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Why go to extremes? To showcase a trick or a bug with the ballista (I honestly don't know how to call it correctly), you could simply place 50, or 100 golems. Those who know the trick/bug with the ballista would grab the prize on the first day, and those who don't wouldn't (and the fact that the battle takes a huge amount of time would automatically be eliminated). There would be no need to spend so much time on such a battle, and there would be no need for any kind of automation.
Also, what's the point of a battle with 1 fairy against 1000 skeletons? You could simply place 50-100 skeletons. The main point is to grasp the meaning of these battles, but not to sit in front of the computer for hours, struggling with the battle.
I completely agree:
To gain an initial advantage, there was no need to place several thousand units – a couple of hundred would have been enough (and the rest of the experience could be added through an event). Because if the ballista already fires infinitely, what is the need to test the players' "skills" in battles with tens of thousands of rounds? A couple of dozen would be enough.
And regarding the ballista:
When I was referred here in another thread in response to my question about a bug or a feature, I wanted to say that it is a BUG (or at least, when there is no cart). However, I realized that the developers might think otherwise (because the tent heals infinitely, and the catapult doesn't seem to need stones).
Therefore, IMHO, I believe that this is not a bug but a FEATURE, but I am strongly against it being "specifically" placed on tournament maps. Especially if it drastically affects the Walkthrough.
Such tactical "skills" as a fairy against a horde of "grunts," etc., should help skilled players to complete the map better, not to decide the whole game. Because without this surprise, the map needs to be played about 3 times longer
Veni Vidi Vici
-- Julius Caesar, 47 BC
-- Julius Caesar, 47 BC