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As I said, I usually play as the Dark faction. It's more important to spend a turn using a powerful Dark spell than summoning Stone Golems at an advanced level.
Necromancers always need magic, that's obvious. Stone Golems allow you to withstand much more damage; they are worth spending half a hero's turn on.Alek-Smolin
Vampires are already doing their job well, at least in all my time playing Heroes, I've never had any complaints about them) And why are melee units better than archers? If you don't take archers, the only archer stack will be Liches, and they are large and easily blocked. And even if skeletons deal little damage, they can play a very good role in direct combat.
When Vampires start spawning not just often, but almost always. This is very pleasant. And the new skeletons have the plate armor shield, which greatly increases the army's survivability, they themselves have much higher damage, frequent stuns, even without a soldier skill due to their high total HP, and with a soldier skill, they completely prevent the enemy from moving. A small bonus in the form of chaos resistance, which is quite unpleasant for Necromancers. All of this is clearly better than ranged attacks.Alek-Smolin
Yes, they are strong, but the essence of summoning magic is not only in summoning)) Just look at raising the dead, especially when you need to minimize losses, and when you are besieging a Castle, you don't even need a catapult anymore because of Earthquake.
Without spells, the hero will fall far behind in attack bonus on all these resurrections, earthquakes, and so on. In sieges, the Necromancer fights with magic. If the enemy doesn't have Chaos, then you don't even need to go behind their walls. With Darkness, disable the archers, for example, cast Plague, and the enemy will come out on their own. And in general, it's strange that you find time for several casts of useless Earthquake with a 1.0 attack bonus reduction, but not for one Stone Golem with a 0.5 attack bonus reduction.