Definitely the most obvious flaw in the campaign, speaking as a new player.
The game area should definitely has a bias toward a deep territorial area for the defenders. There's never any reason to have 2 kilometers of depth on the attacker's side.
That is what came before. In flowing GTOS campaigns it worked well more or less. In MIUS it means if you attack in the big campaigns you are always vastly out numbered. Up to like 4 to 1. No one attacks with odds like that in reality. Or the reverse you are defending but you always way out number the defenders. It did not work well. So indeed you need depth and that is how you blunt an attack of a larger force. But its not working out like that in Mius as you can just plop your vastly superior force right up front and sit there doing nothing for the win. Something needed to change. But hmmm.... we are getting some odd ball battles with the change. Like what the OP had happen here.
Its its like before where the game did a radius check on which node you pressed it was predictable. But seems like now its just click the square and who knows what happens.
In maybe looking at relative combat power? I really do not know.
I think we need the ability to place more platoons in a given grid square on the operational map.
I have had battles where one artillery spotter, two tanks and one broken-down machinegun somehow filled up a whole square kilometer.
Pretty funny when I think back to the John Tiller Mius Front game, where I could cram 800 men and 20 tanks into an 800-meter hex. (Then they would get hit with Katyusha and the only result would be two dead infantrymen and the tanks being 'fatigued'.