Winning initiative is strong in this game. We can all agree on this I believe.
Winning initiative more than three times in a row is insanely lucky. Three times is very lucky. Usually, the amount of dice rolled as you start to annihilate your opponent shifts the initiative to them. Then they can roll you.
Heres how I mitigate losing initiative, separated by phases…
Initiative Phase: First of all, I tend to not leave anyone hanging in the open at the end of a turn, unless they played a crucial role in eliminating a, "must die now" enemy unit, or they are, "juicy bait" next turn.
Command Phase: If we both rolled high, chances are my opponent will issue a few commands, and those units, while getting an alpha move or strike, will not be a reactionary threat, and might very possibly be in the open. I'll give commands to shoot whatever I can in this instance, hopefully crippling his unit phase assault plans, but I'll leave units able to react near units I've issued commands to. Now, if we both roll low, and my opponent doesn't issue many commands, I'll only shoot targets I think I can wound, and I'll issue regroup orders where I feel it is necessary, quite possibly undoing some of my opponents shoot commands, leaving him the choice to shoot and suppress them again, or brave his assault vs guys who can still react.
Unit Phase: I'll probably have a fair number of units which are suppressed if my opponent did their job right. However, the fact I lost initiative usually means I had more units to begin with, which means I probably have a fair number of units free and clear. I'll start by shooting my long range stuff, snipers, Artillery, Walkers, and kill/suppress whatever I want to assault. Then I'll attack with impunity, knowing my opponent can't react with the units I want to kill. If my dice betrayed me, and I didn't get the needed suppression, I'll hunker down and just shoot from cover with whatever I have vs whatever I can hit.
Now, as far as someone getting lucky several times in a row, especially if they outnumber me, I get in touch with my inner Sherman, proclaim, "War is Hell" then play another game. Luck happens in real combat too. Sometimes it's for you, sometimes not.
In all the demos I've done, only one game went brutally against anyone, and the player who lost is still playing. The player who won, didn't like the game for the very reason you postulate. There will be games that go that way. However, I've now played this game well over 60-70 times. I can only remember about 5-6 (less than 10%) where the outcome was one-sided from the early game to the end (turn 2 on). At least half of those were one player making critical mistakes at a very bad time, 25% were lost in list building (bringing superman to their opponent's kryptonite). Another 10% was due to dice failure on attacks on one side and/or fire dice on the other side (e.g., my opponent's Rhino & Hammers rolling 8 hits in an attack when hits = misses vs my Ludwig once was hilarious to me, devestating to him). I've only played in or witnessed 2 games where initiative was won by one player on every crucial turn which lead to that player's victory.
In the vast majority of games I've played or watched, the initiative mechanic, combined with good tactics, caused the games momentum to shift back and forth enough to where the clear winner couldn't be accurately determined until the last round or two. Which makes this one of the most balanced games I've played in 34 years of miniature gaming.