...Gyrocopter lands in the orc town square and airlifts the maiden, special forces-style, out to the waiting kniggets...? 
lol
We will be running a very simplified version of this scenario this weekend. Only the terrain has remained the same

The O&G players start with a defending army of 3.500 points of their army, spread over two contingents as they see fit.
There are 2 armies attacking the village, split into the following part:
- A 2000 point empire army entering at the "Empire Entry"point.
- A 2000 point High Elf fast strike contingent entering from the "Dwarven Mine" point. I have changed the cover slightly so they can come down a hillside. This contingent can not field artillery or silver hems.
- A 2000 point High Elf contingent representing the remaining part of the HE force. Army limitations are calculated on the 4000 points so this part can be full of artillery or heavy cavalry as the HE players see fit. It starts at almost the same place as the Empire army, only on the other bank of the river. The HE and Empire players can decide on which river bank each will deploy but it has to be a different one.
There is a supplementary O&G force that has to try to avoid the ambush. I held a "points auction" for this with each player bidding for the minimum force the O&G should have on top of the initial 3.500 points to defend against 6.000 points of HE and Empire. I took the highest value of the three lowest bids, resulting in an additional 1.500 points of O&G. This force will enter play starting from the "Bretonnian entry point" on the map.
Deployment:
- The 3.500 initial O&G force has to deploy first, 60cm away from the HE/Empire deployment zones.
- The other armies will deploy according to the Warmaster ancients "deploy from march" rules meaning at the beginning of the turn the player can put a limited number of units on the table in a predefined marching order (determined prior to the battle).
Start of Battle:
- HE and Empire get the first turn as they are attacking.
Game Objectives:
- O&G village is worth 2 VPs
- Each of the 3 valley entrances is worth 1 VP.
- Empire + HE army has to capture at least 3 VPs worth of objectives at the end of the battle to be successful.
- Battle lasts for a maximum of 8 turns.
- Each of the 6 contingents has its own break value, own commanders and own units. Army generals are the only ones that can command other contingents from the same army (se HE general cannot command Empire troops).
Based on the feedback from Edmund I have simplified the scenario so the focus is again on the tactics. There is a novice player joining us and for a few of the players this will be their first game this year as well.
What I think will happen:
- Some heavy fighting at the bridge with mainly infantry units at the beginning of the battle, heavy cavalry reinforcements coming in the following turns.
- A slow march to the village from the HE/Empire army that deploys on the same bank as the village.
- A quick Empire/HE flank march on the other river bank with cavalry heading for the bridge and infantry threatening the O&G river flank.
- A very funny march of the O&G reinforcements that have to rush in as fast as they can, but will probably become splintered along the way.
Now let's get the final painting done...