Avamar (Realm)/Battle of Avamar/5

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Battle of Amavar turn 5

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


94 (12-A)
103 (56-A)
84 (27-A)
126 (31-A)
113 (35-A)
120 (36-A)
21 (49-A)
19 (33-A)
58 (41-A)
61 (34-A)
62 (16-A)
57 (43-A)
44 (83-A)
101 (19-A)
102 (18-A)
104 (97-C)
107 (154-I)
92 (18-M)
81 (76-A)
114 (21-A)
115 (23-M)
117 (34-A)
124 (27-A)
23 (30-A)
24 (24-A)
29 (49-A)
30 (31-A)
33 (48-A)
36 (68-A)
4 (25-A)
11 (25-A)
64 (60-A)
73 (49-A)
56 (30-A)
41 (41-A)
43 (36-A)
50 (54-A)
51 (41-A)
75 (2-S)
96 (2-I)
97 (21-I)
86 (27-I)
100 (43-I)
105 (25-C)
106 (24-I)
108 (91-I)
93 (16-I)
91 (39-I)
76 (17-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)
90 (18-I)
109 (24-I)
133 (13-I)
131 (13-I)
134 (25-I)
128 (17-C)
136 (6-S)
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)
25 (22-I)
26 (99-I)
27 (16-I)
31 (25-C)
32 (33-I)
35 (23-S)
20 (76-I)
18 (10-C)
2 (3-I)
3 (20-I)
5 (23-I)
7 (49-A)
8 (29-I)
9 (24-S)
10 (26-I)
12 (32-I)
13 (14-I)
15 (32-C)
16 (16-C)
17 (21-I)
38 (17-I)
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)
49 (103-M)
52 (24-I)
53 (26-I)
54 (32-I)
74 (37-I)
95 (19-I)
138 (8-I)
98 (35-I)
99 (22-I)
153 (5-I)
77 (31-I)
88 (23-I)
135 (7-I)
111 (33-I)
112 (30-I)
123 (46-I)
28 (5-I)
34 (19-I)
6 (15-M)
14 (29-I)
37 (25-I)
137 (10-A)
59 (30-M)
60 (38-I)
39 (26-I)
42 (13-S)
45 (21-I)
48 (38-I)
143 (5-A)

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

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!
Black Hand Institute (153) score 29 hits.
Derwins men (37) score 113 hits.
Doc's Republican Guards (123) score 205 hits.
RHG Glinluin (112) score 173 hits.
Pop goes the weazel (59) score 134 hits.
Fires of Sirion (95) score 111 hits.
Black Arrows (137) score 38 hits.
Throatcutters (42) score 230 hits.
Glacies Preliator (14) score 152 hits.
Human Shield (111) score 222 hits.
Legion of the Moon (77) score 132 hits.
Aromas (143) score 18 hits.
Wild Nine (88) score 107 hits.
RHG Nolemacil (135) score 41 hits.
=PG= Veni, Vidi, Vici (34) score 221 hits.
Fallen Angels (60) score 166 hits.
Toogoodoos (39) score 127 hits.
RHG Belegrist (99) score 67 hits.
Graf's Harem (45) score 116 hits.
Port Guards (98) score 78 hits.
Elmbar Elite (48) score 259 hits.
=PG= Dagger of Dracilis (28) score 45 hits.
Elven Sentinels (6) score 234 hits.
Swift Blades (138) score 54 hits.
Total hits suffered: Attackers: 139, Defenders: 733 (2933 before overkill)

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

Black Hand Institute (153) take 190 hits in close combat (reduced due to fortifications), which cause 5 casualties, wiping the unit out.
Derwins men (37) take 57 hits in close combat, which cause 2 casualties.
Doc's Republican Guards (123) take 36 hits in close combat, which cause 1 casualties.
RHG Glinluin (112) take 46 hits in close combat, which cause 1 casualties.
Black Arrows (137) take 225 hits in close combat (reduced due to fortifications), which cause 7 casualties, causing panicked flight among the survivors.
Aromas (143) take 99 hits in close combat (reduced due to fortifications), which cause 3 casualties, causing panicked flight among the survivors.
Swift Blades (138) take 97 hits in close combat (reduced due to fortifications), which cause 3 casualties, making the unit retreat from the battlefield.

Attacker Victory!

The battle does 14 % damage to the fortifications.