1) I'd like 1 wizard to be able to cast Shem's at the SH. Wounding the 'geist is all good, but killing that annoying ethereal creature (that can with a little luck hold up our flagellants or greatswords) seems totally worth it.
2) Do we want to move the greatswords right up against the forest?
From the current state of the board (and if we can kill/damage the SH), it looks like we can keep the ghouls away from our main blocks to the left of the woods the entire game with a little luck (and some heroic sacrifices from the pistoliers, archers and detachment). And if we move the flaggies up we can threaten their flank if they try to join the main fight... So why not try and move the greatswords to the left as well and overwhelm the units there?
3) Not sure what the range of the terrorgeists' screaming attack is, but can we stay out of their range by not moving up so far with our left units? Another turn to try and get some wounds on 'em would be good.