Yeah absolutely, in that sense it’s modelling is way off. I suppose there’s a bit more verisimilitude with stuff now like raiding and agent actions, I tend to think of them in skirmish terms, but it’s not much. I’d love a game that modelled the more cautious stuff in between the few major decisive battles. I don’t think it exists though.
But in respect to it being true to life within the confines of a medieval era battle, I stand by that. Skirmishing is disruptive, armour is impervious to specific weapons, archery causes disruption, damage and morale penalties, infantry by and large are there to provide structure around which momentum and clever movement tend to win the day, melee is brutal and hard to extricate yourself from once committed, battles are won on the basis of morale breaking rather than physical damage, cavalry are a shock weapon or mobile reserve. None of that is inaccurate. Artillery is far more akin to how it was used in the modern period but it makes sense given the pieces in the fiction itself, for the most part they aren’t analogus to Medieval/early modern era equivalents . It’s not a game for grogbards, nor does it claim to be, but none of the above isn’t a tactical maxim that accurately applies to most medieval era large battles. It’s not irrational or incorrect in that sense.
All this stuff about withdrawing in battle is way off for that era. Armies gave battle back then either because they were confident of winning or because they were logistically stuck and had no better option than to fight. In those circumstances an army fights and either wins or gets cut to pieces once it routs, there isn’t the option of a tactical withdrawal because if there was they would never have shown up to fight in the first place. As Shadoko says, they were decisive and rare for precisely this reason. And even then with units with a high enough leadership you can withdraw and form up your lines with certain troops, I did it loads with War dancers as Wood Elves. Massive blocks of dense infantry can’t really do it but they shouldn’t be able to. You’ll struggle to find examples in history of phalanxes of units, trained or otherwise, withdrawing from an ongoing combat in good order.
I don’t have a clue what was happening with your helms by the way. I ran a test just running into Gutter Runners (other units didn’t touch them, just took along to scout) they lost 2 and killed 69. They’re routinely killing hundreds in my campaign as well, very hard difficulty:
Can only assume it was maybe a bug being patched out.