I understand that you are talking about the average value, but this is incorrect.
I wrote about this, that you are calculating it wrong.
Before his turn, 0.0625 of some unit of time must pass.
furthermore, an Orc may well have an initiative higher than 15, and it is quite likely that the first turn will be theirs, even against a hero with Offensive Guard.
by the way, the Necromancer's control and this tactic have nothing in common.
by the way, control is sometimes prohibited for greater balance on maps.
Perhaps this makes sense on some maps, but banning it altogether, especially against the Orc, is an even greater imbalance, only in the other direction.