You do understand that the unit defending the stack is the one with the greatest chance to win (except for the Channeling, Guardsman and Marksmen promotions). With the turn-by-turn combat system, it's really the best way for the game to decide which of your units to defend, as it gives you the best odds for survival.
Yes I DO understand, but the whole point of my argument is that the units best slated to win are either attacked again and again until destroyed or they are units I don't want attacked at all, until certain other units have gotten killed first.
For example, if I move up to a city, and the defender sallies forth to attack me prior to my attack (or even if they attack me prior to getting to my target); if they attack my strongest units (the ones I'm counting on to attack the city) then they are defeating me already since now I have to wait for those units to heal up or spend lots of spells (if available) to do the same thing since I'm not going to take the city with units like longbowmen. Certainly this is something the defender wants to do.
However, as the aggressor, I should be able to units I designate to 'run interference' so my best units remain intact unless the stack is attacked with large numbers. I'm
expecting some of those units to die.
In wargaming terms, the defender is allowed to use the age old practice of "soaking off" or attacking with units you know are going to die to try to weaken the attacker and slow him down. Again, that's fine, but the aggressor needs to be able to counter this with units designated for defense first.
I think the problem here is one I find common in many gaming circles: winning is always preferable. The problem with that is in real combat, you sometimes have to 'lose' to win. In this case, the computer assumes you want to win a certain battle so it puts up your best units. The problem with that is that might be a tactical win for me, but it's a strategic loss for me since now I can't go on with my attack. I want to be able to say, "Hey, I'm willing to trade units for position." In military terms, I'm willing to break to take loses to gain key terrain since once I'm there, I win.
As it stands right now, I might as well not bother using really strong and/or experienced units in an attack since they're going to get killed before getting to their target; better to keep them back for defense.
Plus, you'd think there would be an easy way to do this since even after a unit has moved, you can still select it and tell it to entrench. Now, as it stands, I think doing this after the unit moves does nothing till the next turn. Maybe there could be a way to say that regardless of whether a unit has used up it's movement or not, if it is flagged as entrenched/defending, all those units so flagged have to be attacked first unless via a assassin or marksmen.