Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.
G.K. Chesterton: English Hymnal
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Write everything you know about the Stronghold versus Necropolis matchup!!! Their weak points, which skills to take, the strategy for the battle (but don't just say to prolong the game), which hero is better, and so on... Someone said that Orcs are nothing compared to the Undead, and I want to prove them wrong!!! This really got to me:smile35: :smile35: :smile35: !!! And since I haven't been playing as Orcs for very long, I don't know all the pros and cons of this faction! And he's been playing as the Undead since Heroes 5 was first released(( but from my observations, he's not a very good tactician, so we need to take advantage of that!!! Therefore, please write everything that will help me in the game... (I want to note right away: we will be fighting on the largest possible map).

So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!(с)The Offspring
Conclusion.
Against Necropolis, definitely use Anti-Magic (we'll survive the summoning).
Definitely get Tactics, Speed Aura, and Boots of Speed – buy, steal, capture, whatever it takes, and replace any other artifact with them! (so you can reach the enemy in one turn).
In the late game, focus on Education.
3. If the Orc upgrades Education to Mentorship, there can be so many Goblins that Horde Fury will deal damage comparable to Earth Shock from a Warlock.
2. Without Darkness, the Orc simply tears the Necromancer to shreds in the late game, especially if he has more than one native castle.
So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!(с)The Offspring
And ask Father Sky and Mother Earth to ensure that the Necropolis doesn't have any foreign secondary units for the converter, 2 artifacts from its own set (otherwise -1 speed and it won't reach its destination), and Subjugation.
A cyclops has a speed of 6 + tactics + speed aura + boots... who won't it be able to reach? And as for your converter, it won't save you from cyclops when they, under the effect of Wrath, will be moving through every two Necromancer units, pushed forward by two packs of Leaders and a hero, and with increased speed...
The strength of the Necromancer lies in Darkness in this case. You can't just throw bones at the Orc...

For this tactic, free Cyclops are usually used, and they have a speed of 5. As I already described in the thread about Orcs, with one castle and a decent set of artifacts, Cyclops can only attack once, because against an Orc in the late game, an Outcast Unit (OU) is essential for any race. And a single stack of Cyclops will have its morale broken by the entire army in one turn, and it won't have a second turn. A couple of secondary units from the Outcast faction plus Dweller allow you to talk about having over 2000 skeletons after 2.5 months, which is about 3000 (Claw Beast, Blood Beast, Archer) damage to the Cyclops, of which there are 16-17, i.e., approximately 4000 HP. Vampires, taking into account Drain Life, and Liches break the morale, and skeletons finish them off with one shot. If both players have several native castles and no secondary units, the Necropolis player will most likely lose, but this situation with castles is generated only if it's done intentionally. In general, the combination of Outcast and Darkness solves many problems against the Orc. This is especially evident in the example of the Orcish Fortress, but you need to eliminate Logistics.