Of course such a plan required the elves to rapidly move forward and engage the enemy, which require movement orders (of which I suffered a severe lack for most of the game!).
I had incredible luck at this point. Each side has two, one-use cards, in the deck, which enable them to rally off all the hits from a single unit. I drew my card two turns in succession, which meant that I was able to save the surrounded unit twice when they should have routed. This allowed me time to bring one of the victorious axe units around and into the flank of the warg riders.
It was the luck of the cards, Mark had not drawn a single Rally card once the main fighting started and if I hadn't been able to stop that axe unit from routing for two turns, it would have been a completely different battle.
Also being played at club this week.
A 6mm sci-fi game of Future War Commander.
A far eastern Chain of Command game, colonial French against Japanese!
A Warhammer 40K game.
A First World War naval battle.
And another Warhammer 40K game.