Champions are particularly skilled and experienced individuals of any non-beast faction. They’re guaranteed to carry one Named Item and have significantly increased stats over their brethren. You’ll be able to easily recognize them by their special base and unique name. They are, in a way, minibosses. They challenge you to fight hard to claim what is theirs, and they shake things up, but prevailing against them will always reward you with the Named Item they carry – be it weapon, shield, armor or helmet.
So where do you meet champions? The most reliable way is to complete Contracts with a difficulty rating of three skulls. Those have always been a high risk proposition for any mercenary company, but they now come with more of a reward for taking that chance: the possibility of getting named gear by facing enemy champions. Another way is to simply play into the late game. The further along your campaign, the more likely that you’ll find champions roaming the world outside of Contracts or defending a location.
While champions may prove challenging to defeat, they are significantly easier to beat than some of the battles around Legendary Locations. This way, they can also fill the gap in challenge between defeating your first late game crisis and starting to take on Legendary Locations, like the Black Monolith, with your company.
Raise Undead will raise any type of wiedergangers and skeletons (with 50% of their ) and any dead humans, can be used 2 times a turn, can't be used if someone is standing on the corpse (has unlimited range)
Practically always protected by a bodyguard
Reanimation 'bashes' current hex occupant (i.e. out of safe formation)
Hand-to-Hand Attack does 5-10 with 50% and 10% (has -10)
Deals 25% more damage
Deals 10% more damage, gains +5 after day 200
Will almost always go for advantageous terrain and never go for disadvantageous one
Will sometimes hinder itself by not going into disadvantageous terrain, for example, the orc will do everything to not go into murky waters, but everything to stay on the plashy grass in a swamp area, it will lead to some orc "dancing" on 2 tiles and thus do nothing
In general, orc warriors have vastly superior health and armor, but normal amount of fatigue and morale, perks such as fearsome and weapons such as maces are very effective at neutralizing orc warrior's effectiveness without killing them, a one-handed Hammer with destroy armor will trigger the fearsome perk (with the 10 damage) and do some good damage to the armor
Use 1-handed maces to fatigue them or 2-handed maces to daze them to reduce their damage
Use weapons with high armor damage such as polehammers, warhammers, billhooks and 2-handers in general to get rid of their armor fast
Neutralize their push, reduce the number of backline troops and add additional frontline shield troops into the backline in order to rotate archers/pikemen out of the way of orc warriors
Backline 2-tile attackers with Quick Hands can immediately switch to more damaging 1-tile 2-handed weapons, if line is breached
Nets and surrounding substantially decrease effectiveness of Orcs' shieldwall
Shoot him when he has closed in and try to get a clear shot (An average L11 brother starting with decent ranged skill, armed with a crossbow, will only have a 45% chance at 6 tiles away [(40 (initial) + 30 (10 level ups in ranged skill) + 20 (crossbow) - 15 (distance) - 15 (base ranged defense) - 15 (anticipation)]