Thank you!
Yeah, part of the intent was for your forces to carry over between scenarios, so you'd be forced to be playing with preservation of force in mind. That didnt make it in sadly, as did a few other rules which would have made creating a wall or rushing enemies much harder. In addition, quite a few units are bugged (plus AI being a crapshoot)
As the designer, if I had to do it again, I'd add alternative win conditions like "dont let your force go below X" or "take/hold hex Y and Z", along with a bit more tweaking of the scenario comps in general. I'd probably also add some hard cover and expand the map out further.