I usually play at 1x speed, 2x if I want something done and 5x speed if I get bored.
I get lots of heroes and set them up to act more like an army with uniform parties and lots of them. I'll skimp on upgrades with the intent of getting more heroes on the field and overwhelming the target with quantity rather than quality. I'm not overly aggressive with flag placement, but they are usually placed to cause maximum effect, killing off a single big monster or a key building in the opponents town rather than systematically leveling everything that isn't mine in an ever expanding ring around my keep.
Sustainability is the key, if I destroy ever little lair around my town I won't have anything but rats to level my new heroes, and since I have a lot of heroes the new ones will rarely be the first to the monsters so the more the merrier. In multiplayer I'll actually go out of my way to defend a monsters lair from an opponent if its throwing critters at my town or has a good leveling monster like a werewolf or bearman. Of course I also go after the opponents local lairs if they are trying to do the same, provided their town isn't open for a good sacking while the heroes are off leveling.
Resurrection is done industrial style. If it dies it gets resurrected regardless of stats or equipment or level. From the graveyard early game and via spell latter on, if only to save myself the trouble of reforming the parties. Temple spells being the only spells I use, taking a hands off approach when it comes to combat. Resurrection is much more effective than Heal for cost and its all about pumping out the numbers to efficiency is key.
I focus on Temples to Fervus and Agrela when the choice comes. Both temples focus more on buffs and debuffs rather than brute force and ignorance which I have in spades with my ample warriors and a few dwarves.
Combat tactics are more focused on attrition than any cunning or sly tactics. Fervus's damage debuff and extra targets makes my hoard all the tougher, while Agrelas healing, resurrection and damage buff keep the men driving forward. Shear numbers in multiplayer have won through every time they get rolling, as fear scares a good portion of the enemy away and whats left being unable to tie up the masses before they burn the town to the ground, or they just get overwhelmed and die from a thousand hacks and chops.