I think it's a reflection of three things:
1) Such a fight, given the average T2K adventuring party, is really, really foolhardy. The PCs in a T2K game are almost always equivalent to underequipped guerrillas, and don't last long in a head-to-head, stand-up fight.
2) Your players are unskilled in military matters, and tactics are not their forte.
3) The players don't seem to learn from their mistakes. Perhaps the introduction of an older, wiser, militarily-skilled NPC would be in order. He would act as sort of an adviser, pointing out mistakes and lethal errors, offering some suggestions, teaching little nuggets of military wisdom, etc. (He wouldn't actually control the group, though; I realize that's a tough job for the GM, but it can be done.) Later, if the GM desires, the NPC can die in some manner.
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I'm guided by the beauty of our weapons... First We Take Manhattan, Jennifer Warnes
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