High elf turn 6The silver helms failed their strength test to move towards Wezma, meanwhile the merchant company wheeled to face the oncoming warriors. They also tried a shooting them, but with no greater accuracy than before.
The combat between the cultists and halbardiers continued, with Drumman killing the cult leader but the cultists counterbalancing this with their hits on the unit. With their follow up bonus from the previous round they pushed back the cultists once more. The rebel demons clung on for one final round.
Chaos turn 6A further setback for Bhonnd - Wezma's dark elf allies finally appeared on the table edge and moved towards the battle! The chaos warriors also continued forward, wheeling slightly towards their target.
The combat phase had two decisive results*. With Drumman able to attack the rank and file, and with the halbardiers strength of numbers, the cultists were finally stopped in their tracks and pushed back. And with the cult leader dead they failed their rout test and fled. Further damage was done in the free hack, but with Drumman's heavy armour the unit was too slow to catch the fleeing cultists and the halbardiers stopped, unformed. In the other key combat the rebel demons finally gave way to instability and were lost to the void.
* As I said before, I'm pretty sure this is what happened, but I distinctly remember being surprised just how poor the additional hand weapon of the cult leader proved in practice. Hence I thought his combat with Drumman lasted longer. More notes next time! I think that part of the problem was that by this time we were too absorbed in the game to be taking enough photos which is probably the preferable way around.
High elf turn 7Despite the looming threat of the demons the guard unit elected to charge the routing cultists. This had the effect of them fleeing towards the swamp, directly into the path of Wezma's wind blast spell (I'm assuming this was a cunning plan). Wanda took the opportunity to move away from the chaos warriors.
More arrows were wasted in the direction of the chaos warriors, but otherwise this was a turn full of potential rather than actual outcomes.
Chaos turn 7Wezma's newly arrived allies... sat back to watch. I thought this was a great example of roleplaying over tactical need from Paul - his background for his elven allies was that they'd happily join in any fighting and looting that was to be done, as long as it was to their advantage. In this instance where things were looking less certain from their point of view they preferred to sit on their hands. Maybe they'd get involved once their hated cousins moved into shooting range...
The chaos warriors and demons squared up to the mechant company and halberdiers respectively. The cultists and guards meanwhile were deemed to have their rout move the previous turn (when running away) and so didn't even attempt to move under the wind blast spell. I think they probably should have been free-hacked this turn, but that got lost somewhere amongst the discussion as to just what the wind blast was doing.