I took an Ironclad and lancer in Stryker's Battlegroup, with a small Trencher unit, UA and Grenadier, and a gun mage unit plus UA and Hunter jack. I would have preferred to squeeze in my Defender over the Lancer, but you can't have everything.
We played with the two central objective zones. Over on my right the Trenchers squared up to Sea-dogs with Mr. Walls and the Commodore cannon and deck gun, while on the left my gun mages went for the objective, up against a Mariner, a Freebooter and Press Gangers, with both Warcasters in the centre, which had a wood blocking line of sight in the middle of the table.
To cut a long story short, the zone on the right dragged in my Lancer and First Mate Hawk, and we ended up with the Lancer, Grenadier, Hawk and the cannons not doing much to each other, with a lot of dead trenchers and pirates.
On the left, Stryker, the Ironclad, Shae, grog spar, Doc Killingsworth and dirty Meg all got dragged in to the scrap. My gun mages acquitted themselves very well, with their high def plus blur making them very difficult to hit, and them slowly whittling down the Freebooter jack and Press Gang, even with 4+ tough rolls and no knockdown. When push came to shove though, Stryker had to disrupt the Mariner to prevent it destroying the Ironclad and in doing so put himself in range of Shae, who was just able to kill him with a couple of fully boosted attacks with slightly better than average rolls.
Oh well c'est la vie, as they say in Barnsley. Lessons learned- Jack Marshall does not let you use power attacks, but does get transferred from the officer to the unit leader. Blur is ace on ATGM units and PStryker works better wi two units.
Oh, and Arcane Shield Stryker instead of camping on 2 focus. That extra point of ARM might just have made a difference.
Here's a little bigger photo of the Hunter, who I have finished since last week with his forest base.