Ok, I found a disbalance in the game's strategy, which simply makes no sense. Well, I'll explain it very simply because it is simple;
Take one recruit and one... scavenger. Should get about 50% 50% (the unit more or less are equal in skills & power) well, the calculator says you can always win.
Let's take it longer and we say, 2R VS 2S (the same result?) Yes. Then 3R VS 3S, Min 1R Max 2R. Suddenly it rises, the min rises to 1 and the max rises 200% from Min. What for me makes completely no sense. And the calculator is giving a exact result, which gives more unsense.....
What about the posibilities? Lets say if we take 2R VS 2S we got about 16 posibilities (more or less, don't exactly know how does it works about the first attacking and the second attacking turn yet but that isnt critical to this). One posibility; One of the R get on the 80% of hit and the other too, then a 0 loss is posible. Second posibility; One of the R get on the 80% and the other doesn't, then a 1 loss is possible (logically every guy attack once to one target, even do if it doesnt the maths dont make sense with the calculator. Anyway, although everything, the S got 15 to 30 AP so the R would survive since they have 40HP if attacked differently, if the enemy was concentrated in one then MAX 1 loss (and one hurt).
We leave the possibilities and lets say it is about Min and Max.. Ok.. We take, I call it like that, the "brute" strategy. It is done when you are just too stupid or have the time to awaste to make an army that is impossible to defeat (like using 1000 soldiers to defeat 100 enemy soldiers), well, it is known that in real life it would still kill soldiers but less, in games, most of them will give you 99% possibity of no loss, this depends of where do you actually are fighting ( terrain or high/depth level, if the units cant get to the attack's range so they don't really count) and how many hits they can receive (until the enemy's units are killed, they fight and damage your units). Here, although you get Terminator and Arnold S. as part of your army, you still lossing the same amount than having Arnold S. alone. N-O-L-O-G-I-C-S (8 letters used like words, no overpassed the caps rule ;D)
Simplier?;
Take 10R VS 10S, you get MIN 5 MAX 8 loss. Take 30R VS 10S, you get MIN 3 MAX 5 loss. Take 200R VS 10S, you get MIN 3 MAX 5 loss.
(Lets be nice and say, "dude anyway they are melee, they got close and could get kill bla bla bla bulls.. bla bla sh.. bla bla" ok so other example)
Even more obvious than water and oil don't like each other;
Our R dudes got B dudes so they feel supported with ranged and bla bla.. Take 10R 7B VS 10S, MIN 3 MAX 5. Take 10R 190B VS 10S, hope what? MIN 3 MAX 5.
If this doesn't point out that there is a HUGE disbalance in battles ingame, my name is Superman and I'm hiding super powers..
So, if you are right now reading this and thinking "this dude could come at any time when there's a fire accident or a master mind evil guy destroying the city to save us all" I disapoint you explaining other used strategies.
When in games, it is about 90% of all games would work. Proved in AoE, AoM and RoN. I call them with really crazy names which gives you no idea of what it is about because I never learned "strategy" in somewhere or my profession is not called "Prof. in strategy procedure & strategy games" or neither Super heroe...;
The "archers: fire at will"; Put archers, preferible in many points, divided equally except for the edges (each extreme, the first ones to start shooting) of the formation (which is bow-like formation, looks exactly like a bow somehow) and close everyone to everyone with little difference. When infantry troops attack (light and medium, if you got heavy fire so also heavy infantry) will not reach them and you will kill them easily.
The "archers: attacking above the wall"; For high hp units, like bosses here. Put a wall of soldiers, while the enemy attack them, you fu..the.. of... shoot at them with archery from the back.. Here you got more success possibilities and likely no archer is killed anyway.
Both strategies gives almost the same result in the simulator. Tell me you never used one of those 3 strategies and they worked to you then?!! In real life they are used all the time (not like I described, of course) but the same concept. I can't hope if I send archers they will stand waiting to get hit before shooting or won't shoot the enemy while he gets closer (melee), right? Because that's not logical! Well, here is possible..
Finally, proved all points and I look like a big strategist guy who found the cure for.. killed soldiers?
Peace, wish you fix this up...