Luria Nova/Campaign Records/Home Defence/Battle in Shinnen

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Battle of Shinnen
Part of Luria Nova

Date 9/22/2022
Location Shinnen
Weather Calm wind
Result After 4 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Strength
78 other 119 Inf, 128 Arch
Formations
Casualties
46 18


Battle in Shinnen

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AMonsters(Monsters)(rogue)23 otherline  2380338 hits13 kills10 losses
2AMonsters(Monsters)(rogue)9 otherline  4800 hits0 kills9 losses
3AMonsters(Monsters)(rogue)36 otherline  361053 hits2 kills23 losses
4AMonsters(Monsters)(rogue)10 otherline  1040251 hits6 kills4 losses
5DCalderan ArchersEliasLuria Nova8 Archline  253555 hits4 kills0 losses
6DCity Guards(militia/guard unit)Luria Nova20 Archline  4661113 hits7 kills0 losses
7DCock Rot infectorsCock RotLuria Nova18 Archline  315569 hits3 kills0 losses
8DFearless Fodder(militia/guard unit)Luria Nova49 Infline  529480 hits3 kills6 losses
9DIronstone GuardColwynnLuria Nova19 Archline  343793 hits2 kills5 losses
10DKnight Watchmen(militia/guard unit)Luria Nova70 Infline  681699 hits4 kills7 losses
11DMonster Hunters(militia/guard unit)Luria Nova21 Archline  4741166 hits6 kills0 losses
12DSharp Shooters(militia/guard unit)Luria Nova21 Archline  480993 hits6 kills0 losses
13DShinnite Archers(militia/guard unit)Luria Nova21 Archline  482961 hits5 kills0 losses


Total:
4 attackers (78 other)
9 defenders (119 Inf, 128 Arch)
Total combat strengths: 7510 vs. 4023

The region owner Luria Nova and their allies defend.
The (rogue) troops attack because they are at war with Luria Nova.

A calm wind blows, to the joy of the archers.
The defenders take up positions inside the Fortress (5).

(legend: I=Infantry, M=Mixed Inf, A=Archers, C=Cavalry, S=Special Forces, U=Undead, M=Monsters)
Turn No. 1

   1 (23-M)
3 (36-M)
4 (10-M)
2 (9-M)
 9 (19-A)
5 (8-A)
6 (20-A)
7 (18-A)
8 (49-I)
10 (70-I)
11 (21-A)
12 (21-A)
13 (21-A)
   


Calderan Archers (5) fire on Monsters (2), scoring 134 hits.
Cock Rot infectors (7) fire on Monsters (2), scoring 108 hits.
Ironstone Guard (9) fire on Monsters (2), scoring 199 hits.
Shinnite Archers (13) fire on Monsters (2), scoring 163 hits.
Sharp Shooters (12) fire on Monsters (2), scoring 144 hits.
Monster Hunters (11) fire on Monsters (2), scoring 217 hits.
City Guards (6) fire on Monsters (2), scoring 254 hits.
Total ranged hits suffered: Attackers: 1219, Defenders: 0
Monsters (3), Monsters (4), Monsters (2) and Monsters (1) advance towards the enemy.
Knight Watchmen (10) and Fearless Fodder (8) move forward to take up positions at the outer wall.


Monsters (2) take 1463 hits from archer fire, which cause 9 casualties, wiping the unit out.
Total hits suffered: Attackers: 1463 (0 from close combat and 1463 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 9 attackers, 0 defenders

Turn No. 2

    1 (23-M)
3 (36-M)
4 (10-M)
 8 (49-I)
9 (19-A)
10 (70-I)
5 (8-A)
6 (20-A)
7 (18-A)
11 (21-A)
12 (21-A)
13 (21-A)
   


Monster Hunters (11) fire on Monsters (3), scoring 183 hits.
Calderan Archers (5) fire on Monsters (3), scoring 91 hits.
Shinnite Archers (13) fire on Monsters (3), scoring 140 hits.
City Guards (6) fire on Monsters (3), scoring 257 hits.
Cock Rot infectors (7) fire on Monsters (1), scoring 105 hits.
Sharp Shooters (12) fire on Monsters (3), scoring 160 hits.
Ironstone Guard (9) fire on Monsters (1), scoring 153 hits.
Total ranged hits suffered: Attackers: 1089, Defenders: 0
Monsters (4), Monsters (1) and Monsters (3) advance towards the enemy.
Fearless Fodder (8) and Knight Watchmen (10) hold their positions at the outer wall, waiting for the attack.


Monsters (1) take 310 hits from archer fire, which cause 1 casualties.
Monsters (3) take 997 hits from archer fire, which cause 6 casualties.
Total hits suffered: Attackers: 1307 (0 from close combat and 1307 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 7 attackers, 0 defenders

Turn No. 3

     1 (22-M)
3 (30-M)
4 (10-M)
8 (49-I)
9 (19-A)
10 (70-I)
5 (8-A)
6 (20-A)
7 (18-A)
11 (21-A)
12 (21-A)
13 (21-A)
   


Sharp Shooters (12) fire on Monsters (3), scoring 252 hits.
Ironstone Guard (9) fire on Monsters (3), scoring 216 hits.
City Guards (6) fire on Monsters (1), scoring 327 hits.
Monster Hunters (11) fire on Monsters (3), scoring 439 hits.
Shinnite Archers (13) fire on Monsters (1), scoring 304 hits.
Calderan Archers (5) fire on Monsters (3), scoring 181 hits.
Cock Rot infectors (7) fire on Monsters (1), scoring 194 hits.
Total ranged hits suffered: Attackers: 1913, Defenders: 0
Monsters (3) scale the fortifications (reduced combat effectiveness for this turn).
Monsters (1) scale the fortifications (reduced combat effectiveness for this turn).
Monsters (4) scale the fortifications (reduced combat effectiveness for this turn).
Fearless Fodder (8) hold their positions at the outer wall, waiting for the attack.


Close Combat (Defender Line 1):
Ironstone Guard (9) score 56 hits on Monsters (4).
Fearless Fodder (8) score 274 hits on Monsters (3).
Monsters (3) score 32 hits on Fearless Fodder (8).
Monsters (1) score 185 hits on Knight Watchmen (10).
Knight Watchmen (10) score 375 hits on Monsters (1).
Monsters (4) score 122 hits on Ironstone Guard (9).
Total close combat hits suffered: Attackers: 705, Defenders: 339

Ironstone Guard (9) take 100 hits in close combat (reduced due to fortifications), which cause 2 casualties.
Fearless Fodder (8) take 26 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Monsters (3) take 1580 hits (274 in close combat, 1306 from archer fire), which cause 9 casualties, throwing them back from the fortifications.
Monsters (1) take 1365 hits (375 in close combat, 990 from archer fire), which cause 6 casualties, throwing them back from the fortifications, causing another 2 casualties.
Knight Watchmen (10) take 152 hits in close combat (reduced due to fortifications), which cause 6 casualties.
Monsters (4) take 56 hits in close combat. No casualties, throwing them back from the fortifications.
Total hits suffered: Attackers: 3001 (705 from close combat and 2296 from ranged), Defenders: 278 (278 from close combat and 0 from ranged)
Total casualties: 17 attackers, 9 defenders

Turn No. 4

     1 (14-M)
3 (21-M)
4 (10-M)
8 (48-I)
9 (17-A)
10 (64-I)
5 (8-A)
6 (20-A)
7 (18-A)
11 (21-A)
12 (21-A)
13 (21-A)
   


Cock Rot infectors (7) fire on Monsters (3), scoring 162 hits.
City Guards (6) fire on Monsters (3), scoring 275 hits.
Monster Hunters (11) fire on Monsters (1), scoring 327 hits.
Sharp Shooters (12) fire on Monsters (3), scoring 437 hits.
Calderan Archers (5) fire on Monsters (4), scoring 149 hits.
Ironstone Guard (9) fire on Monsters (1), scoring 120 hits.
Shinnite Archers (13) fire on Monsters (4), scoring 354 hits.
Total ranged hits suffered: Attackers: 1824, Defenders: 0
Monsters (1) scale the fortifications (reduced combat effectiveness for this turn).
Monsters (3) scale the fortifications (reduced combat effectiveness for this turn).
Monsters (4) scale the fortifications (reduced combat effectiveness for this turn).


Close Combat (Defender Line 1):
Monsters (1) score 153 hits on Fearless Fodder (8).
Fearless Fodder (8) score 206 hits on Monsters (1).
Knight Watchmen (10) score 324 hits on Monsters (3).
Monsters (3) score 21 hits on Knight Watchmen (10).
Ironstone Guard (9) score 49 hits on Monsters (4).
Monsters (4) score 129 hits on Ironstone Guard (9).
Total close combat hits suffered: Attackers: 579, Defenders: 303

Monsters (1) take 742 hits (206 in close combat, 536 from archer fire), which cause 3 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications, causing another 1 casualties.
Fearless Fodder (8) take 125 hits in close combat (reduced due to fortifications), which cause 5 casualties.
Knight Watchmen (10) take 17 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Monsters (3) take 1373 hits (324 in close combat, 1049 from archer fire), which cause 8 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Ironstone Guard (9) take 106 hits in close combat (reduced due to fortifications), which cause 3 casualties.
Monsters (4) take 653 hits (49 in close combat, 604 from archer fire), which cause 4 casualties, making the unit retreat from the battlefield, throwing them back from the fortifications.
Total hits suffered: Attackers: 2768 (579 from close combat and 2189 from ranged), Defenders: 248 (248 from close combat and 0 from ranged)
Total casualties: 16 attackers, 9 defenders

Defender Victory!

The battle does minor damage to the local infrastructure. Production falls 3 %.
The battle does 6 % damage to the fortifications.
The locals are grateful for defeating the evil forces plaguing their region.