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With Necromancers the best approach is to not use your main guy to raise dead. Just use your apprentice. I like the tactic of using them till about 50ish insanity, using twinborn and then throwing them at something to die. They will be reborn as a Wight that will then be able to decrease insanity.
The general strategy for necromancer is to have only the apprentice raise dead. Once a commander has some insanity, try not to let them lead their own army. Have either a captain or necro without any insanity take direct command of the commander with insanity and only release them to perfom more rituals when needed. If you can't release a necromancer from the command of the commander currently controlling them, it's because they rolled to be fully insane that turn and wouldn't be able to do anything normally.
Lesser summoning rituals are pretty good to help with this because you can get a Mound King as one of the summons. A mound king is a cheap frontline commander that can lead the army while his necromancer has some insanity.
Sanity recovery values go like this I think for the ritual caster types.
Tier 1 2 3
-------------------
Human 0 0 1
Wight 1 2 3
Ghost 0 1 2
Lich 5
Vampire (eat a town)
Death Knight 1
Relying on sanity recovery to still be able to command your own armies is not going to work very well for anyone but a lich. Even into late game you're going to be relying on recruiting apprentices who's only purposes are to raise as much dead as possible so your higher level casters don't have to, and spam level 1 spells in combat.
hmm does the human necro who turns into a wight or a ghost retain all necro powers?
Yes, and they can even increase them again with the mastery rituals. They will just be permanently unable to become a lich or vampire or cast Twiceborn again.
Can a commander commands the insane necromancer to go along with the army?