This is an issue that, as the AI guy, I'm still struggling with. How to defend against this?
I've been tempted to have the AI do it to the human but the more I think about it, the more unsatisfying that would be.
In beta 1, the kiting issue isn't huge because the tactical maps are so small. But in Beta 2, they start to get a lot more interesting (I have one map that is basically inspired from Demigod complete with multiple paths).
I'd be interested in hear different ideas on how to prevent excessive kiting.