One of the things mentioned when talking about separating hit/dodge from damage/defense is that they could make different kinds of creatures, some that were hard to hit and some that were hard to damage. This sounded great until I got in game and went against a high-defense creature: I had like 20 blocks in a row while the ogre tore my army to shreds. So in fact creatures that are hard to damage are ALSO hard to hit, meaning there is really no differentiation and battles against high defense creatures are extremely un-fun and battles between two units with high defense and low attack extremely boring.
The simple solution would be to make each attack deal a minimum of 1 damage. this would allow a large number of low attack units to take down a powerful unit, rather than than the high defense unit being un-hitable. Also, there would be a real differentiation between high defense and high dodge: against high dodge you'd hit for a bunch or nothing, while against high defense you're never going to hit for much and have to keep widdling away. As it is there is no reason to invest in dodge when high defense completely mitigates damage just as often and reduces damage when you do get hit.