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Hex is the best, hands down. When you win a hex challenge you get a TON of loot compared to any other resolution ive seen.
Also, AutoResolve works well most of the time for fighting but you have to pay attention to what you are fighting. I find that autoresolve against undead (dwarfs too), even when have an overwhelming majority, ends up in someone getting wounds for some reason. But if its a spider or some other beast mob, autoresolve works quite well.
Good write up though.
There is another thread with more detail, but basically consider Autoresolve to be just playing your guys in order from best to worst, against a randomly played lineup of the enemy, with neither side using any Tactics. Since your best few units are always first to be played, and might randomly get a strong enemy played in front of them, they are generally the ones most likely to take heavy wounds during an Autoresolve. Those are wounds you would almost never take outside of Auto, because First Action is incredibly OP in the hands of a competent human, but doesn't get used in an Auto.
Why two villagers? One for the village, one for the expedition? I think I read somewhere that only the highest medic skill in the group counts?
It's elaborated in several threads that talk about Medic formula. But the gist of it is that you need either 1 villager of Medic skill 31 or 2 villagers of Medic 21 each. Now, 1 villager doesn't work in practice, because it is virtually impossible to get Medic skill that high - even with ideal level-up/Events luck and max Medic gear. Even Medic 21 is hard, but possible in medium to long games.
Edit: I used to play long games of 1200-1500 turn games (now I play 6-800 turn games), and I've never had a Medic reach Medic 31; the highest was 27. I suppose 31 is possible, but you'd need to play such a long game, and everything would need to fall in place. And in normal-length games with normal luck, it just isn't possible.
One of the big negatives of this game is trying to figure out the match up chances of the various challenge types.
And autoresolve is just awful.
At certain point, I auto-resolve everything with Bloodbath on, and I never die - regardless of who I am facing. I don't know the precise math, but if your fighting force all has Mithril heavy armor, they will likely have enough to negate any kind of hit. Of course, getting there takes a while, so we are talking strictly late-game.
In the later game, even your weaker guys have health in the 20's which helps a great deal to survive larger wounds: that same 30 health wound on a 30 health villager is only a 30% chance to die, which takes a single skill 8 medic to negate.
I am pretty sure armor does factor in, because I've had -104 HP from a battle and survived. I am not sure if that's possible without armor factored in. Someone did empirical tests and confirmed armor is indeed factored in, I believe.
edit: Hmm, that might also mean you can GREATLY increase the chance of someone surviving a heavy wound by putting them in the best armor they can carry after taking the wound, which seems a bit silly and gamey. :(
further edit: It is remotely possible to survive from -104 HP without armor being in the formula, it would just generally require RIDICULOUS high health and equally ridiculous medics. For example with 70 health and 2* 25 skill medics, that would be a 184/70 - 0.7 - 1.5 = 98.6% chance to die.
I recall back when folks were complaining that there was no need to bother researching heavy arnor and that Mithril was literally a luxury resource you don't need. Since, then it seems like the pendulum swung the other way, and I tend to try to get literally everyone in Mithril heavy armor - or whatever that's heaviest that I can afford and the villager can bear. The current situation may also represent an imbalance, but this is preferable to the old imbalance, as it's more realistic - among other reasons.