Luria Nova/Campaign Records/Home Defence/Battle in Grodno 2/26/23

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Battle of Grodno
Part of Luria Nova

Date 2/26/2023
Location Grodno
Weather Strong wind
Result After 5 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Strength
29 other 80 MI, 86 Arch
Formations
Casualties
23 21


Battle in Grodno

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AMonsters(Monsters)(rogue)5 otherline  7254 hits0 kills5 losses
2AMonsters(Monsters)(rogue)13 otherline  1230300 hits7 kills9 losses
3AMonsters(Monsters)(rogue)11 otherline  1065584 hits14 kills9 losses
4DRed HailHamishLuria Nova49 Archskirmish  6661797 hits8 kills15 losses
5Dthe Black guard(militia/guard unit)Luria Nova37 Archline  5101537 hits9 kills6 losses
6DTidal Beast BreakersTybaltLuria Nova80 MIbox  1023588 hits2 kills0 losses


Total:
3 attackers (29 other)
3 defenders (80 MI, 86 Arch)
Total combat strengths: 3020 vs. 2199

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

Strong winds and gusts are making ranged combat a game of luck.

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

  3 (11-M)
1 (5-M)
2 (13-M)
   5 (37-A)
4 (49-A)
6 (80-M)
 


Red Hail (4) move closer to get better shots.
the Black guard (5) fire on Monsters (2), scoring 93 hits.
Tidal Beast Breakers (6) have no enemy in range and hold their fire.
Total ranged hits suffered: Attackers: 93, Defenders: 0
Monsters (3), Monsters (2) and Monsters (1) advance towards the enemy.


Monsters (2) take 112 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 112 (0 from close combat and 112 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 1 attackers, 0 defenders

Turn No. 2

   3 (11-M)
1 (5-M)
2 (12-M)
  4 (49-A)
5 (37-A)
 6 (80-M)
 


Tidal Beast Breakers (6) have no enemy in range and hold their fire.
the Black guard (5) fire on Monsters (2), scoring 206 hits.
Red Hail (4) fire on Monsters (1), scoring 204 hits.
Total ranged hits suffered: Attackers: 410, Defenders: 0
Monsters (1), Monsters (2) and Monsters (3) advance towards the enemy.


Monsters (1) take 245 hits from archer fire, which cause 1 casualties.
Monsters (2) take 247 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 492 (0 from close combat and 492 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 2 attackers, 0 defenders

Turn No. 3

    3 (11-M)
1 (4-M)
2 (11-M)
 4 (49-A)
5 (37-A)
 6 (80-M)
 


Red Hail (4) fire on Monsters (2), scoring 444 hits.
the Black guard (5) fire on Monsters (1), scoring 313 hits.
Tidal Beast Breakers (6) have no enemy in range and hold their fire.
Total ranged hits suffered: Attackers: 757, Defenders: 0
Monsters (2), Monsters (1) and Monsters (3) advance towards the enemy.


Monsters (2) take 533 hits from archer fire, which cause 3 casualties.
Monsters (1) take 376 hits from archer fire, which cause 2 casualties.
Total hits suffered: Attackers: 909 (0 from close combat and 909 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 5 attackers, 0 defenders

Turn No. 4

     3 (11-M)
1 (2-M)
2 (8-M)
4 (49-A)
5 (37-A)
 6 (80-M)
 


the Black guard (5) fire on Monsters (2), scoring 446 hits.
Tidal Beast Breakers (6) fire on Monsters (1), scoring 185 hits.
Red Hail (4) fire on Monsters (1), scoring 473 hits.
Total ranged hits suffered: Attackers: 1104, Defenders: 0
Monsters (1), Monsters (2) and Monsters (3) advance towards the enemy.


Close Combat (Defender Line 2):
the Black guard (5) score 47 hits on Monsters (1) (112 before overkill).
Monsters (1) score 4 hits on the Black guard (5).
Monsters (2) score 300 hits on Red Hail (4).
Red Hail (4) score 122 hits on Monsters (2).
Total close combat hits suffered: Attackers: 169 (234 before overkill), Defenders: 304

the Black guard (5) take 4 hits in close combat. No casualties.
Monsters (1) take 837 hits (47 in close combat, 790 from archer fire), which cause 2 casualties, wiping the unit out.
Monsters (2) take 657 hits (122 in close combat, 535 from archer fire), which cause 4 casualties, making the unit retreat from the battlefield.
Red Hail (4) take 300 hits in close combat, which cause 7 casualties.
Total hits suffered: Attackers: 1494 (169 from close combat and 1325 from ranged), Defenders: 304 (304 from close combat and 0 from ranged)
Total casualties: 6 attackers, 7 defenders

Turn No. 5

      3 (11-M)
4 (42-A)
5 (37-A)
 6 (80-M)
 


the Black guard (5) fire on Monsters (3), scoring 304 hits.
Red Hail (4) fire on Monsters (3), scoring 482 hits.
Tidal Beast Breakers (6) fire on Monsters (3), scoring 403 hits.
Total ranged hits suffered: Attackers: 1189, Defenders: 0
Monsters (3) advance towards the enemy.


Close Combat (Defender Line 2):
the Black guard (5) score 128 hits on Monsters (3).
Red Hail (4) score 72 hits on Monsters (3).
Monsters (3) score 277 hits on the Black guard (5).
Monsters (3) score 307 hits on Red Hail (4).
Total close combat hits suffered: Attackers: 200, Defenders: 584

the Black guard (5) take 277 hits in close combat, which cause 6 casualties.
Red Hail (4) take 307 hits in close combat, which cause 8 casualties.
Monsters (3) take 1627 hits (200 in close combat, 1427 from archer fire), which cause 9 casualties, causing panicked flight among the survivors.
Total hits suffered: Attackers: 1627 (200 from close combat and 1427 from ranged), Defenders: 584 (584 from close combat and 0 from ranged)
Total casualties: 9 attackers, 14 defenders

Defender Victory!

The battle does minor damage to the local infrastructure. Production falls 5 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.