Stupid hydra. How did we not get any wounds on it before entering combat? We needed one cannonball to hurt it.
Couple of questions:
1. Did the executioners make their fear check?
2. Will the arcane ruins create. -2 penalty to shoot through? I'm assuming yes.
3. Can the vanillan knights charge into the hydra? I'm thinking no.
Thoughts for our next turn:
Steam points: let's go big (5) and hope we either blow up so the HBVGs can get the executioners down into single digits, or we once take one wound and put a serious Hurt on the executioners.
Charges:
If the stank lives through it's steam point phase and has 5 or more steam points, I think we should charge the last Demi into the rear. With that many steam points, we should be able to cut the number of executioners down to 10. They'd still be steadfast, but would lose combat pretty badly and if they fail their test we can catch them (unlikely).
If the stank loses a bunch of steam points or explodes, we let the HBVGs shoot them and keep the Demis where they are.
Other units charge the chaff in front of them.
Vanilla knights: move full speed past the hydra towards the spearman.
After combat, I think we'll want to overrun with anything we can.