I have no problems answering any questions anyone have now or might have during the game.
A boost might refer to a number of different things, which makes that a hard question to answer. Could you be more specific, Elana?
Scripting is assigning a commander or group of soldier battlefield orders.Each unit or commander can be given up to 5(?) predefined orders, from "attack" to "cast spell x, then spell y, then spell z...." Generally, you want to give your spell casters orders to cast a few defensive spells on themselves at the start of battle, such as "bark skin," "twist fate," or "body ethereal."
A very basic, but still useful, tactic is to place units with high protection (especially those with shields!) in front of your ranged units, and give them the order "hold and attack," which causes them to hold ground for 4 turns before moving to attack, often soaking up ranged fire and spells that would be more dangerous for your archers.
Another useful order is to give your scout(s) the order to retreat, and place them on the rear. This causes them to run if they are ever detected while sneaking. Otherwise, they will charge blindly to their death.
While you play without issuing any orders (which causes troops to charge, and spell casters to cast spells), you will receive far more favorable results if you customize them somewhat.
A Jarl rush is a fairly common tactic used by EA Niefelheim. Niefelheim has very expensive, very strong, high HP sacred giants (Jarls), which lend themselves well to Bless strategies. (Sacred units receive benefits when blessed, based on their pretender's starting magic paths and levels.) If you create a pretender with huge amounts of nature and earth magic, the bless you bestow on your Jarls makes them very hard to damage, causes them to regenerate most wounds immediately, and ensures they never really tire in combat, allowing just a few (5+, generally) to wipe out entire armies. This goes very well with the Jarls' natural cold aura, which tires and weakens enemy units...
It's a very cost-effective strategy that completely destroys independents, works well against most AI races (beware Abyssia), an is effectively impossible for a new player to counter the first time or two he or she encounters it. That's why I say it's poor form to use it in a learning game. By all means, though, give it a go in a single player match or two to get a sense of just how powerful it can be.
**"Jarls" are actually the sacred commanders often used to lead the sacred Neifel giants, aptly named "Niefel Giants."**