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VAyshan - you didn't understand me about Megeras and Furies! Megeras are for clearing out (eliminating neutrals), and Furies are for the endgame!
And if the Riders have the opportunity to reach and eliminate enough enemy units from a key stack in one turn - it's better to do it! (They ignore defense, but does Orcish Rage ignore it? I haven't noticed, but I'm still curious, maybe someone has noticed).
Against Orcs, the tactic is:
Hero: Irania. You need Mentorship, Chaos with Fire - this is the minimum (it would also be great to have Sorcery).
Aggressive, very fast creeping up to level 19. By the end of the third week, it should be done! And then we start training Hit-and-Run units. We just run and hit-and-run, hit-and-run, hit-and-run. Then we try with Irania herself; if we see that the enemy isn't being eliminated, we retreat, heal, and hit-and-run again. The trick is that it's quite expensive for the Orcs to build and maintain high-level units. As a result, if we eliminate Executioners, Centaurs, and Cyclops (which is doubtful), we can consider it a victory. If Tilseck has Hit-and-Run, there's no point in killing the Ballista. But in the endgame, it would be very helpful to eliminate it early. Also, you should be wary of Orcish Warriors, but it's still not too scary. And one more thing - DON'T FORGET TO USE CHAINS! THEY ARE DECISIVE!