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Conclusion. Against Necropolis, definitely use Anti-Magic (we'll survive the summoning). Definitely get Tactics, Speed Aura, and Boots of Speed – buy, steal, capture, whatever it takes, and replace any other artifact with them! (so you can reach the enemy in one turn). In the late game, focus on Education.
And pray to Father Sky and Mother Earth that the Necromancer doesn't have any secondary creatures for the Converter, 2 artifacts from his own set (otherwise -1 speed and you won't reach him), and Subjugation.
3. If the Orc upgrades Education to Mentorship, there can be so many Goblins that Horde Fury will deal damage comparable to Earth Shock from a Warlock.
It's not as great as it seems. If there are really a lot of Goblins, under Subjugation (taking into account the Orc's attack and the very likely Blindness), they can cause more harm than good. And in the meantime, the enemy hero will do something nasty.
2. Without Darkness, the Orc simply tears the Necromancer to shreds in the late game, especially if he has more than one native castle.
The Necromancer... in the late game... without Darkness... Is this some kind of particularly perverse form of suicide?