1.1. Playing in Tournaments with the goal of winning. In this case, the necro-strategy is used very often in arena tournaments. There are also tournaments focused on skeleton gathering, where the necro-strategy is practically a mandatory and key element of the game. In other cases, the necro-strategy is used much less frequently.
1.2. Playing in Tournaments for the sake of enjoyment. In this case (excluding skeleton gathering and arena tournaments), the necro-strategy may actually be encountered more often than when striving for a result rather than the process.
1.3. Single-player game for the sake of enjoyment. Here, obviously, the player is not bound by any external factors other than time. And the temptation to use the necro-strategy is extremely high.
The difference between these three offline gameplay scenarios:
Scenario 1.1. usually involves complete map scouting and "digging out" heroes with the required actual and potential skills. In this case, when deciding whether to apply the necro-strategy, a Master will easily find the necessary hero(es), and this choice will be justified and lead to a good or excellent result.
Scenario 1.2. differs from the previous one by much less thorough map scouting and a more philosophical attitude toward the heroes that arrive. In this case, the skill trees of ALL heroes are very rarely checked; the game is much more often played by those available initially or by ANY hero of the required type.
Scenario 1.3. differs from the previous ones by the absence of map scouting, as well as a small number of reloads/replays. The game is most often played "by the rules" that existed in the late 90s in amateur online play: no more than 0-3 reloads per game, no looking at the map, no using cheats, etc., but it is allowed to move a hero who has fled or bought their way out on the same day. The game is usually played on the "Impossible" level (the chess king piece). Amateur online play is still played by these same rules today.
2. Online play.
Online is a game involving two or more live people playing different colors. Here too, we will distinguish between amateur play (often even hot-seat, meaning at one computer) and professional play.
We will not touch upon the issues of professional play—professionals will figure it out themselves—but in amateur play, the application of the necro-strategy is quite justified under the same condition: the more potential skeletons on the map, the more interesting it is.
How is THIS done?
or
Basic technical techniques of the necro-strategy.
The secrets of the necro-strategy's appeal lie not only in its obvious goal but also in the extreme simplicity of the technical techniques for its implementation.
Main stages.
1. Obtaining Expert Necromancy.
Gameplay depends on the availability of morale artifacts and the ability to visit objects that increase it.
A possible technique is to fight in the early stages NOT WITH NECROMANCER TROOPS, making sure to leave one empty troop slot by the end of the battle so that skeletons can be born there.
The Necromancer hero is accompanied by a squire to form an army for a specific battle, as well as to "push" the leader (leaving him with the fastest troops at the end of the turn).
The most cynical play in this case is as follows: buy a Warlock hero with gargoyles and centaurs. Take 1 gargoyle and move forward. Advanced scouting allowed you to see money; take it, buy a Necromancer. He leaves zombies in the castle, takes the remaining gargoyles and centaurs, and heads toward the +1000 experience boosters and necessary objects. At the end of the turn, he swaps troops with the Warlock hero. Then, he feeds single centaurs, cynically ignoring their morale, levels up Necromancy, and increases the skeleton population. When the centaurs and gargoyles run out, he buys more centaurs or fairy butterflies (they also work) either from the terrain or in a captured village and continues. In captured castles, Warlock heroes (best of all) and flying shooters with speed 4 or higher (centaurs, fairies, upgraded archers, gargoyles, elves, griffins, etc.) are bought; at a certain point, it's time to think about gargoyles (the first turn will be needed to cast magic). In the home castle, we build only money (if other heroes are not heading in other directions). In captured ones—only magic. Cynically clear the entire map with skeletons.
This is the harshest version of the necro-strategy, which causes a certain repulsion in the progressive part of humanity. It is characterized by complete indifference to the types of starting and captured castles. All troops are perceived only as support for the skeletons.
Of course, a combined version is more often used, where units from either the starting or captured castles actively join the fight alongside the skeletons. We will talk about this a bit later.
Let's look at a real example from one tournament.
We have a substantial squad of skeletons; against us are fairies—3 squads of about 50 each, I believe. Clearly, one does not want to enter direct combat with them. Here is how this task is solved most simply.
Purchase a Warlock hero. Transfer 3 centaurs to the main hero. Arrangement: 1 c - half the skeletons - 1 c - half the skeletons - 1 c.
Attack. The centaur shoots or skips a turn due to low morale. The fairies fly specifically toward him and kill him. The skeletons kill the fairies. The fairies kill the second squad of centaurs. Haste on the second squad of skeletons, they kill the fairies. The last squad of fairies flies to the bottom centaur and kills him. Second round. The squad of skeletons that was Hasted in the first round kills the squad of fairies.
Many examples against any types of troops can be provided, but I am not sure they are necessary.
To be continued ...

Орден Феникса – харизматический :) лидер