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However, valkyries also gain the charge ability if the squad is cavalry movement. So they synergize well with knights, raiders and hussars. Hell, even dragoons.
I personally prefer Paladins due to their additional tankiness, as I typically expect a squad with paladin(s) in it to take several beatings on the enemy's turn. I don't expect the same level out of valkyries, who get less use out of their charge ability than the paladin does out of their guardian trait. They are still fairly tanky, though.
Edit: Oh yeah, Paladins also do bonus damage against heavy infantry and heavy cavalry due to being striking.
You are correct that Valkyries offer a ton of army flexibility. They maintain similar-enough utility to paladins and don't lose their primary function as hybrid when mounted. On the other hand, mages and some unique heroes cannot be mounted, which makes it cumbersome to make hit & run squads with mages + paladins because so many spots would be allocated to units that don't contribute to hit & run. Infantry movement is fine for thrash squads that are deployed to collect treasure chests though.
Paladins are useful as tanky backline healers for dragon rider infiltrator squads against enemy assassins that normally murder templars, and flying dragons cannot lift horses, so no valkyries allowed.
Also, if you fancy cannons, they eat up horses and you won't have enough horses to spam hit & run squads across the entire army (and cannons are locked in their movement class) unless you get lucky with horse loot / shops, so you're stuck with paladins in that case.
There's a possibility the new difficulty mode in the works may actually incentivize min-max specialist paladin tanks and punish hybrid units, but who knows.
I'm not on right now to check, but I believe valkyries count as melee cavalry for your knight captain leaders. They benefit from cavalry charges, and using them as cavalry helps you slot more non-cavalry units in, such as a templar or mages.
Paladins count as heavy infantry for your soldier captain leaders, they carve up other heavy infantry pretty well (paladin vs sentinel lines are pretty favorable for the paladins), and if going into an infantry or flying unit they spare precious horses for the raider squads. As noted above, mixing cavalry and flying troops into one squad will always result in infantry speeds.
But I found awesome use for paladins - cannon squads. 3xPaladin in frontline making sure that:
a) AI would never attack your cannons (too high threat).
b) If you're forced to attack at point-blank range - they would make it safe.
Ofk, you can use 8-9 cannon squads and just keeping them out of threat with micro - but I found that game difficulty don't worth it.