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The defender is credited a victory, the winner is credited a defeat, both sides retain their surviving units, The attacker looses all his remaining movement points on the strategic map. It's even a loading screen hint.
Lately, for instance, I could repeatedly avoid a fight against the same AI stack with a single wyvern defending a city, or a griffon on a rugged, volcanic terrain, by simply flying frome one edge of the TC map to the other. As a side note, each time the AI spent its CP buffing its units, letting me to win battles elsewhere on the map!
(playing with PBEM Balance mod)
I've managed it, but it was in rare cases that it actually worked. You need like flying, city walls, and a broken city gate on the other side of the map. Then I could force the AI to try walking around the wall, then move to the other side of the wall, rince, repeat. Of course, doesn't work against flying units.
In sea battles, both galleons and frigates can infinitely kite a number of melee units.
On the other hand, on small tactical maps, it's only natural that the slow is often caught up by the fast. As it is on the strategical map for a lone, non furtive and slow unit to be caught up and destroyed by a fast, superior stack.
One interesting idea however is to question how a draw should result into gaining or loosing terrain (hex) control: what if the attacker has no attack type to wound the defender? What if the defender turns invisible for 5 or more turns? What if it outrun the attacker?
Endless Legend let the defender retreat before entering battle mode, at the cost of some life to all your units. I don't recall if the retreating army was also forced to move back on the strategic map or not, but I think it couldn't retreat more than once per turn. Been awhile since I've played it, though.
In the Total War games that I've played, a defending army can retreat before the battle begins, and the AI will force it to use its remaining movement points to move away from the enemy, even running towards friendly cities if possible. Once in the battle, if it was going badly the defender could still pull their troops to the edge of the map and hit the "withdraw" button, hoping that his troops would flee past the edge of the map. Depending on how many defenders were left, the army might be salvageable. But you couldn't do either of these more than once per turn per army,
if I recall correctly, so there wasn't any danger of it being a cheesy tactic. It just added to your tactical choices.