I just want to point out that we do not, under any circumstances want the Executioners getting a charge off on our Stank. There are simply too many of them left at this point. They will do some serious damage to it if not kill it Also remember this the Steam Tank does most of it's killing on the Turn it charges, that extra d6 impact hits makes a world of difference.
We have the advantage on the left right now and now is the time to press it. Ram the tank into the Executioners while we still can before we the Metal Mage melts/hexes our tank or starts buffing the executioners.
We can maneuver the DG's around for a flank charge next turn if you guys want, but the tank absolutely must get into combat this turn (this is why I wanted to move it forward last turn so a charge was almost a certainty)
So..... updated plan.
DG1: Move forward to within 1" of the Executioners so they cannot wheel past. Move out of Executioner front arc, position for a flank/rear charge against Executioners next turn.
Steam Tank: Use 3 dice to move, attempt to charge Executioners..
ICK: Move forward, staying 15" away from the Spearmen bus. Rearrange characters in the unit so that the Lord cannot be in base contact with either Huss or the BSB. If Lord is in the center of the Spearmen, move Huss and BSB to the edges of ICK. If he is on one side or the other, move Huss and BSB to the opposite side of ICK.
Reiksguard: Charge Shades, set up overrun into Hydra if they don't flee
DG2: Charge Hydra.
Kn2: Charge Harpies, if they flee redirect into shades (if visible)
Other considerations:
Magic: Key Spells are Convergence on the Tank, Comet to the side of the Spearmen (we want to force them to move forward) Everything else depends on what happens in the movement phase.
Shooting: Steam gun on Executioners, HBVG on the Dark Riders, other Volley Gun on the Spearmen with all the characters.