Hmmm... Great feedback guys... Thanks for your comments...
I believe we're all agreed that some form of 'Cancelled Assault' manoeuvre sounds like an improvement to the campaign.
However, Justin sensibly points out that this shouldn't be open to abuse, where an attacker is allowed to spend 15-20 turns kicking the stuffing out of frontline enemy troops, effectively teasing them, and then just slips back to the sector from which they came... I like the idea of a turn limit, after which assaults are considered 'committed'.
Full commitment after 1-2 turns feels too short though (somehow, makes me remember my first gf, lol!). Some opponents might simply do nothing for 2 turns, to sucker you in (Jcb, you in particular come to mind!

).
Do we want players to cancel assaults the instant they've seen the map? (could become boring, and might make commanders lazy in not bothering to 'read' the strat map)... Or do we want players to open a scenario, realise that a map might be trouble for them, but still have a go at making a reasonable attack, to test how events might turn out?
Personally, I'd prefer the latter... And if that's the case, how many turns (of a 20 turn scenario) does it take for an attacker to move his units into assaulting positions, to make an effective assault over a few turns, to hit a brick wall and then come to a decision that retreat may be wiser, and then to be able to withdraw as many as possible of his units to within 4 squares of his 'retreat VP flag' (not the wrong side of rivers or cliffs)???
That feels like more than 1-2 turns to me?
What do you reckon guys?