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Stronghold is a worthy faction; I think it's one of the strongest. "Fury" significantly increases their combat effectiveness and initiative, allowing the Orcs to move at least as fast as the Nags (especially since I had artifacts that boosted initiative).
The core units are effective throughout the game, and I'll explain why now.
**Crushers** are a powerful unit with good defense. When using "Fury," they can reach the enemy in one turn.
**Harpies** are flying creatures with a strike-back ability. They ensure no losses in battles against melee units at the beginning of the game.
**Goblins** are an average unit; their strength lies in their numbers.
As always, the elite units contain a "weak link." In this case, it's the Shamans.
**Centaurs** are the best archers in the game. They shoot without penalty, counterattack, move around, and shoot if the enemy enters their control zone (and they have a very large one), and they make an additional shot. Moreover, Centaurs are also very durable archers.
**Dreamcatchers** are a useless unit. Their active ability adds some unit to speed, they are weak in melee combat, and they don't live long. It's not surprising that they can be built on the first level of the city.
The Orc champion is just a champion. The most amazing champion!
**Cyclops** are simply mega-powerful. The "Insensitivity" passive means that Cyclops only die at the beginning of their turn, so their counterattack is always at its maximum. In addition, they have the most hit points of all the faction champions. The upgraded Cyclops shoots (though weakly), and both Cyclops can deal 150% damage to nearby enemy units. And most importantly: with all this, their speed allows them to reach enemy positions in one turn!
In conclusion:
As soon as the Orcs build up to the champion, and their warrior hero gains maximum Blood reputation, along with "Fury of the Horde," no one can stop this faction. And they absolutely don't need healing or magic!