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2. Tyrant is surprisingly buggy, in that if you customize him, you can no longer train a darkling scout or the urxen settlers from your cities.
It's probably why they have the lowest completion rate of the 8 different leaders, at 2.9%.
3. Those units are OP, but needing 6 sovereign skills before you can snowball can be tough.
I find many of the other sovereigns have combos that come out earlier.
For example:
1) Frozen Realm can turn terrain into snow after combat (it's lv2 sovereign skill). The thing is it often creates terrain that lets you settle there, so they can quickly get a ridiculously large empire.
Who needs to be scared of the sorcerer king when you have an insane number of settlements generating troops, logistics, and mana? :D
2) Tinkerers unlock enchantment slots and then powerful enchants, allowing them to quickly put together a high quality army.
3) Priestesses can actually recruit Wanderers who are ridiculously tanky right from the start.
* I found the death nation + the hypnotize spell to gain control of other units is the most OP stuff. With the undead you can get bones and forge with that to equip everyone. + The undead hero can gain control of enemies even if you dont customize the spell.
* The abilty of settling everywhere is relative. There is no incentive to do so because the dude will be mad and send more powerful units sooner.
* The other thing is that the priestess (?), if i recall correctly, or the forest one can cast better enchantments. So units can have more initiative, armor. hitpoints depending on the essence.
so: hypnotize+undead+enchant of 5 or 6. The most OP.
the super stack will have one of the SC wargs to haste everyone, a wolf and a priest to buff attack. And units with multiple figures to multiply forged weapons.
*yeah, i played tinkerer first. Its a micro hell but the enchants are very cool. Also the summon weapons can be wielded by everyone.