Auto-translated
300 is, by the way, a good option for this tactic. They steal mana for 40 already, and spiritual bond doesn't yet provide 20 mana per hit (except for attacks by high-level creatures). Although 10 mana will also be useful - you don't cast control every turn, you can also use blindness and vampirism, and something general. And for 10 mana, it is enough to deal 750 damage between the turn of the imps and the turn of the necromancer, which is not a problem. The main thing is that the necromancer does not go immediately after the imps, but even this can be fixed.
But for me, in this discussion, the more interesting question is: what ways can a necromancer have to kill a stack (or at least a large part of it) of creatures with medium priority without using nerves, which are sitting in defense.
Let's say these are 300 imps, the necromancer has 20 spellpower (it may be under 30, but at least that much), about 150 mana, and a disproportionately larger number of creatures (there may still be 1000 skeleton archers, but there are definitely no 500 liches). The demons do not have a ring of resistance and the "resistance" perk.
Options:
1) Single chaos spells.
Ice block: 336 damage, -56 imps (504 with amulet, -84 imps) - insufficient damage, more than 200 imps will remain, I don't take perks into account.
Lightning: 420 damage, -70 imps (630 with trident, -105 imps) - with the trident, it's already something, but you still need at least two turns of the hero, which we don't want.
Freezing wind: 630 damage, -105 imps (945 with amulet, -157 imps) - with the amulet, it's not so bad, the imps will cost 20 mana each instead of 40.
Earth shock: 840 damage, -140 imps (1260 with boots, -210 imps) - already a solid nuke for 18 mana, but it is still impossible to kill everyone at once without increasing spellpower. And the summoned 120 imps still remain a threat, consuming 15 mana each turn.
2) Small area spells.
Ring of cold: 336 damage, -56 imps (504 with amulet, -84 imps) - useless, even if you manage to hit someone else.
Fireball: 420 damage, -70 imps (630 with cloak, -105 imps) - if you manage to hit someone else, the effect will still be average (but this is unlikely - dogs, horses and imps will run away, succubi, demons and broods will be separated from the imps).
3) Large area spells.
Meteor shower: 420 damage, -70 imps (630 with boots, -105 imps) - it will work, you can cover several stacks and slightly reduce the number, especially with boots. If you manage to hit the summoned imps, it will be even better.
Chain lightning: 525 damage, -87 imps (788 with trident, -131 imps) - from chaos magic, probably the most effective way after earth shock, but it's still not very desirable to spend two turns.
4) Unexpectedly, a general slow of -40% initiative will delay the moment of parting with mana by almost twice, during this time you can deal with more pressing problems, and it will not be superfluous against demons.
Again, unexpectedly, expert sorrow, giving -4 to morale, together with the passive ability of ghost dragons, banshee's cry and, possibly, a ring with -2 to morale; in total, this gives -8 to morale (without the cry of horror), takes one and a half turns of the hero and, in the absence of the lion set for the demons, allows you to postpone the parting with mana by about twice.
5) Spells with gradual damage.
General plague: 192 damage per turn, -32 imps (960 damage in five turns, -160 imps) - an interesting tool if you manage to put it on someone else, for example, on the summoned imps. Then you can finish them off, but most of the mana will still be consumed. But it is still desirable to have at least 30 spellpower for this spell.
I will also include the plague from 100 archliches (just in case, I will calculate 50 liches). 100 archliches will deal 280 damage per turn, -46 imps (1120 damage in 4 turns, -186 imps) - a normal amount of damage when the liches are blocked. 50 archliches will deal 232 damage per turn, -38 imps (928 damage in 4 turns, -154 imps) - this is a little worse, but still a good option when the liches are blocked. If the hero can simultaneously hit the imps with chaos, then the problem is solved.
6) Control spells.
Berserk: an excellent option if cave imps are within range. And remove the retaliation, and kill all the imps. It only takes one turn and 15 mana, and it lasts for two turns, just in case the imps go to their own summoned ones.
Blindness: a way to forget about the imps for 5 turns, only the summoned ones remain. During this time, I think you can solve the problems on the front line, and if not, the necromancer will lose even without the imps.
Subjugation: lasts 5 turns, reduces initiative by 40%, like with slow, costs 18 mana and one turn of the hero. A quite normal option - subjugate and forget, and also give mana to the liches for the demons. Again, you can subjugate cave imps and then have fun for a long time.
7) Ranged attack.
Skeleton archers will naturally outnumber the imps by several times. How many - depends on the course of the game and the overall strategy of the necromancer (maybe he is trying to spend all the resources on vampires). But let's assume that a stack of skeleton archers almost completely destroys a stack of imps, demons are not famous for their defense. One but: it's a pity to waste the archers' turn if there are targets for attack without a penalty.
Archliches or higher liches: necromancers usually raise them quite willingly, I think that there will be at least 50 of them for 300 imps. They will definitely destroy the entire stack if they are not blocked. And if someone accidentally ends up next to the imps, they will take damage from the cloud of archliches.
8) Melee attack.
Higher vampires or vampire princes: theoretically, they can go into the back rows on the second turn and kill the stack in one hit. But it's not worth doing this on the first turn, because the archdevils may not have gone yet. But when the vampire stack is battered, going to heal on the imps is the best thing to do. Healing will be most effective on them, but it will not happen earlier than the third turn. Skipping a turn with vampires can be critical, but if the hero has managed to cast a general slow, then it is worth it.
Spirits or ghosts: spirits can theoretically attack imps on the second turn, but they will not be able to kill everyone almost certainly. At most, they will kill half. Moreover, there are not many spirits. Ghosts may not even reach the second turn.
Unexpectedly, ghost or astral dragons. They don't have much to do there, but if the imps are berserk, the dragons can move away for safety. They will not kill the stack of imps in one hit until the second turn.
I will not rely on death messengers, and, of course, not on zombies.
And, of course, a lot depends on the preparation for the battle. If the necromancer sees imps and cave imps, he will suspect either this tactic or boots of speed / aura of speed. He probably won't cast spells on the imps on the first turn, but then nothing prevents him from dealing with the problem if it becomes very acute. In any case, the imps can help to win when everything is going towards it, but they will not save from defeat. We remember the trick with spiritual bond)))