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Initiative is an overpowered stat in this game. Like in the other Fallen Enchantress Games, too.
A Tipp for a first playthrough: Use the Commander. Build Knights and enjoy your enemies getting torn into pieces. The most overpowered unit from my perspective... gains Attack, Defense, Life and Initiative every level, and only costs 1 Logistics (compared to the weapers Rider Units which cost 2). Also Commanders Skills are really powerful too.
It dealt roughly the same damage to everyone, so maybe if someone was low on life, it would have been killed, but with a fresh party, it can even be a good way to split the damage (playing manually could result in one of your characters being focused on killed, while auto battling will split the damage).
The advice on "ranged captain" is spot on. It is only worthwile with lots of other archers in the group. Note that you can equip his starting spider with a bow, for some reason...
The strongest perk of the tinkerer has been the +Mana on kill enchantment (the one you get on the skill tree), as it has provided me with quasi unlimited mana, after having slapped it on Dorgon (it makes cloud walk pay for itself).
Also generally don't use refreshing potions to get an extra move unless you are very low on mana , can't make minor mana potions, and it's an emergency - as the mushroom ingredients for them only really come from spiders lairs or from fighting Giants.