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That being said - let's start with the Legions. The question is - are you playing Rise of The Elves version or Gallean's return? It is important as it changes two aspects - in Rise of the Elves, Gargoyles do Earth damage instead of physical and Overlord gains blister damage on top of raw hitting power.
That being said. Legions benefit greatly from a Warrior Lord's passive regen, as they have no healing abilities and little in terms of damage mitigation (gargoyle armour is just a gimmick, let's face it - very good gimmick, but still).
Let's start with warrior units - not much to write here. They are solid, but bland. Decent health, decent damage, final unit has passive hp regen.
Mage tree - this is one of two spots where demons shine. Modeus has decent health and second highest damage of standard mage units (not counting the Elder of the Dwarves) but demons already have good damage output, so utility units may be better.
Doppelganger is a gimmicky unit and his usefulness depends too highly on enemy stack to be truly reliable.
Incubus is effectively a Shade with better accuracy, but higher level. A good crowd control unit but picking him potentially leaves you without damage source other than physical - unless you have a mage hero.
Succubus is, in theory, a completely inferior choice to Incubus, BUT, and that is a huge BUT, she strips polymorphed units from wards, immunities and baseline armour - so yes, polymorphed Deaths, Werevolves etc. become vulnerable to physical damage.
Locked cultists are also a decent option, believe it or not.
Gargoyles are good - period.
Support units - Tiamath is obscenely good. Overlord... in Rise of the Elves it gains blister, making it the most damaging single target unit you can get, aside from boosted dwarven units. However, without Rise of the Elves (so if you plan on playing bonus campaigns in Gallean's return), there is no blister damage, so Abyssal Devil is superior choice. Speaking of which - this thing is a complete monster.
Also - Fiend is obscenely powerful if you manage to level it up - it does not require much experience and poison damage becomes quite significant later on.
My personal setup for the campaign varied. I went with the Duke as my champion because Legions already have good mages, while their 1slot melee options are unremarkable.
Early levels - I go with possesed and two cultists but as soon as I can afford it, I go for Demon and Gargoyle combo - the upgrade path I choose really depends on my mood and whether or not I plan on taking over capitals - Abyssal Devil is a solid choice here.
For mage at the back - depends, as everything except Doppelganger will be rather reliable.
Basically - I rely on two slot units. The advantag of this is simple - fewer units to distribute xp. This mitigates high xp requirements somewhat.
As for other races...
Empire... Really, everything works. Their melee options are all solid enough. Inquisitor line is highly underrated, given how quickly they level up to obscene levels.
On very long maps, Divine Avenger with his 2 attacks is better than Defended or Faith. I prefer Prophetess healer line when you have all 5 slots taken. Early missions, Hierophant line worked better for me.
Dwarves - Really, everything works there (except Wolf Lords, they suck). Son of Ymir is invaluable when taking capitals, though. Hermits are a cheap option for a monstrously powerful group but I noticed that you need at least 2 of them (1 front, 1 back) - because AI treats them as support units and focuses them down. Dwarven King is fine if you don't want to rely too much on armour buffs but otherwise, Rune Master is superior.
Flame caster is only useful if you plan on employing a cheesy build that deals EVERY elemental damage possible (Mage hero for earth, caster for fire, hermits for water, elder for air).
Undead - pretty much everything goes, really.
Elves - I prefer Elf Liege as a hero here. Chargers for a front line due to early armour and absurdly fast levelling. For the back line - healer depends on army I'm facing, same with archers, though I prefer the elemental archers over physical.
That being said - if you plan on using the double-shot archers, ignore marauder and lock the brigand during the longer missions. Brigand levels up faster, quickly catches up in terms of damage and by the time the damage catches up, he will also have more health than marauder after accumulating the same amount of xp.
For normal exploration, I usually give her Gargoyles and some fire mages, or three fighters and a Witch or better. Baroness can easily stand in front and tank if needed later on, so three mages/witches and two fighters also work.
Baroness' only downside is that she needs a lot of coddling before you reach level 3 or 4. But her ability to split parties and control the flow of battle, paralyze (and poison, if you have the right artifact) during sieges, and dispose of units without a fight during defense makes her the most fun and interesting hero to play, IMHO.