I'll try to do my best.
I used the wiki formulas :
First, for the Dresult, i chose to remove the terrain and leader modifiers, which gave me Dresult = Droll + Attacking unit attack pips - Defending unit defense pips
As for the Droll, i took the middle ground of 4.5 (i know there is no such die roll but it doesn't really matter).
Then, i had to compare the difference in pips between the different units. As i didn't want to cover all units from all tech groups, i chose to focus on the western units and selected them acccording to this reasoning :
- The infantery is here to absorb the damages, then i'll choose the unit with the most defensive pips (with and exeption at the tech 6/7, where i'll take the Longbow as the shock modifier for infantery is almost on par with the cavalry's one)
- Cavalry's here to deal a lot of damages during shock phases, so i'll choose the unit with the most offensive shock pips
So, i selected the following units :
I could then calculate the Dresult in each case, and determine Base Casualties.
Here it seems that the wiki has been uptaded, in my formula i used this chart but now there is a different formula. It may explain partly why the results differ.
Anyway i got a Base Casualties of 36 with a Dresult of 4.5 (against 37.5 with the updated formula).
To get the final results, i then applied the formula Casualties = Base Casualties * Attacking unit modifier / Defending unit tactic.
I removed from the calculation things like Discipline, Combat Ability and Unit Strengh, to get exploitable results.
But you were missing entirely damage in fire phase as infantry for tech 3-11. Which is something that shouldn't happen, because since the release of the game fire damage modifier was always present. But anyways as you mentioned it was done in the time when damage was non-linear so it's not that much important to this discussion