Avamar (Realm)/Battle of Avamar/4

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Fall of Amavar Turn 4

Battle of Amavar, Turn: 1 | 2 | 3 | 4 | 5


103 (56-A)
120 (36-A)
61 (34-A)
44 (83-A)
94 (12-A)
102 (18-A)
107 (154-I)
81 (76-A)
84 (27-A)
126 (31-A)
113 (35-A)
114 (21-A)
115 (23-M)
117 (34-A)
124 (27-A)
21 (49-A)
23 (30-A)
24 (24-A)
29 (49-A)
30 (31-A)
33 (48-A)
19 (33-A)
4 (25-A)
58 (41-A)
62 (16-A)
73 (49-A)
57 (43-A)
56 (30-A)
41 (41-A)
51 (41-A)
75 (2-S)
101 (19-A)
93 (16-I)
92 (18-M)
76 (17-I)
90 (18-I)
136 (6-S)
25 (22-I)
27 (16-I)
36 (68-A)
2 (3-I)
3 (20-I)
7 (49-A)
9 (24-S)
11 (25-A)
64 (60-A)
43 (36-A)
49 (103-M)
50 (54-A)
53 (26-I)
96 (2-I)
97 (21-I)
86 (27-I)
100 (43-I)
104 (99-C)
105 (25-C)
106 (24-I)
108 (91-I)
91 (39-I)
78 (20-I)
79 (15-C)
80 (53-I)
82 (21-I)
83 (22-I)
85 (15-I)
87 (16-C)
89 (31-I)
109 (24-I)
133 (13-I)
131 (13-I)
134 (25-I)
128 (17-C)
127 (46-I)
129 (23-I)
132 (29-I)
116 (63-M)
118 (15-I)
119 (7-I)
121 (21-I)
122 (26-I)
130 (17-S)
125 (50-I)
110 (6-I)
1 (23-I)
22 (26-I)
26 (99-I)
31 (25-C)
32 (33-I)
35 (23-S)
20 (76-I)
18 (10-C)
5 (23-I)
6 (15-M)
8 (29-I)
10 (26-I)
12 (32-I)
13 (14-I)
15 (32-C)
16 (16-C)
17 (21-I)
38 (17-I)
59 (30-M)
63 (21-I)
65 (46-C)
66 (18-M)
67 (19-I)
68 (17-I)
69 (38-I)
70 (19-I)
71 (36-I)
72 (25-I)
55 (27-I)
40 (14-C)
46 (60-I)
47 (23-C)
52 (24-I)
54 (32-I)
74 (37-I)
95 (20-I)
138 (10-I)
98 (35-I)
99 (22-I)
153 (8-I)
77 (33-I)
139 (2-A)
88 (23-I)
135 (7-I)
111 (33-I)
112 (32-I)
123 (46-I)
142 (5-A)
28 (5-I)
34 (19-I)
14 (31-I)
37 (25-I)
137 (16-A)
60 (38-I)
39 (26-I)
42 (13-S)
45 (21-I)
48 (38-I)
143 (7-A)
147 (13-A)

Tax Doggers (94) fire on Always Alive (147), scoring 10 hits.
Flying Monkeys Deux (73) move closer to get better shots.
Longbowmen (58) fire on Always Alive (147), scoring 18 hits.
Dmitri's Guard (30) have no enemy in range and advance to better firing positions.
PG-People Killers (23) have no enemy in range and advance to better firing positions.
~={E.E}=~ Invisible Pain (7) move closer to get better shots.
Dhiaperastiko Kryo (29) have no enemy in range and advance to better firing positions.
3th Hungary Archers (124) have no enemy in range and advance to better firing positions.
Warmongers (21) fire on Always Alive (147), scoring 118 hits.
1st Hungary Archers (103) have no enemy in range and advance to better firing positions.
DemonShard Bows (51) have no enemy in range and advance to better firing positions.
Archers of the Pinetree (126) fire on Always Alive (147), scoring 53 hits.
RHG Bormegil (101) fire on Always Alive (147), scoring 37 hits.
red hand (41) have no enemy in range and advance to better firing positions.
McKay Guard (117) have no enemy in range and advance to better firing positions.
Monster Mulchers III (102) have no enemy in range and advance to better firing positions.
Turbulence of the Balance (44) have no enemy in range and advance to better firing positions.
Date's striking arrow (84) fire on Always Alive (147), scoring 48 hits.
181st (50) fire on Always Alive (147), scoring 89 hits.
New dawn (43) fire on Always Alive (147), scoring 60 hits.
Primus Family Guard (19) fire on Always Alive (147), scoring 67 hits.
Always Alive (147) fire on Darkstorm Riders (104), scoring 47 hits.
Sardaukar (57) fire on Always Alive (147), scoring 17 hits.
Pop goes the weazel (59) move in, hoping to reach close combat.
Pop goes the weazel (59) fire on Always Alive (147), scoring 63 hits.
REF last stand (36) fire on Always Alive (147), scoring 9 hits.
Senate (56) have no enemy in range and advance to better firing positions.
Oroya Archery Club (64) fire on Always Alive (147), scoring 6 hits.
Senate Gaurd (49) move in, hoping to reach close combat.
Senate Gaurd (49) fire on Always Alive (147), scoring 133 hits.
Dark elves (62) fire on Always Alive (147), scoring 57 hits.
Viseu Bowmen (120) have no enemy in range and advance to better firing positions.
~GTL~ Forone VI (4) have no enemy in range and advance to better firing positions.
Sirion Snipers (113) fire on Always Alive (147), scoring 114 hits.
REF Heartseeker (24) have no enemy in range and advance to better firing positions.
~={E.E}=~ Sirion Senate Rangers (33) have no enemy in range and advance to better firing positions.
Elven Sentinels (6) move in, hoping to reach close combat.
Elven Sentinels (6) fire on Always Alive (147), scoring 98 hits.
~REF~ Frog Throwers (92) fire on Always Alive (147), scoring 45 hits.
Rhiana's Guard (61) move closer to get better shots.
Azgardians (66) fire on Always Alive (147), scoring 38 hits.
Vorax Vengers (115) have no enemy in range and advance to better firing positions.
The Foxes (11) fire on Always Alive (147), scoring 81 hits.
Blaastambar expedition (116) fire on Always Alive (147), scoring 115 hits.
GTL TO (81) have no enemy in range and advance to better firing positions.
~GTL~ Queen's Daisies (114) move closer to get better shots.
=PG= 1st Oroyan Cavalry Regiment (18) are eager to charge, but the melee is too crowded already.
Fontan Polo Club (47) are eager to charge, but the melee is too crowded already.
Horsemen of An Najaf (40) are eager to charge, but the melee is too crowded already.
Darkstorm Riders (104) are eager to charge, but the melee is too crowded already.
The Templars Pride (65) are eager to charge, but the melee is too crowded already.
Honour guard (79) are eager to charge, but the melee is too crowded already.
Frozen Blade (105) are eager to charge, but the melee is too crowded already.
Dark Riders (16) are eager to charge, but the melee is too crowded already.
=PR=Red Legion XII (31) are eager to charge, but the melee is too crowded already.
Percy's Duskriders (15) are eager to charge, but the melee is too crowded already.
Elite Kaydron Dragons (128) are eager to charge, but the melee is too crowded already.
Rough Riders (87) are eager to charge, but the melee is too crowded already.
There are 8 siege engines at the walls.
<GTL> Sam's Soldiers (68) can not advance, because the front lines are too crowded.
Democratic Guards (1) can not advance, because the front lines are too crowded.
Belar's Honor (32) can not advance, because the front lines are too crowded.
Cormack Kildare's Men (54) can not advance, because the front lines are too crowded.
GTL Guards of Oroya (133) can not advance, because the front lines are too crowded.
Knights Of The Round (74) can not advance, because the front lines are too crowded.
MerLion Force (108) can not advance, because the front lines are too crowded.
Fontan Close Combat Fighters (9) squeeze through the heavily overcrowded siege engines.
Baldor's Men (46) can not advance, because the front lines are too crowded.
1st Hungary Infantry (63) can not advance, because the front lines are too crowded.
RHG Cirthalion (129) can not advance, because the front lines are too crowded.
{TOR} Vindicators (134) can not advance, because the front lines are too crowded.
Friends of Yeti (5) can not advance, because the front lines are too crowded.
My New Unit (119) can not advance, because the front lines are too crowded.
New hands of Mais (52) can not advance, because the front lines are too crowded.
Aslan II (80) can not advance, because the front lines are too crowded.
Warriors of Blackfire (67) can not advance, because the front lines are too crowded.
Avian's Till Death (91) can not advance, because the front lines are too crowded.
RHG Arusse (8) can not advance, because the front lines are too crowded.
Headcrushers (89) can not advance, because the front lines are too crowded.
Lady Wowures People (130) can not advance, because the front lines are too crowded.
For Fontan and For Honor (78) can not advance, because the front lines are too crowded.
The Answer (127) can not advance, because the front lines are too crowded.
Silver Elves (10) can not advance, because the front lines are too crowded.
RHG Erthadil (125) can not advance, because the front lines are too crowded.
REF - Westfalen (13) can not advance, because the front lines are too crowded.
Splinter Cells (55) can not advance, because the front lines are too crowded.
Fodder XXVI (132) can not advance, because the front lines are too crowded.
The Annihilators (86) can not advance, because the front lines are too crowded.
Tempest Knights (38) can not advance, because the front lines are too crowded.
<GTL> Dragon Crushers (2) squeeze through the heavily overcrowded siege engines.
Elephants (72) can not advance, because the front lines are too crowded.
{OoT}Thunderbolt (82) can not advance, because the front lines are too crowded.
Minions of Cthulhu (75) squeeze through the heavily overcrowded siege engines.
Nnix's Men (131) can not advance, because the front lines are too crowded.
Pirates and Naives (85) can not advance, because the front lines are too crowded.
Edwardians (27) squeeze through the heavily overcrowded siege engines.
Doc's Republican Guards (20) can not advance, because the front lines are too crowded.
~GTL~ Stonefighters (90) squeeze through the heavily overcrowded siege engines.
Kid's Platoon (109) can not advance, because the front lines are too crowded.
Guards of Oroya (76) squeeze through the heavily overcrowded siege engines.
Raven shield (121) can not advance, because the front lines are too crowded.
Gondolin Elves (17) can not advance, because the front lines are too crowded.
avamars doom (35) can not advance, because the front lines are too crowded.
Fontanese Swordsmen (22) can not advance, because the front lines are too crowded.
Minutemen III (83) can not advance, because the front lines are too crowded.
~GTL~ Siegemen (93) squeeze through the heavily overcrowded siege engines.
Acceptale Loss (97) can not advance, because the front lines are too crowded.
Ora Sugary Food (122) can not advance, because the front lines are too crowded.
Monster Mulchers II (110) can not advance, because the front lines are too crowded.
Galeforce Troop (69) can not advance, because the front lines are too crowded.
Killer Tofu (70) can not advance, because the front lines are too crowded.
My killers (100) can not advance, because the front lines are too crowded.
Minions (106) can not advance, because the front lines are too crowded.
RHG Mantur (118) can not advance, because the front lines are too crowded.
Argonian Warriors (3) squeeze through the heavily overcrowded siege engines.
Elven Blades (71) can not advance, because the front lines are too crowded.
Wrath of the Almighty (96) can not advance, because the front lines are too crowded.
S.M.O.R.E.S (136) squeeze through the heavily overcrowded siege engines.
Sic Semper Tyrannis (26) can not advance, because the front lines are too crowded.
Argonian Warriors (53) squeeze through the heavily overcrowded siege engines.
GTL - Ajax Dogs of WAR (25) squeeze through the heavily overcrowded siege engines.
Silurian Guard (12) can not advance, because the front lines are too crowded.
Evyls cuthroats (107) advance towards the enemy.

Close Combat:
8 Sirion banners are visible in the melee.
1 Fontan banners are visible in the melee.
6 Old Rancagua banners are visible in the melee.
The attackers crowd around the outnumbered defenders - Overkill!
Glacies Preliator (14) score 180 hits.
Silent Slayers (139) score 3 hits.
RHG Glinluin (112) score 175 hits.
Fires of Sirion (95) score 129 hits.
Legion of the Moon (77) score 144 hits.
Elmbar Elite (48) score 234 hits.
Wild Nine (88) score 125 hits.
Personal Guard (142) score 18 hits.
Black Arrows (137) score 47 hits.
Port Guards (98) score 74 hits.
=PG= Dagger of Dracilis (28) score 41 hits.
RHG Belegrist (99) score 72 hits.
Doc's Republican Guards (123) score 197 hits.
Fallen Angels (60) score 167 hits.
Graf's Harem (45) score 115 hits.
Pop goes the weazel (59) score 67 hits.
Derwins men (37) score 113 hits.
Black Hand Institute (153) score 43 hits.
Elven Sentinels (6) score 83 hits.
Throatcutters (42) score 223 hits.
Toogoodoos (39) score 126 hits.
Swift Blades (138) score 56 hits.
=PG= Veni, Vidi, Vici (34) score 187 hits.
RHG Nolemacil (135) score 40 hits.
Human Shield (111) score 219 hits.
Aromas (143) score 22 hits.
Total hits suffered: Attackers: 189, Defenders: 1050 (2711 before overkill)

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

Glacies Preliator (14) take 66 hits in close combat, which cause 2 casualties.
Silent Slayers (139) take 273 hits in close combat (reduced due to fortifications), which cause 2 casualties, wiping the unit out.
RHG Glinluin (112) take 56 hits in close combat, which cause 2 casualties.
Fires of Sirion (95) take 18 hits in close combat, which cause 1 casualties.
Legion of the Moon (77) take 49 hits in close combat, which cause 2 casualties.
Personal Guard (142) take 172 hits in close combat (reduced due to fortifications), which cause 5 casualties, wiping the unit out.
Black Arrows (137) take 187 hits in close combat (reduced due to fortifications), which cause 6 casualties.
Darkstorm Riders (104) take 47 hits from archer fire, which cause 2 casualties, throwing them back from the fortifications.
Always Alive (147) take 425 hits from archer fire (reduced due to fortifications), which cause 13 casualties, wiping the unit out.
Donna Ragna, the Grand Justiciar of Avamar has been wounded.
Black Hand Institute (153) take 91 hits in close combat (reduced due to fortifications), which cause 3 casualties.
Swift Blades (138) take 68 hits in close combat (reduced due to fortifications), which cause 2 casualties.
Aromas (143) take 85 hits in close combat (reduced due to fortifications), which cause 2 casualties.
Alientina of Avamar has been wounded.