Generally, in autoresolve, the best units are ones which are very powerful in melee. The game ignores the power of missile weapons and bases the result upon an all out charge between both parties. This also applies in siege battles, where the city walls' relevance is not at all considered.
The system also ignores the additional power of phalanxes and similar formations, so units with these attributes will simply perform as they would without the formation being enabled.
Chariots are drastically overpowered in auto-resolve, as are other units with multiple hit-points (with the possible exclusion of elephants). If you are a faction who can use them, and you wish to do a lot of auto-resolving, they can be almost essential in deciding the fight.
You can find a similar thread on auto-resolving battles here.
Hope this is useful![]()
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