Oops. I did say that 1.5 is only good for "close-ish" battles, but you're right anyway. The basic problem with the rule of thumb is that there are jumps in odds depending on how many rounds of combat there will be. I'm not too worried about absurd stretches like knights versus scouts, but my rule of thumb is horrible for attacking wounded units. In short, there can't be one magic multiplier. That's not really an issue, I don't think--the mod doesn't actually use rounds of combat, so there's no reason why the "rounds" have to be whole numbers. Take the number of "rounds" to kill from both combatants, see which one is smaller, and use that number for both combatants (you might have to round up depending on the precision allowed, I think. Sorry, not terribly computer savvy). One, by definition, should do enough damage to kill, while the other shouldn't except in the case of a tie. On the other hand, there's an elegance to the current system. It's easy and intuitive. So what if it changes things a little? That may not be a bad thing.