Sheb, you really should do it like in Wesnoth, where units actually get to fight back. At least when both sides are attacking, trade off the attacks. It's just disappointing to be able to go down with out at LEAST dealing some damage. Then at least there will be some counterplay! The person can either run away and hope to survive the volley and be safe the next turn, or strike back and have a chance to do some damage even though they will be more likely to die.
I would recommend the following changes be made after next turn (wouldn't be fair to make them now)
1. First player to post goes first
2. Players can choose to attack (2ap), move(1ap), or disengage(2ap).
3. When a player attacks another player, combat starts.
4. The player who initially attacked goes first, and attacks the defending player.
5. If the defending player survives, they then either
-If they chose to attack back, get a single attack at their attacker
-if they chose to disengage, they will move one space directly away from their attacker
-If they chose anything else (solely moving, or attacking a third party), then they do nothing
6. Goto 4 until the initiator has completed all attacks/actions.
7. If the defender survives, and the attacker still has AP (likely, if they started adjacent and the defender disengaged), they continue on with their actions as normal.
8. When they are done, play proceeds as normal.
If this system were implemented, we could have situations like this.
Joe is 2 hexes away from Mark, and says he's going to charge mark, attacking as much as possible.
Mark says he's going to try to disengage and reach safety as often as needed to get away.
Joe goes first, he uses 2ap to move, and then 2ap to open a round of attacks.
Mark disengages (for 2ap), protecting him from repeated assaults.
Joe advances, but only has one AP left, and so finishes his turn.
Mark then uses his remaining 4AP to move away.
OR
if Mark says he's going to fight back
Joe goes first, he uses 2ap to move, and then 2ap to open a round of attacks, dealing 6 damage.
Mark responds by attacking back, dealing 4 damage.
Joe then gets another attack, dealing 5 damage and killing Mark
At least Mark dies knowing that he hurt Joe!
This also opens up lots of opportunities for enjoyable abilities - Like the ability to disengage for only 1ap and enable hit&run strategies, or the ability to reduce attack costs to 1ap without making it super-overpowered, and it leaves a significant advantage for going first (striking first is a huge advantage) but at least leaves the person who isn't going first with options and decisions to make beyond "hope really really hard".