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The 12 or 16 limit sets how many people are actively used. Heres the simplest way I can explain (because I fail at explaining things lol)...
Say you have the 16 limit in effect. Your expedition has 20 people in it. When they get into a challenge you can only play 16 of your character cards and they are chosen randomly for you. The remaining 4 will go into the discard pile.
I hope that helped.
The less obvious advantage is backup troops. Think final fight for giants, it will most likely take more than two battle rounds, which means reshuffling the deck. If you have 16 total people, 4 are untouched on the sidelines. If you lost 4 people, thats 4 fresh reinforcements.
You should stealth them because that encounter is 10x easier.
If you go out with an expidition of a bunch of gatherers then you should bring tons of people because you don't want to get the gatherers in combat. But if you are going out to fight just take the limit on warriors (and a healer)... maybe 1-2 extra to have a backup.
My last playthrough I opted to fight them outright. I knew there would be casualties but I was ending the playthrough as soon as I beat them. It was fun...
You won't need more than 12 because the enemy challenges aren't that hard, and you won't be able to field that many new humans due to the limitations on buildings. i.e. you can't build 8 cabbage patches and have three dozen population by turn 150 on this mode, but you won't need to.
Instead, you get an easy early game, so you can go all gatherers if you wanted, and a smaller group (12 is still big) of ultra-equipped guys, and proceed to blow everything out of the water. Even the last fight can be won on turn 1 with some pikes, hammers, and axes.
Normally I play with 290% difficulty:
Snall, True Thea, Insane, Deity, Furious, 7, No reshuffles, Saves On, Realism Normal, Group 16 and Bloodbath.
It's an easy way to level up the various characters and still make the game not be too hard (if you know what you are doing).