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You can make two different tier 1 infantry that have lifesteal 2x and regrowth. That isn't a big deal until you get their health pool over 100. Then they become almost impossible to kill without stun/paralysis or guardbreaker. Even the 'fresh' version comes out as elite late game. The funny thing here is that tier 1 unit spam can fight and win vs tier 4 unit spam.
And say you do manage to kill one of my special 100 hp tier one units. I will just revive it and bring it back to life.
The only boring thing about necromancer is that you are mostly locked into shadowborn mastery. Overall that isn't a bad choice as you can still use some strong magic as a minor (like water).
I disagree that the necro is weak with a few tweaks (allow everything to be ghouled mod, fallen angel immune to perifying scream,). Late game necro can spam dread reapers and fallen angles and each uses a different resource upkeep. Petrifying scream is powerful when it cant affect any of your units (stupidly weak when it affects fallen angels).
The biggest imbalance for necro is the ultimate spells which I always disable anyway.
I wouldn't exactly be opposed to having stronger core units, though with weaker everything else. Or less of them. A mass of weak units can be nice and all, except in this game due to the way combat is designed (especially retailation) and the fact that you can only have 6 units in a party at one time it often doesn't lend itself to being a very succesful strategy. Lower tier units need utility to see much use in the late-game.
It will be fun, but just for one of you thought