Assassins/Army of Shadows/Assault on Wetham, Act III

From BattleMaster Wiki
Jump to navigation Jump to search



The Assault on Wetham, Act III

A report from Evil Revan, Twilight General of Assassins.



.

The Assault on Wetham, Act III
Part of The Assassin-Wetham War
19.jpg
Wetham City
Date 13, April 2008
Location Wetham
Weather Cool Breeze
Result After 8 rounds, Attacker Victory
Territorial
changes
No
Combatants
Attackers Defenders
Assassins; Outer Tilog; Wetham;
Commanders
Evil Revan; Vladamire Abjur
Strength
21 attackers (216 Inf, 208 Arch, 33 Cav, 54 SF)-6917 CS 10 defenders (102 Inf, 13 MI, 3 Arch, 84 other)-1898 CS
Formations
Infantry Charge; None None
Casualties
132 140


Battle in Wetham   (18 days, 17 hours ago)

No. Role Unit Commander Realm Unit Formation Org CS
1 A Apocolyptic Warriors Islief Assassins 14 Arch line 91 %   196
2 A Bakker Axemen Arnljot Assassins 14 Inf line 92 %   236
3 A Catch 25 Zyzyx Outer Tilog 27 Arch line 66 %   400
4 A Cult of the Eye Vladamire Outer Tilog 41 Inf box 61 %   256
5 A Dark Guards Sedgewick Assassins 21 Arch line 93 %   392
6 A Devotion Evil Assassins 72 Arch line 92 %   806
7 A Elephant Guard Aepyornis Assassins 7 Inf line 92 %   190
8 A Fenders Picked Guard Casey Assassins 23 Inf line 87 %   249
9 A Garm's Puppies Tiaro Outer Tilog 33 Cav box 66 %   503
10 A Gutbusters Gaby Assassins 9 Arch line 90 %   156
11 A Happy Tree Friends Feyd Outer Tilog 45 Arch line 63 %   474
12 A Hooded Blades Artemis Assassins 19 Inf line 91 %   299
13 A Hope and Memory Randun Assassins 7 SF line 92 %   228
14 A Legionaries Kierst Assassins 10 Arch line 91 %   160
15 A Living Archery Targets Joseph Outer Tilog 18 Inf box 66 %   273
16 A Nightjar Ren Assassins 11 Inf line 93 %   219
17 A Sahkmen's Glory Sahkmen Assassins 14 Inf line 87 %   177
18 A Scout Vanguard Kale Assassins 10 Arch line 93 %   245
19 A Shadow Warriors Garad Assassins 47 Inf line 87 %   344
20 A Tyrant's Elite Targ'n Assassins 47 SF line 92 %   878
21 A Wet Hams eaters Grip Outer Tilog 22 Inf box 63 %   236
22 D Archers of Death (militia/guard unit) Wetham 10 MI line 10 %   154
23 D Banner Guard (not present) Wetham 24 Inf box 9 %   311
24 D DivineSythes Sinclair Wetham 3 MI box 11 %   84
25 D Gridr's Arrows (not present) Wetham 3 Arch line 15 %   79
26 D Guardia Elfa Harald Wetham 7 Inf line 10 %   119
27 D Iron Guard (not present) Wetham 15 Inf line 9 %   204
28 D Peasant Militia (militia/guard unit) Wetham 84 other line 3 %   298
29 D Takeover Unit (militia/guard unit) Wetham 18 Inf box 9 %   148
30 D The Last Hope (not present) Wetham 10 Inf line 9 %   147
31 D The Replacements (not present) Wetham 28 Inf box 9 %   354
32 N Royal Wetham Guards Dkarn Wetham 6 Inf box 10 %   136

Total:
21 attackers (216 Inf, 208 Arch, 33 Cav, 54 SF)
10 defenders (102 Inf, 13 MI, 3 Arch, 84 other)
Total combat strengths: 6917 vs. 1898
1 neutral observers (136 combat strength).

Royal Wetham Guards successfully evade the foreign troops.
The region owner Wetham and their allies defend.
The Outer Tilog troops attack because they are at war with Wetham.
The Assassins troops attack because they are at war with Wetham.

A calm wind blows, to the joy of the archers.
The defenders take up positions inside the Fortress (5).
Evil Revan, Twilight General of Assassins, Marshal of the Army of Shadows takes command of his army. They deploy in Infantry Charge formation.
Vladamire Abjur, Genocidal Instigator of Outer Tilog, Marshal of the Mano Cornuto Cannibalistic Taskforce takes command of his army. They deploy in no particular formation.

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

Turn No. 1
  9 (33-C)
  1 (14-A)
5 (21-A)
6 (72-A)
10 (9-A)
11 (45-A)
14 (10-A)
18 (10-A)
2 (14-I)
3 (27-A)
4 (41-I)
7 (7-I)
8 (23-I)
12 (19-I)
13 (7-S)
15 (18-I)
16 (11-I)
17 (14-I)
19 (47-I)
20 (47-S)
21 (22-I)
  23 (24-I)
26 (7-I)
27 (15-I)
30 (10-I)
31 (28-I)
22 (10-M)
24 (3-M)
25 (3-A)
28 (84-P)
29 (18-I)
     

Scout Vanguard (18) fire on The Replacements (31), scoring 61 hits.
DivineSythes (24) have no enemy in range and hold their fire.
Catch 25 (3) fire on Banner Guard (23), scoring 183 hits.
Tyrant's Elite (20) fire on The Replacements (31), scoring 347 hits.
Devotion (6) fire on Iron Guard (27), scoring 320 hits.
Gridr's Arrows (25) fire on Tyrant's Elite (20), scoring 28 hits.
Dark Guards (5) fire on The Last Hope (30), scoring 186 hits.
Apocolyptic Warriors (1) fire on Guardia Elfa (26), scoring 70 hits.
Legionaries (14) fire on Guardia Elfa (26), scoring 51 hits.
Hope and Memory (13) fire on Banner Guard (23), scoring 86 hits.
Happy Tree Friends (11) fire on Guardia Elfa (26), scoring 154 hits.
Archers of Death (22) have no enemy in range and hold their fire.
Gutbusters (10) fire on Banner Guard (23), scoring 44 hits.
Garm's Puppies (9) ride on, closing in on the defenders.
Sahkmen's Glory (17), Cult of the Eye (4), Elephant Guard (7), Fenders Picked Guard (8), Living Archery Targets (15), Bakker Axemen (2), Hooded Blades (12), Nightjar (16), Wet Hams eaters (21) and Shadow Warriors (19) advance towards the enemy.
Takeover Unit (29) and Peasant Militia (28) move forward to take up positions at the outer wall.
Guardia Elfa (26), The Last Hope (30), Iron Guard (27), The Replacements (31) and Banner Guard (23) hold their positions at the outer wall, waiting for the attack.

Tyrant's Elite (20) take 28 hits from archer fire, which cause 1 casualties.
Guardia Elfa (26) take 56 hits from archer fire (reduced due to fortifications), which cause 2 casualties.
The Last Hope (30) take 38 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
Iron Guard (27) take 65 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
The Replacements (31) take 83 hits from archer fire (reduced due to fortifications), which cause 2 casualties.
Banner Guard (23) take 64 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
Total casualties: 1 attackers, 7 defenders

Turn No. 2
      1 (14-A)
5 (21-A)
6 (72-A)
9 (33-C)
10 (9-A)
11 (45-A)
14 (10-A)
18 (10-A)
3 (27-A)
13 (7-S)
20 (46-S)
2 (14-I)
4 (41-I)
7 (7-I)
8 (23-I)
12 (19-I)
15 (18-I)
16 (11-I)
17 (14-I)
19 (47-I)
21 (22-I)
23 (23-I)
26 (5-I)
27 (14-I)
28 (84-P)
29 (18-I)
30 (9-I)
31 (26-I)
22 (10-M)
24 (3-M)
25 (3-A)
     

Gridr's Arrows (25) fire on Shadow Warriors (19), scoring 36 hits.
Legionaries (14) fire on The Replacements (31), scoring 48 hits.
Apocolyptic Warriors (1) fire on Banner Guard (23), scoring 82 hits.
Tyrant's Elite (20) fire on Peasant Militia (28), scoring 457 hits.
Hope and Memory (13) fire on The Replacements (31), scoring 86 hits.
Devotion (6) fire on Iron Guard (27), scoring 256 hits.
Scout Vanguard (18) fire on Banner Guard (23), scoring 67 hits.
DivineSythes (24) have no enemy in range and hold their fire.
Archers of Death (22) have no enemy in range and hold their fire.
Gutbusters (10) fire on The Last Hope (30), scoring 76 hits.
Happy Tree Friends (11) fire on Takeover Unit (29), scoring 134 hits.
Catch 25 (3) fire on Guardia Elfa (26), scoring 136 hits.
Dark Guards (5) fire on The Replacements (31), scoring 163 hits.
Garm's Puppies (9) ride on, closing in on the defenders.
There are 4 siege engines at the walls.
Wet Hams eaters (21) squeeze through the heavily overcrowded siege engines.
Hooded Blades (12) squeeze through the heavily overcrowded siege engines.
Nightjar (16) squeeze through the heavily overcrowded siege engines.
Bakker Axemen (2) climb up through the overcrowded siege engines.
Shadow Warriors (19) climb up through the overcrowded siege engines.
Cult of the Eye (4) attack the walls with slightly overcrowded siege engines.
Living Archery Targets (15) attack the fortifications with siege engines!
Fenders Picked Guard (8) attack the fortifications with siege engines!
Sahkmen's Glory (17) attack the fortifications with siege engines!
Elephant Guard (7) attack the fortifications with siege engines!
Peasant Militia (28) hold their positions at the outer wall, waiting for the attack.

Close Combat:
2 Assassins banners are visible in the melee.
Peasant Militia (28) score 53 hits.
Wet Hams eaters (21) score 30 hits.
Hooded Blades (12) score 124 hits.
Nightjar (16) score 76 hits.
Bakker Axemen (2) score 111 hits.
Shadow Warriors (19) score 68 hits.
The Replacements (31) score 235 hits.
Banner Guard (23) score 247 hits.
Cult of the Eye (4) score 52 hits.
Living Archery Targets (15) score 93 hits.
The Last Hope (30) score 113 hits.
Takeover Unit (29) score 42 hits.
Fenders Picked Guard (8) score 64 hits.
Sahkmen's Glory (17) score 45 hits.
Guardia Elfa (26) score 49 hits.
Elephant Guard (7) score 117 hits.
Iron Guard (27) score 187 hits.
Total hits suffered: Attackers: 926, Defenders: 780

Peasant Militia (28) take 279 hits (186 in close combat, 93 from archer fire) (reduced due to fortifications), which cause 12 casualties.
Wet Hams eaters (21) take 203 hits in close combat, which cause 10 casualties, throwing them back from the fortifications.
Hooded Blades (12) take 183 hits in close combat, which cause 4 casualties, throwing them back from the fortifications.
Nightjar (16) take 84 hits in close combat, which cause 3 casualties, throwing them back from the fortifications.
Bakker Axemen (2) take 155 hits in close combat, which cause 5 casualties, throwing them back from the fortifications.
Arnljot Jaskati (Knight of North Bakker, Assassins) has been wounded.
Shadow Warriors (19) take 91 hits (55 in close combat, 36 from archer fire), which cause 4 casualties, throwing them back from the fortifications, causing another 5 casualties.
The Replacements (31) take 177 hits (116 in close combat, 61 from archer fire) (reduced due to fortifications), which cause 4 casualties.
Banner Guard (23) take 99 hits (69 in close combat, 30 from archer fire) (reduced due to fortifications), which cause 2 casualties.
Cult of the Eye (4) take 58 hits in close combat, which cause 3 casualties, throwing them back from the fortifications, causing another 4 casualties.
Living Archery Targets (15) take 53 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
The Last Hope (30) take 83 hits (67 in close combat, 16 from archer fire) (reduced due to fortifications), which cause 2 casualties.
Takeover Unit (29) take 77 hits (50 in close combat, 27 from archer fire) (reduced due to fortifications), which cause 4 casualties.
Fenders Picked Guard (8) take 55 hits in close combat, which cause 2 casualties, throwing them back from the fortifications, causing another 1 casualties.
Sahkmen's Glory (17) take 48 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
Guardia Elfa (26) take 70 hits (42 in close combat, 28 from archer fire) (reduced due to fortifications), which cause 3 casualties.
Elephant Guard (7) take 32 hits in close combat, which cause 1 casualties.
Iron Guard (27) take 84 hits (32 in close combat, 52 from archer fire) (reduced due to fortifications), which cause 2 casualties.
Total casualties: 36 attackers, 29 defenders

Turn No. 3
      1 (14-A)
5 (21-A)
6 (72-A)
10 (9-A)
11 (45-A)
14 (10-A)
18 (10-A)
3 (27-A)
13 (7-S)
20 (46-S)
2 (9-I)
4 (34-I)
8 (20-I)
9 (33-C)
12 (15-I)
15 (16-I)
16 (8-I)
17 (12-I)
19 (38-I)
21 (12-I)
7 (6-I)
23 (21-I)
26 (2-I)
27 (12-I)
28 (72-P)
29 (14-I)
30 (7-I)
31 (22-I)
22 (10-M)
24 (3-M)
25 (3-A)
     

Legionaries (14) fire on Archers of Death (22), scoring 37 hits.
Devotion (6) fire on DivineSythes (24), scoring 279 hits.
DivineSythes (24) have no enemy in range and hold their fire.
Catch 25 (3) move closer to get better shots.
Gutbusters (10) fire on Gridr's Arrows (25), scoring 53 hits.
Scout Vanguard (18) have no enemy in range and advance to better firing positions.
Tyrant's Elite (20) fire on Archers of Death (22), scoring 238 hits.
Gridr's Arrows (25) fire on Garm's Puppies (9), scoring 20 hits.
Archers of Death (22) have no enemy in range and hold their fire.
Dark Guards (5) fire on Gridr's Arrows (25), scoring 122 hits.
Happy Tree Friends (11) move closer to get better shots.
Hope and Memory (13) move closer to get better shots.
Apocolyptic Warriors (1) fire on Gridr's Arrows (25), scoring 67 hits.
Garm's Puppies (9) ride carefully through the breached fortifications.
There are 5 siege engines at the walls.
Shadow Warriors (19) climb up through the overcrowded siege engines.
Bakker Axemen (2) attack the walls with slightly overcrowded siege engines.
Sahkmen's Glory (17) attack the walls with slightly overcrowded siege engines.
Cult of the Eye (4) attack the walls with slightly overcrowded siege engines.
Living Archery Targets (15) attack the fortifications with siege engines!
Wet Hams eaters (21) attack the fortifications with siege engines!
Nightjar (16) attack the fortifications with siege engines!
Hooded Blades (12) attack the fortifications with siege engines!
Fenders Picked Guard (8) attack the fortifications with siege engines!

Close Combat:
2 Assassins banners are visible in the melee.
Shadow Warriors (19) score 59 hits.
Bakker Axemen (2) score 92 hits.
Sahkmen's Glory (17) score 42 hits.
Cult of the Eye (4) score 57 hits.
Guardia Elfa (26) score 23 hits.
Living Archery Targets (15) score 100 hits.
Wet Hams eaters (21) score 46 hits.
Nightjar (16) score 103 hits.
Elephant Guard (7) score 151 hits.
The Replacements (31) score 200 hits.
The Last Hope (30) score 103 hits.
Iron Guard (27) score 160 hits.
Hooded Blades (12) score 159 hits.
Peasant Militia (28) score 52 hits.
Fenders Picked Guard (8) score 55 hits.
Takeover Unit (29) score 29 hits.
Garm's Puppies (9) score 203 hits.
Banner Guard (23) score 205 hits.
Total hits suffered: Attackers: 772, Defenders: 1067

Shadow Warriors (19) take 217 hits in close combat, which cause 9 casualties, throwing them back from the fortifications.
Bakker Axemen (2) take 161 hits in close combat, which cause 5 casualties, throwing them back from the fortifications.
Sahkmen's Glory (17) take 56 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
Cult of the Eye (4) take 68 hits in close combat, which cause 3 casualties, throwing them back from the fortifications.
Guardia Elfa (26) take 181 hits in close combat (reduced due to fortifications), which cause 2 casualties, wiping the unit out.
Living Archery Targets (15) take 71 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
DivineSythes (24) take 116 hits from archer fire (reduced due to fortifications), which cause 3 casualties, wiping the unit out.
Sinclair McBlathery (Knight of Wetham, Wetham) has been wounded.
Wet Hams eaters (21) take 56 hits in close combat, which cause 3 casualties, throwing them back from the fortifications.
Nightjar (16) take 46 hits in close combat, which cause 2 casualties, throwing them back from the fortifications, causing another 1 casualties.
Elephant Guard (7) take 42 hits in close combat, which cause 1 casualties.
The Replacements (31) take 172 hits in close combat (reduced due to fortifications), which cause 4 casualties.
The Last Hope (30) take 133 hits in close combat (reduced due to fortifications), which cause 3 casualties.
Gridr's Arrows (25) take 101 hits from archer fire (reduced due to fortifications), which cause 3 casualties, wiping the unit out.
Iron Guard (27) take 104 hits in close combat (reduced due to fortifications), which cause 2 casualties.
Archers of Death (22) take 115 hits from archer fire (reduced due to fortifications), which cause 2 casualties.
Hooded Blades (12) take 34 hits in close combat, which cause 1 casualties.
Peasant Militia (28) take 109 hits in close combat (reduced due to fortifications), which cause 5 casualties.
Fenders Picked Guard (8) take 21 hits in close combat, which cause 1 casualties.
Takeover Unit (29) take 38 hits in close combat (reduced due to fortifications), which cause 2 casualties.
Garm's Puppies (9) take 20 hits from archer fire, which cause 1 casualties.
Banner Guard (23) take 30 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Total casualties: 30 attackers, 27 defenders

Turn No. 4
      1 (14-A)
5 (21-A)
6 (72-A)
10 (9-A)
14 (10-A)
11 (45-A)
18 (10-A)
20 (46-S)
2 (4-I)
3 (27-A)
4 (31-I)
13 (7-S)
15 (14-I)
16 (5-I)
17 (10-I)
19 (29-I)
21 (9-I)
7 (5-I)
8 (19-I)
9 (32-C)
12 (14-I)
23 (20-I)
27 (10-I)
28 (67-P)
29 (12-I)
30 (4-I)
31 (18-I)
22 (8-M)
     

Gutbusters (10) fire on Archers of Death (22), scoring 47 hits.
Happy Tree Friends (11) fire on Archers of Death (22), scoring 91 hits.
Devotion (6) fire on Archers of Death (22), scoring 166 hits.
Tyrant's Elite (20) move closer to get better shots.
Legionaries (14) move closer to get better shots.
Catch 25 (3) fire on Archers of Death (22), scoring 200 hits.
Dark Guards (5) fire on Archers of Death (22), scoring 94 hits.
Apocolyptic Warriors (1) fire on Archers of Death (22), scoring 63 hits.
Archers of Death (22) retreat from the close combat near them.
Scout Vanguard (18) hold their fire.
Hope and Memory (13) fire on Archers of Death (22), scoring 54 hits.
There are 5 siege engines at the walls.
Wet Hams eaters (21) climb up through the overcrowded siege engines.
Bakker Axemen (2) attack the walls with slightly overcrowded siege engines.
Shadow Warriors (19) attack the walls with slightly overcrowded siege engines.
Cult of the Eye (4) attack the walls with slightly overcrowded siege engines.
Living Archery Targets (15) attack the fortifications with siege engines!
Sahkmen's Glory (17) attack the fortifications with siege engines!
Nightjar (16) attack the fortifications with siege engines!

Close Combat:
2 Assassins banners are visible in the melee.
Wet Hams eaters (21) score 25 hits.
Banner Guard (23) score 239 hits.
Garm's Puppies (9) score 183 hits.
Bakker Axemen (2) score 57 hits.
Takeover Unit (29) score 31 hits.
Elephant Guard (7) score 111 hits.
Hooded Blades (12) score 245 hits.
Iron Guard (27) score 109 hits.
Shadow Warriors (19) score 58 hits.
Cult of the Eye (4) score 50 hits.
Living Archery Targets (15) score 80 hits.
Peasant Militia (28) score 44 hits.
Sahkmen's Glory (17) score 45 hits.
Fenders Picked Guard (8) score 77 hits.
Nightjar (16) score 84 hits.
The Replacements (31) score 227 hits.
The Last Hope (30) score 68 hits.
Total hits suffered: Attackers: 718, Defenders: 1015

Wet Hams eaters (21) take 130 hits in close combat, which cause 6 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Grip Maggot (Knight of Outer Tilog, Outer Tilog) has been wounded.
Banner Guard (23) take 147 hits in close combat (reduced due to fortifications), which cause 3 casualties.
Garm's Puppies (9) take 165 hits in close combat, which cause 5 casualties, throwing them back from the fortifications, causing another 1 casualties.
Bakker Axemen (2) take 110 hits in close combat, which cause 3 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Takeover Unit (29) take 131 hits in close combat (reduced due to fortifications), which cause 6 casualties.
Elephant Guard (7) take 66 hits in close combat, which cause 2 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Aepyornis Struthionis (Knight of Hulaferd, Assassins) has been wounded.
Hooded Blades (12) take 45 hits in close combat, which cause 1 casualties.
Iron Guard (27) take 169 hits in close combat (reduced due to fortifications), which cause 4 casualties.
Shadow Warriors (19) take 38 hits in close combat, which cause 1 casualties, throwing them back from the fortifications, causing another 3 casualties.
Cult of the Eye (4) take 50 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
Living Archery Targets (15) take 28 hits in close combat, which cause 1 casualties.
Peasant Militia (28) take 173 hits in close combat (reduced due to fortifications), which cause 8 casualties.
Sahkmen's Glory (17) take 24 hits in close combat, which cause 1 casualties, throwing them back from the fortifications, causing another 1 casualties.
Fenders Picked Guard (8) take 34 hits in close combat, which cause 1 casualties, throwing them back from the fortifications, causing another 1 casualties.
Archers of Death (22) take 298 hits from archer fire (reduced due to fortifications), which cause 6 casualties, making the unit retreat from the battlefield.
Nightjar (16) take 28 hits in close combat, which cause 1 casualties.
The Replacements (31) take 68 hits in close combat (reduced due to fortifications), which cause 2 casualties.
The Last Hope (30) take 42 hits in close combat (reduced due to fortifications), which cause 1 casualties, making the unit retreat from the battlefield.
Total casualties: 24 attackers, 30 defenders

Turn No. 5
      1 (14-A)
5 (21-A)
6 (72-A)
10 (9-A)
11 (45-A)
14 (10-A)
18 (10-A)
3 (27-A)
4 (29-I)
8 (17-I)
9 (26-C)
13 (7-S)
17 (8-I)
19 (25-I)
20 (46-S)
12 (13-I)
15 (13-I)
16 (4-I)
23 (17-I)
27 (6-I)
28 (59-P)
29 (6-I)
31 (16-I)
       

Catch 25 (3) retreat from the close combat near them.
Apocolyptic Warriors (1) have no enemy in range and advance to better firing positions.
Gutbusters (10) have no enemy in range and advance to better firing positions.
Hope and Memory (13) retreat towards safer positions.
Happy Tree Friends (11) hold their fire.
Dark Guards (5) have no enemy in range and advance to better firing positions.
Scout Vanguard (18) hold their fire.
Tyrant's Elite (20) have no viable target and wait for one to appear.
Legionaries (14) hold their fire.
Devotion (6) have no enemy in range and advance to better firing positions.
Garm's Puppies (9) canter up and down helplessly in front of the fortifications, waiting for friendly troops to breach them.
There are 2 siege engines at the walls.
Fenders Picked Guard (8) squeeze through the heavily overcrowded siege engines.
Shadow Warriors (19) squeeze through the heavily overcrowded siege engines.
Cult of the Eye (4) squeeze through the heavily overcrowded siege engines.
Sahkmen's Glory (17) climb up through the overcrowded siege engines.

Close Combat:
2 Assassins banners are visible in the melee.
Banner Guard (23) score 207 hits.
Fenders Picked Guard (8) score 30 hits.
Takeover Unit (29) score 20 hits.
Iron Guard (27) score 84 hits.
Shadow Warriors (19) score 38 hits.
Peasant Militia (28) score 44 hits.
Cult of the Eye (4) score 36 hits.
Living Archery Targets (15) score 107 hits.
Hooded Blades (12) score 213 hits.
The Replacements (31) score 205 hits.
Nightjar (16) score 104 hits.
Sahkmen's Glory (17) score 27 hits.
Total hits suffered: Attackers: 560, Defenders: 555

Banner Guard (23) take 115 hits in close combat (reduced due to fortifications), which cause 3 casualties.
Fenders Picked Guard (8) take 142 hits in close combat, which cause 5 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Takeover Unit (29) take 88 hits in close combat (reduced due to fortifications), which cause 4 casualties, making the unit retreat from the battlefield.
Iron Guard (27) take 45 hits in close combat (reduced due to fortifications), which cause 1 casualties, making the unit retreat from the battlefield.
Shadow Warriors (19) take 165 hits in close combat, which cause 6 casualties, throwing them back from the fortifications, causing another 1 casualties.
Peasant Militia (28) take 115 hits in close combat (reduced due to fortifications), which cause 5 casualties.
Cult of the Eye (4) take 80 hits in close combat, which cause 4 casualties, throwing them back from the fortifications.
Living Archery Targets (15) take 56 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
Hooded Blades (12) take 57 hits in close combat, which cause 1 casualties.
The Replacements (31) take 37 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Nightjar (16) take 32 hits in close combat, which cause 1 casualties.
Sahkmen's Glory (17) take 28 hits in close combat, which cause 1 casualties, throwing them back from the fortifications.
Total casualties: 20 attackers, 14 defenders

Turn No. 6
        1 (14-A)
3 (27-A)
5 (21-A)
6 (72-A)
10 (9-A)
11 (45-A)
13 (7-S)
14 (10-A)
18 (10-A)
4 (25-I)
9 (26-C)
15 (11-I)
17 (7-I)
19 (18-I)
20 (46-S)
12 (12-I)
16 (3-I)
23 (14-I)
28 (54-P)
31 (15-I)
       

Gutbusters (10) hold their fire.
Hope and Memory (13) move closer to get better shots.
Scout Vanguard (18) hold their fire.
Happy Tree Friends (11) hold their fire.
Dark Guards (5) hold their fire.
Catch 25 (3) hold their fire.
Apocolyptic Warriors (1) hold their fire.
Devotion (6) hold their fire.
Tyrant's Elite (20) retreat towards safer positions.
Legionaries (14) hold their fire.
Garm's Puppies (9) canter up and down helplessly in front of the fortifications, waiting for friendly troops to breach them.
There are 3 siege engines at the walls.
Cult of the Eye (4) attack the walls with slightly overcrowded siege engines.
Living Archery Targets (15) attack the fortifications with siege engines!
Shadow Warriors (19) attack the fortifications with siege engines!
Sahkmen's Glory (17) attack the fortifications with siege engines!

Close Combat:
The Replacements (31) score 177 hits.
Peasant Militia (28) score 39 hits.
Cult of the Eye (4) score 32 hits.
Banner Guard (23) score 172 hits.
Living Archery Targets (15) score 74 hits.
Shadow Warriors (19) score 45 hits.
Nightjar (16) score 74 hits.
Hooded Blades (12) score 159 hits.
Sahkmen's Glory (17) score 29 hits.
Total hits suffered: Attackers: 388, Defenders: 413

The Replacements (31) take 97 hits in close combat (reduced due to fortifications), which cause 2 casualties, making the unit retreat from the battlefield.
Peasant Militia (28) take 143 hits in close combat (reduced due to fortifications), which cause 6 casualties.
Cult of the Eye (4) take 149 hits in close combat, which cause 7 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications, causing another 2 casualties.
Banner Guard (23) take 57 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Living Archery Targets (15) take 68 hits in close combat, which cause 2 casualties, throwing them back from the fortifications, causing another 1 casualties.
Shadow Warriors (19) take 55 hits in close combat, which cause 2 casualties, causing panicked flight among the survivors, 2 additional men get slaughtered during the retreat, throwing them back from the fortifications, causing another 1 casualties.
Nightjar (16) take 50 hits in close combat, which cause 2 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Hooded Blades (12) take 42 hits in close combat, which cause 1 casualties.
Sahkmen's Glory (17) take 24 hits in close combat, which cause 1 casualties, throwing them back from the fortifications.
Total casualties: 15 attackers, 9 defenders

Turn No. 7
        1 (14-A)
3 (27-A)
5 (21-A)
6 (72-A)
10 (9-A)
11 (45-A)
14 (10-A)
18 (10-A)
20 (46-S)
9 (26-C)
13 (7-S)
15 (8-I)
17 (6-I)
12 (11-I)
23 (13-I)
28 (48-P)
       

Apocolyptic Warriors (1) hold their fire.
Gutbusters (10) move closer to get better shots.
Hope and Memory (13) have no viable target and wait for one to appear.
Dark Guards (5) hold their fire.
Scout Vanguard (18) hold their fire.
Catch 25 (3) hold their fire.
Legionaries (14) hold their fire.
Happy Tree Friends (11) hold their fire.
Tyrant's Elite (20) hold their fire.
Devotion (6) hold their fire.
Garm's Puppies (9) canter up and down helplessly in front of the fortifications, waiting for friendly troops to breach them.
There is one siege engine at the wall.
Living Archery Targets (15) squeeze through the heavily overcrowded siege engines.
Sahkmen's Glory (17) climb up through the overcrowded siege engines.

Close Combat:
Living Archery Targets (15) score 34 hits.
Sahkmen's Glory (17) score 22 hits.
Peasant Militia (28) score 35 hits.
Banner Guard (23) score 159 hits.
Hooded Blades (12) score 183 hits.
Total hits suffered: Attackers: 194, Defenders: 239

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

Living Archery Targets (15) take 90 hits in close combat, which cause 3 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Sahkmen's Glory (17) take 44 hits in close combat, which cause 2 casualties, throwing them back from the fortifications.
Peasant Militia (28) take 121 hits in close combat (reduced due to fortifications), which cause 5 casualties.
Banner Guard (23) take 51 hits in close combat (reduced due to fortifications), which cause 1 casualties, making the unit retreat from the battlefield.
Hooded Blades (12) take 60 hits in close combat, which cause 1 casualties, making the unit retreat from the battlefield.
Total casualties: 6 attackers, 6 defenders

Turn No. 8
        1 (14-A)
3 (27-A)
5 (21-A)
6 (72-A)
11 (45-A)
14 (10-A)
18 (10-A)
20 (46-S)
9 (26-C)
10 (9-A)
13 (7-S)
17 (4-I)
28 (43-P)
       

Scout Vanguard (18) fire on Peasant Militia (28), scoring 103 hits.
Catch 25 (3) fire on Peasant Militia (28), scoring 223 hits.
Tyrant's Elite (20) fire on Peasant Militia (28), scoring 318 hits.
Legionaries (14) fire on Peasant Militia (28), scoring 133 hits.
Apocolyptic Warriors (1) fire on Peasant Militia (28), scoring 141 hits.
Gutbusters (10) fire on Peasant Militia (28), scoring 103 hits.
Happy Tree Friends (11) fire on Peasant Militia (28), scoring 213 hits.
Devotion (6) fire on Peasant Militia (28), scoring 495 hits.
Hope and Memory (13) fire on Peasant Militia (28), scoring 104 hits.
Dark Guards (5) fire on Peasant Militia (28), scoring 182 hits.
Garm's Puppies (9) canter up and down helplessly in front of the fortifications, waiting for friendly troops to breach them.
Sahkmen's Glory (17) scale the fortifications (reduced combat effectiveness for this turn).
Peasant Militia (28) hold their positions at the outer wall, waiting for the attack.

Close Combat:
The defenders crowd around the outnumbered attackers - Overkill!
Peasant Militia (28) score 27 hits.
Sahkmen's Glory (17) score 5 hits.
Total hits suffered: Attackers: 10 (27 before overkill), Defenders: 5

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

Peasant Militia (28) take 415 hits (4 in close combat, 411 from archer fire) (reduced due to fortifications), which cause 18 casualties, causing panicked flight among the survivors, 7 additional men get slaughtered during the retreat.
Sahkmen's Glory (17) take 10 hits in close combat. No casualties, causing panicked flight among the survivors, throwing them back from the fortifications.
Total casualties: 0 attackers, 18 defenders

Attacker Victory!

The battle does 30 % damage to the fortifications.


Dagger-small.pngRealmassassins.JPGDagger-small.png
The Assassins
The History
The Army of Shadows
Shadowism
Hall of the Fallen
Honors
Dark Citadel Times
_