Small game summary:
We agreed beforehand to play echanted arrows as "upgrades" and not unique, allowing me to use trueflight on 2 units.
To be honest, I did not have that many thought on how to line up as I didn't know what to expect from individual units.
I placed my free woods in the center of the table in front of my treekin, blocking some line of sight and maybe also a possible posiion for my units.
We forgot about mysterous terrain and played all woods as plain terrain.
I deployed my sister bunker before my trees and probably should have done the opposite. Now I had to vanguard them back to the middle as I was afraid of a mournfang charge if I would go second.
Ogres got first to turn, and they advanced forward with no charges. Magic was average with trollguts on ogre bull bus going through. Cannon shoot the first tree, but it got saved by a ward(6). His ledbelchers took out some(4?) poison glade guards.
On my turn, I took the bate with my treekins. Charging the bulls as I thought (3p HaS bulls would be a good matchup). Oh boy, when I realized a flaming breath and fireball stood in that unit... My treemen set up starting to shoot the mournfangs with strangleroots. Average 6/5 (?) dice magic phase with a channel for him I got of the curse of air on the iron fists (high roll), he then stopped both my shield of thorns on treekins and cleanse on trollguts. Retrospective I should have added more dice to stop trollguts regen.
My set up was to shoot with everything at the bull guts first turn and not charge it and as I had flaming banner regen shouldn't have mattered... But it came so close I forgot my plan
In shooting, I switched up and tried to cripple the ledbelchers instead, and they were wiped out.
In close combat, my treekins had a rough day... He used his flame breath and did four wounds. I positioned my unit a little bit wrong and had to decline a challenge by his champ as I would lose out six attacks on the side if I did. My trees did a total of 5 wounds. To his ogres with regen... Think that was still pretty good. But he did a total of ~ ten hits back as flaming did a flammable double wounds thing. I lost combat and needed a 4 to stay that I missed. But lucky enough they fled faster then the ogres pursued. Popping behind two layers of GG. Glad I left space behind
(not on purpose) i Passed all panic tests runing through Glade Guards.
Second turn he charged by "open" sister bunker with his ogres forcing me to flee as loosing that unit ment I lost game (3p in unit with general and banner). I managed to flee further back but still getting close to the edge. The unit gor in range of a sabertooth!!! It chatreg forcing my unit to flee again but i rolled short and the saber toother needed an 8 to end the game but fortnutae for me it didnt reach the sisters. Sisters are now very close to the edge and any charge on them would force them over the edge. He moved forward with his mornfang to get out of charge angle of my treemen. He manged to line up his cannon to be abel to shoot /aim at both my treemen. The ironguts with curse of anahir moved slowley forward not triggering dangerous terrain test.
In magic he rolled pretty low (4?) and managed to get of a trollgut on the ogre bus again.
In shooting he hit my second treeman as the shot over shoot the first but it got off a ward save again
(6). The woods are with us! I really need to be better att NOT lineing up my unts for cannon shots...
In my turn I rallied all my troops and moved my treemen infornt of the mournfang to protect the sisters!
In magic pahse I got of a drain magic to remove trollguts.
In shooting pahse I killed one mournfang with strangle roots and wounded alot of ogres with arrows and killing a cat.
Turn tre...
He charged a treeman. Charged my back/right gladegaurd with hits bulls and moved ironfist forward and lined up cannon to shoot my treeman not in combat.
In magic phase he had a big missfortune with misscasted 3dice a spell maybe trollguts and got sucked into the warp. Not only did he loose his magician and general but it also gained me 2p and getting really close to needed 4ps to win.
In close combat mournfang foungt my treemen but my whack splatted one of them winning the combat, he did a total of 1 wound. Think I rolled high on armour saves atleast twice (5s). Mournfang passed thier Ld test.
His oges ate my Galde gaurd but it did mange to kill one before they died (fled and overrun), he over ran into my treekins.
I charged with my second treeman into the mournfang and moved my sisters foward.
In magic phase i 6 diced fiery convocations to see it for first time but it got dispelled.
In shooting i killed a cat and wounded some ogres.
In close combat i duel treewhacked the mournfangs splatting them to the ground leaving last one(banner to flee) as it did he conceded.
Retrospect:
He still had 3 points left and think we missed that and thought it was over but dont think he could do anything against the 2 treemen still fighting.
Sister bunker was very though for him to deal with as he had no way to pin it down with 18" fast cav movement. ANd as long as it was a live I had the game.