A cyclops has a speed of 6 + tactics + speed aura + boots... who won't it be able to reach? And as for your converter, it won't save you from cyclops when they, under the effect of Wrath, will be moving through every two Necromancer units, pushed forward by two packs of Leaders and a hero, and with increased speed...
The strength of the Necromancer lies in Darkness in this case. You can't just throw bones at the Orc...
>2000 skeletons after 2.5 months, which is about 3000 (Claw Beast, Bone Bow, Archer) damage to the cyclops, of which there are 16-17, i.e., approximately 4000 HP. Vampires, taking into account Drain Life, and Liches reduce morale, and skeletons finish them off with a single shot. If both players have several native castles and no extra secondary units, the Necromancer will most likely lose, but such a situation with castles is generated only if it's done on purpose.
In general, the combination of Outpost and Darkness solves many problems against the Orc. This is especially evident in the example of the Orcish Fortress, but you need to eliminate Logistics.