their strike units closer to us, which, in principle, works in our favor. The strength of this tactic lies in its unexpectedness for the enemy—few people know about it.
And we can increase the Cyclopes' speed with the Aura of Speed and boots.
Fireball
They will deal serious damage, and Luck might kick in. But will that be enough for a final victory if they are subjugated immediately after? In most cases (averaged across all races), I believe not.
Then the Daughters and Chieftains take over—they aren't the last of the strike stacks either. The Cyclopes just stand there, as their initiative will be significantly reduced with the Knight's SP.
Fireball
The presence of initiative artifacts won't strongly change this initial stage of the battle. The main question is how the Orc's resistance fares, and how the opponent's Sar-Iss staff fares. Without decent resistance, it's not worth attempting such a tactic at all; the Orc is not weak at all in the late game to take such a risk.
Agreed, not weak. But what a beautiful and spectacular victory results in that case! The opponent just looks on in shock at the endless turns of the Cyclopes and curses through gritted teeth. :)
Fireball
Now for the sad part of this tactic.
The Storm Wind variant doesn't leave room for Education (unless at level 30 and without Luck :p), which not only negatively affects the hero's stats but also forces them to find 2(!) native secondary dwellings to implement the onslaught. Without starting at Rage level 1, the tactic is simply crushed by the opponent's Expert Tactics.
I'll reveal a "terrible secret"—when fighting the Elf, I didn't have Education at the time of the encounter, but in terms of stats, I wasn't losing to the Ranger. Orcish Education bugs, such bugs... And I am a terrible bug-user... :D
For those who aren't aware, let me explain:
There is the following bug: if a Barbarian forgets Education at the Mentor, the bonus hero stats obtained from Education do not disappear. Using this bug is forbidden in Tournaments. But I wasn't playing in a tournament :).
Fireball
If this isn't a specially designed map with 2 secondaries right next to you, finding them on a random map is unlikely.
When Psionic came up with this tactic, he specifically noted that it was "tailored" for a long game with several castles—that's when a sufficiently powerful strike fist and the necessary number of "acceleration" units are gathered, so maps like "Three Rivers" and the like are our help ;).
Fireball
Another serious problem is the opponent having a combination of a high-initiative unit + Empathy and/or the Lion set. Because then, a hero with Expert Tactics only needs one early morale check (read: 50% probability) to prevent the cyclopes from attacking at all. That's why Storm Wind is often taken (if any forum users still haven't realized this), to protect yourself from griffins and other flyers.
Yes, you're right. That's exactly why SW is needed. Because various Elves have Dryads and Dragons capable of immediately crashing into our ranks and blocking the Cyclopes stack. The Knight's highest-initiative stack is Griffins. That's what gets weakened. At the same time, the specialized Light magic, which the Knight often pumps, as well as a nasty thing like Divine Vengeance for Seraphs, will be weakened, because the Cyclopes' frag counter will be off the charts.
Fireball
But who said only the Orc knows how to split his army? And that the Knight didn't find a secondary dwelling where they could get a fast low-level unit—a dancer or a fury, for example? And many other races don't even need to look...
If the Knight knows that such a scheme will be used against him, then yes. But how would he know that? :)
Fireball
Moreover, at least 150 chieftains are needed—15 weekly growths. If a native secondary isn't found very 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
I'll repeat again—several native castles and external dwellings. Such armies are possible even in the second month :)
Fireball
Conclusion: the tactic exists, it can be effective, but it doesn't qualify as an uber-weapon for the Orc, and often it doesn't even justify splitting the army
And you can also thin out the Knight's army as much as possible and retreat when things start to go south. And then return with Centaurs, Goblins, Warmongers, and Wyverns and mercilessly finish them off. :D
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...