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Mainly I want to get 4 longbowman to be Fire Longbowman asap before getting a knight and mainly use other cash for buying mercs to be meatshields instead of buying core meat shields of whom can die this way the fire longbowman keep leveling up and stay safe. Eventually Ill work to get a few knights as well as they are really good but I think the more Fire Longbowman you have the easier you can pick stuff off to even win even on the Legend difficulty.
Mainly my strategy is to mainly focus on skeli melee units to summon tier 2 and just let my fire longbowman be the range units. I think this could work but I would need a lot of skeletons to keep the enemy forces occupied to protect my fire longbowman.
So far this method seems to be working good will know for sure once I get deeper in the campaign for the empire.
In the past I used to keep a balance between melee and range and the hoards of flyers is what usually spelled doom for me so the above army setup I think might be better. For every 4 range u get you get 2 melee units might be a good ratio to use for your army.
The Melee tier 1 & 2 skeletons will compensate for having less core melee units.
I disagree here. Since you're up against a timer, you sometimes need to take a risk and split your army to maximize loot gain. In the early campaign, I would often split into 2 unequal groups.
My main army would go straight for the objective, with Tir Angry-Earth, an archer or two, and a Tracker going around the map for loot.
Later on, when Ailsa got summoning skills, I put her into the side group, since she could explode in power given enough time. I also got a Conjurer in the early game for this very reason (undead seemed more mana-efficient than ancestors at that point).
Disagree here too. Instead, I would prioritize Trackers.
I played the entire game with no Thanes. They were too squishy, and I could get a sufficient buff with the correct items. My first two Younglings were upgraded into Axemen and Trackers. Trackers can stand on their own, and having an invisible unit scouting means you can play maps without prior knowledge, and still get some prior warning.
I would recommend 2 Trackers, and Medred's Knives (free unit from a loot item) by the end of the game. One for each army group you have. In the Sunken Lands, Trackers make lizardmen ambushes much less likely and are vital for heavily forested areas too.
For other upgrade paths, the only one I stayed away from were Cleavers and Thanes. Armored Slingers deal tons of damage and you can actually place them in melee range in a pinch, since they have Point Blank. Armored Axemen are some of the tankiest units of infantry available for cheap. Werebears are also very tanky.
Siege Trolls are very good, but Armored Trolls are a bit more questionable. I would argue that you'd get better value from 2 infantry than 1 more Troll. But I did not get any Armored Trolls in my playthrough, so I don't know if they would be any good.
I actually only hired 3 units in my playthrough (2 Trolls, 1 Eagle). All other units were from camps. I would suggest getting Death Dealers and a small number of Armored Archers in addition to Fire Archers. Death Dealers in particular are near invulnerable to undead.
Also, if you can get Wolfhounds, upgrade them to Great Spirit Wolves. These are even better against undead. Giving this unit a Statue of Hondola, Corm's Armor, or a Ring of Rejuvenation makes then hardy. Dolos' training for a second relic slot can make this unit even stronger; I had one with Dragonscale armor and the Statue of Hondola, giving it 80% resistance to physical damage ( :D ) and 30% to magic damage. This was my MVP unit, as it could hold back entire armies of melee compositions by itself.
Anyway, OP good choice of highlights for a guide. Two things are worth mentioning though:
(1) One thing that is just suboptimal to take are thanes. I go into detail in my guide but the short version is that they are bad-to-horrible at everything except carrying buffs, are expensive and cannot be trained (the last bit willl probably be patched out at some point).
(2) You do not mention Winged Maidens? Even now after the buff? Now they are arguably the best 1-supply unit in the game (I am still in camp Fire Archer but...) and they blow pretty much all other melee units out of the water (except for specific use cases like solo-defense of caputred shrines with 100% magic resistance or to light up ambushes).
About the stuff Kaysoki brings up: you do not need Spirit Wolves at all. If you keep wolves you want them because of their aura which the Spirit Wolves loose. I go into detail elsewhere but with Iron Man/Maiden active I am not sure wether you want/neet to focus as much on speed as I normaly would...
And the heavy spearmen units are good for tanking as they also get an ability that provides some protection to adjacent friendly nits.
Cleavers suffer from no protection agains physical attacks, Death Dealers would be better if you want to fight hordes of undeads, and they do lose morale when suffering casualties themselves, or when nearby allies are. Only Immune to Psychology units won't lose morale.
Edit: Oops. I had already seen this a few days ago! Still a good thread! ;)