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Hey! You're welcome, Pippin! Thank you for saying so.
I'm glad that I could help.
Orcs are strong in Melee while weak to magic attacks. Warlord heroes can boost their attack even higher, but then, so can Rogues and Sorcerers with +1 blight or shock damage, respectively. There's no go-to answer. So, should I shore up the orcs' weak resist stat? Or should I raise their elemental protection? Which element? Will it be enough to matter, or should the heroes put their points elsewhere?
There's just no go-to answer.
@Frostburn I'll add the Archdruid as a reccommendation for the Sorcerer, too. Goblins who can make Tamed Trolls and Warbreeds also have access to monsters, along with Necromancers under some circumstances.
I don't have a lot of experience playing with Tigrans yet, but since Mystics can turn into Dire Panthers, Arch Druids can buff them with Awaken Animal and Savage Rage, as well as the ability for the Druid to learn Inflict Bleeding Wounds which increases the number of attackers that can bleed an enemy which powers up Tigran Prowlers in the army. Warlords and Rogues are actually quite useful for their Berserk and Panic spells to manipulate the enemy.
Dreadnoughts fighting alongside Tigran Sun guard and Phalanx units can cast Core Detonation and the Pikemen's Sun shields will reduce 60% of the damage to them (but watch out for every one else.) If your Dreadnought has Forge Aprons on, you can cast Core Detonation almost with impunity! Just...don't forget that the Dreadnought is ONLY protecting his own squad, so in a reinforcement battle, you might slip up and explode your own troops!