That was a bit rough, yeah. But it could have been worse - losing one Demigryph in a 5-man unit isn't an insurmountable loss, and the Archers are expendable by definition.
OK, HHG, here's my unit-by-unit plan, with a couple of contingencies:
1. STanks - generate 5 Steam Points. Provided I get them, the one to the left will be aiming to crash into that Spearmen unit (3 Steam Points), whereas the one on the right should be angled such that it can shoot at either cannon (just 1 Steam point), and hopefully the Helblaster as well.
2. Knights (left) - I want them to march up to the left of the Wizard's Tower (trying to use it as cover from his Helblaster).
3. Demigryphs - move them forward a bit, angling them such that their left flank is covered by the Wizard's Tower (I'm tyring to create a firing lane for my Great Cannon on the left to his Great Cannon on the left).
4. Halberdiers - walk 2" back, I don't want to be in combat if I can avoid it right now.
5. Archer Detachment - reform to 5-wide, walk 2" back along with the Halberds.
6. War Altar - Have it sit next to the Halberdiers after they move back, facing toward zif's forces.
7. Knights (right) - By zifnab's Greatswords, I'm assuming the Anvil of Vaul does not impede our movement? Given that, I just want to move them sideways a bit so that my Great Cannon (right) will have a firing lane at either of his Great Cannons.
8. Archer unit (+Witch Hunter, Wizard) - move this unit behind the Halberdiers - I should still be able to see his Wizard's unit.