Under no circumstances should a block be tied to strict quantities or a specific value. However much I'd like to introduce clear specifics, I hardly see a way to do it, and here's why:
- first of all, the strength of a block depends solely on the starting army and starting heroes. For illustration, a block of 50-99 Crossbowmen — it would seem like a wipe and time to bail, but we have Dungeon/Necropolis, 3 stacks, Solmyr and Deemer in the tavern who can pull off some tricks to start with, and a starting +1 speed bonus pendant, and they guard a Sword +5 All for example (worth around just 55 Crossbowmen — this is fair for Jebus Cross; on other templates there will be more, of course). On one hand, this situation is rare; on the other hand, you could slightly reduce the block's strength, and the number of situations where starting army and heroes decide the outcome would increase exponentially.
- second, there's the plain skill of the player — as they say, for one it's a block and a wipe, for another it's a breeze and XP. There are many standard fights where the overall mechanics are quite primitive and skill doesn't matter much; a couple dozen similar fights are enough to make no more mistakes. But there are also plenty of fights where a standard approach won't cut it — there are many examples here, and they are very diverse to describe them all. The main criteria of tricky fights can be: skillful use of terrain, proper unit positioning considering speed, use of war machine units (Ballista, First Aid Tent, Ammo Cart), and a very broad concept — a clear understanding of AI actions, what goes where and why. Taking all the above factors together, the results for two different players can be diametrically opposite (wipe vs. breakthrough).
However, a more precise definition of the block is needed, but I still can't think of how to make it both accurate and not "triple-meaning" at the same time.
Need to brainstorm.