I have added the pictures, but not text to explain.
Unfortunately, I didn't remember to take pictures more often. Mostly I took pictures at the end of each turn.
I will go back and add text later, but look at the pictures if you'd like.
Summary, the elves won by destroying the orcs. If we had played another turn or two, there would have been no more orcs, so the elves would have been able to take both of the two objectives. If we had set a turn limit, either it would have been a draw, or the elves would have been in more of a hurry and would have been more vulnerable and lost.
OK, I have written up the description. Next time I want to take a picture before and after every activation!
I really like the simplicity of these rules (while still having to look up stuff about morale, magic, etc during the game) combined with my hex variation. I love not having to measure. There are a few abstractions, and Fast units don't get quite the bonus they should. Maybe I'll round them up. (In general, divide any inch measurement by 4 and round down. I wrote my summary sheet for units in terms of hexes.)
I need to write special rules and spells on my summary sheets. I gave my wife (and son when he was helping her) their own summary sheets, but eventually I was the one looking things up.
The main things that won the game: * No turn limit (I just don't like stopping "artificially", though it would have added more urgency.) * The ent is a tough plant. * The wizards were very effective, especially with the magic storm. * Better quality rolls than the orcs.
Hmmm, I agree about the "no turn limit." I only use limited turns about 20% of the time. For Grimdark:Future I only use it if I make up a scenario with urgency involved (get item "A" before "B" happens).