Still can't see how they did that (seems to be a deeper code problem), but that map is
T_Grassland_Fertile_04
I thought maybe since it was a boundary of 1 deep of blocked tiles was the problem, but this has a full set of blocked tiles. It seems that the AI is utilizing a pathing that is not available and it's bypassing the map information.
What I do notice in common is that each of these units are ranged units and on each of these maps the location of the backup is 2 away from a start location. I wonder if the AI always allowed to move from its start position and a check for the block tiles are not being initiated (works off the assumption that the ranged unit can always move back once). All speculation unless Frogboy tells why this is happening or lets me look at the deeper code.