Conquest/Strategies

No foot soldiers with 1 extra archer
This is a setup where you put away 2 foot soldiers to get an extra archer. Its purpose is to snipe down 100 life units like scouts, other archers and mages using your archers. Useful commands are battle cry, to make archers able to kill any unit but the champion in one shot, charge, to kill other archers very easily, and chastise, to kill halberdiers in 2 shots. If you let a mage follow your archer, you can kill halberdiers without the use of commands unless your opponent uses them. After you have killed as many units with your archers and mage as you can, they will probably die and you'll have your melee units left, who are most likely outnumbering your opponent's units. Now it's a piece of cake to finish your opponent off. The biggest counter to this is if your opponent uses charge on a scout or archer to kill your archers. Using chastise could help you escape from this, but not always.

Range/Halberd
Recommended at least 2-4 archers or mages, followed by about 2 halberders (a knight could also work, but halberders are cheaper). With the extra funds you could buy a champion and perhaps a few scouts for suicide missions. Keep the distance attackers out of harm's way but within striking distance. Your objective is to lure the opponent's piece to your side of the board where you can overwhelm it with rangers and halberds from a safe distance. The opponent will get wise to the tactic soon, but by then you will have a good defense and a slight advantage because you have likely taken out one of their pieces. This technique is particularly useful against Chaimpioners (people with 3 champions and little or no other reinforcements).

Recommended Commands are: Battle Cry for taking out knights and other halberdiers, but if you have a mage following your archer(s) you can use them to kill the halberdiers, Vigilance for a defense against other archers, but this can be countered by battle cry! and Chastise (for binding pieces and allowing halberders and distance attackers to safe spot)

NOTE: this is similar to the "No foot soldiers with 1 extra archer" strategy above.

Champion/Mage
This setup uses only two Champions, two Mages and another optional unit (preferably a Knight). In this offensive strategy, use the two Mages to kill off approaching enemy units. Now use one of your Champions and clear away the remaining units. You can even dispose of the enemy champion in one turn by using Battle Cry on your champion, you will hit for 600. You can use the other Champion as backup, in case one of them dies.

Useful Commands are: Battle Cry, Vigilance and Regenerate.

Elitist
In this setup you use one Champion, an archer and a scout; with commands being: Regenerate, Shield Wall, Bombardment and Charge. Since in the game it is singular turns having massive armies is not necessarily helpful as you can only move one per turn. So it is better to have a few elitist units. Here the player has the archer for sniping at the start as well as the scout, so they are able to take out other mages/rangers. If your opponent is hiding from you you can always use your bombardment to snipe the other pests (mainly archer/mages). The champions with their big damage and life will then be able to decimate the rest of the melee units, using Shield wall when on 200lp (or an attack would otherwise kill) and regenerate on 100 to bring them back to full hp if they are close to death. The Charge allowes your scout to deal with an archer that is just hiding from you with their large 12 square range. It can also be used on the other units to out-manouver your enemy.

Commands: Shield wall, Charge, Bombard, Regenerate.

Tips

 * Always remember that Battle Cry not only does 200 extra damage, but also adds 200 health to that turn. You can use this to trick your enemies into thinking that they can kill you. But make sure you know that your enemies have 200 extra health when they use Battle Cry.
 * Try to keep tabs on the abilities that your opponent uses, so he/she doesn't surprise you with one.
 * Keeping the chat set to all is handy, since it tells what commands the opponent does, along with other things such as kills.
 * If the foe uses the vigillence command on a unit, do NOT attack that unit this turn. Attacking it will cause it to counter attack before you hit your attack, thus giving that unit the potential to kill you easily, however using a halberdier is the best counter for this, but a ranger/mage works as well.
 * Scouts can be used as cheap one-time suicide attacks by equipping them with battle cry and charge, which allows them to reach virtually any part of the map.
 * Archers and mages have much better odds when going up against a champion one-on-one. They can pick them off from a distance while moving away, forcing the champions to retreat or follow. Use this to lure them onto your side of the battlefield where it will be cut off from support from its allies.
 * A common technique for archer vs archer fighting is for one to use the Command Vigilance, which discourages the opponent from attacking. A way to get around this is to use Battle Cry to raise the unit's constitution by 200, allowing it to take the hit from vigilance and still take out the archer. The only negative side is that Battle Cry has a 5 round cooling period.
 * Use barriers on the battlefield to your advantages. Melee units (barring the halberder) cannot attack over them, and walking around them is slow, while affording protection to your archers and mages.
 * A VERY important thing to know is that commands like chastise do NOT work on the opponent's last unit!

Taking out Halberdiers with Scouts/Archers
Both scouts and archers normally require two hits to take out a halberdier, there are a few ways around this.
 * By using Bombard just before you attack the halberdier, your unit can perform a 1-hit-ko and still recieve the full points for killing the unit. Using bombard after attacking the unit is not advised because your unit will already have died.
 * Using Battle Cry will allow you to take out the unit at a lower cost of command points, but with a longer cooldown, it is generally wise to save it for tougher opponents.