Had another go of
Age of Fantasy, which I haven't played in a couple of years. Boy has it expanded. Two new races (Dwarves and Scalefolk/Kobolds/Lizardmen), tonnes of new units for the existing races (Humans, Orcs, Undead and Elves), still a slightly clunky interface (getting a builder to build from inside a town requires more clicks than you'd think it needs), but lots of little quality-of-life improvements as well. Plenty more maps and campaigns to play too.
Think Fantasy Generals, but scaled back on the graphics a bit. The makers of the game also do Age of Strategy (mediaeval warfare) and Age of WWII (WWII warfare), but I like the fantasy genre more for all the weird and whacky stuff your units can do.
This is still one of my favourite turn-based war games on mobile. It's oldskool as, not p2w, has multi-player (if you don't mind a game that could last weeks), and has tonnes of content (even story-based narrative campaigns, and modding, so you can make them yourself). I haven't even tried the new races yet, but there's something satisfying in how each faction plays. Undead will swarm the field with spam troops, slowly turning the tide as they raise your fallen, while their heavy hitters and mages do the tactical strikes. Elves will blot out the sun with their archers, while overwhelming you with druid summons and ents. Humans crank up the armour and technology a notch, and try and heal their way through battles while using R/P/S match-ups to win. And Orcs, well Orcs do everything.
If anything, orcs are too powerful, with cheap-yet-good foot troops (Merlocks and Minotaurs and basic orcs), great light cav (raptor riders), nice quirky troops, good archers (archers and axe throwers), spammable swimmers, cheap/fast builders and fairly good buildings (an Orc Hut does infantry/light cav and ranged, but so does a monster den kind-of as well. It's hard to make a wrong choice). And amazing magic. That's their main decider. Did you get your Orc Shamans up near the front in time? If so, your troops are amazeballs, otherwise they're just average/cost-effectively good. Anything with +6 attack and/or double-strike goes from "meh" to *super-elite* with the click of one-two shaman spells (giant strength and doublestrike). I guess it's just synergistic with how I play and the game style. Fast, cost effective raiders, that get buffed to high heaven and dominate certain areas. Oh, they get some healing too, off the same troop type. They're awesome. The difference between making one 4-turn building from 2 2-turn builders (so it takes two turns) that can do everything, and you've got a tonne of good 2-3 turn troops to create, and easy magic to make them great, simply outstrips every other factions supposed "advantages". You're also the perfect ally in team games for this reason. You can do everything, quickly, and your magic is if anything more relevant to them than it is to you. Cover their weaknesses or expand on their strengths, the choice is yours. You can play defensively too, with one of the better tower buildings available, that throws fireballs to clear out waves.
(it you're going to spend gems on any race at the start, do it on orcs. The 20 the game gives you, plus 20 for d/ling their other titles, gives you everything you need. It's mostly the cheap and fast builders combined with the multifunctional buildings. You start quick, and then can go any way you want from there. They're just a very well-rounded race for very little investment, both with gems and in-game)
Anyway, even with some balance concerns, it's a fun game, and like I said, it's satisfying to win at. Each faction has a couple of things it's good at, so they're not entirely one-dimensional, and when it all falls into place you feel like a genius. Or an Orc. Orcs are great