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.
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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.