If i were you i would just run very few, entirely selective tests, as in the unit being in a fort, or in a city that is about to be destroyed if it lost.
Even the second case will need this amount of tests:
1 (1 case of a city size 1 with less than 10 culture) times 1 (1 case of the unit being attacked-not attacking itself) times 4 (the defending unit being elite/veteran/normal/recruit; although i doubt that elite would be so ussual in such a case, but this scenario is strecthing the odds anyway) times x (x being the ratio of its remaining HP to its full HP or a standard amount of HP; here there are some variations, but i am too bored to calculate them now) times y (factor of the unit type; there is the rather unlikely case that a non-combat unit that has defend (eg a scout) can have an attack ability if it is guarding such a city). So a total of 4xy number of tests.
But, as i said, this is not at all thorough. This is just taking one very small fraction of possibilities, and using it as a testing ground. It wont prove anything if it fails, and only will if it succeeds.
You can replace y with 2, 1 case being the non-combat units that have "defend" in their ini (iirc you said that only the scout does, so that is just 1 case) and the other case being any regular combat unit you choose. X is, typically, 6 times 5 times 4 times 3 times 2 (6 being a unit that has produced a leader, five being an elite unit, 4 a veteran, 2 a recruit; if you want you can not bother with the recruit, but replace with a unit that has a -1 negative bonus

So even a crippled x is still 720 tests, and therefore even this very specialised test requires a total amount of 720 times 4 times 2 tests: 5760.