[Still not happy about not using the 30HP unit limit, it was in there for good reason - it kind of defeats the point of these skirmishes which was a test of the unit cost calculation in comparison the the Gobwin Bump games]
My initial thoughts are if possible carry all of the slaves, and ideally the Dothwaki to I9, from there the Dothwaki Bwoodwiders can hit and run all the orlies and return to I9, then create a massive wall of Swaves to protect us from retaliatory attacks, I'm thinking 9 individual stacks of Swaves in each of H10, H9, I8, J8, (using 45 Swaves), and the 5 individual stacks of Swaves in each of G10, G9, G8, H8, I7, J7 i.e. in the stacks currently occupied by single Orlies(using the remaining 30).
With 14 units total remaining on GK's side they could at best clear a route to I9, with individual attacks, but not actually hit any stacks in I9.
So suggestions I'm sure it can be tweaked slightly to get more commanders XP, but I think with a 166 Attack, 5 move ranged stack (before stacking and warlord bonuses) I want any plan to involve us ending turn with as many of our units behind a 14 stack, 2 hex deep wall of Swaves.
Looking at the Commanders: Pinser with only one move and 10HP can't really do a hit and run, the only unit that can carry him is a Manbeawpig, and it wouldn't have sufficient move to return to I9. However Mao and Crabfist could be carried to I8, by a ManBeawpig, they could then each do a hit on an orlie and mark back to I9 with their own move, the ManBeawPig would also have enough move to return to I9.
Quick Force reference (numbers not stats):
3 fwying monkeys
7 stwom twoopers
3 cwismas cwitters
7*Dothwaki Bwood Wider
Chairman Rofl Mao
NOTE: One thing with my plan in order to move all the swaves, and Khaw Dwogo, 3 Bwood Widers, Fweddy Kwueger to I9 and still have a ManBeawPig free to carry Crabist and Mao to I8, we'll need to work as one team. If you don't like this then well need to think of an other option, hopefully you can see the value of the Gweat Wall of Swaves and dusting all those orlies for XP (It's important for all the Orlies to die for the wall to work as intended).
Note 2: We have enough high hit units for the movement order I'd suggest.
1 ManBeawPig to carry Crabfist and Mao to I8
1 ManBeawPig to carry Khaw Dwogo and Fweddy Kwueger to I9
1 Cheesebuwger to carry 2 Bwoodwiders to I9.
75 Swaves taken to I9:
3 on ManBeawPig carrying Khaw Dwogo and Fweddy Kwueger
3 on CheeseBuwger
10 on the Tawantula
15 on the 5 remaining Bwoodwiders (14 of which dropped off at J9 so they can reach the required hex, before the Bwoodwiders carry on to I9)
15 on the 3 LongCats
25 on the 5 Scorpiones
4 on 1 of the Chwistmas Cwitters
At which point the orders would be for:
ManBeawPig carries Mao and Crabfist to I8
Mao attacks Orlie in H8 returns to I9
Crabfist attacks Orlie in I7 returns to I9
ManBeawPig carries Dwogo and Fweddy to I9
Dwogo attacks Orlie in G8 returns to I9.
Fweddy attacks Orlie in G9 returns to I9.
1 CheeseBuwger drops 1 BwoodWider at J9 before carrying on to I9
Bwoodwider at J9 attacks Orlie at J7 returns to J9
Bwoodwider at I9 attacks Orlie at G10 returns to I9
5 Bwoodwiders ->J9 drop off 14 Swaves -> I9 drop off remaining Swaves
All other units carrying Swaves move to I9.
All the Swaves move into to position
All remaining units stacks up at I9 and end turnOn that note Watermonkey can we have levels for the commanders please?