I think we may be in okay shape, due mostly to our dominance in magic.
I believe we really need to decide whether our battle strategy depends on killing the Guthorde, or avoiding it and killing everything else. I, for one, believe that we should avoid to the best of our ability. There are plenty of points out there with the Mournfangs, Leadbelchers, and two IBs.
DGKs charge the IB. No brainer.
Q1) I'd try for the Stank into the LBs. All three dice. It reaches, great. It doesn't, fine. It'll still draw fire next round.
Q3) I think we absolutely charge the MFs with our halberdier detachment. We also plan on buffing the S**t out of it in our magic phase. We actually have a shot at winning that combat with a few wounds and some good buffs. FTStone will actually help a lot, particularly if they get desperate and decide to use the banner's breath weapon. In any event, the MFs won't wipe the unit, will be stuck in combat, may win in the next round, but will not be able to overrun. It's by far the best scenario we could have right now. We win that combat and break them, and the game is wide open.
Q4) As long as we are confident we can hide the unit using the tower, I'm all for option 3. If that's not a possibility, I think we quick reform our big halberdier block, give the Guthorde our backsides, and march towards the board edge, putting as much distance between them and us as we can. I'd like to move the archers behind the luminark, if they can fit... hard to tell here. Make sure our lvl 4 is within buffing distance of the halberd detachment.
I think we leave the sabretusk alone. It's annoying, but we may be able to drop it with another volley. It's not worth putting the greatswords or luminark in to, in my opinion.
Q2) Lastly, I think we reform the Greatswords into a bus and move them up to the bulwark, between the sabretusk and the Mournfangs. Once there, sure, they'll have their flank exposed to the MFs, but we'll have them in combat for the next two rounds, by which time, we will be able to charge either the ironblaster or the leadbelchers, with good odds of success, unless the Butcher moves them. Either one is an excellent matchup for the Greatswords, and it gets them away from the Gutstar.
Victory comes to us via the DGKs and Greatswords. The DGKs drive the right flank ironblaster off the board this turn, most likely. They reform and, by turn 4, have the leadbelchers in easy charge range. They're aces against LBs. The greatswords charge the Ironblaster on the left flank in turn 3, unless it's moved, in which case we can assess charging the Leadbelchers, or reforming into the MFs.
We sacrifice the archer units to the Gutstar, and keep the halberds intact, either skittering them along the board edge, or charging the gnoblars to put the tower between them and the star. Points-wise, with the Ironblasters and kitties, we'll get 400. With the LBs, we're up to 650 or more. I think we could pull out a minor victory.
Or, of course, everything could change by next turn
