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* leave powerful enemy mage generals alone for now if you can't beat them.
* recruit mage generals yourself and take nuking spells for them.
* one weeks recruitment plus a level up or two for your general makes a lot more difference than you probably think it would.
* The acid test for when your army is ready to take out one of these uber-caster demon generals is when he can no longer 1-shot any of your stacks. Once that is true it is usually possible to defeat him with no losses since you can counter his spell damage with heals.
* the game lies about enemy army strength - and yours. An army that has a mage general is much, much more powerful than one that hasn't but the army strength indicators don't reflect that.
* this means in practice it is always easy to level up your own mage generals fighting enemy armies that don't have mage generals. As you generals level up their spells get stronger and most importantly their heals get stronger.
* several of the enemy armies have been carefully designed to give you a biig problem which you have to work out a solution to to beat them without sustaining unacceptable losses. These are often in the most awkward spots. Defending a fort you really want to take for example.
To give an illustrating example from my game:
There is a key strategic fort almost exactly due west of Drezen which is ideal for upgrading and installing a teleporter. It is defended by a strength 6 army consisting of two stacks, 550 cultists and 40 Incubuses, and a mage general.
I attacked this fort with my strength 7 army led by my best mage general. I thought it would be easy. It wasn't. I got my arse handed to me.
The reason is that these 515 cultists have a horrible AoE negative energy attack. If they start their turn next to your stacks they will 1-shot them with this AoE attack.
It turned out that it took thee cultists exactly two turns to reach my stacks so on the third turn they could unleash this devastating AoE. I found I could not delete these cultists within two turns no matter what I did and they would always destroy my stacks on turn 3. So I gave up, reloaded and waited.
A week later I have recruited about 200 extra troops for my army and my general had levelled up including getting an extra 5% boost to arcane spell power. Now I was able to reduce this cultist stack by 3/4 with my archers and general over two turns and finish them off when they arrived at my lines with my melee before they could unleash this AoE. Which I couldn't do before.
Therefore I won easily this time. The moral here is that even a modest 20% or so increase in your army stack size plus a good level up for your general can make a huge difference turning an impossible battle into an easy one. The balance of power in these army battles is a lot finer than it seems at first sight.
Note that the "trick" to this battle is to concentrate exclusively on deleting these cultists first and then heal up before finishing off the last enemy stack. Other battles will have different "tricks" you need to figure out.
And yeah, I know they have patched it so I can skip Crusade Mode. But why should I have to skip content?
Uninstalled three days ago and haven't looked back.
There's a downside to turning it off that even affects the party/campaign part of the game. Be aware of it. I found out the hard way, It's why I grudgingly kept it on in 2nd playthrough.
Can't say I really enjoyed it, because almost all the bugs were fixed, and things made the most sense, until 3rd playthrough.
Also, of course, you won't have armies discovering places on the map for your party to come visit. They must do all exploring on their own. So ... fatigue.
Finally, all I can tell you is when it comes to facing mage generals on the enemy side, I feel your pain. The joy comes in having them on your side. How many battles you can end before they start. It's wild.