First off, I would like to make it clear that personal attacks are not allowed on the forum, being direct or indirect. I have sent a warning to those in question.
I expect that everyone behaves from now, else we will be forced to close the thread.
I don't care about Dan or Greeny and what they are telling me they don't know how to do. That's nice for them. But they need to keep their opinions to themselves really.
If you do not want to receive feedback, why did you create the post in the first place?
Moving back to the topic of the thread, creating a system that automatically balances board game armies is possible, with the technologies we have available. However, no company that creates board games wants to spend the money on developing this (to my knowledge).
By using "AI" (or more accurate, a set of rules) you can have the computer play millions of games while collecting data, and then tweak the army rules before doing it again. After a few times, you will get a balanced set of rules.
To do this, you will need the ability to simulate an actual board game, so the "AI" is able to play the game, which makes collecting data possible.
Secondly, you need to have the ability to pass along the rule set in such a way that it can easily handle changes or specific unique features an army might have.
In short, while it is possible it requires a large amount of work initially, and then after you have the cost of the processing power/hardware used while the "AI" plays/balances the game.
However, if you feel like giving it a try, I would strongly recommend basing the army rules in a language like Lua, and then have the main software import the rules into a base model according to the rule imported. If you don't go this direction, you will quickly have more models than you can easily manage, and for each army added, you will significantly increase the complexity of the software, making every change/refactor from that point a task no one wants to undertake.