As far as I'm concerned, this engine's treatments to bodies of water is its major issue. The large pond near the middle of the QB historic battle area was a pain to script around while striving for historic movements. Matt worked with me trying to make the pond less of an impediment, to no avail. Terrain 0 (no move) and 25 (move around) works but the battalions split in half, the halves proceeding in opposite directions around the pond (uniting many minutes later on the opposite side of the pond), even if their path barely touches the ponds edge...UGLY. And during that journey to reunite the units are vulnerable as hell as they can't fight until reunited...Even more UGLY. And, as discussed, the retreats into the water issue.There are some fuzzy areas for sure.
There are some maps with "uncrossable" rivers, but you can still retreat over them so they are not absolutely uncrossable.
If this is a known and unsolvable issue, I will need to start a much smaller map with very little water. Possible, but not really what I wanted, as I hoped to march the units to the battle line.
With hindsight, I'm wondering if at least the retreat issues can be subdued somewhat. There's no known way to keep retreating troops out of the water, but if you remove movement speed and fatigue penalties in the map.csv file for that body of water at least those retreated troops could return to battle in a timely manner, and not exhausted.
If that works you can keep your BIG body of water. Possibly making it a different gray scale from rivers so that rivers can be crossed retaining their movement and fatigue penalties.