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Played on "hero" difficulty as the orcs. There were many restarts; I tried almost every hero from this castle because the suggested Urkrass is a useless hero, but more on him below. It turned out that the only ones with a chance of winning as a starting hero are Argat or Haggesh. The main difficulty is bargaining for them in the tavern on the first day. For some reason, the AI is extremely reluctant to offer them.
Haggesh is a super choice. She probably starts the fastest of all heroes from various castles. Comparable perhaps only to Lucretia. With the correct development, by the time the enemy heroes appear, Haggesh reaches level 18-19, while the opponents arrive at 15-17. In such scenarios, no one attacks her. The enemies only charged the castle in a horde after the first hit of the coven. An orcish castle, even in a normal state, suffers from a lack of funds, and on this map, with constant destruction of the castle/capitol, there is practically no money for anything. Based on my experience, I didn't even try to build the capitol. From the moment of the first hit of the coven, the slow decline of the orcish advantage began. Due to an error by the author in the "city portal" for the orcs, movement was limited to within two days of the castle. After a month of gameplay, there was nothing left to gather there; you don't get experience from neutrals. The AI heroes arriving there pounded Haggesh like a pile driver, knocking out precious centaurs time and time again. This further convinced me that the computer does not place opponents randomly. Some "kind people" cleared the way to the castle: Lestos, Sveya, Alastor, Naadir. "Darkness" and "chaos" surrounded the orcs. To survive at all, I had to urgently abandon "logistics" in favor of anti-chaos and anti-darkness. Haggesh broke the paralysis; she no longer left the castle, waiting for the next hero to come and finish her off. The mines and centaur dwelling were taken. Then the coven hit for a second time. The final catastrophe crept in; at that moment, I didn't believe it was possible to repel the wave of attack. Everything—the end. The money was enough either to restore the Stronghold or to buy another hero. Finally, Argat appeared in the tavern. I bought him anyway and it paid off. From that moment, the star of the orcs began to rise higher every day. Through mentoring, I poured experience into Argat, gave him whatever troops I had, left the castle under the guard of a group of goblins, and moved Haggesh to the Sanctuary. Argat carried out a fantastic cavalry raid, wiped out the AI's secondary heroes around the castle, and reclaimed the centaur dwelling. The main AI heroes twitched toward him but didn't leave the castle, however, Lestos decided to give chase and mowed down everyone in his path. Argat captured mines, gathered money and artifacts, and occupied dwellings. After a week, the map was unrecognizable—orcish flags were everywhere, and no secondary AI heroes were flickering about. I decided to direct Argat to suppress the coven; for him, it was very close, just a stone's throw away. All the AI main heroes gathered in the Dungeon by the river; having nothing better to do, they fought each other again, and the dwarf won. But he waited in vain. Argat, via another exit, was already approaching the home castle. The respite was beneficial; I managed to build the capitol, the castle, and buy almost all troops, except for the cyclopes, who weren't upgraded yet. Moreover, the new week happened to be the week of the goblins. Argat had only wyverns left; Haggesh brought back the rest. The AI rushed the castle, but it turned out that casting spells against Haggesh was no longer fashionable. Over 1k shamans reliably blocked such attempts. The situation became stable, and there was an opportunity to level up Urkrass. He could stomp into any corner of the map without fear; the AI main heroes didn't react to him, and Argat crushed the secondary ones. A month passed. Everything was quiet and predictable, but then the AI suddenly showed its fangs. Sveya launched an assault. She had acquired Mass Diminish, Pyrokinesis, and her spell power had reached nearly 50 (!). She wore greaves and a shield from the dwarf set. She had no bears or berserkers in her army, but instead had priests in two stacks of 150 each, various grades of spear throwers at 400 each, and stacks of 80 jarls/earls. The computer took into account the dwarves' failures related to the destruction of the catapult. I replayed this battle dozens of times before I managed to get a moderately acceptable result. I had to move faster. Without sparing money, I upgraded the cyclopes and bought them all. Urkrass received experience from Haggesh up to level 30 and all troops except centaurs and goblins. The task was simple: take the dwarf castle. He calmly passed the newly reborn and bloated Sveya on the road. The orcish castle lived in anticipation of the "ninth wave." Meanwhile, Argat performed a miracle. After slaying another batch of the AI's "cockroaches," he got a bow from one and a quiver from another. He passed the "Archer's Dream" to Haggesh right under Sveya's nose. The dwarves tore Argat apart. But during the assault on the castle, the centaurs shot the shorties like a machine gun, with practically no losses on their side. Urkrass somehow broke through the garrison that same day, and subsequently occupied the almost empty dwarf castle. A week later, the TE disappeared, then the demons. Lastly—the necros. In the end, victory came to the orcs after 156d.
The promised conclusion on Urkrass. He might appeal to lovers of "papuan dances"—he creates a lot of useless running around. In practical terms, he is only useful for clearing neutrals, and even then, only with a huge material advantage. He does this particularly well if there is a large stack of executioners. His inspiration is haphazard, almost always targeting those who don't need it. But after that, he flies to the end of the initiative scale, and the orcs make the first move on their own. "Aid" can only be placed every other turn, and inspiring the needed stack takes about one and a half to two turns. Such a failure in hero behavior is an even worse option than the demonic Kana. There, you can smooth over the consequences with magic, but here, what is lost is lost.