That's nonsense.
If people are complaining about dying in a game which is designed in a rock/paper/scissors fashion then you need to go play farmville. This game is designed to have players killing other players and allows attacks at lower ranks with penalties. I've been on all levels of this spectrum, and being bashed sucks, but there are ways to make yourself an unattractive target.
You don't have to be "impossible to kill" or be able to kill "every other route". As Martin has said, what you want to do is make yourself enough of a pain in the arse that you make other targets look more attractive. Make the potential landgrab off you small, make your unit setup painful to flak first tick so people refrain from wasting troops on you.
Expect to die occasionally. This is good for you. Lets you flak lowbie targets, and boosts your AR when solo. If allied, only gives you an advantage in land
The target range is not a problem. The worst part about +1 or +2 eta attacks is that it means you have to stay up later to handle the actual BRs.
And the original poster and some others in this thread make it seem like the top ranked players don't get bashed as well. For anyone who isn't in the top 20, there is always the likely nature of getting hit by players with vastly more troops than we have at hand. I am hovering around the rank 35 spot or so, and have allymates who have been subject to massive, repeated attacks. We've driven some off due to combined skill, luck, and massive firepower; and we've had to run from some due to overwhelming enemy force. That is how this game works; you have to learn how to deal with large incomings. Fake mobs can be a gamechanger. A lot of little defence can add up to enough of a pain to prevent people from staying. It's all in the experience of the players handling the defence.
With all due respect dave, you seem to have played just long enough to have a little knowledge, and as a famous man once said, "A little knowledge is a dangerous thing." This has been proven over and over and over again in this game. Sometimes some of the older players (myself included) seem to be condescending in our behaviour when presented with threads like this one; which are a slightly varying regurgitation of dozens of other threads we've seen before in these forums. Thus the explanations seem wearied, bitter, and somewhat sarcastic. And these are opinions (one might hazard to say they are facts) that are based off significant experience ingame. Looking at players like Martin, CF, Wily, Toby, Alci (myself), Angela, LS, etc, you're talking about decades of ingame experience overall. That should give you some pause in "shaking the establishment". We're not always right, but you should give us some more credit, we do know that of which you are talking, and we do understand the gameplay, and it might just be possible that you're the one in the wrong here, or perhaps the one who does not fully understand the subtleties of the situation.
EDIT: I saw more nonsense and thought it best to put a stop to it now.
If I could get killed more often and actually then gain by it to go and bounty hunt R1 -- mass mob me baby!!
If dying was profitable, this game would be retarded. Dying should not be "rewarded". You should not be coddled, or hugged by the game. When you die, you should die properly. That would have the benefit of dropping you out of range for a good while, giving you the satisfaction of a total rebuild (which is fun btw), and letting you enjoy a few days out of range of people who can wreck you (which benefits in a rest from an activity intense game). There was a lot to be said for the time when there was no insurance; and there was no warm blankie to swaddle players when they got killed. If you didn't keep some reserve funds around, you had to sell seeds to get started again; etc etc. The "good old days" were considerably harder on the playerbase than they are now and the only difference is number of players. The lack of targets, and the continuous need to hit targets over and over (due to the lack of players) along with activity, and cliff face like learning curve are what contribute to players quitting. It has nothing to do with range.