Great questions and comments! I am going to take the time to answer them before we move on because this is half of the reason for the TEG- exchanging tactics and ideas!
- Perhaps we shouldn't move the ICKs so close to the enemy.
I knew this move would probably be the one that some wouldn't like. My reasons are pretty complicated, but here we go:
--Those small Knight units primary purpose is harassment, secondary is killing minor stuff.
--By themselves, those two Knight units don't pose a threat to his units in the center of the board, as long as he keeps them in his forward arcs.
--The two Knight units do pose a threat to his Chaos Knights if he give one of them a flank and he gets double-charged.
--Those two Knight units are situated in such as way that his Chaos Knights have to do one of three things:
--Move forward but keep both units in forward arc (serves our purpose because Knight unit is slowed)
--Move forward max distance but give ICK his flank (unless his DP gets in the way, we have a combo-charge)
--Charge the ICK (in which case we flee as described earlier; Chaos Knights are then slowed down)
--Besides all that stuff, it gets the ICK involved in the action. If we keep the ICK way back, it gives him an opportunity to move all his eastern stuff up. The ICK will spend most of the game flirting around with them.
--Last- it gives Team Chaos a unit to focus on. If I keep everything back, they can start thinking about ways to scatter our forces, dictate movement, go on the attack, etc. Moving the ICK and other units in the center of the board up is like playing an aggressive defense- I am willing to sacrifice units slowly as long as it buys us time.
He's unlikely to reach the western knights, right? They wouldn't really have the option to flee, although I think they will rather try to set up the dogs for a good countercharge with the chariot.
The West Knights are 19 inches away from his Slaan Chariot. He would need an 11.
Hopefully we will kill one set of dogs over there- then I fully expect them to use the other dogs to shield the Chariot for a T2 charge.
Are the central archers in a position to deny the flyers a spot to land in the GS's flank?
No matter what the GS are going to reform to keep all fliers in the front arc.
--If he keeps them more south, we will likely swing the GS that way around the idol.
--If he pushes them deep north, we will reform the GS to the east and push forward behind the idol.
--If he send the Chimera south and the DP deep in the east, we will probably have to face southeast and start moving backwards with the GS
The ICK...hmm. It shows I have little experience with small units of Knights. Won't they get in the way of the Outriders? It looks as if they could shoot at his Knights though. No easy kills either but that could be an option.
After Lib's 1st shot comment, I Vanguarded them to face a little more south. They can barely see and range the Nurgle Warriors, but that is our best 1st round shot. None of our units are in the way of that!
Speaking of shooting, my initial thoughts as we prepare to enter the magic and shooting phase:
--Depending on dice, I am thinking a Banishment to soften up the Hellcannon. It will be 3d6 Str 5 hits. They will probably let it go or burn a scroll if they are worried about Shems on the Chimera.
--Next, lots of dice on a boosted Shems on the Chimera
--If any of our spells go off, that gives the STank's cannon shot a real chance to take out the Hellcannon and possibly the Chimera.
--West Outriders shoot the west-most hounds
--East Outriders shoot the Nurlge Warriors
--East Archer det shoots at Warhounds 3 at long range
Like LSP said earlier- it is a target rich environment!
HHG