Shiam .
the shiam have 3 major points of consideration while playing them. each with their own bent on things to consider.
1 - with bronzeworking you gain the ability to build 2 very nice melee units, your axemen and your pyre zombies. pyre zombies are a force to be feared and often kill anythign they attack of their tier or lower. when a pyre zombie dies it explodes and does collateral damage to everything in either the tile it was attacking or the tile that it dies in if defending (do NOT stack pyre zombies). if defending you want the attacking unit to move into the square and take the hit , this will most often kill the attackign unit.
1a - pyre zombies as income , they work wonders as roving pillaging units because you dont care if they live or die. if they die that are practically gaurenteed to kill what attacked them and therefore eliminating an enemy unit. if they live you have a source of income to help your research and to upgrade your summoners.
1b - pyre zombies as siege units , these are your earliest units you can get that cause collateral damage. surround a city (do not ever stack) then atack all in the same turn. any pyre zombie that lives is another to harrass them later. any pyre zombie that dies will result in collateral damage to the entire stack in teh city (including the one that killed him)
2 - conjurors , one of 2 main units that shuold be the focus of the shiam. here you have 2 choices to look at. chaos marauders and nightmares. in either case you may want to rush for conjurors as fast as you can. both summons have a move 2 and yur first promotion needs to be spell extension to increase the move to 3. this gives these units an effective range of 9 squares of base movement.
2a - the dreaded chaos marauder , this is the conjurors main assault unit. the key factor here is that you ALWAYS keep these guys moving deeper into enemy territory. its hit and run tactics , attack and then move past for a secondary target. the reason for this is that on the end of the 3rd there is a chance that these will become barbarians. if they are deep enough into enemy territory this is wondererful (or if your friend with the barbarians its even more fun)
2b - nightmares , nightmares are a little weaker then your above option but make excellent gaurds for your conjurors and i highly recommend keeping at least 1 in every stack. the have the fear promotion which means that most units will require the courage promotion to even attack. these guys can prevent your units getting ganged up on.
3 - religion , religion is one of those big things in FFH and the shiam take it very seriously. there really is only 1 religion of choice for the shiam and thats the ashen veil.
3a -- ritualists , there are few units as feared as the ritualist. when stacked they are almsot unstopable int he shiam hands. with the ability to summon nightmares , cast ring of fire , and the absolute fastest xp gain in the game. the ritualists are scarey. however its when they become T4 that they truely become evil. inquisitors and high priests are capable of summoning balors, imps and fire elementals , casting ring of fire , and shorching the land with the dreaded hellfire (only possible after making peace with the barbarians)
3b - rosier and mardero , teh strongest heroes in the game. mardero helps alot because he is your combintation sorcery and summoner (scarey). summoning imps and balors he can easily take cities on his own (which he converts to ashen veil as an added bonus.
3c - ashen veil gives you sacrifice the weak. this is jsut another way of rushing builds as you kill off your unwanted population.
one other unit i did not mention above is the eater of souls. these take a long time to get and are only used in the late game however there is nothing scarier or more frightening then these on the battlefield. typically your using these to summon wraiths. you should have spell extansion 2 and all of your combat promotions when you get here (must be upgraded from conjuror). this gives your wraiths a base move of 4 and they last for 3 turns allowing them to reach a city 12 squares away. what makes this scarey is the locust like way that an eater of souls moves across the world. from her starting city she will summon an army of wraiths and attack the nearest enemy city (she can eat a population to cast again the same turn but cant eat a city lower then 3 population). example, from your border town with a poulation of 10 she summons 7 wraiths to attack her enemies closest city. then she follows summoning another every turn. each wraith is here for 3 turns and can either reach deep into enemy territory or attack a city multiple times. once she wears the city down and moves in she once again sacrifices the population to make another army that is bent on the destrustion of another city. all i can say is thank the gods for 2 things , these are national units and that they cannot learn the twincast promotion.
in a war as the shiam you have 2 tactics. the first is to run over your enemies with hoards of summoned units. your second is slash and burn , pillaging with your zombies and burning with your imps. (yes imps can learn scorch with fire 1 and this allows you to schorch 2 enemy tiles before the imp leaves. greatly lowering production values of enemy tiles).
well , good luck with the shiam and enjoy....