I had an autofight teammate ask me what troops I would use in a combo of mostly blue guys. I was confused, wondering which unit is even blue, frogs? I haven’t even seen frogs since they changed the tourney format and they were mostly grey frogs in the old Crystal Tourneys. She meant Ancient Orcs. I said the Ancient Orc guy is green! But yeah, she meant his class type, which is blue for light melee. I realized I also ignore these colors classifications, which I think manual fighters tend to do, but autofighters rely more on (general statement) bc they tend to ask me combat questions in reference to color.I'll have to go see what the colors are? I've never noticed that!
@Deborah M I am in chap 11 with Elf cities. I manual fight one city and autofight the second. I use almost all units, except maybe drone riders, because even within one class, they vary in what they specialize against. For example, Banshees are for Heavy Range but Blossoms are for Heavy Melee. Both are mages. Some units, like sword dancers (light melee) and Vallorian Valors, I use in much lower frequency so I use free units from other buildings (Tides, Bulwark) to remove them from my production queues so I can train the ones I use most. My favorite unit is the Blossom Mage.
Anyway, I brought up the color classification thing because you will have better results autofighting if you look past general class matchups. For me, the more important factor is the enemy’s initiative and movement numbers and who else are they fighting with. When autofighting, you can’t control troop movement and AI has a tendency to just push all units forward except for artillery mages (Priests, Blossoms, Abbots, Thornrose). This means it generally becomes a close combat melee brawl situation. When I autofight, I estimate how many rounds I have before it becomes a melee brawl, and that is dictated by their initiative and movement.
For example, Light Melee (blue) is weak vs Heavy Range (orange) and Heavy Melee (red). In both early Spire and early tourney, I might be able to kill an Ancient Orc guy with a frog. However, by mid Spire/Tourney, it will take two frogs at my current buff level. Finally, in the higher provinces, it might take 4 frogs to take one guy down. If you are using 4 of 5 units to take down one guy, you are going to be in bad shape. Therefore, I cascade troop types, using frogs in early battles, switching to heavy range golems in mid-level battles, and finally use the detested heavy melee like Treants in upper Spire/tourney encounters. Frogs->Golems->Treants is the order of their attack strength as well as their health level. If it takes more hits to take down an enemy, they will live longer to retaliate so you need to be able to absorb more damage too. Their movement dictates how quickly they reach your more vulnerable range units. A War Dog can practically cover the whole map, but a bandit only has 3 movement. Both are light melee. Even though Blossoms are a bad matchup against light melee, a bandit doesn’t have enough movement to reach my blossom so I can potentially kill her before she kills me and walk away unscathed. A War Dog could maul her in one shot though and she can’t kill him in time by herself. I generally will pick more melee units when I autofight than manual fight to accommodate for AI’s style of fighting. When I manual fight, I avoid melee units as much as possible.
Your units will have more promotions and buffs from late chapter wonders and techs, but the general idea is to NOT always use the same unit against the same class type for better results. Obviously, the more buffs you put down, the sloppier you can be about picking units. Hope that helps!