>>6024670So before I move around, a question for you Mulrog. Do you feel lucky? The best plan I've got involves gambling your ulfwerenar.
As per pic related, if I shuffle about this turn, we can move into the shown positions next turn. We start at the south. My spawn attack the enemy chaos warriors, get punched in the face and survive on 1HP but leave the warriors on 2HP in return. My warriors and huscarls then move in from south to north, the wounded huscarls kill the chaos warriors in the village, then my own chaos warriors and huscarls roll up the bondsmen, each of my units getting hurt as they go.
Your chaos knights come down and kill the bondsmen defending the village in the middle of the line. Your horse archers and cataphracts kill the unit next to them, the cataphacts will take a hit back from the other unit but survive. The ulfs will then run in and kill the huscarls at the top of the line.
We're left with one enemy bondsman who has already attacked, and can be finished off by your cavalry before he gets to attack again next turn. However, the huscarls in the coastal village would be able to walk down and kill your ulfwerenar if they wanted to. They may just decide to sit tight in their village, but they may not. I was going to move up my hung savages to cover them, but then I realised that not only would that not help, but I couldn't because I need to move first and they're currently trapped by your troops.
The second issue here is that between us I believe we take a minimum of 6 damage, leaving the warbeasts, knights, cataphracts and a unit each of huscarls and warriors on 1HP, while also likely killing your werewolves and with all our units attacks spent for the turn. If there are any units behind the enemy line which are out of sight range, the counterattack will fuck us right up the ass.
And all of that to get 20 more loot.
Unless you can come up with anything better.