Heen (Realm)/Heenite Highlights/October '07/Worries in Watto Battle 1

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Revision as of 19:33, 7 October 2007 by Crazylozda (talk | contribs) (First Monster Battle in Watto)
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No.RoleUnitCommanderRealmUnitFormationCS
1AMonsters(Monsters)(rogue)13 otherline  745
2DAlastar's AnswerAlastarHeen40 Infbox  551
3DBlack PhoenixMark AnthonyHeen20 Infbox  247
4DBlades of the CeltsNaalHeen15 Infbox  218
5DCeltic Order Infantry IErinHeen30 Infbox  340
6DCeltic Order Infantry IISeamusHeen20 Infbox  296
7DElite SwordsmenMediumHeen45 Infbox  600
8DGrancourt CamelsThrydwulfHeen31 Cavwedge  551
9DLingering BowsLinkerHeen40 Archline  430
10DLost NomadsTanisHeen30 Cavwedge  502
11DLucilla's LegionLucillaHeen34 Infbox  445
12DSuper Team GO!AlbrechtHeen25 Infbox  264
13DThe LiberatorsJoanHeen39 Infbox  501


Total:
1 attackers (13 other)
12 defenders (268 Inf, 40 Arch, 61 Cav)
Total combat strengths: 745 vs. 4945

The region owner Heen and their allies defend.
The (rogue) troops attack because they are at war with Heen.

A calm wind blows, to the joy of the archers.

Medium T-style (Knight of Watersdown) is spotted reading from the Wicked Scroll of Betrayal.

(legend: I=Infantry, M=Mixed Inf, A=Archers, C=Cavalry, S=Special Forces, U=Undead, M=Monsters)


Turn No. 1

   1 (13-M)
   2 (40-I)
3 (20-I)
4 (15-I)
5 (30-I)
6 (20-I)
7 (45-I)
9 (40-A)
11 (34-I)
12 (25-I)
13 (39-I)
 8 (31-C)
10 (30-C)
 


Lingering Bows (9) fire on Monsters (1), scoring 86 hits.
Lost Nomads (10) stay in their defensive position, awaiting an opportunity to charge.
Grancourt Camels (8) stay in their defensive position, awaiting an opportunity to charge.
Black Phoenix (3) stay behind their camp fortifications.
Alastar's Answer (2) stay behind their camp fortifications.
Elite Swordsmen (7) stay behind their camp fortifications.
Lucilla's Legion (11) stay behind their camp fortifications.
Blades of the Celts (4) stay behind their camp fortifications.
Monsters (1) advance towards the enemy.
Super Team GO! (12), The Liberators (13), Celtic Order Infantry II (6) and Celtic Order Infantry I (5) advance towards the enemy.

Monsters (1) take 86 hits from archer fire, which cause 1 casualties.
Total casualties: 1 attackers, 0 defenders

Turn No. 2

    1 (12-M)
 5 (30-I)
6 (20-I)
12 (25-I)
13 (39-I)
2 (40-I)
3 (20-I)
4 (15-I)
7 (45-I)
9 (40-A)
11 (34-I)
 8 (31-C)
10 (30-C)
 


Lingering Bows (9) move closer to get better shots.
Lost Nomads (10) stay in their defensive position, awaiting an opportunity to charge.
Grancourt Camels (8) stay in their defensive position, awaiting an opportunity to charge.
The Liberators (13) can not advance, because the front lines are too crowded.
Monsters (1) advance towards the enemy.
Celtic Order Infantry I (5), Blades of the Celts (4), Black Phoenix (3), Elite Swordsmen (7), Super Team GO! (12), Celtic Order Infantry II (6), Alastar's Answer (2) and Lucilla's Legion (11) advance towards the enemy.

Close Combat:
2 Heen banners are visible in the melee.
The defenders crowd around the outnumbered attackers - Overkill!
Celtic Order Infantry I (5) score 123 hits.
Monsters (1) score 503 hits.
Super Team GO! (12) score 178 hits.
Celtic Order Infantry II (6) score 160 hits.
Total hits suffered: Attackers: 287 (461 before overkill), Defenders: 503

Celtic Order Infantry I (5) take 254 hits in close combat, which cause 7 casualties.
Monsters (1) take 287 hits in close combat, which cause 3 casualties.
Super Team GO! (12) take 143 hits in close combat, which cause 4 casualties.
Celtic Order Infantry II (6) take 106 hits in close combat, which cause 3 casualties.
Total casualties: 3 attackers, 14 defenders

Turn No. 3

     1 (9-M)
5 (23-I)
6 (17-I)
12 (21-I)
2 (40-I)
3 (20-I)
4 (15-I)
7 (45-I)
9 (40-A)
11 (34-I)
13 (39-I)
  8 (31-C)
10 (30-C)
 


Lingering Bows (9) retreat towards safer positions.
Grancourt Camels (8) stay in their defensive position, awaiting an opportunity to charge.
Lost Nomads (10) stay in their defensive position, awaiting an opportunity to charge.
Black Phoenix (3) can not advance, because the front lines are too crowded.
The Liberators (13) can not advance, because the front lines are too crowded.
Blades of the Celts (4) can not advance, because the front lines are too crowded.
Elite Swordsmen (7) can not advance, because the front lines are too crowded.
Lucilla's Legion (11) can not advance, because the front lines are too crowded.
Alastar's Answer (2) can not advance, because the front lines are too crowded.

Close Combat:
2 Heen banners are visible in the melee.
The defenders crowd around the outnumbered attackers - Overkill!
Celtic Order Infantry I (5) score 111 hits.
Super Team GO! (12) score 126 hits.
Celtic Order Infantry II (6) score 174 hits.
Monsters (1) score 392 hits.
Total hits suffered: Attackers: 236 (411 before overkill), Defenders: 392

Celtic Order Infantry I (5) take 211 hits in close combat, which cause 6 casualties.
Super Team GO! (12) take 86 hits in close combat, which cause 2 casualties.
Celtic Order Infantry II (6) take 95 hits in close combat, which cause 3 casualties.
Monsters (1) take 236 hits in close combat, which cause 2 casualties.
Total casualties: 2 attackers, 11 defenders

Turn No. 4

     1 (7-M)
5 (17-I)
6 (14-I)
12 (19-I)
2 (40-I)
3 (20-I)
4 (15-I)
7 (45-I)
11 (34-I)
13 (39-I)
9 (40-A)
 8 (31-C)
10 (30-C)
 


Lingering Bows (9) hold their fire.
Grancourt Camels (8) and Lost Nomads (10) ride on, closing in on the enemy.
The Liberators (13) can not advance, because the front lines are too crowded.
Blades of the Celts (4) can not advance, because the front lines are too crowded.
Lucilla's Legion (11) can not advance, because the front lines are too crowded.
Alastar's Answer (2) can not advance, because the front lines are too crowded.
Elite Swordsmen (7) can not advance, because the front lines are too crowded.
Black Phoenix (3) can not advance, because the front lines are too crowded.

Close Combat:
2 Heen banners are visible in the melee.
The defenders crowd around the outnumbered attackers - Overkill!
Super Team GO! (12) score 119 hits.
Celtic Order Infantry II (6) score 160 hits.
Celtic Order Infantry I (5) score 117 hits.
Monsters (1) score 317 hits.
Total hits suffered: Attackers: 227 (396 before overkill), Defenders: 317

The attackers are vastly outnumbered, and panic spreads throughout their ranks.

Super Team GO! (12) take 157 hits in close combat, which cause 5 casualties, causing panicked flight among the survivors, 4 additional men get slaughtered during the retreat.
Albrecht Beberwyck (Knight of Kording, Heen) has been wounded.
Celtic Order Infantry II (6) take 82 hits in close combat, which cause 2 casualties.
Celtic Order Infantry I (5) take 78 hits in close combat, which cause 2 casualties.
Monsters (1) take 227 hits in close combat, which cause 2 casualties, causing panicked flight among the survivors.
Total casualties: 2 attackers, 9 defenders

Defender Victory!

The battle does minor damage to the local infrastructure. Production falls 2 %.