Assassins/Army of Shadows/Even More Angry Peasants

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Even More Angry Peasants

A report from Evil Revan, General of Assassins



Battle in Hulaferd   (7 days, 2 hours ago)

No. Role Unit Commander Realm Unit Formation CS
1 A Peasant Militia (militia/guard unit) Wetham 76 other line   246
2 D Boaz's Platoon Boaz Assassins 12 Inf line   211
3 D Adventurer's Past Scurge Outer Tilog 29 Arch line   217
4 D Alebad Lancers Cicero Alebad 12 Cav wedge   261
5 D Chixwitstix Zyzyx Outer Tilog 19 MI line   186
6 D Cult of The Eye Vladamire Outer Tilog 20 MI line   174
7 D Dark Citadel Cricket Team Sedgewick Assassins 5 Inf line   115
8 D Dark Guards Chance Assassins 20 Arch line   371
9 D Footmen Fenrisulf Assassins 34 Inf line   479
10 D Jean Luc's Narcaleptics Jean Luc Outer Tilog 10 Cav wedge   162
11 D Kybar's Silence Targ'n Assassins 10 SF line   417
12 D Long bows Grip Outer Tilog 20 Arch line   181
13 D Mercy Innocent Assassins 15 Inf line   240
14 D Nightkisses Nym Assassins 15 Inf line   239
15 D Rabididium Rakaarox Outer Tilog 12 Inf line   128
16 D Rambling Fools Tudor Outer Tilog 40 Inf line   300
17 D Randun's Crusade Randun Assassins 8 Inf line   147
18 D The Clashers Feyd Outer Tilog 10 Arch skirmish   142
19 D Unity Evil Assassins 32 Arch line   380
20 D What do you mean "army" Broken Outer Tilog 30 Cav wedge   389
21 D Zombies Tyria's Corpse Outer Tilog 12 Inf line   158
22 N Chault's Strawberries (not present) Wetham 0 Arch line   0
23 N Requiem Edward Wetham 2 Inf box   41

Total:
1 attackers (76 other)
20 defenders (153 Inf, 39 MI, 111 Arch, 52 Cav, 10 SF)
Total combat strengths: 246 vs. 4897
2 neutral observers (41 combat strength).

Chault's Strawberries have no combat-ready men and thus stay out of the battle.
Requiem successfully evade the foreign troops.
The troops from Assassins set up defenses because they control the battlefield.
The Wetham troops attack because they are at war with Assassins.
The troops from Outer Tilog join the defense because of their alliance with Assassins.
The troops from Alebad join the defense because of their alliance with Assassins.

Strong winds and gusts are making ranged combat a game of luck.
Nym Duskryn, Marshal of the Army of Shadows takes command of her army. They deploy in no particular formation.
Vladamire Abjur(Knight of Outer Tilog, Outer Tilog) takes command of his army. They deploy in Infantry Wall formation.

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

Turn No. 1
      1 (76-P)
    16 (40-I)
18 (10-A)
21 (12-I)
3 (29-A)
6 (20-M)
8 (20-A)
11 (10-S)
15 (12-I)
19 (32-A)
2 (12-I)
4 (12-C)
5 (19-M)
7 (5-I)
9 (34-I)
12 (20-A)
13 (15-I)
14 (15-I)
17 (8-I)
20 (30-C)
10 (10-C)
 

The Clashers (18) fire on Peasant Militia (1), scoring 29 hits.
Unity (19) fire on Peasant Militia (1), scoring 71 hits.
Chixwitstix (5) move closer to get better shots.
Long bows (12) have no enemy in range and advance to better firing positions.
Kybar's Silence (11) fire on Peasant Militia (1), scoring 71 hits.
Dark Guards (8) fire on Peasant Militia (1), scoring 127 hits.
Adventurer's Past (3) have no enemy in range and advance to better firing positions.
Cult of The Eye (6) have no enemy in range and advance to better firing positions.
What do you mean "army" (20), Alebad Lancers (4) and Jean Luc's Narcaleptics (10) ride on, closing in on the enemy.
Peasant Militia (1) advance towards the enemy.
Rambling Fools (16), Nightkisses (14), Mercy (13), Dark Citadel Cricket Team (7), Rabididium (15), Boaz's Platoon (2), Randun's Crusade (17), Zombies (21) and Footmen (9) advance towards the enemy.

Peasant Militia (1) take 298 hits from archer fire, which cause 13 casualties.
Total casualties: 13 attackers, 0 defenders

Turn No. 2
        1 (63-P)
16 (40-I)
21 (12-I)
3 (29-A)
4 (12-C)
6 (20-M)
15 (12-I)
18 (10-A)
20 (30-C)
2 (12-I)
5 (19-M)
7 (5-I)
8 (20-A)
9 (34-I)
10 (10-C)
11 (10-S)
12 (20-A)
13 (15-I)
14 (15-I)
17 (8-I)
19 (32-A)
     

Unity (19) fire on Peasant Militia (1), scoring 120 hits.
Adventurer's Past (3) fire on Peasant Militia (1), scoring 60 hits.
The Clashers (18) fire on Peasant Militia (1), scoring 56 hits.
Long bows (12) move closer to get better shots.
Dark Guards (8) move closer to get better shots.
Cult of The Eye (6) hold their fire.
Kybar's Silence (11) fire on Peasant Militia (1), scoring 84 hits.
Chixwitstix (5) move closer to get better shots.
Jean Luc's Narcaleptics (10) ride on, closing in on the enemy.
Alebad Lancers (4) and What do you mean "army" (20) charge ahead, into the attackers' ranks.
Footmen (9), Randun's Crusade (17), Dark Citadel Cricket Team (7), Boaz's Platoon (2), Rabididium (15), Mercy (13), Zombies (21), Nightkisses (14) and Rambling Fools (16) advance towards the enemy.

Close Combat:
Zombies (21) score 56 hits.
Alebad Lancers (4) score 331 hits.
What do you mean "army" (20) score 431 hits.
Peasant Militia (1) score 9 hits.
Rambling Fools (16) score 128 hits.
Total hits suffered: Attackers: 946, Defenders: 9

Zombies (21) take 9 hits in close combat. No casualties.
Peasant Militia (1) take 1266 hits (946 in close combat, 320 from archer fire), which cause 56 casualties.
Total casualties: 56 attackers, 0 defenders

Turn No. 3
        1 (7-P)
4 (12-C)
16 (40-I)
20 (30-C)
21 (12-I)
10 (10-C)
15 (12-I)
2 (12-I)
3 (29-A)
5 (19-M)
6 (20-M)
7 (5-I)
8 (20-A)
9 (34-I)
12 (20-A)
13 (15-I)
14 (15-I)
17 (8-I)
18 (10-A)
11 (10-S)
19 (32-A)
     

Long bows (12) hold their fire.
Chixwitstix (5) hold their fire.
Unity (19) move closer to get better shots.
Dark Guards (8) hold their fire.
The Clashers (18) hold their fire.
Cult of The Eye (6) hold their fire.
Adventurer's Past (3) hold their fire.
Kybar's Silence (11) have no enemy in range and advance to better firing positions.
Jean Luc's Narcaleptics (10) are eager to charge, but the melee is too crowded already.
Rabididium (15) can not advance, because the front lines are too crowded.
Randun's Crusade (17), Nightkisses (14), Footmen (9), Dark Citadel Cricket Team (7), Boaz's Platoon (2) and Mercy (13) advance towards the enemy.

Close Combat:
The defenders crowd around the outnumbered attackers - Overkill!
Zombies (21) score 71 hits.
What do you mean "army" (20) score 154 hits.
Peasant Militia (1) score 2 hits.
Alebad Lancers (4) score 124 hits.
Rambling Fools (16) score 104 hits.
Total hits suffered: Attackers: 142 (453 before overkill), Defenders: 2

Zombies (21) take 2 hits in close combat. No casualties.
Peasant Militia (1) take 142 hits in close combat, which cause 6 casualties.
Total casualties: 6 attackers, 0 defenders

Turn No. 4
        1 (1-P)
4 (12-C)
16 (40-I)
20 (30-C)
21 (12-I)
2 (12-I)
7 (5-I)
9 (34-I)
10 (10-C)
13 (15-I)
14 (15-I)
15 (12-I)
17 (8-I)
3 (29-A)
5 (19-M)
6 (20-M)
8 (20-A)
11 (10-S)
12 (20-A)
18 (10-A)
19 (32-A)
       

Kybar's Silence (11) hold their fire.
Chixwitstix (5) hold their fire.
The Clashers (18) hold their fire.
Unity (19) move closer to get better shots.
Cult of The Eye (6) move closer to get better shots.
Adventurer's Past (3) hold their fire.
Dark Guards (8) hold their fire.
Long bows (12) move closer to get better shots.
Jean Luc's Narcaleptics (10) are eager to charge, but the melee is too crowded already.
Nightkisses (14) can not advance, because the front lines are too crowded.
Dark Citadel Cricket Team (7) can not advance, because the front lines are too crowded.
Randun's Crusade (17) can not advance, because the front lines are too crowded.
Boaz's Platoon (2) can not advance, because the front lines are too crowded.
Footmen (9) can not advance, because the front lines are too crowded.
Mercy (13) can not advance, because the front lines are too crowded.
Rabididium (15) can not advance, because the front lines are too crowded.

Close Combat:
The defenders crowd around the outnumbered attackers - Overkill!
Peasant Militia (1) score 1 hits.
Zombies (21) score 58 hits.
What do you mean "army" (20) score 186 hits.
Alebad Lancers (4) score 145 hits.
Rambling Fools (16) score 106 hits.
Total hits suffered: Attackers: 42 (495 before overkill), Defenders: 1

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

Peasant Militia (1) take 42 hits in close combat, which cause 1 casualties, wiping the unit out.
Zombies (21) take 1 hits in close combat. No casualties.
Total casualties: 1 attackers, 0 defenders

Defender Victory!



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