Optimistic as always!
The Bowmen did actually manage to bring down 2 Wild Riders with stand and shoot (Convergence, yay!) but it didn't make a difference. I was really hoping they'd at least bring down the champion with their 10 attacks but alas! I still remembered this cowboy's antics against Beastmen.
The Hierophant was caught wrong footed by the Treekin (I really wasn't expecting them to be this aggressive in advancing) and had to run for it. I cast Smiting on 4 dice, if I recall correctly, and got 6,6,6,5
Turn 3:
Skeletons crash into the flank of the Bret Knights, Grave Guards and Eternal Guards into the Warsphinx, Treekin into the covering Horse Archers. Eagle fails to charge my skeleton archers. Dogs block the small Knight unit, while the Wildrider moves to countercharge. Treeman moves towards the Necrosphinx.
Magic buffs the skeletons (Vigour, I think) and that was it I think.
Shooting kills another Grail Knight - can the last 2 make it into the Waywatchers. The Glade Guard put two wounds on the Necrosphinx.
Skeletons kill 1 knights, lose a couple of their number but with a static resolution of 6 they still manage to win. I brake (losing the BSB and regular banner bearer...) but manage to outrun the enemy, who crash into the Necroknights.
The Vampire Lord (5A S7 ASF) and War Dancer Hero (4A, S8, ASF) and Grave Guard all fail to put a SINGLE WOUND on the Warsphinx
That would have killed him but I strike back. Even though I manage to land my template attack I only kill 3 (THREE) Grave Guards with all of my attacks. I survive but this will not last much longer. Treekin kill the Horse Archers obviously but chose to reform towards the fleeing Brets instead of the Archers, now without any significance.
Necrosphinx charges the Glade Guard (the Wizard-General evaded in the previous round). The Grail Knights try to charge the Waywatchers but stand and shoot is deadly and none reach the Elves...
Bret Lord and retinue rally.
I 6-dice Light of Death and kill the Elven Wizard - yay, a point!
Shooting does nothing as I take pot-shots at the Treeman.
The Necrosphinx manages to kill only 3 Glade Guards with all of his attacks! They hold and now he's getting a Treeman to the flank... The Warsphinx's luck runs out as well and he is destroyed by the Vampire Lord. The Necroknights beat the Skeletons, but face an uphill struggle with enemy units all around them.
Turn 4/5/6
With the outcome of the battle pretty certain we speed up things a little bit:
The Grave Guards move in and swiftly deal with the Necroknights.
Treekin wipe out the Knights of the Realm, leaving only the Lord standing (riding?).
Treeman runs into the Necrosphix but fails his treewack (what a silly, OP ability against a T8 monster...). I break the remaining Glade Guards but the Treeman holds.
Wild Rider charges the small Knight unit, I challenge get killed, lose the combat by 1 and flee of the table...
We continue with just the crucial bits:
Vampire Lord challenges the Bretonnian General. I drink the PoToughness and manage to lose only 1 wound. Next round is less fortunate as the tireless undead creature finally manages to land a killing blow...
The Treeman fails ANOTHER TREEWACK (I'm Initiative 2!) and I land a Heroic Killing Blow with my Necrosphinx! As I'm in the middle of my victory dance my opponent remembers he has a 6+ ward save and promptly rolls a "6"...
That pretty much sums up the luck we've had during the game
As we count up the points it a 9:6 victory for the unlikely VC/WE alliance. Both sides got 5 points out of the cemetery, it was 2:1 for general assassination and the WE claimed both the Chapel (Waywatchers) and Priestess (Treeman).