The battle system has problems that need to be addressed:
1) It is advantageous to allow one of your own units to die at the start of combat on a kamakazie run.
2) There is no significant incentive to save stamina in reserve.
3) Turns resolve too slowly
4) There is no support for varied teams, such as having 0 archers or 5 archers.
5) Units have at-most one special ability. There's no choice and therefore no way to surprise an opponent.
6) Can't move through own units.
7) Archers fire a shorter distance than most units can move.
8) Alternating turns with no control over starting turn order makes planning flanking behavior futile.
I wanted to like it, but it feels like it was put together by people who either can't see these issues or don't know how to fix them.
Sounds like you need to get out of "tutorial" (team consisting of units with ranks below 1).
1. It isn't. That unit will get maimed and your opponent will gain turn advantage.
2. Depends. I had a few fights which I lost, because of lack of stamina at the end game.
3. Check expert mode while queuing, turn times are halved.
4. These are balanced to stop cheese.
5. Many ways to surprise here. I'll leave you with Strongarm's and Raidmaster's non-orthodox synergy to ponder about.
6. So you actually have to think about positioning and plan it ahead?
7. So the archers won't be cheese. I get your 5 archer team idea now, lawl.
8. Turn order is chosen when you're setting up the team in Proving Grounds.