Even in musket and pike period the number of casualties come after one of the sides breaks and winner take prisoners... a shoot duel VS lines of soldier using musket were a lot less deadly as you can expect... even in ACW period or Franco-Prussian war with infantry weapons very capable (they only lack MGs) casualties needed time to increase their numbers.
One thing that is true PzC not cover very well is the heavy urban fight, Stalingrad or Budapest combats, because you need assault to clear terrain BUT the defensive bonus are so high that soft defenders is very very very hard, imagine a city, offers a 30-40% defensive bonus, if you have a trench 30-40%+40% leaving a poor 20% attack power, this is for me the thing PzC and PzB needs improve with a feature that made you can stack units from diferent sides in a build area to fight an infiltration combat that made faster defender degradation with attacker paying a higger price (MC serie even when has more urban terrain offer a lot stronger units for fire duels) .
In general when a big battle in PzC is over casualties usually are big if both sides fight to win.
One thing to have in consideration to is that in PzC "soldiers" represent only combatants, pure front soldiers, not are covered drivers, office guys... etc etc, even more, the strenght of arty-vehicle units are showed in guns-vehicles, think that an unit of 36 guns could represent 700 or more men, lose a gun means lose crew+the guys that move the gun using a vehicle or horses, apart the ammunition part that needs many guys to keep guns feeded, if you add that non pure combat soldiers into the casualties you can double the numbers relative easy.
I recommend you search PzC AARs and see the casualties when a battle is over
See this
http://thesharpendgaming.blogspot.com/20...ssing.html
Practically in 2 days cross a river killing 1/5 of defenders for 1/10 of casualties BUT this is more tactical scen, in a bigger scen (campaign) game enter in the 2nd phase of combat that is search and destroy the survivors using mech units to cut enemy retreat and block them until arrive infantry and clear pockets.
Ricky B is correct when talk about how easy is crush a broken enemy... in PzC when an unit is disrupted is really fucked if try scape enemy, infantry or gun units are food for the attacker that can bag them very easy... in FWW serie they made disrupted units lose less action points when are disrupted and work fine, i think this is going to be ported to PzC to to give defender the chance to try create a 2nd line or at least try save a few troops more... think that in PzC oposite to real life a destroyed units NEVER revive (except HQ units) and a disbanded unit cant add the survivors to the army pool.
A classic penetration in 2 points searching create a pocket is deadly for defender if cant escape fast, you can simple blow up a front vaporizing the units trapped between your penetration.