Quoting an earlier post where I stated some of my thoughts on my Necro team:
IIRC, I started with 2 Flesh Golems, 2 Wights, 2 Werewolves, 5 Zombies, and 2 Rerolls (3, maybe?).
Definitely hold off on the Ghouls for a bit. I lucked out in the first game I added a Ghoul, in that he had 1 TD and then got MVP; I gave him Sure Hands, and he became a ridiculous TD machine afterwards. I tried spreading the TDs out, but unless I add Pass to my Ghoul or Catch to a Wight or Werewolf, it’s still pretty dicey moving the ball around between players with the Necros.
The Werewolves are pure blitzers, and should be given Block and Tackle ASAP. They are mobile, can crowd surf, and have claws that can help in taking opponents off the field. They’re the MVPs of the Necro team. I’m building one as a pure basher (Block, Tackle, Mighty Blow or Guard, perhaps), and one as a ballhawk (Tackle, Strip Ball, Sure Hands, perhaps).
The Flesh Golems only have Str 4, and they need Block badly, but they’re very good for tying up the line of scrimmage with their Stand Firm ability. Like most pure bashers, they’re slow to skill up.
The Wights are not as mobile/versatile as the WWs, but they start with Block, and with their MV 6, they’re necessary for team maneuvering until you pick up Ghouls. They’re tougher, slower, and bashier than the Ghouls, so try to skill them up as much as possible until the WWs and Ghouls start running away with all the TD SPPs.
Ghouls are the main Necro scoring threat. They’re the only non-Regenerator on the Necro team, and with MV 7, Dodge, and low AV, they’re designed to stay away from fights. I’ve skilled up one to be a ball carrier, and I’m tempted to try something different with the other Ghoul, but the Necros aren’t a passing team, and the Ghouls are the most fragile players on the roster, so they can’t really be too bashy, either. Perhaps the 2nd Ghoul could work as a ballstripper/blitzer/interceptor type.
For defense, I try to mark as much as possible with my Zombies and Golems, use the Wights for zone defense or blitzing, and keep the Werewolves and Ghouls as safeties and blitzers.
Zombies and Golems are pretty awful at tackling, so the more agile units (WWs, Wights, and Ghouls) are crucial for reacting and blitzing, accordingly. Until you get Ghouls, I’d keep the Wights in the backfield with the Werewolves, to maximize your team’s maneuverability. Either of them can go one-on-one favorably against many teams’ catchers, and they have the MV and AG to better attempt ball pickups and cages with each other (until the slow-moving Zombies and Golems can help out).
On offense, the WWs’ MV makes them your best running threat. That role can be switched to Ghouls once you get them, though, as the WWs can use their offensive skillset to clear opponents away from the ballcarrier. If I feel confident enough in the team matchup, I let the Wights (attempt to) take the ball and score, as the Necros really need to spread some SPPs around to their skill players, and the Golems are too clumsy to score.