If you don't mind a fictional scenario, here's one that I have used many times. It's a typical rear guard action and either side may be the defender.
You have a road running straight down the middle of the board, using the long axis. About 18-24" in from one end, you have a ridge line that parallels the short edge. There is a gap in that ridge line where the main road (running lengthways down the table) passes through it. About 6-8" in from the same table edge as the ridge, another road parallels the short edge.
That whole area is where the defender sets up. The ridge line is difficult terrain, and conceals anything behind it.
Along both long table edges you may place some clusters of trees, small hills, etc. It's mainly to force the attacker onto the main area of the board. You could also have a couple of low, small hills in the middle area of the table, to slow down/break up the attacker.
Forces: The attacker outnumbers the defender by at least 2:1. The defender may have 1 battery of artillery. The tatacker may have 2-3. The scenario also works well with cavalry as a preponderance of either, or even both, sides. As long as you can represent dismounted troops, there no problem with cavalry here.
The objective of the game is a train of wounded/prisoners/refugees/etc traveling along the road behind the ridge. This column is escorted by either cavalry or infantry, or both, divided between the front and back of the train. These troops may ONLY engage the enemy if the enemy is attacking the train itself.
The defender's forces may deploy up to 12" in front of the ridgeline, and also be held in reserve (whatever portion you want) behine the ridge and between the ridge and the road.
The attacker begins the game entering on the road, in column. His objective is to punch through the rear guard defending the pass/gap, and capture/destroy the train.
The defender's job is to prevent that. Victory goes to the defender if all of the train manages to safely travel the road and exit off the table edge. Obviously, victory goes to the attacker if he seizes/destroys the train.
You can use pretty much any set of rules you like.
When setting up the scenario, the game master can also assign victory points to each unit, plus to each wagon/cart/group of refugees/etc. Thus it would be possible for some of the train to escape, and the defender still win if he has destroyed more units than the attacker has, etc.
It plays pretty well, and the gamemaster can "push" one side or another if things start to collapse too quickly, or some element of suspense needs to be added. For example, the train could enter on turn 1, or it could enter based upon a roll of the dice, where a "1" brings it on that turn, or whatever number is rolled is the turn the train comes on, etc. It's all up to you.
BTW: This scenario has been run VERY successfully as a Roman/Briton game set with the Romans as the defenders, and Boudica's massed army bearing down on them seeking to destroy the refugees as well as the cohorts stading against them. I also ran it once as an action during the retreat from Russia, with the French holding the pass while the army tried to escape.
So there's that one. It's easy to run, works for any theater, and any year of the war, and can be very suspenseful and fun to play.
V/R