I have a few thoughts & suggestions about placement and stacks:
I think it would be easier to place everyone if we kicked everyone off the towers but the 2 ballista captains, the 4 casters I include in the faerie fight plan (that means no T. Coil on the towertop*), the 7 garrison archers I include in that plan, and a few brickbats and bodyguards. (*Unlike the comic, the only bonus a caster gets in this game from being on the towertop is increased protection from fliers and access to the tower's spells and energy to use against fliers. We're planning on using delayed actions to down most of the fliers before they can fire, so the protection bit shouldn't matter much. T. Coil is likely going to be ground force blasting, which has to be done from his own juice, so he doesn't need access to the energy either. If he is mounted, we could save a lot of space by moving him to the wall instead. His mounted casted/dodging idea will work better with the increased space on the wall and he'll have the exact same defensive bonuses as before against ground troops.)
Of the 32 spaces on the towertop, only 16 aren't in the front 2 rows. The 2 ballista captains have to be in the front 2 rows, so those 16 spots are going to the rest of the units we can put there. With 4 casters (sans mounts) and 7 garrison archers, we've filled 11 of those 16 spots. 2,3,or 4 spots go to brickbats. (Yes, they could be flying a square off of the tower, but that would limit the number of people they can protect. As part of the formation on the tower they'll have more units adjacent to them.) The remaining spots can go to bodyguards. (Note, we may be able to arrange for the casters to run up the tower after the enemy archers can fire, but before the faeries enter.)
On the wall, we'll have T. Coil (mounted and starting out of RLOS), Bill's Skele archers (right up on the edge of the wall), Will, Cupid, Comet and the zeds (May be able to start out of RLOS or right behind the Skele archers).
The rest of the force is melee. I'm still favoring keeping the melee inside at the start as opposed to keeping them outside, but I would like a few more questions answered before setting down positions for them.
(MarbitChow, what squares will an enemy on the outside be able to see thru an open or partially open door? (Can I just do the "draw a straight line, center to center" test to figure it out myself?) If they haven't seen a unit type, will they act as if it doesn't exist? With the new partial door opening rules, how long does it take to get from 3/4s open to fully open?)
As far as stacks for the first round go: I'm thinking that I stack with Will, Rolf, Cupid, Vinny, T. Coil, Junetta, and Triage.
Yuri gets Brick and 6 of the Zed archers.
Wandereus get the Garrison archers. (They have dance-fighting and so does he after being turned. Yuri and Wandereus will both give +3 to these 7, but Wandereus also gives an additional +1 for filling in the 8th slot in the dance troupe.)
Bill will be with his hoard.
If the melee is outside, the Garrison warlord leads the remaining 6 zeds and comet. The level 2 warlords fill their stacks with the dancing linemen.
If the melee in inside, one of the lvl 2 warlords leads Comet and the remaining zeds. The other warlords won't matter much, because they won't be part of the first round. (We do have to make sure that any of the units the enemy can target thru the potentially opening door are well bonused.)
Our ranged units should have orders to prioritize fire on either unguarded archery, unguarded seige, or unguarded leadership. The enemy has 16 bodyguard units, but they'll have to protect 16 walking archers, 8 gumptons, 4 walking warlords, and 1 mounted archer warlord. There will be unguarded targets to hit. With my stacks, (and excluding the faerie fight garrison archers), in the first round we'll have 9 shots from 16 (with bonuses) com skele archers, 6 shots from 15 com zeds stacked with Yuri, 6 shots from 13 or 14 com zeds stacked with either a level 1 warlord or a level 2, 2 shots each from Will (41 effective com with bonuses) and Cupid (27 com), and a single 7 or 8 com shot from Comet. In the second round, We can add 3 16 com shots and 4 19 com shots to that list. (We may also have them in the first round if the faeries hold off on entering the hex until the second round, in which case the garrison archers have orders to burn their delayed actions by firing on the ground force at Com=2 on round 1. Better to use then to lose and the casters should still be able to take 8 or 9 faeries out with delayed actions before they can fire if the faeries see this as an invite to come in on Com =1.)
(Note: I've thought of another way to protect the towers from seige. We could try and make a deal with Armolad. Something along the lines of, "Hey Armolad, this used to be a dinky level 2 city of your side. Now it is a valuable level 3 that pops unit types your side doesn't have access to. How about you agree not to try and knock the towers down, and I agree to try and take you alive?" Provides both carrot and stick as incentives to not let the gumptons wail on the towers.)