This is the exciting finale! The victory conditions should be remembered at this point - no North Welsh on this side of the river. The bridgehead must be crushed! I've tried to update all three posts as well as answer the questions that came in, and hopefully the batrep makes sense. It takes longer than I thought to do and I will change my method for next time so it can go up more quickly. Anyway, back to the fray!
Below - appears to be the end of Turn 8. Inf1 has advanced into Wb4. As only one Unit may contact per facing, this will cancel the engagement with the Skirmishers. This is also the problem with not closing the door - there's a wide open front physically that the rules say you can't double-up on. Something has to be interpreted, so this was mine. Inf2 and Inf3 are positioning themselves to extend the line and contain the bridgehead. Wb3 - which has casualties from Cav1 - has contacted Inf3 and Wb5 is racing to the right flank, but being opposed by Inf1 [Inf1 & 2 crossed paths]. Cav1 heads back to the pub, top of pic.
End of Turn 9 I think. The slog in the middle continues, with the shieldwalls trading blows with the Warband Units. I may have forgotten to halve the casualties, or lost track of what's happening in the pics. The Infantry Units seem to have a lot of casualties for one turn, the max a Warband can inflict upon their front is 4 [d6 rolling '6' + 2 x 1/2].
One of my favorite figures is a heroic yelling fellow presently the commander of the unit below. "Come and get some of this ya sheep grabbers!"
End of Turn 10. Warband 5 made a flank contact on Inf3 [with another Unit close by, this felt a bit cheesy - perhaps some sort of "Barkered" rule is needed...] Casualties piled up and it broke. Inf3 is probably feeling lonely at this point with no middle to the line. The SW have fought hard, but don't have enough push at this point to finish off the damaged Warband Units.
End of Turn 11. Inf1 broke Wb4, but was then broken by Wb3 who rolled the max. Inf3 is now very lonely out there! The Skirmish Unit won't be much help, altho it can hide in the woods, which would be a wise choice at this point!
End of Turn 12. Sk1 isn't very smart - or is it? The opposing Skirmishers could easily put them over the top with shooting, so retreating from the wood and trying to support the retreat path of Inf3 is perhaps a great idea! Inf3 is holding out against Wb5, but trading casualties won't be enough at this point, with another Warband in the middle.
Looks like Turn 13 below. The Skirmishers were routed by long-range shooting from their opposites, and the Warband 4 flanked Inf2, ending their day early. The hillmen are over the bridge!!
Hope this batrep was useful for all. I found the rules quite simple, but a little more definition about contact would have been useful. I'm thinking very carefully about clarifications and some changes, will post them next. I feel that the spirit of the RAW should be adhered to - simplicity first, avoiding the Law of Unintended Consequences.