Zown the Undead long range immunity kicks in if they use their special racial strategy, and it also decreases the defense of their other units I believe. They're still vulnerable in short range and of course melee.
In your battle on 7-13 where he attacked you the KS difference was pretty similar, but you had much more land than him. He does have many more techs than you, including military techs which would be an advantage (more of an advantage as of yesterday when I changed techs from being % based, back to classic point based). His BAS was also a lot more than yours, which would give him a decent little buff.
In the long range phase he generated 63 attack points which were easily absorbed by your units for minimal loss of TC units. You sent back 363 attack points which nearly zeroed out his entire army other than 1 ATC unit and his skeletons which continued on unscathed.
In the short range phase he generated 1 point of attack damage, guessing from his 1 surviving Dark Knight, which was able to kill no units on your side. You had no short ranged attack in response.
In the melee phase his Knight and Skeletons were able to output 847 attack points against your 440 attack points. This is where most of your casualties happened, and you almost wiped out all his skeletons with just over 100 surviving.
Overall was a very close battle, and the losses were also very close on a point basis - he only won by a margin of 9%. If he'd sent the same attack today where his skeletons would be outputting 2.5 attack instead of the 1.3 attack they did on your battle (because the techs were % based at the time) then he would have won by a much larger margin and had many fewer casualties.
In your retal in the next hour he didn't really have many units to defend and you sent overwhelming force (in long range you sent over 500 attack points while he was able to muster just over 40, then in melee you dispensed +800 attack points against his 200). He got zeroed out in this battle, while you sustained minimal casualties.
Neither of you won a castle, so CLI protection wasn't issued to either side (if you had the tech for it).
It was a pretty good back-and-forth, but it seems the attack pretty much suicided in his first attack, leaving himself wide open for your retal. If the attacker did anything differently I would have recommended more archers, because even though his skeletons were able to get through long range, most of his other units did not, and since you had a strong amount of melee units you were able to do critical damage to the weak skeletons.
You may find he's harder to tango with now though, since the military techs are now full-point based he will got more credit for the techs he invested in. Although with his racial strat for skeletons enabled they will only get 50% credit for his techs, that is still much more powerful at 2.5 attack per skeleton than the ones you faced before that were only 1.3 attack. And if he changes strategy to anything else, then those skeletons will be at 4 attack points each, making them even more dangerous in melee.