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I put an Orc Warrior Tears of my own against a Necromancer Mage. What a noob! First, he cast General Weakness on me, to which I simply used the path ability "Break Shackles." Then, on the first turn, he actually hit me first with ghouls, which triggered First Blood, and my warriors got +10% phys. damage and +2 movement range. Thanks to this, I was able to use Cyclopes with Strike to block his broodmothers, the crushers calmly reached the liches, and the panthers ran up to the ghosts, who had already crept closer by that time.
Generally, it should be hard against Necromancers, but not against the AI. Who wants to duel me with Necromancers in the next 4 days while I'm free?
Added after 8 hours 26 minutes
I think the Orc Warrior has only one chance to take down a Necromancer Mage: block the liches and broodmothers before the cyclopes die off.
Among Necromancers, these stacks deal the most damage because they have magic attack. Wraiths hit a bit weaker, but champions are brutal! 25 stinking spiders wipe out 5 cyclopes at a time, not to mention various centaurs.
If the opponent isn't a fool, he'll use tactics and cover the broodmothers. Then you'll have to break through either the ghouls or the lamassu, depending on the troop deployment. The only question is: how many orcs will be left alive by then. The balance of power is, of course, in favor of the undead, but there are chances. Orcs have something to answer paralyzing spells with. Their path ability "Strength against Magic" practically paralyzes liches and broodmothers, and partially ghosts, who besides attacking can heal (twice per battle). This will give the orcs time to hit the ghouls and lamassu with superior numbers. If you manage to remove the cover from the broodmothers, you need to immediately throw someone with Retribution at them or cover them with a stack that has Fire Shield applied. That's how some chances appear...
And in practice, Subjugation works for one turn on cyclopes. :)
Strength against Magic (path ability) is brutal! 25 broodmothers don't kill a single goblin. :)
Added after 2 hours 3 minutes
That's it, I think I've picked a build option for the Necromancer Mage. Here's how I'm leveling.
1. Dispel - mandatory, otherwise General Dehydration, Restoration, and Stone Skin - you might as well surrender, you won't break through anyone, or at the very least you won't be able to finish off broodmothers with that same thing, only single-target and therefore stronger.
2. Aura of Retribution 2 - if the Necromancer Mage levels Basic Magic and Magic of Darkness to level 3, then the broodmothers' damage = 3300-3800! It's a sin not to rush them with Retribution, especially since their warriors will likely be protecting them around them.
3. Healing - when units become few, cries will be less useful than healing. The skill will come in handy at the end of the battle when there are few cyclopes left.
4. Fire Shield - need to block the broodmothers somehow. Retribution alone isn't enough - they'll dispel it and that's it, there must be a backup option.
5. General Heroism and General Fiery Resolve - must be taken together. Otherwise, General Despair removes the Heroism effect and simultaneously lowers morale. And with negative morale, you won't reach the broodmothers later. But this way, General Fiery Resolve follows General Despair, and it turns out the Necromancer wasted mana and time. By the way, it's exactly the same if he tries to cast General Weakness - in response, the path ability "Break Shackles" and that's it. The Necromancer must gain an advantage through spells. Otherwise, they'll be torn apart in melee: as soon as the broodmothers and liches are blocked, it gets tough for him. And protecting the lamassu will be hard for him - it's a multi-cell stack, not particularly armored and requires more Necromancy accumulation for restoration than ghouls and ghosts.
5. Heroic Assault - will help deal damage and not waste a turn if someone cannot reach the target. Combines well with the dreamwalkers' ability to increase movement speed by 1. Gives a good opportunity for troop regrouping. For example, if someone was killed and there's no one to cover the liches. In general, a necessary thing, requires no mana and gives an immediate effect. Otherwise, you can cast Flawless Attack on crushers, then they hit for one turn, and on the next, they are already paralyzed, but here the effect is immediate.
6. Reinforcement 1 and hero specialization for +7 health to crushers. The skills combine well. And Heroic Assault also works well for crushers. (They are the ones who sometimes don't reach where they need to.)
7. Fury, Fortitude, Endurance 1, Defense, Counterattack 3 - the most appropriate skills from the art of war, in my opinion. There's no point in leveling Endurance 3, because against undead it's more important to kill than to survive; there's no point in leveling shooting, as it's better to increase leadership or luck to 7 - that's for the whole army, not just for goblins and striking cyclopes. Giant Killing and Cleave - same thing - better to take leadership.
8. Defender 3, Aggressor 3, Leadership 3, Luck 3 - you've got to break the Necromancers, what can I say.
So that's about it. I've already tested it on the AI. I'd like to check it on a human. Anyone want to duel in the next 3 days?