This has nothing to do with the newly discovered change to units based on their attack/defense bonus, but is intended to address the subject of enemy unit types found in specific tourneys and how that affects fighting difficulty. I define 'difficulty' as cost in time/resources to replace lost troops.
Here's how I wrapped my brain around the troops found under the new Tourney structure:
Some enemy troops have a higher probability of appearing based on the tourney type. It remains possible to encounter one of each enemy unit type in any tourney battle, there is just a higher likelihood of certain enemy troops in certain tourneys. I've never seen anything *official*, but here's what I have for most likely enemy types by tourney:
Marble: Heavy Melee
Steel: Mage
Planks: Light Range
Crystal: Mage & Heavy Ranged
Scroll: Light Ranged & Heavy Ranged
Silk: Light Melee & Heavy Melee
Elixir: Light Range, Light Melee & Heavy Melee
Magic Dust: Light Melee, Mage & Heavy Ranged
Gems: Light Melee, Heavy Ranged & Heavy Melee
Enemy unit types become more complicated between T1 (with one unit type highly likely), T2 (with 2 unit types highly likely) and T3 (with 3 unit types being highly likely). With a majority (I *think*) of players who fight using the auto-fight feature, the T3 fights are likely to be the most costly. I think they're most costly for manual fighters as well, but manual fighters can spread that cost across several unit types making replacing those lost troops less costly/time consuming. With auto-fight working best with 5 of the same unit type, those players are going to have their costs concentrated in replacement of one or two unit types.