Just small note towards the undead army planning:
Dark Kniths are fine - but as their movement is very limited - they end much often as targets themselves (enemy AI considers them dangerous and tries to remove them ASAP)
I tried all undead combinations:
at the early beginning you can pick up gosts in the swamp cementry - ghosts can raise their numbers above the starting number - so if you know how to use them - you will always have enough of them (and have nice PHY resistance)
Later on I tried necromancers - was huge dissapointment, even as they have area damage and have huge initiative...
to make the story short - I had:
1. Dark Knights: only as back up unit, for the purpose of higher morale for undead.
2., 3. Red and Blue Vamipires (if lucky - you can purchase vampire bats, you don't need to transform them in battle)
4. Bone Dragons (a lot of HP, Surrounding poison attack, flying)
5. Emerald Dragon (no retaliation grab attack, mana spring attack, flying)
backup 1. Emerald Dragons (sacrifice does not work on them... duf)
backup 2. Free - any other units of mine I was able to re-stock using only sacrifice (used on vamps - who replenished by they ability and the other stack raised by sacrifice -> win win, no loss)
Why necros are not valuable ?: for their area atack - vamps are most effective when they attack and keep just near enemy stacks - using necros attack would damage your vamps.
Later on are ghosts very ugly - very easlily they can go from "not controlable" to "aggressive" and that you don't want
skel archers, skells, zombies are good only at the beginning -> when I wanted to enjoy my "undead commander" skills, but they are useless later on... even if skel archers do great damage, they really die so easily