Luria Nova/Campaign Records/Home Defence/Battle in Shinnen 9/22/22

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Battle of Shinnen
Part of Luria Nova

Date 9/22/2022
Location Shinnen
Weather Strong wind
Result After 3 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Strength
20 other 112 Inf, 128 Arch
Formations
Casualties
20 2


Battle in Shinnen

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AMonsters(Monsters)(rogue)5 otherline  67536 hits1 kills5 losses
2AMonsters(Monsters)(rogue)10 otherline  12253 hits0 kills10 losses
3AMonsters(Monsters)(rogue)5 otherline  64036 hits1 kills5 losses
4DCalderan ArchersEliasLuria Nova8 Archline  252466 hits3 kills0 losses
5DCity Guards(militia/guard unit)Luria Nova20 Archline  466593 hits3 kills0 losses
6DCock Rot infectorsCock RotLuria Nova18 Archline  331295 hits0 kills0 losses
7DFearless Fodder(militia/guard unit)Luria Nova50 Infline  50390 hits0 kills1 losses
8DIronstone GuardColwynnLuria Nova19 Archline  374301 hits2 kills0 losses
9DKnight Watchmen(militia/guard unit)Luria Nova62 Infline  591284 hits1 kills1 losses
10DMonster Hunters(militia/guard unit)Luria Nova21 Archline  481574 hits3 kills0 losses
11DSharp Shooters(militia/guard unit)Luria Nova21 Archline  477713 hits3 kills0 losses
12DShinnite Archers(militia/guard unit)Luria Nova21 Archline  485656 hits3 kills0 losses


Total:
3 attackers (20 other)
9 defenders (112 Inf, 128 Arch)
Total combat strengths: 2540 vs. 3960

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.
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 (5-M)
2 (10-M)
3 (5-M)
   4 (8-A)
5 (20-A)
6 (18-A)
7 (50-I)
8 (19-A)
9 (62-I)
10 (21-A)
11 (21-A)
12 (21-A)
   


Cock Rot infectors (6) fire on Monsters (2), scoring 70 hits.
Calderan Archers (4) fire on Monsters (2), scoring 85 hits.
Shinnite Archers (12) fire on Monsters (2), scoring 117 hits.
Sharp Shooters (11) fire on Monsters (2), scoring 146 hits.
Ironstone Guard (8) have no enemy in range and hold their fire.
City Guards (5) fire on Monsters (1), scoring 187 hits.
Monster Hunters (10) fire on Monsters (3), scoring 132 hits.
Total ranged hits suffered: Attackers: 737, Defenders: 0
Monsters (3), Monsters (2) and Monsters (1) advance towards the enemy.
Fearless Fodder (7) and Knight Watchmen (9) move forward to take up positions at the outer wall.


Monsters (3) take 158 hits from archer fire, which cause 1 casualties.
Monsters (2) take 502 hits from archer fire, which cause 3 casualties.
Monsters (1) take 224 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 884 (0 from close combat and 884 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 5 attackers, 0 defenders

Turn No. 2

    1 (4-M)
2 (7-M)
3 (4-M)
 7 (50-I)
9 (62-I)
4 (8-A)
5 (20-A)
6 (18-A)
8 (19-A)
10 (21-A)
11 (21-A)
12 (21-A)
   


Cock Rot infectors (6) fire on Monsters (2), scoring 73 hits.
Calderan Archers (4) fire on Monsters (2), scoring 150 hits.
Monster Hunters (10) fire on Monsters (1), scoring 149 hits.
Shinnite Archers (12) fire on Monsters (3), scoring 149 hits.
Sharp Shooters (11) fire on Monsters (2), scoring 190 hits.
City Guards (5) fire on Monsters (1), scoring 168 hits.
Ironstone Guard (8) fire on Monsters (3), scoring 79 hits.
Total ranged hits suffered: Attackers: 958, Defenders: 0
Monsters (1), Monsters (2) and Monsters (3) advance towards the enemy.
Knight Watchmen (9) and Fearless Fodder (7) hold their positions at the outer wall, waiting for the attack.


Monsters (1) take 380 hits from archer fire, which cause 2 casualties.
Monsters (2) take 496 hits from archer fire, which cause 3 casualties.
Monsters (3) take 274 hits from archer fire, which cause 2 casualties.
Total hits suffered: Attackers: 1150 (0 from close combat and 1150 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 7 attackers, 0 defenders

Turn No. 3

     1 (2-M)
2 (4-M)
3 (2-M)
7 (50-I)
9 (62-I)
4 (8-A)
5 (20-A)
6 (18-A)
8 (19-A)
10 (21-A)
11 (21-A)
12 (21-A)
   


Ironstone Guard (8) fire on Monsters (2), scoring 222 hits.
Cock Rot infectors (6) fire on Monsters (1), scoring 152 hits.
City Guards (5) fire on Monsters (3), scoring 238 hits.
Calderan Archers (4) fire on Monsters (2), scoring 231 hits.
Shinnite Archers (12) fire on Monsters (1), scoring 390 hits.
Monster Hunters (10) fire on Monsters (3), scoring 293 hits.
Sharp Shooters (11) fire on Monsters (2), scoring 377 hits.
Total ranged hits suffered: Attackers: 1903, Defenders: 0
Monsters (3) scale the fortifications (reduced combat effectiveness for this turn).
Monsters (2) scale the fortifications (reduced combat effectiveness for this turn).
Monsters (1) scale the fortifications (reduced combat effectiveness for this turn).
Knight Watchmen (9) hold their positions at the outer wall, waiting for the attack.


Close Combat (Defender Line 1):
Knight Watchmen (9) score 74 hits on Monsters (1) (86 before overkill).
Knight Watchmen (9) score 210 hits on Monsters (2) (244 before overkill).
Monsters (3) score 36 hits on Fearless Fodder (7).
Monsters (2) score 3 hits on Knight Watchmen (9).
Monsters (1) score 36 hits on Knight Watchmen (9).
Fearless Fodder (7) score 90 hits on Monsters (3) (271 before overkill).
Total close combat hits suffered: Attackers: 374 (601 before overkill), Defenders: 75

Knight Watchmen (9) take 33 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Monsters (3) take 727 hits (90 in close combat, 637 from archer fire), which cause 2 casualties, wiping the unit out.
Monsters (2) take 1206 hits (210 in close combat, 996 from archer fire), which cause 4 casualties, wiping the unit out.
Monsters (1) take 724 hits (74 in close combat, 650 from archer fire), which cause 2 casualties, wiping the unit out.
Fearless Fodder (7) take 31 hits in close combat (reduced due to fortifications), which cause 1 casualties.
Total hits suffered: Attackers: 2657 (374 from close combat and 2283 from ranged), Defenders: 64 (64 from close combat and 0 from ranged)
Total casualties: 8 attackers, 2 defenders

Defender Victory!

The battle does minor damage to the local infrastructure. Production falls 2 %.
The battle does 1 % damage to the fortifications.
The locals are grateful for defeating the evil forces plaguing their region.