Prime Junta
Guest
Orc warriors/warlord should be really fun for you, at least if the warriors spawn with plate and helmet.
Necrosavants as well... Pikes and such just don't do enough damage and only get 1 hit per turn without a berserk trigger.
Far as I can tell, the real difference between your party and the standard thing everyone runs early game is that your frontline kind of sucks at hitting stuff or what?
That plus more archers, and really good archers really.
Until now I've gone with three or four archers, two or three pikemen/axemen. Thing with archers is that good ones are expensive (for the early game) -- you pretty much have to hire hunters who have a base ranged skill near 60 and they cost about 1500 a pop.
My usual strategy is to hire cheap and Darwin them out. It's pretty common to find beggars/refugees/cripples/vagabonds with melee skill well above 50; then I keep building that up plus taking Ranged skill whenever I get a 3 or 4, and giving them the Quick Hands perk + thrown weapons (but otherwise defensive skills for the frontline -- Colossus, Steel Brow etc). Then once I've got the business running, start hiring hedge knights, veterans and what have you.
Difference now is I built up my cheap goons exclusively for defence -- only defensive feats, Melee Defence whenever I get a 2 or 3 in it, and not neglecting Health like usual. And then I bought hunters as soon as I could afford a new one.
Necrosavants shouldn't be too big a problem, they hit like a freight train but aren't that hard to hit and go down quick. With six expert archers I should be able to take them down as soon as they hit my back line, RNG fun notwithstanding.
Orc warriors/warlords will be nasty. Usually they hang back though so I ought to be able to wipe out the young/berserkers at range while keeping my axebros fresh; I ought to be able to take them down six-on-one, at least with a net. But we will see.