@Martok, how difficult to master is the tactical combat part of Armada2526? To what extent is this a clickfest? That is something that I found less appealing about the game. Is there an auto resolve option and how does it work? Are the outcomes consistent/fair?
I am not Martok, but I am can answer! (Also nice to see another Armada 2526 fan *brofist Martok*)
It is very none clickfest. First you have pausable and command (as in you can issue commands while pausing the action), also ships are grouped together by default. So if you had 2 Missile Cruiser, 4 Cruisers, and 5 Dreadnaughts, each will be their own group (so 3 groups of each class of ship). If you had like 20 Cruisers, they be broken down into two separate groups. You can reorganise your groups (though I do not remember to what extent), but you can like team the Cruisers with the Dreadnaughts into one group, that I know for sure.
The bigger problem is that the graphical engine... is tragically bad looking. But if you can look past that, it is fine. Overall the tactical battle is as Martok said, meh. Concept wise they are pretty interesting (you basically take part of all aspect of a space battle, even one over a planet, with defense satellites, ground-to-space defences, troop deployment (though this part is a little awkward), and all that in the same battle screen). Theory behind it is awesome, the implementation of it... not so much (more of an engine limitation I guess). But it is not the worst thing you saw either.
As for auto-resolve, you have one and it is optional for each fight (so you can auto-resolve everything). It is pretty reliable from what I heard. I have seen people swear off using the manual tactical battle and only auto resolve all their fights because they are satisfied with the result (sadly I can not confirm this, but I seen quite a few who are happy with the auto-resolve).