GOGwiiisfun: To answer your questions:
1: Yes, would take a lot of turns, and yes you should attack provinces with dungeons in them before you explore. You should do things in this order: Attack dungeons, if you have no dungeons that you can defeat, than take new provinces with dungeons, and if you can't take the new provinces or cannot defeat the dungeon(s) in the new province, then you explore for new dungeons.
2: Ghoul + Phantom Form is awesome for that, with maybe a skeleton to soak up ranged shots. Although as you said earlier, you'll need enough cash to get to tier 2 magic schools. But did you know that you don't have to have a tier 2 unit slot to summon a tier 2 unit (applies to other tiers too)? Of course, you will need a tier 2 unit slot if you wish to keep the ghoul in your army, as well as a few levels inn necromancy, but you'll usually have at least one tier 2 unit slot by the time that you can afford tier 2 magic schools.
3: Also commanders need lots of cash to be effective, because you'll need to buy a lot of expensive troops (you can use brigands, but they die very quickly) as well as wanting to unlock tier 2 units ASAP even if you do find a recruitment building (because dryads are expensive and harpies aren't very survivable). BTW, thugs are the best tier 2 unit for commanders, unless you are planning to make a ranged commander, then you'll want horse archers.
4: Necromancy can be powerful, but it uses a
ton of gems (which is probably part of the reason that you've been having crystal issues). It's generally better to use buffs and debuffs, as they are far more crystal efficient. Pure damage spells are far more expensive, and aren't nearly as effective on expert as they are on the lower difficulty levels because neutral enemies have a lot more HP on expert. Instead of necromancy and summoning, invest your skill point into spellpower, concentration, and thaumaturgy as these will make your buffs and debuffs more effective.
Aldhissla: Thanks this is really helpful!
1&2: Yes, I agree and that's mostly how I do it.
3: I tend to go with barbs for the start, Swordsmen if I'm certain I can sustain them. Then get a healer asap. Thugs do seem like the best all-round T2 unit, but I tend to specialize my commander around what I've got available. I am playing a game where I had harpies in my starting province right now and loving it. They make for a pretty fast start and if you pick your targets they can easily avoid death using their high speed.
4: I haven't really tried this yet, but it does seem very strong with Web.
Hmm which T1 buffs/debuffs would you recommend using?
Astral Energy/Web are obviously really strong.
Burn Ammo is really useful overall.
Slow/Haste seem underwhelming and don't scale well with Wizard skills.
Bless doesn't seem to be worth a turn, especially if you don't have strong units to cast it on.
Curse does a little bit of everything, but does it really make a difference?
Magic Armor seems worthless as the AI will attack other units first.
Magic Weapon I could see being useful only on barbs, thieves or ranged units.
I haven't tried using Panic at all, but my guess is that it's not as efficient as other spells.
Magic Armor/Magic Weapon
I'm also thinking about which kind of unit I would be aiming for to make the most out of magic. Warlocks (and Shamans, too) could potentially reduce resistance enough so my spells would become more devastating. But seeing as I will not have many unit slots available until at least level 10 (which is 4x tier 1, 2x tier 2 if I recall), I'd really want to make the most out of these slots.
How would I go about making Necromancy/Demon Summoning economically feasible?
As for which T1 buffs/debuffs that I would recommend, you have left out perhaps the best debuff of all: Fatigue! It may seem somewhat underwhelming, but lowering an enemy's stamina reduces its attack, defense, morale, and movement points! An enemy with no stamina cannot move, attack, or counterattack and has its defense, attack and counterattack halved! And even if you don't have any points in spellpower (which increases the effectiveness of Fatigue) a few casts of fatigue can completely disable a tier 1 enemy! The main weakness of fatigue is that it's a lot less effective on higher tiered enemies because they have far larger stamina pools.
But for stronger enemies you use another strong contender for the title of the top tier 1 spell: Fear, or as you called it, Panic! Fear reduces an enemy's morale. Reducing an enemy's morale also reduces an enemy's stats, much like reducing it's stamina, although I'm not sure about the exact effects on the enemy's stats. Once the enemy's morale hits zero it'll run away from your troops until it's morale regenerates. You can use this it defeat a small number of very powerful enemies that have low morale such as a group of trolls or a group of ogres or even a hydra!.
Web is very strong. It is best used to isolate and immobilize a single powerful enemy so that you can attack it without being counterattacked or so that you can defeat some of the other less powerful troops in the same group. Of course, don't hesitate to use it whenever you want to disable an enemy.
Astral energy is also very powerful. It's use is very simple: to give an important unit another turn and/or restore stamina.
Slow/Haste are somewhat situational. Slow is useful for fragile and fast enemies such as harpies, and haste is useful for hastening a tank unit. However, they usually would be more useful as another spell. Keep in mind that an enemy with a negative amount of uses extra stamina to move. Can be useful for trying to defeat ogres early in the game in combination with Fear.
Magic Weapon can be used to help an unit to earn medals by giving the unit more ammo and attack. Remember that it can be used to restore a healer's ammo and help it to earn healer's metals.
Burn Ammo can be good, but is situational so I usually prefer to use another spell instead and just use my units to soak up the shots. Can be useful to destroy the ammo of spiders and slugs.
Curse is alright but doesn't do enough to be worth a spell slot. Good if you can get shamans to cast it.
Agree with your assessment on Bless and Magic Armor.
As for using magic units to lower resistance, I usually don't need it. Full levels in thaumaturgy (or even just a few levels in it) is enough for most enemies (especially if I have gear that lets me ignore enemy resistance). I usually only need it for a super-powered enemy warrior. The main problems it that using these units means that there is some other unit that you can't use and that they are quite expensive and require gems to buy and upkeep.
And as for making Necromancy/Demon Summoning economically feasible, just either use it more sparingly in combination with other spells or use it in a swampy world. I might have slightly exaggerated how many gems that it uses, but it still uses a lot of gems. Not to mention that you pay gems as upkeep to undead in your army, and living troops are generally more effective anyway.
Also look at this guide to medal requirements if you haven't seen it yet
http://www.gog.com/forum/eador_series/award_medal_details_request_to_russian_speaking_friends/post2 Also maybe check out the Eador videos in this thread
http://www.gog.com/forum/eador_series/stream_of_eador