The charge of the Bretonnian Knights against my two giants.......
Bretonnian archers moved by initiative and charged my giant, but he blocked his own path a little bit. The Knights hit harder and don't suffer from terror, the infantry stand near the top would have been better as a support stand. I positioned the other giant close to the woods so he couldn't get the whole unit of Grail Knights attacking me. (at the time i thought it was clever. But this would end up being my downfall)

The giant on the right falls....

Those infantry advance into the other giant...

Somehow that giant survives the attacks, and kills a Grail Knight. But loses the combat overall.
I think i did this correct..... i told my friend because the giant has to move directly away from the unit with most stands the giant has to move into the woods. The woods are impassable to monsters, so the giant is destroyed
(even if we did it wrong, the giant was badly injured and the Grail Knights would have killed him next round)
I'm charged on all sides. But somehow i win this combat, turn on the archers and stomp them to the ground

On my left flank his knights didn't quite manage to charge my chariots. In the turn before i moved my orcs into the woods. Now he's caught in a trap. I throw everything i can at his Knights, including tactics cards, and some Waaagh spells

This is the outcome. My orc infantry can't pursue his cavalry so they retreat to the woods. I've left a stand sticking out so his knights have to charge me, but if they win by one he won't be able to pursue me (cavalry can't go inside woods)
The wolf chariots attempted to destroy that orange unit of knights, but couldn't quite manage it.
If i had killed those orange knights i would have won the game

On the far right a single stand of Bretonnian Knights has to charge my trolls on a hill. I win, but can't pursue.
This photo is the turn before, i kill all those infantry at the bottom of the screen, then turn my trolls and chariots around.
In his turn he charges with those squires and kills 2 stands of trolls.
In the last turn i flank charge his single knight stand with 3 troll stands. I kill that knight, and that's the 5th unit of knights which wins me the game. Horaayy for the Orcs!!!

I had lost 7 units total out of 25 (my break point was 13) but a few of them were single stands.
The giants did okay this game, but it was alot of points v's one of his cheapest units. I knew they'd easily beat any infantry units he could throw at me, and it was only his knights that could kill them. Unfortunately i couldn't charge his knights to really test them.
I didn't really explain the cards in this battle report because it's very difficult to go into much detail with warmaster. Warmaster has much going off in a game, there's lots of combat. We had various rerolls for Command checks, spells that were rerolled.
Our verdict is we both really enjoyed the addition of the cards, and will definately use them again. We weren't sure if the ability to cancel only 1 card in the game was enough (maybe 2 would be better??) We liked the dilemma of deciding whether to cancel this effect or save it for a more crucial part of the game.
We've also got the option of adding more cards to the decks, or discarding cards we thought were too powerful.