Luria Nova/Campaign Records/Home Defence/Battle in Grodno 2/25/23

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Battle of Grodno
Part of Luria Nova

Date 2/25/2023
Location Grodno
Weather Quite windy
Result After 5 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Strength
30 other 13 Inf, 81 MI, 50 Arch
Formations
Casualties
23 26


Battle in Grodno

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AMonsters(Monsters)(rogue)11 otherline  137016 hits1 kills11 losses
2AMonsters(Monsters)(rogue)19 otherline  16551663 hits25 kills12 losses
3Dthe Black guard(militia/guard unit)Luria Nova50 Archline  6291592 hits9 kills6 losses
4DTidal Beast BreakersTybaltLuria Nova81 MIbox  10371895 hits9 kills7 losses
5DVengeance(militia/guard unit)Luria Nova13 Infline  251381 hits3 kills13 losses


Total:
2 attackers (30 other)
3 defenders (13 Inf, 81 MI, 50 Arch)
Total combat strengths: 3025 vs. 1917

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 (19-M)
1 (11-M)
   3 (50-A)
5 (13-I)
 4 (81-M)
 


the Black guard (3) fire on Monsters (1), scoring 152 hits.
Tidal Beast Breakers (4) move closer to get better shots.
Total ranged hits suffered: Attackers: 152, Defenders: 0
Monsters (2) and Monsters (1) advance towards the enemy.
Vengeance (5) advance towards the enemy.


Monsters (1) take 182 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 182 (0 from close combat and 182 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 1 attackers, 0 defenders

Turn No. 2

   2 (19-M)
1 (10-M)
 5 (13-I)
3 (50-A)
4 (81-M)
  


the Black guard (3) fire on Monsters (1), scoring 250 hits.
Tidal Beast Breakers (4) move closer to get better shots.
Total ranged hits suffered: Attackers: 250, Defenders: 0
Monsters (2) and Monsters (1) advance towards the enemy.
Vengeance (5) advance towards the enemy.


Close Combat (Center Line):
Vengeance (5) score 193 hits on Monsters (1).
Monsters (1) score 11 hits on Vengeance (5).
Total close combat hits suffered: Attackers: 193, Defenders: 11

Vengeance (5) take 11 hits in close combat, which cause 1 casualties.
Monsters (1) take 493 hits (193 in close combat, 300 from archer fire), which cause 3 casualties.
Total hits suffered: Attackers: 493 (193 from close combat and 300 from ranged), Defenders: 11 (11 from close combat and 0 from ranged)
Total casualties: 3 attackers, 1 defenders

Turn No. 3

    2 (19-M)
1 (7-M)
5 (12-I)
 3 (50-A)
4 (81-M)
   


the Black guard (3) fire on Monsters (2), scoring 291 hits.
Tidal Beast Breakers (4) fire on Monsters (2), scoring 377 hits.
Total ranged hits suffered: Attackers: 668, Defenders: 0
Monsters (1) break through the frontlines!
Monsters (2) advance towards the enemy.


Close Combat (Center Line):
Monsters (2) score 1039 hits on Vengeance (5).
Vengeance (5) score 44 hits on Monsters (1).
Vengeance (5) score 144 hits on Monsters (2).
Total close combat hits suffered: Attackers: 188, Defenders: 1039

Monsters (2) take 946 hits (144 in close combat, 802 from archer fire), which cause 5 casualties.
Vengeance (5) take 1039 hits in close combat, which cause 12 casualties, wiping the unit out.
Monsters (1) take 44 hits in close combat, which cause 1 casualties.
Total hits suffered: Attackers: 990 (188 from close combat and 802 from ranged), Defenders: 1039 (1039 from close combat and 0 from ranged)
Total casualties: 6 attackers, 12 defenders

Turn No. 4

     2 (14-M)
1 (6-M)
3 (50-A)
4 (81-M)
   


Tidal Beast Breakers (4) fire on Monsters (1), scoring 554 hits.
the Black guard (3) fire on Monsters (1), scoring 487 hits.
Total ranged hits suffered: Attackers: 1041, Defenders: 0
Monsters (2) and Monsters (1) advance towards the enemy.
the Black guard (3) cannot join the melee, as it is too crowded.


Close Combat (Defender Line 2):
1 Luria Nova banners are visible in the melee.
Monsters (1) score 5 hits on Tidal Beast Breakers (4).
Tidal Beast Breakers (4) score 224 hits on Monsters (1) (390 before overkill).
Total close combat hits suffered: Attackers: 224 (390 before overkill), Defenders: 5

Monsters (1) take 1473 hits (224 in close combat, 1249 from archer fire), which cause 6 casualties, wiping the unit out.
Tidal Beast Breakers (4) take 5 hits in close combat. No casualties.
Total hits suffered: Attackers: 1473 (224 from close combat and 1249 from ranged), Defenders: 5 (5 from close combat and 0 from ranged)
Total casualties: 6 attackers, 0 defenders

Turn No. 5

      2 (14-M)
3 (50-A)
4 (81-M)
   


the Black guard (3) fire on Monsters (2), scoring 287 hits.
Tidal Beast Breakers (4) fire on Monsters (2), scoring 352 hits.
Total ranged hits suffered: Attackers: 639, Defenders: 0
Monsters (2) advance towards the enemy.


Close Combat (Defender Line 2):
1 Luria Nova banners are visible in the melee.
Monsters (2) score 333 hits on Tidal Beast Breakers (4).
Monsters (2) score 291 hits on the Black guard (3).
the Black guard (3) score 125 hits on Monsters (2).
Tidal Beast Breakers (4) score 388 hits on Monsters (2).
Total close combat hits suffered: Attackers: 513, Defenders: 624

Monsters (2) take 1280 hits (513 in close combat, 767 from archer fire), which cause 7 casualties, making the unit retreat from the battlefield.
the Black guard (3) take 291 hits in close combat, which cause 6 casualties.
Tidal Beast Breakers (4) take 333 hits in close combat, which cause 7 casualties.
Total hits suffered: Attackers: 1280 (513 from close combat and 767 from ranged), Defenders: 624 (624 from close combat and 0 from ranged)
Total casualties: 7 attackers, 13 defenders

Defender Victory!

The battle does some damage to the local infrastructure. Production falls 10 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.