Dragon Slayer, Demon Slayer, Mana Spring, Hell Breath, Stone Skin, Haste, Divine Armor, Battle Cry, or the Inquisitor's Holy Anger Talent
... with everything except Holy Anger being cast as if it were a Level 2 version of the Spell. (Aside duration being fixed at 2... except for some reason Magic Spring lasts 3 turns) Holy Anger is bugged so it won't provide Rage if used by your Witch Hunters, but the maxed damage roll and +50% damage against Undead and Demons still apply and are nice. Dragon Slayer and Demon Slayer will, nicely enough, never roll if no enemy is around they apply against -no dragons? No Dragon Slayer. Same for Demons and Demon Slayer. So for one thing most of the time the Witch Hunter will either make themselves harder to kill or better at killing people -only Haste and Battle Cry don't fall under one or the other.
It's pretty awkward that Demon Slayer is included in this list, effectively just dragging down the Witch Hunter's average performance against Demons. After all, Holy Anger applies to Demons now too, and provides a +50% bonus instead of a +30% bonus in addition to including Bless and boosting against Undead; a Witch Hunter is always better off rolling Holy Anger rather than Demon Slayer. Oops.
Toward the very beginning of the game, Witch Hunters are very serviceable in the player's hands for being durable for the early game, and so able to function as a relatively generic melee unit that tanks hits without taking casualties. They'll probably fall to the wayside for a while once battles reach the point where being hit probably means a casualty and you're still building up Grand Strategy, but once you're either done with Grand Strategy or stop caring about it (500 more Leadership isn't that important once you've got 10,000) they pop back into being a really useful unit, if erratic. Magic Lock can be handled by Necromancers, but Necromancers offend a lot of units: Witch Hunters don't. Magic Block, meanwhile, is a way for Witch Hunters to be contributing damage on the very first turn in spite of being a relatively generic melee unit, and the AI makes no effort to account for Magic Block and will just suck up the damage. Magical Aid shouldn't be counted on, but while it usually won't give you what you want it usually won't make things worse, and if you're really concerned you can check the numbers and just avoid slapping it on if their turn order will actually be impacted by Stone Skin lowering their Initiative.
Their resistance to Magic is also fairly noteworthy. Most units that are seriously resistant to Magic damage have fairly low Health, and Armored Princess has softened the trend of 'units that do Magic damage probably have weak damage output', so having an option for tanking Magic damage that's actually good at it can be fairly useful in various matchups. Beholders and Evil Beholders particularly hate them: Witch Hunters take poor damage from their attacks, can't be put to Sleep, and can't be Mind Controlled, while the Witch Hunters can slap Magic Block on the Beholders so they take more damage than the Witch Hunters when attacking them. Paladins are another unit that has good Magic resistance and solid durability (Great durability, in fact), but Paladins are also slow and can't really contribute until they're on top of the enemy or your forces need healing/resurrection, making Witch Hunters the better option for a durable Magic-resistant unit that requires little support to help in a fight.
So like I said: Witch Hunters are fantastic yet infuriating.
Assassin
Level: 4
Hiring Cost: 800
Leadership: 150
Attack/Defense: 36 / 20
Initiative/Speed: 6 / 3
Health: 100
Damage: 11-13 Physical

Resistances: 25% Poison

Talents: Backstab (Charge: 1. A target enemy whose current facing and environmental location would allow a unit to strike it from behind is attacked for 17 Physical

damage and Poisoned. If a Trap is in the position that would be attacked from, Backstab is interrupted, and the Assassin is now standing in the tile the Trap is in, having activated it), Murder (Charge: 1. Does 13 Physical

damage to an adjacent enemy. If the targeted stack is slain by Murder, the Assassin promptly receives 2 Action Points, immediately granting it another turn, and Backstab gains a charge, even if that takes it over its normal max)
Abilities: No Retaliation, Venomous (30% chance to Poison the enemy for 3 turns), Poison Resistance (25% Poison resistance), Servant of Death (Buffs of any kind are instantly purged, and the Assassin is immune to Mind effects
except for Hypnosis. When Hypnotized, Servant of Death stops working until the Hypnosis ends), Find Weakness (Whenever the Assassin finishes off an enemy troop with either a critical hit or with Backstab, the Assassin gains a damage bonus of 5% against that type of unit. This bonus lasts for the
entire game, or until the Assassin stack is completely destroyed in battle or terminated out of battle. The bonus caps at 100% against a given unit type)
The Assassin introduces all kinds of weird oddities to your game experience. It's the one and only unit in the entire series that causes facing to actually matter, which can be frustrating since facing is not something you have any direct control over, and default unit behavior makes it close to impossible to have a unit move without exposing its back. Generally, you'll need to invoke a Talent or block off the rear with a Trap if you want to move without opening your units to a Backstab. It's not too aggravating overall, but it's one of those cool, inspired-by-aesthetic details I really like in the series that manages to have a somewhat negative impact on 'pure play'.
That said, I do really like that they bothered to make Trap work on them, rather than handling the whole thing of a backstab as purely an animation that is functionally a weirdly-animated ranged attack. The latter is what most games would do, and it basically always bothers me.
Find Weakness is also very strange, and I dislike its design a lot more, since Backstab is something you ideally use early in the fight, and critical hits are purely up to chance, making it a nuisance to actually grow it. As a Neutral unit, it's difficult to even boost their Morale to increase that crit chance. There's also the wonky point that you're encouraged to either get Assassins into your army as soon as possible and never let them leave or basically ignore them, as they're drastically superior if you consistently work to 'level up' Find Weakness. It's an interesting
mechanic, don't get me wrong, but I'd have preferred a different implementation, and thankfully this particular implementation of it doesn't survive into later games.
For the player, Assassins are one of the best melee units in the game. They can contribute early readily enough with Backstab, which always places percentile damage on the target, making them an excellent tool for softening up targets, have a good Initiative and Speed making it entirely practical for them to use Wait shenanigans to get in proper melee attacks without being in a position for the enemy to actually attack them (ie they can back out of reach of 2-Speed units, Wait, and then attack them once they've followed), and Murder simplifies the decision-making process involved when a weakened enemy is on the field. Where normally you might want to urgently attack some other unit, yet also really would like the stack finished off (Such as because it's a stack that can inflict percentile damage or otherwise contribute noticeably even when mostly-gone), and have a tricky decision as a result, the Assassin simply Murders the weakened stack and then Backstabs the big stack. They don't actually push Royal Snakes into irrelevance -Lunge is just too huge, and it reloads on its own- but in my experience I tend to transition from Royal Snakes to Assassins fairly early in the game and not go back unless my luck with Items ends up favorable for Royal Snakes.
As enemies, Assassins are moderately irritating to play around, but not typically dangerous so long as you keep Backstab in mind. Notably, the AI doesn't move and then use Backstab, and so you can effectively stall Assassins for a turn if you can arrange for them to Backstab something you don't care about, such as by generating disposable summons. They also always prioritize Backstab over any other possible course of action if Backstab is an option for them, which makes them very easy to predict and manipulate: if there's only one Assassin on the field, consider setting up a unit to be open to a Backstab and then set a Trap behind them. Just remember that the Assassin will actually teleport to the new location if you do this; you don't want to be dumping them right into the middle of your ranged units unthinkingly.
The main point for playing around Backstab, though, is to just leave your units in back, prioritize killing the Assassin so you're freed up to move about, and keep an eye out for opportunities to move units where they won't be vulnerable to a Backstab. (Such as having a Flying unit advance and land in front of a rock) This has the somewhat odd effect that Tactics is both badly hurt and significantly helped by fighting Assassins: it's hurt because you shouldn't take advantage of the ability to place units more forward. It helps because it lets you rearrange your forces if their initial formation is less than ideal without opening anyone up to Backstabs. It's a bit of a weird dynamic.
Assassins are a bit of a personal favorite of mine overall, being very effective, interesting, and nuanced, without being overly dominating. They're probably my single favorite unit added by Armored Princess, honestly.
Note that the in-game description for Servant of Death claims the Assassin loses all their Talents and Abilities while Hypnotized, not just Servant of Death. This is a localization mistake; all that gets disabled is Servant of Death itself, which is quite obviously because Hypnosis is mechanically classed as a buff and so Servant of Death would instantly purge it if there wasn't some special-casing. I'm not sure why they didn't just have the Assassin immune to Hypnosis in the first place, mind, but still.
Royal Griffin
Level: 4
Hiring Cost: 1200
Leadership: 300
Attack/Defense: 35 / 30
Initiative/Speed: 6 / 6
Health: 220
Damage (Standard): 20-30 Physical

Damage (Dragon Despiser): 40-60 Physical

Resistances: 50% Magic

,
-10% Fire

Talents: Cheer (Charge: 1. For 2 turns, all allied Elves and Humans get 50% more Attack and Initiative), Heavenly Guard (Charge: 1. Summons an Angelic Guard stack into a random location within 2 tiles of the Royal Griffin, whose Leadership is 150 per Royal Griffin in the summoning stack)
Abilities: Flight, Furious (Retaliations never 'run out'), Magic Protection (50% Magic resistance), Dragon Despiser (Calls the Dragon Despiser attack against dragons, and -2 to Morale if there's an allied Dragon in the army), Regal (+1 Morale to allied Humans and Griffins-the-unit)
Humans may still lack a mono-species Morale bonus, but they can essentially approximate it with a Royal Griffin. Royal Griffins are also basically Griffins 2.0, with Angelic Guard comparing to Split, only with disposable troops being generated. (Though the Angelic Guard won't get a turn until next turn, as typical of summons, unlike a Splitting stack)
If you look at the code, Regal technically also boosts Angelic Guard, but in normal play Angelic Guard will always be summons and thus exempt from Morale.
It's somewhat interesting to me as well how Cheer bolsters Humans and Elves given the inactive code that would make Humans and Elves friendly with each other. It has me wondering if the devs were considering activating that code after all in this game, with eg the Royal Griffin both reinforcing this alliance and yet helping keep the two races distinct. (Because Royal Griffins don't boost the Morale of Elves)
In any event, I'm not particularly joking or exaggerating about the Royal Griffin being basically just a better Griffin. The primary caveats to this are the inferior utility at first-turn Chest grabs and that Royal Griffins are undesirable if you want to use dragons in your group. For most purposes, Split is inferior to producing a completely disposable summon, with the turn delay before acting being insignificant most of the time, the lack of control over where the summon arrives being a minor nuisance, and Royal Griffins have a nice grab-bag of advantages. Griffins do have the very minor advantages of a slight Physical resistance and no Fire weakness, but Heavenly Guard all by itself essentially makes up for this.
By extension, Royal Griffins are fought and used fairly similarly to Griffins. You can't treat them exactly the same due to eg the Speed difference, but in broad terms? Pretty much the same.
Angelic Guard
Level: 3
Hiring Cost: Technically 300, but this is irrelevant in an unmodded game
Leadership: 60
Attack/Defense: 20 / 15
Initiative/Speed: 6 / 5
Health: 33
Damage: 4-7 Physical

Resistances: 50% Physical

, 25% Magic

,
-10% Fire

Talents: None
Abilities: Flight, Furious (Retaliations never 'run out'), Phantom (50% Physical resistance and can travel through solid objects), Negates Magic (25% Magic resistance, and automatically purges buffs and debuffs)
There are edge cases where Phantom actually influences an Angelic Guard's travel behavior, in spite of having Flight. Some terrain obstacles can block even Fliers without blocking Phantoms, though it's rare.
Angelic Guard are another new unit that doesn't leave a corpse when slain, though this isn't exactly surprising. Curiously, even though Ghost Pirates are immune to Traps, with the only obvious explanation being the possibility of the Phantom Ability secretly including such, Angelic Guard are not immune to Traps. I really don't know what to make of this.
Angelic Guard are, of course, normally only seen when a Royal Griffin summons them. (Though Rune Mages will also summon them if no valid targets exist for them to copy; another example of the series associating Griffins with Humans) They're exceptionally useful for distracting enemies, though do note that their Health is fairly poor and they get by primarily on their high Physical resistance and to a lesser extent the modest Magic resistance. This makes them a good target for nuking with Spells or either of Lava Call or Fiery Phantoms (Other damaging Rage attacks are all either Physical damage or percentile damage) when you're fighting them, and by contrast in player hands their comparative vulnerability is rarely an issue. Fire damage remains rare, Poison damage is uncommon, and anyway most of the units that have them are either not very good or, for one reason or another, are unlikely to get 'caught' on the Angelic Guard. (eg dragons fly and are very fast, and so have no reason to fixate on the Angelic Guard)
The overall usage is fairly straightforward: summon them, and then hurl toward the enemy to soak damage and put out retaliations. They admittedly won't do that much damage in real terms due to how relatively small a group will be summoned at a time, but they're also not costing you anything either, and the more useful part is delaying enemy melee anyway.
Mind, part of why usage is straightforward is that they instantly auto-purge buffs and debuffs. There's no considering options like Stone Skin to extend the time they're alive to distract the enemy, because those options don't work. The buff purging is primarily a flaw in player hands, as Royal Griffins in AI hands aren't necessarily in a force that can pass out buffs to other units in the first place, and it can be pretty frustrating if you forget about it. Conversely, the debuff purging can be pretty nasty in AI hands, especially if you're doing something like trying to take on a battlegroup notably out of your depth; no Blinding the Angelic Guard to buy time, no Burning or Poisoning them to wear them down if they're distressingly numerous, etc. Mind, you can point such tools at the Royal Griffins before they summon them... just make sure your army does have the Initiative advantage.
