Indeed, with the redundancy of Searing Doom and Amber Spear I had to push the big can forward as fast as possible.SpellArcher wrote: He's got the spells to have a go at the Tank.
(...)
Right flank might be an issue, if he can deal with the Demis and then double-team the Greatswords. Get the Halberdiers and Tank forward quickly to put pressure on I guess.
The right flank situation developed...oddly, but lets not get ahead of ourselves:
Turn 1.
Elves move up a bit, to be in range.
The Tank is under fire and I burn a scroll to keep it intact.
Waywatchers deal a wound to a Demigryph.
I advance aggressively with my center, while the right flank is more prudent in their marching.
Magic and shooting kills some Glade Guards, but the Tank misfires his cannon, luckily on the bounce dice.
Turn 2.
The Asrai adjust their positions, crucially the Wild Riders remain in place, fearing my handgunners.
Magic is ineffective, as my opponent rolls four 1s to cast a big Amber Spear
Shooting does little damage.
Throwing caution to the wind I charge the Treeman with my Tank, getting the needed 13. Halberdiers follow.
I force my opponent to burn his scroll.
Shooting kills a glade guard or two.
The Tank fluffs his roll - D6+3D3 yield 6 hits and only 1 wound... I suffer no damage in return.
Turn 3.
Wildriders and Eternal Guards charge my Halberdiers. Dryads try to join in but roll poorly.
Magic sees a big Cloak cast on most of the Wood Elf army.
Shooting kill the wounded Demi.
The combined assault butchers my Halberdiers and despite the BSBs effort I break and am run down...
The Tank holds.
Seeing the game slipping I turn my Greatswords towards the center. This exposes their flank but I ready my Demigryphs for a counter-charge. The Captasus, finally in position, charges the Treekin.
I cast Wildform on the Tank, but, again, it fails to kill the Treeman.
The Captasus breaks the Treekin but they outrun him, somehow.
So, things are not looking that bright but not all is lost!