So I played this several times. Each time I found it very difficult for the defender [Union in this case] to do anything but lose valiantly. The consistent approach for the attacker - as long as they've a skirmisher unit - is to double envelope the defender by pushing hard into the woods gaining a flanking position, while a couple of Units push hard on the right to do the same.
Attemps by the Union to stand result in them getting wiped out fairly quickly as the firepower of the entire force is quickly brought to bear on Turn 2. Deploying them into skirmish order halves Hits, and then I consistently used the "Reform" rule from my posted NT OHW ACW rules to pull back in 2" increments. Altho this prevents shooting, the defending Units are able to withdraw to the crossroads and be reinforced on Turn 3, making it a 6-4 contest. This helps a lot, but still usually results in a defender loss as their final reinforcements arrive late, Turn 9.
The only way to preserve these forces and contest the road is for one of the defending Union Units to sidle into the woods, preventing their being outflanked, and quartering Hits [1/2 for skirmish formation, 1/2 for being in the woods]. In this case, aggressive movement by the cavalry into the woods resulted in them reaching the North end pretty fast, but it was hard to exploit this as I had pushed one of the original Union Units into the woods also. Eventually, there were two infantry and a gun unit defending the crossroads against four infantry and a gun. The cavalry were destroyed on Turn 10 by the reinforcements, having pushed too far and getting pinned in place by the union unit in the woods, the confederates lost a couple units and it ended in a draw. This is the best I've done with Scenario 11 so far for the defender. I welcome any other feedback, but I think the reinforcements should arrive more on turn 6 or so.