I've just heard back from WHW and unfortunately we won't be able to shift the tables round so we're looking at a long thin table (4x12).
Suggestion ??!!
play in the length of the table !!
One army(group) deploys with a Van at the 3-4 mark, the main centered on the 6 and the rear on the 9-10. Brigading is OK, but units should be in "marching" order with no more then 2 units abreast.
Both the van and the rear my employ "outriders". This should be SINGLE units (anything other then Machine and Monster) which move parallel to the main army-column and in ANY GIVEN TURN may make on full move "forward", unless they spot an enemy in LOS and within 20cm or see other outriders in LOS fall back on the main army. IN either case they willl make an initiative move DIRECTLY towards the central axis of the table (where they expect the main army.
Attackers/ambushers divide their army in brigades and may start the game with 2 brigades AND their general on the table edge OR deployed in woods/buildup terrain within 20 cm of a table edge. For the purpose of deployment the table should be divided into 4' sections. section 0 being the edge where the ambushed army will try and leave the table. An attacker can opt to use any 2 adjacent zones for his original deployment and to bring on his reserves. Reserves need to be ordered onto the table, which can be done by any character already deployed (taking in applicable penalties) or by attaching a not-already deployed character with the brigade, in which case they character is placed on the desired entrypoint and the brigade can be brought on with one succesfull order.... ,
Should provide a lively game, and to spice things up.
consider giving some VP on objectives.
Put some carts, campfollowers or a herd of animals (loot) with the Rearguard (I suggest around 10 loot counters which should be 10 regular WM bases or round(ish) bases app. that size). These can be claimed by any of the ambushers stands that moves in contact with them. Claiming "coup" will count towards the ambushers VP in the following fashion: If a stand of an ambushing unit moves into contact with a "loot" marker take both that stand AND the lootmarker of the table. The value of the lootmarker is equal to the value of the stand that claims it! Note that the remainder of the unit (if any !!) will count as being "shortstanded" with all appropriate penalties !! If "taking coup" removes a nuit from the table, that unit WILL count against breakpoint.
Van units moved of edge #0 count as HALF their value towards their armies VP.
Main units moved of edge #0 count as FULL value towards their armies VPs
Rear units moved of edge #0 count as double their value.
Have fun with these

should you decide to use them !! Any feedback appriciated !!