1. Flaming Resolve is great when spells that lower morale are cast on you. For example, in duels against Necropolis, they often cast Fear on me so that my unit retreats from the shooters and they can fire. After that, this unit is not very effective for another two or three turns. Therefore, it is good to have General Flaming Resolve with you to have a worthy response. It immediately removes the spell and activates the warriors; that's the trick.
In general, when playing as an Orcish Warrior against the Undead, there is one thing that makes the Necropolis players cry over the network. It's called "General Inner Flame." I cast it. Then, Panthers attack Lamassu (if you position them correctly using tactic 2), take some damage, and First Strike is activated. After that, everything goes smoothly. Plus, the racial ability accumulates faster than the Vampires' turn, so Dreamcatchers also have time to move. In short, after the Vampires' turn, only Crushers move; the rest move earlier. The ideal goal is to remove the Lamassu with Cyclops. After that, they have one more turn, plus initiative and morale. The second goal is to block the shooters. Considering that the Cyclops' attack pushes the unit back, I sometimes manage to block the shooters with Dreamcatchers, even if they are surrounded.
If everything works out, the Necropolis starts moving when they are already without Lamassu and with the shooters blocked (and, in a favorable scenario, with two of them blocked).
I crushed these Necropolis. :)
2. When I cast Strength Against Magic, for example, when playing against Inferno, I couldn't shoot at Lilims and Broodmothers.
3. I place the Earth Idol, but the Necropolis still moves.