The maps isn't exactly posted so we can't see the triggers, however there are several general things to correct this. I would first check to make sure that the point are saved into an array in the correct order without any repeats. If you want to stay away from trigger events, use an action defintion and a loop to issue order to each point as per the array; if needed you can have a wait action after to check until the unit is at the next point or general region and again just your premade loop to determine the next point in order. I might also just a while condition to make sure the unit is alive. Then again is almost sounds like your issue is more like an accidental pathing block or an incomplete loop.
When I want your opinion...I'll give it to you!

RogueSniper Regular ShmoeI've been working on a map and have even reworked the layout a few times. Even have reworked the regions and points.
I've tried both periodic events and ordering units in a region to attack to a point then that points in a new region and that region tells them to attack to the next point and so forth. Also I have tried to add the last created units to a group and issuing orders to them and then the next point after existing and so forth without periodic events or using unit enters region.
However, they wont pass point "Attack 10" on the attached map even if I tell them to attack to point "Attack 11" or further. Then they will run back to their spawn then to point 10 then point 5 and sit there.
I am trying to accomplish them to attack from point 1 to 2 to 3 and so forth with enemy buildings in their path and not break.
So my question is how to do I make smarter AI that can go from A to B to C... In SC1 it worked with no questions asked and in SC2 its apparently not that simple @_@.
Thanks for the help