Right, well if there are no other friendly units to cover for that withdrawing broken unit, then you will never be able to recover it -- just keep running for the nearest friendlies or the map edge are really your only two options in that case. The change to broken unit movement was to allow them to move as fast as the advancing enemy infantry so (like the Napoleonic series), you can now at least get away and move behind the next line of defense where (presumably) other friendly units are defending and covering for you to be able to recover.
It also demonstrates that often in WW1 when units were broken, they were pulled waaaay back to the rear to ensure that they actually could recover without being threatened. Then days later they might be sent back to the front, or to some other sector.
Anyway, we are constantly looking at ways to make the battles more fluid and enjoyable. I think the basic mechanics are solid, it just comes down to the subtle tweaks here and there now (I thank the die-hard fans of the series for that). :)
To everyone else:
BTW, I see that SqB:FWW is being mentioned in this thread a few times -- yes, by all means if F14 or FWWC series is not someone's cup o' tea, then please give the Squad Battles version a try! It might be the right level you are looking for. *Jedi hand wave*