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1. Ranged attacks, even beyond the listed range of the weapon. You can shoot things really far away with good positioning, usually with no risk of counterattack. Even if the target is also an archer, their shot isn't guaranteed to even get near you. This allows you to weaken or even delete enemy troops before they engage. Whether that means blowing out their tank, or just sniping their healer.
2. Because they don't need to move to attack, their turn comes up more often. So they get more attacks.
3. They hit surprisingly hard, given the first two points.
You can do worse than running two archers most of the time. (You can safely leave Canopus in his base class if you want, it's basically archer with slightly less damage but better mobility, but the mobility is worth having.)
Aside from that, you always want a couple of healers around. Early on, that's your clerics, but also rune knights and regular knights get the basic heal spell. The AI tends to focus fire, so until you have a better way to keep damage on your tanky sorts, you'll need healing to keep the AI from burning one or two specific units down immediately.
Keep Denam out of magic classes. There are a few fights where he'll be relatively alone, so you don't want him to be too glassy. Or to have a minimum attack range (like with bows).
Regarding wizards/enchantresses, they are pretty underwhelming early, due to the spells you have access to early. The damage spells have lousy firing arcs and mediocre damage, while the status effects are going to be sitting at 50% accuracy even with spellstrike. Landing a Charm can be huge, though, and you're going to want their cudgel skill leveled up later on, so fielding one at least in training battles is decent practice.
Pay attention to the level cap rising after fights. The game will occasionally raise it several levels between fights, and if you're new to strategy games don't handicap yourself.
Knights are good to have around early for a couple reasons. They are, unfortunately, quite slow (both in movement and turn speed). Still, Rampart Aura (blocks enemy movement), access to healing spells, and good durability means you'll want to keep one around for a while to protect your back line somewhat. Do NOT use the Phalanx skill; it just makes the AI ignore your knight in favor of attacking something else.
Don't forget to equip the revive item on a few different characters. You don't want people to go down for a number of reasons (not least because revive items are expensive), but better to drop some cash on a revive than have to replay an entire fight.
Do units die for good?
Whenever you want someone in that class. Very little is tied to the character specifically aside from their base level and weapon level, so switching around doesn't really lose you anything. There's no permanent stat growth tied to levels, from what I can see.
If you have trouble with the early battle at quadriga fortress, but you can head back to tackle different story battles and return once you're a bit higher leveled. Tackling it right away at level 5 can be real fun because you might have to work on some strategy to make it happen, and prepare well by taking multiple clerics, but it's a tough fight for sure because everything is level 6-7 and your level cap is only level 5 at that moment. The other fights in chapter 1 are a bit easier.
Archers are still very good, just want to point out that if you're basing this on the previous versions at all, Archers are much less strong in this game. Or maybe Defense just works better now in general? For the Most part I notice archers seem to do incredible damage against units like mages and other archers, getting those big 100+ damage hits in, but pretty weak vs more defensive units like Knights and Warriors, sometimes hitting for 10-20. The other points of why they're great still hold up, just the damage is a bit lower now.