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At start i like to get army of melee goblins, shaman and apprentice. Later on - when i get increased stack size = i like to add 1 archer unit. So one army pure of goblins.
About second army - its different story. Depends from situation.
What changes about the setup depending on archetype is how their crafting impacts the setup. As an Artificer I tend to give all early melee units a healthy glyph, archers get bowman, and spellcasters get Seer and Owl glyphs to let them unlock and use their abilities more often. For the Necromancer, I'll typically just pump out stacks of ghouls in the early game due to my tower setup favoring mana anyways. My demonologist build right now is to give my two starter goblins each a Vulture of the new age, then give the shaman a Tourist for scouting and increased experience gain. Once I get access to Lyraine's cult (Cult of Whispers) I typically start giving any replacements for combat losses demons associated with that cult in order to offset upkeep costs. Once human units start getting mixed in, I'll throw in some Rooks (demons that increase their host's max health at the cost of reducing their movement speed) on the front line or give an all-human stack Tourists to spike their xp gain.