After that all is lost to Woodies, they fail all important rolls and thus Lifeweaver's unit is destroyed by 6-only Stalker (couldn't kill him, he throwed five "sixes" to hit and to wound, I rolled 6+6 for break test). Treekin destroyed skeletons but failed charge at Tomb Guard (and by that finish the Prince and possibly Priest). Dryads killed catapult but didn't make it to CoS (Soulreaped and shot by archers). Beastweaver and her unit without buff took extremely good numbers of wounds and died completely. All that was left are 6+4 Treekin and 3 Glade guards, which is 16-4.
Good game (however with sour rolls of mine from 4 to 6 rounds and my poor Magic Winds through whole the game, which didn' give enough magic presense to 2-weaver army), with a good chance of killing both Tomb Kings Lord and Hero during Turn 3 and 5 (Treekin failed the charge both times so didn't happen). Tomb Kings are extremely dangerous for Wood Elves with their Stalkers, Catapults and lots of 5+ archery, lots of Power Dice and easy casting spells (Fire, Magical attacks, shooting - everything Asrai is weak against). Along with healing and double-shooting Treemen and Glade Guards/Scouts/Waywatchers don't stand a chance. What should be done as quickly as possible is close combat with Dryads and Treekin, Glade Guards should be stretched to lines just to bunker heroes, no real good from them in that match-up.
P.S. I'll put up the Dragonbane gem to BSB )