Well, that's the whole point, we need to fight it. That's why everyone posts various bug descriptions, etc. Personally, I don't know any player who needs a quick battle to use its bugs. IMHO, everyone needs it only to save time.
And yet, we constantly use a replayable quick battle, and especially in difficult battles (to assess the situation), and LeBron recently noted that he had more successful Cyclops takedowns than expected. And what kind of time saving is it when, after the quick battle, they suggest retreating? But we are smart (or cunning, or cowardly), we have a safety replayable quick battle. It is possible to assume that to test the Heroes technology, a quick combat and its bug fixes were introduced, and the ability to replay it ("as in Warlords") was also introduced. And after a complete cure, this quick battle will become unviable, since the losses in manpower from it will be depressing.
In addition, this method of machine-controlled combat is unacceptable in a game between people. I want to be able to use my opponent's mistakes in battles. And in general, it would be great if an opponent played the neutrals ("Then I would play as Gnomes in the Gnomish campaign," my observer constantly repeats in a trance while chasing them for a fast unit). And I wonder if it is possible to assign a color to an object with a garrison.
I even assume that the more diverse the possibilities, the more interesting it is. But. A quick battle should not give significant advantages to anyone...
And further, I connect it with the timer... and I was inspired by the last game on M200 with a starting Verdant Guard. When in every battle, 5 Goblins are lost in the quick battle, then you definitely have to replay everything manually. And there is no need to say that this is a price for the timer. Why should I pay? And it gets even more interesting. The tactics of fighting with a mage and a warrior are different. And the mage loses a lot of time without armor and attack, shooting. And there is no need to object that, they say, I would choose a warrior. And when relatively simple battles, but with small forces against significantly superior neutrals (I fought against a horde of Imps, for example, in the second week), take up all the time and, accordingly, the main hero's turn, with a pale, numb hand controlling the mouse, then... We are not esports, not Dota. What is this about? And in this illustrative example, the timer and quick battle determine the game, not the skills. You can say that you need to decide on priorities. But I fight with what I have, and I move quickly, but the timer deprives me of the opportunity to play the game. And a replayable quick battle does not save time, since all battles have to be fought manually. At the same time, the opponent has a fast, powerful stack of Centaur Captains and corresponding arguments. Thus, there is a significant influence of the combination of the timer and the replayable quick battle on the gameplay. You can talk about an incorrect selection of the timer or template. But the fact remains. The game was lost, no matter how much I tried.