I'm actually not comfortable giving orders for the entire round because the situation on the field could change alot based on how the elves react to my plan. I'd prefer to merely have the next update run thru phases 13,12, and 11.
On phase 13, using delayed actions, the 5 dancing heavies will position themselves in a line between M17 and Q17. (In those squares, they can be attacked by all 12 warriors.) They are ordered to maintain dodge even if attacked from adjacent squares. The song they are dancing to is Gangnam Style. They will be shouting "Hey, Sexy Lady!" at Armolad and her ass (aka. Amandaria).
With luck, the enemy warriors rise to the bait and attack. This gives us an opportunity to hit the warriors with melee and ranged while they are not dodging.
If they don't go for it, then we'll just have to find ways to be a bit trickier. (Using the 16 move afforded by a delayed action and an upcoming action, one of the SA spearmen could use 14 move to get to square S8 (the enemy spearmen are dodging and don't block adjacent units), and then Bull Rush the warlord in R9. (The enemy warlord automatically loses the bull rush if he is dodging.) Assuming the Warlord goes straight back into Q10, this makes him unadjacent to the units guarding him.)
If we can't be tricky, then we'll have to start exploring the less useful options at our disposal, like using the melee's delayed and upcoming actons to meet the enemy at their current positions this round. The archons and alt elves are making this a harder fight over time, so we should consider acting as fast as possible. We send the melee in with orders to abuse the right side of the enemy's warrior formation as hard as possible and hope for the best. (We go for the right side because this keeps them from being able to go after Yuri's tower in the next round.) It's a simple and ugly plan, but it might be what we're stuck with if the enemy doesn't make mistakes.
I agree that it is time to start a general evacuation of the towers. Neither should fall this round, but Yuri's may be in danger in the next round if the warriors don't attack the heavies. Aside from Rolf and Yuri, none of the units up there are gaining any benefit from being on the towers now that the faeries are croaked. I think it currently costs one move to go down the ladder a level, so every ranged unit up there should be able to reach a position on the walls with RLOS to the ground. We may have to move a few of the units already on the walls to new positions in order to make space for everyone, but that is acceptable.
MarbitChow, does a bull rushing unit need the move to actually reach the square his target is in, or can he bull rush if he can merely reach an adjacent square?
plan for dealing with gumptons:
If we're right about the spearmen next to the gumptons using bodyguard to soak damage off the gumptons, then T. Coil should consider using one of them as the 3rd target for his Ickypron spell. (Preferably the one closest to the door, SE05 I believe.) Taking direct and body guard damage from the spell will ensure the spearman croaks and open up new possibilities.
One of the Heck pups (HP01) can't reach a square adjacent to the gumptons to attack from, so it will be using Pyrohalitosis to hit both SE08 and Gumpton5, hopefully taking SE 08 out if it was bodyguarding Gumpton5. (If SE05, or whoever is in the AB15 square, wasn't bodyguarding, it could still be alive. In that case, HP01 hits him and SE08 instead.)
The other 3 heck pups will be blasting both of the remaining gumptons. Between T. Coil and the Heck pups, Gumpton5 takes 70+6d6 and gumpton6 takes 57+5d6. If gumpton6 is being bodyguarded by both spearmen, this is enough damage to croak both of the bodyguards. Because we took care to remove its guards, Gumpton5 is likely gone and Gumpton6 has been stunned again. Without guards, gumpton6 goes down hard in round 3 without getting another chance to attack the tower.