The spearman in second tile can't hit the enemy right but, it can. Just have it use it's impale on the friendly unit in front of it and the enemy unit will get hit, not the friendly. Was great! Made spearmans really good in super tight spaces because if a melee unit moves in, it'll be getting hit twice whether it likes it or not. Quite a few juggernaughts died this way to the wall of spear
Impale can also be targeted on empty tiles, which is useful for getting off an attack while trying to close the gap but not quite managing to reach enemy lines, or when trying to catch a fleeing ranged unit.
4) Potential trait of the general skill tab for all heroes? it's quite useful if you take it and combine it with Tutelage, and Practice sword and several other equipment that boosts exp gain. Potential =15%, Tutelage = 25%, Practice Sword = 10%, Band of Insight = 10%, Ring of Wisdom = 25%, Which equals to uh 85% boost in gain from experience if you're lucky enough and it has occured at least once for me, and I had that hero go running wild into the wildlands leveling up like nuts. Also, if you don't mind, you can basically gain experience with sythe of the void i believe but at only +25% rate cuz sythe decrease exp by -100%.
All of these things add together, so with all the stuff you mentioned, you'd have 85% of your normal experience gain, not 125% and not 25%. (100 + 15 + 25 + 10 + 10 + 25 - 100)/100 = 85%.
I also disagree that Potential itself is useful if you have all that other stuff. Potential on its own will only give you an extra level by the time you'd normally be level 20 (at which point the Potential champion is even with the non-Potential champion in terms of trait count); with all this other stuff, assuming you have it all by level 3 (which is when you can start benefiting from Potential), the champion with this stuff and Potential will not match the hero with this stuff and without Potential in terms of real traits until a champion with none of this stuff would have reached level 13 (at which point your Potential + equipment champion is level 16 with ~100XP earned towards level 17, and the equipment-only champion is level 15 with ~100XP left until level 16); moreover, these two hypothetical champions will more or less stop leveling up within a few levels unless you have significant numbers of powerful monster stacks for them to go after. Note that this is the point at which the champions become equal in terms of real traits, not the point at which the Potential champion gets a full level or more ahead in terms of real traits. (And yes, prior to this point the Potential champion will be fractions of a level ahead of the non-Potential champion, but this difference is essentially equal to [current level]/14 in the case of the Potential + equipment champion, or [current level]/20 in the case of the Potential-only champion - which isn't that much of an advantage when you consider that a Potential champion at level A is roughly equal in power to a non-Potential champion at level A - 1, because the Potential champion blew one of his/her trait slots on Potential instead of something that provides actual power, and the non-trait bonuses from leveling are miniscule compared to the trait-related bonuses; I will admit that there are exceptions at lower levels when having an extra +2 attack from some weapon that gives attack per level or having +2 health matters a little, or at middle levels for some of the high-end damage spells, but a Mage is far better off taking Knowledge than Potential or even Potential with Knowledge - after all, Knowledge on its own will actually break even at a level you might reasonably expect to reach in normal gameplay.)
If the goal is to get the champions to the highest level you can bring them to, then yes, Potential will work for that, and it may even be worthwhile on a champion you're going to concentrate on to turn into an abnormally high level, but if you're just concentrating on making the champion as strong as possible for normal gameplay Potential isn't worthwhile because it's just never going to compare to just about any of the other traits available in terms of the power resulting from taking the trait.
An Suicide army of Mages can be especially useful in taking out a target like Juggernauts from Yithril because you have a army that's good enough to take the city but not good enough if it's still alive
Better is an army lead by a Cautious Sovereign/Champion (or one with an Escape Scroll), since you don't need to sacrifice more units than fall in the time it takes you to finish as much as you care to - after all, you can run away. As they say, he who fights and runs away lives to fight another day, but he who is in battle slain cay never rise to fight again.
The problem with this, of course, is that usually you want your sovereign leading the big armies that beat everything they come across, rather than the weaker armies that bleed the enemy before a bigger army comes by to swat them, and your sovereign is the only unit you have access to that you can guarantee is Cautious, and Escape Scroll access is unreliable. Still, a Cautious Sovereign leading a fast army can do a series of hit and run attacks, assuming that the army has enough movement to close, attack, and run far enough away in one turn to keep this cycle of attacks going.