Wow, I've never needed more than one frog to kill the light melee. But I only autofight so that may be different. I play anywhere from 20- 35 provs per week. I love the frogs for that, but I do prefer orc strategists if I have to fight anything tougher than the lights.
Sorry, my statement is misleading. I'm doing about 30-35 provinces x6. To clarify, I'm counting how many frogs it takes to take them down before they reach me in order to win with minimal damage. For example, a hellhound might reach my front line on his opening round, so ideally I need him dead before
it's the hellhound's turn. In the first 7 provinces (making up numbers as example since everyone's buffing level will differ), it might only take one Frog. In the next 7, it might take 2 frogs. So by province 15, I'm not bothering with frogs anymore because it will take 3 frogs to take him down before he reaches me, which leaves me 2 units to deal with the other 4 enemies. If I can't bring him down, then I need to minimize his bite, whether in the form of weakening him with a shot or a debuff. Sure, I can use one frog that takes 6 rounds to kill a light melee too, but my frog will also take 5 rounds of damage if he can reach me in 1 turn.
Are they more effective if you pair them with other types of heavy range? Or is it still better to just send all one type on auto? Is there a type of light melee or light range that they should not be used against?
Yes, they pair well with Golems (I don't have human city). That's a good transition combo before the next transition, which might be 2 golems and 0 frogs, as you slowly ditch all frogs. For example, 2 frogs might no longer be enough to kill that light melee before it reaches you, but the Frog+Golem combo will be since the Golem gives it more punch. Ideally, you want to range everything to death before it gets close enough to deal any damage to you for minimal losses. This applies to autofights too because it's based on the foundation of initiatives and movement numbers. For example, you have a Frog+Golem vs Ancient Orc+Orc General. Ancient Orc moves first. In all
possible movements, he can't reach anything because both the Frog+Golem are still in the back row starting position still. Then your Frog goes and he shoots the Ancient Orc. Next, your Golem goes and he kills the Ancient Orc because that's the only target he can reach. Your Golem can't reach the Orc General on his intial turn in all possible movements. Therefore, you don't need to control anything and can trust the autofight. The initiative and movement dictates what targets are available without you needing to know where the pieces are specifically on the board. In manual fight, I am killing them in the order of who can reach me fastest. In autofight, I'm just counting how long I have before they reach me and turn into a melee situation. In a melee situation where everyone is within range, I also don't care where they are on the board and can trust the autofight. If say 3 or more of the enemy can simultaneously reach my front line, then I need to transition from Frogs/Golem to more Treants. Obviously, I'm working with fuzzier math when autofighting than manual fighting, but that's fine as long as I know I need to do the transition from Frogs->Golems->Treants up the increasing provinces.