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1. always save the lord. undead lords are monsterous once they get going
2. that warsphinx is a vital key. sacrifice anything you must outside your lord to keep it alive
3. chariots are a noteworthy unit to try to save
outside that its all chaff and you should treat it like chaff. dont trust the autoresolve at all unless its very in your favour regardless of faction. ive had battles where im in a fort and outnumber them 2 to 1 in units and its said ive had no hope then smashed their heads in easy. another thing to note is your first tech gives a free army (tk dont pay upkeep, its all in the buildings). so coupled with the second army you can get off the bat thats two chaff armies full of skelies to swarm and hold for the sphinx and settra/lords. looking at it, theres nothing you can train until t3 that you should be making real effort to save. even then, they come in real limited numbers
But in a real siege battle played out they get slaughtered, because horses can't fly.
7 turn - 2 armies
14 turn - 3 armies
In what universe can this be called "weak"?
If you compare the strength of a faction based on the strength of the main army (one) - I will disappoint you, "fix" here need only your estimated opinion.