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Your dice seem to be really taking you on one hell of a ride. Here's the EoT map, after my units reform. Annoying how in BC you can't rotate a unit about its center, every reform has to be fudged somewhat as a result.
It's not that simple, in fact this is starting to get really complicated. GG1 has fled through GG3. And GG3 has gone all the way across to the other side of the tower, having fled through the Treeman combat, the tower itself and the lone Warhound. I'm gonna have to think over my next charges.
You first have to charge the knights, don't think you have rolled for them yet. Not sure about distances, but maybe they connect to GG3 and run them down. And you have some dangerous terrain tests to perform.