Auto-translated
In practice, I've encountered very few players who enjoy playing as the Swamp faction. And that's a shame. I play with Sod rules, which means no diplomacy, a 200% starting bonus, and strong monsters, etc. The best hero to start with is definitely Tarzan :D. The entire strategy revolves around building Wyverns in the first week; you just need to find 15 wood. In the second week, with usually 5 Wyverns (a +3 bonus from the Stronghold), a healing tent, and healing magic (which the Swamp faction rarely lacks in its castle), you can start performing miracles. Specifically, you can easily defeat hordes of spearmen, gnolls, archer squads (!), and even a large group of elves. It's also possible to defeat a group of ogres or, for example, knights, but that depends on the terrain (again, these are battles with no losses). You can also easily defeat Devil's Hordes and Gnoll Strongholds; you can even defeat a Wood Elf outpost with some losses, but you'll still come out ahead. By the fourth week, if you've built Bulls and Hydras in the second week, you can defeat Utopia. The setup is as follows: 15 upgraded Bulls, 5 Hydras, all Gnolls (about a hundred), Wyverns, and fill the remaining slots with 1 Gnoll or Lizard. When attacked, the Dragons (usually) focus on either the hundred Gnolls or, even better, the individual Gnolls. In any case, if you haven't killed off the individual units, you can use them to retaliate against the pack of Dragons that you're about to attack. Hydras have another advantage: if you position them near 2-3 packs of Dragons, the AI won't attack them; it might even move all its units one tile away from them, except for the last one, which it will use to attack. Upgraded Bulls have another property: when attacking, for example, 5 Black Dragons, they might not kill any of them with their damage, but 3 Dragons will be stunned by the "Gorgon's Evil Gaze." In short, even a fully upgraded Utopia can be defeated by a hero of around level 10 with minimal losses.
The Swamp faction also has excellent defenses: a double moat, 4 double units that hinder the enemy's progress, turning enemies to stone with "Beautiful Gorgons," a Hydra attack that hits everyone around without retaliation, Dispel from Dragonflies, and simply +2 attack/defense – all of this makes capturing the Swamp's home castle very difficult. The attack is much worse, but not hopeless. With expert water magic (99% chance of having it) and a Teleport spell (usable in battle), you can perform miracles. For example, if the opponent, knowing the Swamp's slowness, positions themselves in a corner, protecting all their archers, you can teleport a Hydra to that group and deal damage to 3-4 squads without retaliation. If you have Counterspell, the battle is 80% won because it's not advantageous for the opponent to attack the Hydras while they're close to half of their units. Only a strong barrage of Implosions against the Hydras can help. In general, powerful mages are the Swamp's biggest weakness. Against warriors, the Swamp can only counter with Crag Hack.
Overall, playing as the Swamp faction is advantageous on large, random maps because it gives you a good chance to gather Wyverns in the trees, which will give you a significant advantage in terms of level 6 troops, 2-3 times more than your opponent. Also, the opponent, without pathfinding, will get bogged down in the Swamp, trying to explore your territory. That's basically all the main points of playing as the Swamp, in my opinion.
P.S. There's also the option of developing not through Wyverns, but through Lizards – but that's a slower approach