Shouldn't WE07 still be further out in the field? Didn't it use up its delayed move while trying to attack WH05?
I'm pretty sure the warriors are going to try and come inside. The question facing us now is "How are they going to do that?".
The gate is partially open, so they can get a limited amount of units thru it per phase.
Alternatively, the enemy warriors can use their delayed actions to try and down the gate at phase 19. They have to do it then or lose their delayed actions at phase 18. They will be able to do some severe damage to it, and may even down it with just their phase 19 attacks. (Cupid may be able to use his action to take advantage of this moment of weakness to down a warrior, but he could just as easily wait to fire at com 18.)
For his safety, Vinny should back away from the wall now. (He fired using a delayed action at phase 7, so he got new actions at phase 3.) Armolad should have recovered from her stun by now, and may have a delayed action. Vinny can use his cape to take 2 shots, but not 4.
I also think it is time for me to get into position to personally take to the field. I would like to have Tyler move his mount one square to the left, creating a 2x2 square for my mount to get into. I'll get dropped off in the square recently vacated in the 3rd rank (U22, I believe).
I don't think an infinite dodge strategy is the way to go for this battle. We don't want the entire enemy force to abuse the dodge vs bullrush rule to get inside.
My instinct for this battle is to only give WH02 and WH03 orders to maintain dodge. All the other melee units get orders to attack or strike anything that gets into range, provided it isn't dodging. WH01 and WH04 are capable of safely surviving 2 hits each from the warriors and the other melee can safely take 1 each. These orders should lock most of the enemy outside for the round while making sure nobody takes an amount of attacks they don't have a decent chance of surviving. We'll also start getting some decent damage in on the enemy warriors.
The problem with the plan is that it could go to pieces if Armolad reenters the field. Her leadership and a full dance stack could bring the enemy warriors to 27 com, maybe more if the archons succeed in croaking another alt elf this round. WH01 and WH04 will have 19 def while not dodging, (they would survive 2 attacks from the warriors at either 20, 21, or 22 com), so asking them to take 2 attacks from com 27 units gives them a 66.44 chance of croaking.
(MarbitChow, I noticed that the stats for all the WA and SA don't reflect that they have beefy and well-protected. Also, we need to nail down the melee stacks in the next round, since they're about to come into play. With the loss of WH05, we can only only make 2 full dancefighting stacks with the melee. I'd like to have all the W, WH, WA, and SA units in the 2 full dance-fighting stacks. The 3rd stack is made of the 4 S units and the 3 dancing bodyguards.)