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Well, since we mentioned the Barbarians, I'll add my two cents (I like them, and not least because they're challenging). As for the Lizardmen (the unupgraded Gogs are no match for them, so we won't even talk about them): if you need to defeat them on days 1-2 of the game, they're likely unbeatable (unless you have Gretchins or a ready-made pack of wolves for day 1 and a quick upgrade for Gurney). But after day 3, they become quite manageable – here's my recipe: 3 Rocs, level 1; a well-developed Ballista (at least); any stack of archers (whether they come with the third hero or are Orcs, it doesn't matter, as long as there are 5-7 of them); a stack of Goblins; and 2 stacks of fast units (we won't use wolves, as they're likely to be defeated by the archers). In the first round, wait; only 2 fast units move forward. The Lizardmen will either attack our archers or go straight for the fast units (sometimes they get stuck). Then, they'll attack the archers, the Goblin stack, or the lower stack of birds (this is unlikely, but it can happen). The first option is the easiest, as by the second round, the Rocs will have completely blocked the Lizardmen, and we'll have 2 surviving fast units (which the blocked Lizardmen will attack in the second round) and a stack of Goblins, which will attack the Lizardmen that attack the fast units. In the second option, the actions are the same – by the second round, the Lizardmen are blocked, but instead of attacking, our archers both run to the right in the second round; the Goblins either attack (if they can reach) or are exposed to one of the Lizardmen stacks (so that the attack isn't directed at the birds). In the third option, the actions are identical to the first, but there are simply more Goblin losses. In the fourth option, as soon as the Lizardmen finish attacking the Roc, the whole group rushes towards them, except for the wounded bird – it either retreats to defense (if it has enough health to withstand one good attack from the stack) or flies to a safe distance to be in the battle on the second round after waiting. In the second round, the Rocs and fast units block the Lizardmen from attacking. The defense of the Roc is needed when it's about to die, in case the Lizardmen, blocked by the fast unit, have their morale broken. In any case, the fast units, all (or almost all) of the archers, and some of the Goblins die (ideally, none). This doesn't affect Gurney's combat effectiveness. In the worst case, half of the Goblins are lost, but this is rare. Attached are the saves from a real game where this tactic was used to defeat 42 Magogs on day 3 (I didn't find any Lizardmen).
Now, about Ogres... I wouldn't even consider these guys to be weak units! In the absence of Bears, I always try to include Ogres in the castle so that I have a good attack stack by the second week (there were games where Ogres and birds fought against tougher enemies on the second week), so you're wrong to underestimate the green-skinned guys.