Units with little few movement points can often make poor movement decisions because they don't consider enough options. Instead of making a move decision based on the moves that can be made that turn, instead:
Consider all hexes in a radius of 4-5 around the unit, ordering by highest influence
Choose the best hex destination by selected the highest influence hex that is a possible destination (using A*)
Choose the move based on what gets the unit the furthest along the route (plotted by A*)
Units with little few movement points can often make poor movement decisions because they don't consider enough options. Instead of making a move decision based on the moves that can be made that turn, instead: