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And yet, the Necropolis is doing very well in beta :). Its main focus is on healing. Initially, ghosts heal troops of their own level quite well, and when "Necromancy II" comes into play—healing basic and elite troops depending on the army size—the undead become OP once again. Additionally, archliches can use an ability that transfers a portion of the damage dealt to an enemy to any friendly squad. However, this, much like the vampires' "self-healing," Remember! Self-healing may be harmful to your health! is not very effective.
The Necropolis has a decent start and, thanks to huge growth, a decent endgame as well.
Basic troops handle their tasks of capturing mines quite well at the beginning.
Skeletons — they only shoot across a quarter of the field, so until the enemy closes in for melee, the damage they deal is laughable. On the other hand, they can slow the enemy's approach with their passive influence (attacking an enemy removes one unit of speed from the attacked).
Ghouls — a sturdy unit with decent damage. They should be healed by necromancy when losses occur.
Ghosts — the equivalent of Haven novices: magic damage (though weaker than ghouls) and healing.
Selection Elite troops differ little from basic ones in terms of growth :rolleyes:. So, as always, the strength of the Necropolis lies in numbers.
Liches — a good shooter, can occasionally heal. No shooting penalty :).
Vampires — they will stall the enemy. They heal weakly, but don't die too easily either. Damage is average.
Lamasus — heavy cavalry. They deal the most damage among Necropolis troops, thanks to a strong base value and high numbers.
Fate Spinners — they aren't exactly brilliant, yeah. They shoot reasonably well in spider form and can immobilize nearby enemies. But other than that, they are unremarkable.
Summary:
although I'm not a fan of the undead, I enjoyed playing as the Necropolis. It is a very strong faction, and besides necromancy, a mage hero can provide a powerful second-level blood reputation ability.