Luria Nova/Campaign Records/Home Defence/Battle in Garuck Udor 8/19/23

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Battle of Garuck Udor
Part of Luria Nova

Date 8/19/2023
Location Garuck Udor
Weather Quite windy
Result After 5 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Strength
35 other 235 MI
Formations
Casualties
21 50


Battle in Garuck Udor

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AMonsters(Monsters)(rogue)17 otherline  19401680 hits30 kills11 losses
2AMonsters(Monsters)(rogue)4 otherline  485289 hits3 kills1 losses
3AMonsters(Monsters)(rogue)8 otherline  735812 hits12 kills4 losses
4AMonsters(Monsters)(rogue)6 otherline  380217 hits5 kills5 losses
5DHeliacal(militia/guard unit)Luria Nova17 MIwedge  284575 hits6 kills17 losses
6DHeliacalWassgandrLuria Nova218 MIline  16702481 hits13 kills33 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.