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> useless melee red skillpoints
kek
This brings me to the next point: always be the attacker if possible. Lightning strike only works if you attack
When it comes to saurus warriors vs. spears that people mention in the comments, I think it really depends on whom you're going to be facing. Against Skaven and TKs you'll be dealing mostly with cheap unarmored chaff that the warriors can quickly chew through. With Chaos the biggest problem are powerful heavy cavalry stacks so you'll definitely want mostly spears and preferably temple guards. Against HE and DE I'd pick spears because of how strong and tanky their heavy infantry is, you'll be depending on dinos, krox and magic to deal the damage.
But for cold one riders, always stick with the spear ones. Dinos are better at bashing infantry around and spears work for harassing arty and most ranged just fine. Regular riders take huge losses against Chaos and Elven heavy cavalry while the spears can hold their own or at least deal significant casualties.
With the new systems in place you pretty much never know how things are gonna go down. I've noticed that if Mors is taken out early it hurts the skaven a ton as pest will start doing rituals and having to deal with being invaded which helps their enemies big time. Giving Itza/Sotek a chance to survive. The Spirit can also come up north to help deal with the orcs, but its fairly random. He may also just be killed.
1. Forched march armies do not retreat and die if they lose the battle. Ambushing an enemy or getting ambushed in forced march is usually death.
2. Using a weak army to set up a strong army ambush is very effective for drawing enemies out of their garrisons or for turning an impossible fight against several stacks into an easy win against one.
3. SCOUT. Heroes can easily scout for you and make all the difference. Remember Gi Joe! Knowing is half the battle.
4. Assault Garrison/Army hero ability is one of the most overpowered mechanics in the game. One said heroes pull it off several times they get an additional 15% effect making it absurdly strong. Assaulting armies is usually more difficulty than garrisons. Garrisons can also be almost completely destroyed by 2-3 heroes pulling it off with the full upgrade and trait. Level 5 walls mean nothing.
I think heroes are only worth a slot for these roles (in order of importance):
1. Using magic if your lord doesn't have access.
2. Maxing combat stats to be a lord/hero duelist.
3. Providing passive AOE buffs to key DPS units.