It sounds like you’re mixing and matching lots of units.
This isn’t a good strategy, as your investing a lot of resources that likely aren’t fully upgraded, requires additional micro to utilize, and won’t be as effective as someone who knows what they should be making.
Instead, you usually want to make one gold “power unit” based on your civilization’s strengths (such as Knights for Franks, or Archers for Britons), then one trash unit (no gold cost) to cover the weaknesses of your main unit (also pick something your civilization can do at least reasonably well here.
And then you also want one siege unit, typically to destroy buildings, although it could also be an anti-unit one, but you might also need to mix in a second siege unit for an anti-building role.
So for example, going Arbalester + Halberdier + Warwolf Trebuchets as the Britons will be much much more effective than mixing units the Britons aren’t geared towards.
such as knights.
You have you main gold unit (archers), which kills most of the enemy units (they have a lot of extra range and stuff), Halberdiers to scare away enemy cav (who might dive your archers, so try and keep the halbs close) or to engage enemy melee units in a grind out fight to stop them reaching the archers, and Warwolf Trebs as the anti-building option (although you might be able to get some good shots against units, such as skirms, due to Warwolf).
Hopefully that makes sense.
I recommend watching [this video](https://www.youtube.com/watch?v=3C6tQOW0MbE) from Hera for a more in depth list.