Wetham (Realm)/Literature/Battles/Hulaferd10-31-07

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Battle in Hulaferd

No.RoleUnitCommanderRealmUnitFormationCS
1APeasant Militia(militia/guard unit)Wetham76 otherline  246
2D Boaz's PlatoonBoazAssassins12 Infline  211
3DAdventurer's PastScurgeOuter Tilog29 Archline  217
4DAlebad LancersCiceroAlebad12 Cavwedge  261
5DChixwitstixZyzyxOuter Tilog19 MIline  186
6DCult of The EyeVladamireOuter Tilog20 MIline  174
7DDark Citadel Cricket TeamSedgewickAssassins5 Infline  115
8DDark GuardsChanceAssassins20 Archline  371
9DFootmenFenrisulfAssassins34 Infline  479
10DJean Luc's NarcalepticsJean LucOuter Tilog10 Cavwedge  162
11DKybar's SilenceTarg'nAssassins10 SFline  417
12DLong bowsGripOuter Tilog20 Archline  181
13DMercyInnocentAssassins15 Infline  240
14DNightkissesNymAssassins15 Infline  239
15DRabididiumRakaaroxOuter Tilog12 Infline  128
16DRambling FoolsTudorOuter Tilog40 Infline  300
17DRandun's CrusadeRandunAssassins8 Infline  147
18DThe ClashersFeydOuter Tilog10 Archskirmish  142
19DUnityEvilAssassins32 Archline  380
20DWhat do you mean "army&quotBrokenOuter Tilog30 Cavwedge  389
21DZombiesTyria's CorpseOuter Tilog12 Infline  158
22NChault's Strawberries(not present)Wetham0 Archline  0
23NRequiemEdwardWetham2 Infbox  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 his 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

   <Char >1 (76-P)
</Char >
  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)
 

<Char >The Clashers (18) fire on Peasant Militia (1), scoring 29 hits.
</Char ><Char >Unity (19) fire on Peasant Militia (1), scoring 71 hits.
</Char >Chixwitstix (5) move closer to get better shots.
Long bows (12) have no enemy in range and advance to better firing positions.
<Char >Kybar's Silence (11) fire on Peasant Militia (1), scoring 71 hits.
</Char ><Char >Dark Guards (8) fire on Peasant Militia (1), scoring 127 hits.
</Char >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&quot (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.

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

Turn No. 2

    <Char >1 (63-P)
</Char >
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)
   

<Char >Unity (19) fire on Peasant Militia (1), scoring 120 hits.
</Char ><Char >Adventurer's Past (3) fire on Peasant Militia (1), scoring 60 hits.
</Char ><Char >The Clashers (18) fire on Peasant Militia (1), scoring 56 hits.
</Char >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.
<Char >Kybar's Silence (11) fire on Peasant Militia (1), scoring 84 hits.
</Char >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&quot (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&quot (20) score 431 hits.
<Char >Peasant Militia (1) score 9 hits.
</Char >Rambling Fools (16) score 128 hits.
Total hits suffered: Attackers: 946, Defenders: 9

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

Turn No. 3

    <Char >1 (7-P)
</Char >
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&quot (20) score 154 hits.
<Char >Peasant Militia (1) score 2 hits.
</Char >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.
<Char >Peasant Militia (1) take 142 hits in close combat, which cause 6 casualties.
</Char >Total casualties: 6 attackers, 0 defenders</FONT

Turn No. 4

    <Char >1 (1-P)
</Char >
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!
<Char >Peasant Militia (1) score 1 hits.
</Char >Zombies (21) score 58 hits.
What do you mean "army&quot (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.

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

Defender Victory!