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-Necromancy seems weaker than it should be until you get Tome of the Great Transformation, at which point it becomes stupidly strong. This is mostly access to Desecrate Structure, and Bone Dragons. Wight form is a bonus. Cast Desecrate Structure on basically everything in your domain as fast as possible.
-In a normal Brutal game, I usually keep hero stacks relatively close to each-other until late midgame. With Necromancy, it's very easy to create ancillary trash stacks out of skeletons. You'll have a hero in a strong stack escorted by two stacks of skeletons. The backbone of this army composition gets profoundly stronger if you include 1-2 Necromancers in each stack including the trash stacks.
-Regarding T4, Marked for Death is a stronger spell than Summon Reaper. Reaper's mostly awesome for your leader stacks (I wouldn't field them without the upkeep discount from a leader, and I haven't ever needed more than one per stack). It gets you Gold Sites and allows you to throw your weight around. Marked for Death is a spell that puts a timer on the battlefield in your favor. Drop a couple casts of it on the tankiest enemy backliners and while the rest of the battle is going on they won't be able to accomplish anything but run around bleeding zombies. Most factions can't deal with it (don't rely on it for umbral demons).
-Death Magic is probably a contender for strongest affinity in the game, and you should get it ASAP so you can spam spells in tactical combat as per above. If you go Astral, you can also create summons with ranks, and start casting on round 1. Mystic Summoner with Astral/Dark mix for your necromancer is actually ridiculous just for the affinity access. Fantastic cultural special province improvement, too.
-If you have enough soul income, T5 just wins you the game. You can just pull stacks out of your butt, forever. You can play insanely aggressively because losses no longer matter to you.