Well, I was actually refering to advanced units. Like having a monk in a group of groudn troops can provide a +1 or +2 moral, but if you have a horseman in the same group, that drops. Makes it rather annoying, honestly.
It seems to be all.mostly about alignment, there. Neutral guys (bowmen, ferex) are fine with undead, but stick a pikeman or swordsman in a party with undead and the moral for the lawful fleshbags drops like a rock. Haven't unlocked monks yet, in the campaign, so dunno about those guys.
Anyway, on lowest difficulty I'm having the most consistent luck with a necromancer focus, with a bit of ranged to back it up. Latest enemy-crushing army was just two bowmen (around level 4), my mage, and four zombies (which by that point were being summoned at level 12!). The mage was spec'd out with a few debuffs, then about 50/50 of what was left with magic arrows and necromancy spells (mostly zombie, with a couple skeletons, and one lucky ghost find). I'd usually nuke whatever the enemy had that'd die fastest, then pop the ghost up (which would promptly rampage, those things are a pain to kill
) and start murdering whatever was closest to my zombie line and replacing them with, well, more zombie meatshields. Meanwhile, the bowmen would plink away at whatever. Tie up, block, turn them into minions. Good stuff.
Alternately just ranged in general. Scout or commander-> scout with plenty of bowmen. Screen of pikemen or swordsmen (I prefer the former, m'self.) to keep critters off you while you murder everything. Just last map I had a mid-teens scout with some lucky-ish kit three-round a hydra, which was amazing
Map before that, I had a commander -> scout with about eight bowmen and a full line of pikemen. Bowmen usually kill three or four critters a round, at minimum. It was nice. Bowmen are a little troublesome starting out, but once they get some levels in them and can start breaking through the higher defense critters, the extra range really starts paying off. It might tip in the favor of crossbowmen once they get some range into them, but bowmen start hitting that back line a lot sooner
Footmen (think that's it, anyway) guards have been pretty helpful for dealing with revolts and junk. Slows down the rebellion creep and pretty promptly knocks 'em down if they get uppity. I
think having space (exploration) helps with province mood, as well, so those little red buildings on the map are a semi-bad sign. Which is a bit of a pain, because without a good scout it takes
forever to build up a nice buffer.