Some math:
Damage(A): 20 * (3 * A + D) / (3 * D + A)
Chance: A / (A+B)
So a 60 strength modern armor against a 2 strength warrior:
20 * (3 * 60 + 2) / (6 + 60)
= 55 damage per hit from tank.
20 * (3* 2 + 60) / (180 + 2)
= 7 damage per hit from warrior.
The hit ratio will be 30 hits by the tank for every hit by the warrior (simply the ratio of the strength) on average.
So the tank does about 7 times as much damage (after rounding) and hits 30 times more often, which means on average the tank does 210 times as much damage as the warrior.
More accurately, it takes 15 warrior hits to kill the tank and 2 tank hits to kill a warrior. The tank hits 30 times more often than the warrior, so (on average) the tank should kill 225 warriors before being overwealmed.
That places the "power" or "number of units I can kill before I die" of a unit to be roughly power^1.6.
Does this hold over different scales?
Let's do a test. Strength 2 and Strength 3 units.
Strong unit hits 1.5 times as often and does
20 * (3 * 3 + 2) / (6 + 3) = 24
vs
20 * (2 * 3 + 3) / (9 + 2) = 16
damage, or 1.5 times as much damage.
This means a strength 3 unit does about 2.25 times as much damage to a strength 2 unit as the 2 unit does to the 3, on average.
In this case, a boost of 50% gave a 125% boost -- or S^2 power increase.
A "simpler" damage equation, for our purposes, is:
Dam(A) = 20 * (3*A/B + 1) / (3 + A/B)
DR(A) = DamRatio(A) = (3*A/B + 1)^2 / (3 + A/B)^2 = Dam(A)^2/400
And
Hit(A) = A/(A+B)
HR(A) = HitRatio(A) = A/B
So DR(A) = (3*HR(A) + 1)^2 / (3 + HR(A))^2
KR(A) = KillRatio(A) = HitRatio(A) * DamRatio(A)
KR(A) = HR(A) * [9 HR(A)^2 + 6 HR(A) + 1] / [9 + 6 HR(A) + HR(A)^2]
= [9 HR(A)^3 + 6 HR(A)^2 + HR(A)] / [9 + 6 HR(A) + HR(A)^2]
Note that the top has an exponent of HR^3, and the bottom an exponent of HR^2 -- so as (A/B) gets large, the expected kill rate converges to about 9 * (A/B).
Plugging in 60 for the modern armor, and 2 for the warrior, we get:
60/2 * 9 = 270
pretty close to the "real" rate of 225 and the single-test observed rate of 150ish.
Backing up, that ratio (9) actually comes from the damage ratio of the two units. At infinity, the attacker does 60 and the defender does 6. Practically, that is 2 shots to kill (ie, effectively 50) on one hand, and as low as 7 damage defending: a real ratio of 7 times A/B instead of 9.
At smaller values, that ratio of 7 times the ratio won't hold.
The damage ratio at certain points:
25% stronger: 1.25 x ratio
50% stronger: 1.5 x ratio
75% stronger: 1.73 x ratio
2x stronger: 2.0 x ratio
3x stronger: 2.8 x ratio
5x stronger: 4.0 x ratio
8x stronger: 5.2 x ratio
10x stronger: 5.7 x ratio
15x stronger: 6.5 x ratio
20x stronger: 7.0 x ratio
30x stronger: 7.5 x ratio
Neat -- up to 3x stronger, the kill ratio of a unit is about strength ratio squared.
Beyond that, it starts to fall off. (Strength-3)/3 + 3 is a decent approximation, until you hit 7 times stronger.
So, a quick approximation:
1x to 3x stronger: strength ratio squared
3x to 12x stronger: strength * (2 + strength/3)
12x and above stronger: strength ratio * 7
...
In short, if your are attacking a unit with strength 12 with strength 6 units, you can expect to have to burn
4 attacking units per defender kill. There is of course some variance in that, and it doesn't take into account first strike effects.
If you are attacking strength 12 units damaged down to 50% by catapults with strength 6 units, you still need
2 attacking units per defending kill (I think...)