Luria Nova/Campaign Records/Home Defence/Battle in Garuck Udor 8/19/23
Battle of Garuck Udor | |||||||||||
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Part of Luria Nova | |||||||||||
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Combatants | |||||||||||
Attackers | Defenders | ||||||||||
(rogue) | Luria Nova | ||||||||||
Commanders | |||||||||||
Strength | |||||||||||
35 other | 235 MI | ||||||||||
Formations | |||||||||||
Casualties | |||||||||||
21 | 50 |
Battle in Garuck Udor
No. | Role | Army | Unit | Commander | Realm | Unit | Formation | CS | Hits Scored | Soldiers killed | Soldiers lost |
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1 | A | Monsters | (Monsters) | (rogue) | 17 other | line | 1940 | 1680 hits | 30 kills | 11 losses | |
2 | A | Monsters | (Monsters) | (rogue) | 4 other | line | 485 | 289 hits | 3 kills | 1 losses | |
3 | A | Monsters | (Monsters) | (rogue) | 8 other | line | 735 | 812 hits | 12 kills | 4 losses | |
4 | A | Monsters | (Monsters) | (rogue) | 6 other | line | 380 | 217 hits | 5 kills | 5 losses | |
5 | D | Heliacal | (militia/guard unit) | Luria Nova | 17 MI | wedge | 284 | 575 hits | 6 kills | 17 losses | |
6 | D | Heliacal | Wassgandr | Luria Nova | 218 MI | line | 1670 | 2481 hits | 13 kills | 33 losses |
Total:
4 attackers (35 other)
2 defenders (235 MI)
Total combat strengths: 3540 vs. 1954
The region owner Luria Nova and their allies defend.
The (rogue) troops attack because they are at war with Luria Nova.
It is quite windy and the archers will have to aim very carefully.
(legend: I=Infantry, M=Mixed Inf, A=Archers, C=Cavalry, S=Special Forces, U=Undead, M=Monsters)
Turn No. 1
2 (4-M) 3 (8-M) | 1 (17-M) 4 (6-M) | 5 (17-M) 6 (218-M) |
Heliacal (5) move closer to get better shots.
Heliacal (6) move closer to get better shots.
Monsters (3), Monsters (2), Monsters (4) and Monsters (1) advance towards the enemy.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Turn No. 2
2 (4-M) 3 (8-M) | 1 (17-M) 4 (6-M) | 5 (17-M) 6 (218-M) |
Heliacal (6) fire on Monsters (1), scoring 583 hits.
Heliacal (5) fire on Monsters (1), scoring 100 hits.
Total ranged hits suffered: Attackers: 683, Defenders: 0
Monsters (1), Monsters (4), Monsters (3) and Monsters (2) advance towards the enemy.
Monsters (1) take 820 hits from archer fire, which cause 3 casualties.
Total hits suffered: Attackers: 820 (0 from close combat and 820 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 3 attackers, 0 defenders
Turn No. 3
2 (4-M) 3 (8-M) | 1 (14-M) 4 (6-M) | 5 (17-M) 6 (218-M) |
Heliacal (6) fire on Monsters (1), scoring 1062 hits.
Heliacal (5) fire on Monsters (4), scoring 147 hits.
Total ranged hits suffered: Attackers: 1209, Defenders: 0
Monsters (3), Monsters (2), Monsters (4) and Monsters (1) advance towards the enemy.
Close Combat (Defender Line 1):
Monsters (4) score 146 hits on Heliacal (5).
Heliacal (6) score 312 hits on Monsters (1) (624 before overkill).
Monsters (1) score 1167 hits on Heliacal (6).
Heliacal (5) score 95 hits on Monsters (4).
Total close combat hits suffered: Attackers: 407 (719 before overkill), Defenders: 1313
Monsters (4) take 271 hits (95 in close combat, 176 from archer fire), which cause 3 casualties.
Heliacal (6) take 1167 hits in close combat, which cause 24 casualties.
Monsters (1) take 1586 hits (312 in close combat, 1274 from archer fire), which cause 7 casualties.
Heliacal (5) take 146 hits in close combat, which cause 4 casualties.
Total hits suffered: Attackers: 1857 (407 from close combat and 1450 from ranged), Defenders: 1313 (1313 from close combat and 0 from ranged)
Total casualties: 10 attackers, 28 defenders
Turn No. 4
2 (4-M) 3 (8-M) | 1 (7-M) 4 (3-M) 5 (13-M) 6 (194-M) |
Monsters (2) and Monsters (3) advance towards the enemy.
Close Combat (Defender Line 1):
Monsters (1) score 513 hits on Heliacal (5).
Monsters (2) score 289 hits on Heliacal (5).
Monsters (3) score 398 hits on Heliacal (5).
Heliacal (5) score 87 hits on Monsters (1).
Heliacal (5) score 43 hits on Monsters (2).
Heliacal (5) score 103 hits on Monsters (3).
Heliacal (6) score 160 hits on Monsters (4) (970 before overkill).
Monsters (4) score 71 hits on Heliacal (6).
Total close combat hits suffered: Attackers: 393 (1203 before overkill), Defenders: 1271
Monsters (1) take 87 hits in close combat, which cause 1 casualties, making the unit retreat from the battlefield.
Monsters (2) take 43 hits in close combat, which cause 1 casualties, making the unit retreat from the battlefield.
Monsters (3) take 103 hits in close combat, which cause 1 casualties.
Heliacal (5) take 1200 hits in close combat, which cause 13 casualties, wiping the unit out.
Heliacal (6) take 71 hits in close combat, which cause 1 casualties.
Monsters (4) take 160 hits in close combat, which cause 2 casualties, causing panicked flight among the survivors.
Total hits suffered: Attackers: 393 (393 from close combat and 0 from ranged), Defenders: 1271 (1271 from close combat and 0 from ranged)
Total casualties: 5 attackers, 14 defenders
Turn No. 5
3 (7-M) 6 (193-M) |
Close Combat (Defender Line 1):
Monsters (3) score 414 hits on Heliacal (6).
Heliacal (6) score 364 hits on Monsters (3) (1199 before overkill).
Total close combat hits suffered: Attackers: 364 (1199 before overkill), Defenders: 414
Monsters (3) take 364 hits in close combat, which cause 3 casualties, causing panicked flight among the survivors.
Heliacal (6) take 414 hits in close combat, which cause 8 casualties.
Total hits suffered: Attackers: 364 (364 from close combat and 0 from ranged), Defenders: 414 (414 from close combat and 0 from ranged)
Total casualties: 3 attackers, 8 defenders
Defender Victory!
The battle does minor damage to the local infrastructure. Production falls 8 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.