There does not appear to be anything wrong with the coding of that section of dirt road. Was the problem with using one Move dot or a series of Move waypoints? With the tank close up to the stone wall, which in the attached has the same color in the tool as the dirt road (that's just the tool setting, not the map coding). A single move order dot may try pathing too close to the stone wall to allow the tank's element width coding to start the move, hence the "No clear path".
Set waypoints with the first close to the tank and out in the middle of the road, then others then up the middle of the road. Alternately, place one move waypoint beyond where you want the tank to end up, but you will have to babysit it to put it on defend before it gets there.

C'est magnifique, mais ce n'est pas la guerre.