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I'll try to explain my vision of the Necromancer's combat strategy.
I'm tired of repeating that the League's main striking force is not the army, but the Warlock himself. The army should simply provide him with enough casts to win. We have a core unit – Hydras. But if they charge in a large group, they will be torn to shreds. Therefore, the priority is to eliminate the enemy's main attack stacks, trading them for our own.
1. Furies. Don't be mistaken – nothing can save them; they die first due to their low HP, but they will take a similar enemy stack with them.
2. Riders. These are suicide units #2. Their task is to eliminate the most armored and durable stack, after which the enemy will overwhelm them with numbers.
3. Dragons. They also charge into the enemy ranks and engage them in combat. They are tougher, so they won't be eliminated immediately, which means the enemy won't advance to our ranks. Not yet.
4. Minotaurs. They either charge forward as well, but more often, they wait for the enemy to approach and engage in combat on our territory.
5. Hydras simply stand in defense.
Now, let's get to the main point: Assassins or Hunters?
Let's consider the Shogun scenario. Let's say it's week 8.
Let's assume we have 150 Assassins. This is an approximate number, but it's roughly what you'll have with dwellings, heroes, and possible losses on the battlefield.
There will be 11 level 7 units that you are going to target with the Assassins, assuming you placed them on week 3, and the castle was built either on week 3 or week 2. On some maps, it is quite possible to build both the castle and the level 7 unit on week 2.
Level 7 units have at least 200 HP (we won't consider Specters, as they are not affected by poison and there are more of them). How much damage will this poison do? It won't even eliminate one unit.
Now, let's talk about combat: Assassins shoot, dealing 25% damage (penalty for shooting and distance penalty), and poison the enemy. Hunters, on the other hand, go invisible. While the enemy is engaged in melee combat, the Assassins shoot again. Again, with a quarter of the damage. Hunters either move into attack range or attack those who are approaching our ranks. Don't forget about their speed – 6. The Hunters' melee attack against low-armor enemy units is devastating. Their damage and attack are higher than the Assassins', and Necromancers often take Attack, which further increases their melee damage. In addition, there will be no counterattack. The enemy will have to be distracted, which again gives time for casts. But the Assassins are visible. And to avoid being poisoned, the enemy will bombard them with magic, rush towards them with fast units, and shoot them from a distance. Therefore, they will not be able to deliver their full melee attack – only a counterattack.
So, consider which unit will be more useful.
And, accordingly, since we are sending Hunters into battle (preferably to break through to the enemy's archers – they may not withstand even one attack), the time for invisible casts is provided to us not by them, but by the Mistresses. They will go invisible later and also meet the approaching enemy with an unexpected attack. After that, there will be practically no one left to finish off the Hydras – they won't have enough strength, which means the army has completed its task.
Now, is my "non-ranged" position clear?
P.S. Whew... I'm exhausted from writing...