Dun-du-dun, PLAN!
Grifen should move to 8,6 and thunk the swordsman in front of Sheila, then canto into his spot (7,5).
Leo should heal his girlfriend since she has 3 hp, good golly.
Fezz should go to 8,6 (AFTER GRIFEN HAS MOVED ONLY) and zort the knight.
Once healed, Sheila will move to 7,5 and killer axe soldier I.
At this point, Alec can move to 7,6 and dance Leo, Fezz and Grifen.
Grifen should move somewhere to shoot Monk A. Not sure where, not certain it matters much. She should then endeavor to wind up wherever she likes, so long as it doesn't conflict with other moves.
If Sheila does not kill Soldier I, Sonja should move to 7,4 and hopefully finish him. If we do that, or if Sheila does kill him...
Fezz should go to 7,2 and nip the Longbowman in the bud. Or the Soldier, his choice.
Julius goes to 8,6, and awaits dance action.
Candy magically appears at 7,5 and Dances Sheila and Julius.
Sheila floors whichever target Fezz briefly spared.
Julius... Plays mop-up for anything we missed, I suppose. Mostly we're moving him up for glorious lootening down the line. Hopefully his combat potential increases soon.
Leo provides heals where necessary.
Miguel moves up to 6,7, which should be clear after Grifen's first move.
That should take care of everyone, since Efa already moved. I didn't actually run numbers for most of this, beyond checking to see if Sonja could double Soldiers (she does not, Fezz does though). Additionally, we could have Sonja be danced instead of Julius if we think we need her firepower right away (in case of lots of missing, I guess).
Feel free to debate my plan, as per usual. Blind obedience is cool and all, but I want you guys to say something if I appear to be making a huge tactical error (or a small one that could cause a huge problem)