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I forgot about footmen. Buy them also, champions can reach 300+ stack really easy and they are awesome in the midgame. My main party is often Setsuna Sky with snipers, hellknight, clerics and champions. While the female chief mage has trash units sitting on the other side of the map catching crash mobs advancing.
If you mean what's the strongest per unit, then signifiers
the rest are mercenaries like hellknights being great, for example. units that can heal are not that good, because they are heavily limited and the general could usually do that.
as for archers, I wouldn't take marksmen. scouts are better. because some generals can cast spells and will one shot the entire group if they can. they always aim for the archers first.
having a larger infirmary is also good together with heal. in general what you want to be capable of doing is to never lose any units across the entire game. you'll eventually get stronger because numbers also mean quite a lot. since the strength of units is also dependant on the numbers you can have of them. in that respect undead units from lich are the best because you can have a near infinite amount.
It's a shame that the crusade battles are so basic, they could have done something interesting with that.
The dog botherers give you a free disposable unit which is invaluable for drawing out nastier enemy attacks because they have a cavalry style movement range, and wasting their time and it effectively doubles the footman paper dps also.
Unpopular opinion but Ageboya > Setsuna because she starts with more power and has better progression picks when you need them while levelling.
You can make it work with any general, but obviously the caster ones are easier, as they in a way make the units obsolete - while the other generals can´t win the battles on their own, and the casters only need a few units who can take one or two hits till the enemy is deleted.
Else:
...and that starts with the simple thing that You can´t even split up the same unit stack into two - without counting as a new stack, when the number of stacks is very limited. So to block off a ranged unit from melee attacks You need to have at least 3 other stacks, while the maps are too small, and oftentimes You can´t move the outer infantry unit if some obstacle is right in front of them, and another unit stands next to them. Also the double move ability is wasted when You say that You want to wait till the end of the turn to move the other units first...
So it´s all about doom stacking and certain general abilities - and all You need are 2 armies - for the whole game, while You only need one to clear the map, and one to occasionally defend at the other side of the map. And then the abilities that "all lvl 20 generals" get some extras, when You only get one lvl 20 general anyways...
And siege skills, or heaven spells.
Just anything that removes enemies before they reach you