Not that I've used any of these units (because I either don't have the building, am far from getting to the chapter when I can build the building, or am playing an elf) but, after my Unit vs. Unit study which I detailed in my Battle Sheet, I would have to say the following based on damage alone (discounting other factors such as initiative, movement, and strikeback):
Drone Rider: Best choice vs. Mage, also vs. a combo of Light Range & Mage
Priest: Best choice vs. Heavy Melee, also vs. a combo Heavy Melee & Heavy Range
Treant / Paladin / Orc Warrior: Best choice vs. Heavy Range, also vs. a combo of Heavy Range & Light Melee
Golem: Best choice vs. a combo of Light Melee & Light Range
etc (see link below for more details)
@Thistleknot , I'm interested in your comment that the Drone Rider is weak compared to the Sword Acrobat because the damage, hp, and special ability bonuses, movement, and initiative of all Drone Rider versions are actually better. Can you enlighten me?
The Ranger is weaker than the other range units (except the Crossbowman although the highest version of the Crossbowman outdoes it in damage by 1 measly point) in terms of damage and hp which, I suppose, is their way of balancing it due to its higher initiative and movement.
The light range unit that I am interested in is the Mist Walker because it has the highest initiative that I've seen so far, the best hp out of all light range units, high bonuses vs. mages (the same as the Ranger's although it's weaker against heavy melee), and has a strikeback.
To be honest, I feel that the Drone Rider and Mist Walker's stats are overpowered and, to use Inno terminology, "unbalanced" compared to other troops. These units don't follow the pattern of balancing strengths and weaknesses that I've seen in other units but I suppose I shouldn't expect logical consistency from the makers.
The Banshee, on the other hand, looks weak to me. It is, however, a very specialized unit and I suppose it'll come in handy vs. heavy range but I'm honestly tired of seeing variations on the same theme.
I've noticed that the new units they've been introducing are mostly reversals of the normal bonuses of that unit type. Here are my generalizations:
LIGHT MELEE usually have better bonuses against mages than light range but the Drone Rider is better against light range than mages.
LIGHT RANGE usually have better bonuses against heavy melee than mages but the reverse is true for the Dryad.
MAGES, i.e., Priests, Sorceresses, and Banshees have better bonuses against heavy range than heavy melee but the reverse is true for the Blossom Mage.
HEAVY MELEE are usually better against against heavy range than light melee but the reverse is true for the Orc Warrior which makes me wonder which category the new mercenary camp unit will fall under because, at this point, I'd like an even split of two who are better against one enemy type and two better against the other instead of the current three-to-one and one-to-three ratio.
Two HEAVY RANGE, i.e., mortars and orc strategists are better against light range than light melee. It's the reverse for golems.
All in all, I must say that the results of my comparison didn't impress me. I feel that the new units lack imagination and INNOvation and confirms what I said in some other thread about generally disliking the new plethora of units considering the extra buildings they need to be trained in which takes up more space in an increasingly claustrophobia-inducing "city". I wish they'd just made prestige class versions of existing units since the new ones are just variations on the same theme anyway.
(Off-topic but, on a happier note, it looks like the Flurry event is fun based on what I've read so at least I have something to look forward to.)