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Hellknights are better thought.
You'll have more important decisions to make later where you pick the main types of units to recruit regularly. In the early stages where you only have a few options I liked high attack units like champions for infantry and marksmen for range. They have low health but as long as you have enough of them that they live through any enemy attack spell, it doesn't matter as you just heal them and carry on.
They also do no dmg and the crusader battles are all around nuking your enemy to dust before he does the same to you.
If they they some kind of taunt they would be useful, but they don't so enemy can and will just go right past them to your squishy units.
I see no problem with 200 turn battles.
On that note - unit count, base damage and base health matter the most for recruitable units since the town buildings can buff their stats significantly but can never buff their unit count and both damage and health bonuses are % of base value.
@mongrels, mongrel archers were pretty dope
@bait enemies really liked going after my out of position (top while everything else was crammed bottom) merc rangers that have fairly high defensive base stats and are very healable as a result.
Archers
Hell knights
Clerics
Whatever
Act 3:
Marksmen
Hedge Knights
Spearmen
Act 5 kills all your army, so it's better to focus on buildings during act 3
Act 5:
Same as above
Assassins
This act gives you an ability which recharges every 15 days which reinforces an army with more units of a random type that's already in the army. Simply split off marksmen into it's own stack and cast it, and boom instantly 400+ marksmen that will almost 1 shot anything on the map.
I can only speak for lich path, but for it I picked vampires and I was using them and normal skeletons. I'd probably try to grab skeleton archers if I did lich again. Later on you can also select some elite monsters (both generic and path specific), but that's pointless because you've probably cleared the entire map before they become relevant.
:D
Repeat the battle if you lose any of your ranged units.
Perhaps this makes the crusades too easy, as you'll snowball in power, but you'll have an easy time with this mode.
They do get taunt in act 5 :D