Quoting Heavenfall, reply 33Frogboy programs the game's AI. It is crucial that he understands how to optimize his own gameplay, in order to optimize the AI's. This is not a case of one player trying to one-up another player. This is a case of the AI developer making obvious mistakes which are then repeated by the game's AI. You see Frogboy moving all his units poorly in the tactical battle? And does that remind you of how the AI moves its units? It should... so when we are giving critique for Frogboy's gameplay, it's because we want a better functioning AI.
Agree with this (have noted mistakes in Brad's tactical gameplay before), but the AI cannot play 100% human-like or every tactical battle will stall. In other words, if the human waits until the AI is in range and the AI waits until the human is in range then no one will move and the battle will stall. So make the AI smart (i.e. Cast slow on one guy then attack the other), but the AI still needs to make the first move and approach the human player even if it isn't the most tactically sound maneuver.
I don't follow your logic at all. A stalemate because noone wants to suffer first strike would only occur if you are fighting 1 unit vs 1 unit. As soon as you have more than 1 unit on each side, the stalemate would never occur if the AI played it smart.
What the AI currently does:

In the above screenshot, it moved all 3 red units into attack range. The human player will land 3 first strikes and the AI will lose.
What the AI should be doing:

The human player now is forced to focus all its first strikes on a single red unit (preferably a tank unit or an expendable unit such as militia). The following moves the AI can use its two undamaged units to attack because the human units are now in attack range AND THEY ARE NOT AUTO-DEFENDING making them squishy.
This is just an extremely crude example of why doing what Frogboy does is bad, and makes for a shitty tactical AI. I've been saying this since early E:wom days and it remains unchanged.
The AI should be at the level of chess engines when it comes to deciding moves. And by that I mean it should be able to think 10 moves ahead with ease. Instead it has a very simplistic "target lowest hitpoint unit, attack/move/spell" system that makes tactical battles boring and easy to game.
Seriously, even if I'm fighting 5-6 units vs 10 AI units, it is rare that I suffer a single unit lost. In 80% of the scenarios NONE OF MY UNITS ARE EVEN DAMAGED at the end of battle. So that's what is going on with tactical AI. It's bad.