Yes, AD only takes down one minion per second.
Wiz towers eat up minions more so than barbs. Mortars are generally more centralized and protected so I don't see how carrying minions strictly for the purpose of taking them out is a practical idea.Same order of business to send minions against a WT or mortar to stop it from punishing splash hits on your other attackers.
I just think barch allows for more options. Lvl 5 minions offer 25 dps and 39 hp per camp space; lvl 6 barbs 26 and 110; lvl 6 arch 22 and 44. And there is one less set of traps to test for and 4 potential kills per second eliminated (ad). I don't think it's really a debate of which one is the stronger army. The trade off I see in bam vs barch is strength and the most valuable resource vs train time.The point is that minions in a Barch allow you more options. You rarely get the perfect base to attack, what's wrong with being prepared with a couple of troops that can help.
I haven't used giants in a while but they are definitely useful. As are minions. I just would rather wait the extra few minutes and have a cheaper army that I believe is stronger. I didn't think it was uncommon to not use mixed armies but to each his own, just my opinion.BTW, the reason I put two giants in my BAM is because this seems to even out the training time I've set up for Barb and Arch and they offer me the versatility I talked about.





