You also can bring some artifact to a town for a victory. It was too well-protected when I found it so I forgot about it I shouldn't have :-. Therefore, it serves as a nice little tutorial of that town. When you capture it, build the Town Hall right away. If you feel confident, he might even continue on to the subterranean gate and attack right now even more recommended if the split hero with the 3 archangels arrives from the northeast and joins you.
My scout was ambushed out of nowhere by a strong dungeon army one step in front of that town. The north enemy island with 2 knight towns is more dangerous and so your better army should be used there. The rewards given and the goodies in the niches were not necessary for victory. Also, the ultimate artifact things has been deleted, exchanged with the Grail event, it is different, it is not an artifact, but seems to be some material needed to create a building that give you awesome advantage. I lost a level 4 cleric I should have given him more than 2 single-unit troops that way but it could have been worse. I didn't lose one single Black Dragon in those battles and I learned that low-numbered units of Troglodytes and the Ballista made excellent Dragon baits. He only needs 4 creatures even level 1st will do in separate stacks, 3 to absorb tower fire, and one more to survive the round.
The following strategy is for the Fortress. I personally think attack is better than defence higher attack means you do +5 % damage per point above, while with higher defence, you only suffer 2% less damage per point above. Valeska went southwest while Christian explored the area around Mirham. Most importantly, you can hire all those troops yourself while preventing the enemy from getting those reinforcements. The following are cheat codes. Having creatures of the same kind upgraded or not makes this 10% more likely. The Qurqirish Dragon told me that if I did fight the Griffin guards, the conservatory would have given me Angels, something that would certainly have helped.
The best offensive units if you want. They had to reach level 6 or close to it and I also made them visit the most stat-boosting structures possible like the tower giving +1 defense for example. With the Dungeon troops, I won, although with a bit more difficulty, with the Inferno troops, I weakened him a bit but he won handily. The problem was that a mountain chain blocked my way to the west and I was caught by that enemy and killed. This is an example of picking a fight wisely.
The combined armies of my starting heroes I usually buy from 2 to 4 are usually more than enough to deal with the wandering stacks around. You'll see a detailed breakdown of morale effects on this troop. You'll learn to respect their death stare. Then at the end of the turn move forward and attack them. Your secondary hero should follow the road, flag the Guardhouse, the Ore Pit and the Saw Mill. During the assault, I used it to upgrade all my creatures that weren't upgraded yet.
Christian and his squire should have explored a good section of the southeast corner in the dirt area, still leaving quite a few black spots though. I still had plenty of them left after the battles. One will be near the Inferno, the other near the Dungeon. Make a scout board it. Usually I think I'd skip cavaliers for angels instead but we couldn't build portal of glory in this scenario since it was grayed out. Similarly, artifacts that provide gold or resources, or increase regeneration of spell points, need only be equipped at the beginning of the turn.
So perhaps, the best way to beat them is to exchange shoot for shoot from afar with stronger shooters on your side, beholders and medusas. Do not fight a stack that's too dangerous just because you think it might join. That way, the shooter stack stays effective for the whole battle : it does not suffer the half-damage penalty when engaged in melee and can pick the most favorable target each turn. So instead of having one stack with every enhancement in the book, you can now have every stack loaded with every enhancement in the book! With the Pendant of Life, you can open the green border guard giving you a Spyglass for the next scenario. Flag them as soon as possible. They were so badly protected by Imps! My objective was getting the castle by end of week 1 which I did. With expert fire magic and three berserked enemy units you will lower the enemies army power in that round dramatically, give your shooters one extra round to fire, reduce counter attacks massively and all the damage the units can do will be done against the enemy him or her self.
Learn that often more heroes sooner are better. Squires secondary heroes can fight battles too. As usual, I went for creature dwellings and production instead of economic buildup for my main town. It's always better to attack on days 7 or 1 if you can. A side effect of the bigger battlefield and flyers not being able to reach the other side in one turn I guess. I only built up to level 4 in one town because my main heroes were Overlords might heroes and only had Advanced Wisdom. Don't detour from your objectives until they're all captured perhaps just killing heroes along the way so they don't go back on your tracks.