Heres a sample mission, using some of the rules I have outlined above - Deployment etc could be any of the options that Mattman suggested...
STRATEGIC WITHDRAWAL
Sometimes the best plan is to withdraw to fight another day, while the main force retreats to new positions, your force has been chosen to delay the enemy as long as possible, making a phased withdrawal of your own troops. The game will last for 6 turns, on turn 6, on a dice roll of 4, 5, 6 the game continues another turn.
Scenario Rules – Attacker –
Advanced Deployment Defender –
Fighting withdrawal Attacker mission – Your forces are to prevent the escape of the enemy forces, and break through their lines, to wreak havoc on the retreating army they are protecting.
• Every Enemy formation broken – 1 VP
• Every friendly unit that exits the defenders table edge – 2 VP
Defender Mission – You are to prevent the enemy from interfering with the retreat of the main army, and safely conduct a fighting withdrawal.
• Every Enemy formation broken – 1 VP
• Every formation withdrawn unbroken – 2VP
Victory will go to the side with the most VP’s at the end of the game.
The finished mission would maybe include a bit of background and a nice looking deployment map etc.
EDIT - Note the Victory conditions, these could change, im just trying to give you an idea of what im thinking
Steve