I'm a little concerned that this mission is going to result in both sides just running off the board on their side of the table, and there's not much exciting going to happen. Especially a Fast army can pretty much reach the board edge in round 1 and be extracted by round 2, and score full points for their army. If you have more units than your opponent and do that, that's just game, no dice rolled...
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Well, that's sort of the point. If both sides run, the one with more units automatically wins, so the side with fewer units has a strong incentive to attack instead. If this was a whole-army activation game it'd be more of a problem, but since it's alternating activations the fleeing side can't possibly remove all their units unscathed.
Issue is, the fact that the VP you can earn are limited by your unit count is probably going to result in both players aiming for maximum activations when building their lists. Not to mention players using Scout and Ambush to deploy some or all of their units closer to the table edge, making a pursuit mostly unfeasible.
But however the lists are built one player has to have fewer units, or both players have equal units, meaning that one or both players will need to attack to win. So while the fleeing side might use their deployment rules to get away faster, the attacking side could similarly use those deployment rules to block the retreat.
I think the problem with that setup is that the player who chooses to attack the other would be at a disadvantage since their own way to safety will be longer and might be blocked by enemy units. If the only way to avoid a draw is to make victory for your opponent more likely than for yourself, most strategically-minded people will probably prefer the draw.
Every unit would need to be weighed on whether it would be better denying the enemy victory points by killing, or retreating as quickly as possible. If a powerful unit can kill 2 weak units, then it's already both made back the VPs it might lose by not escaping and denied the enemy 4 potential VPs, and with a turn 1 charge available, that powerful unit is not going to struggle to kill something. I don't think either full retreat or full attack would be viable strategies compared to using stronger, slower units to take out and screen enemies while weaker, faster units retreat.