Luria Nova/Campaign Records/Home Defence/Skirmish in Girich 6/15/23

From BattleMaster Wiki
Jump to navigation Jump to search
Battle of Girich
Part of (rogue)

Date 6/15/2023
Location Girich
Weather Strong wind
Result After 6 rounds, Attacker Victory
Territorial
changes
none
Combatants
Attackers Defenders
Luria Nova (rogue)
Commanders
Strength
119 Arch 34 other
Formations
Casualties
10 28


Battle in Girich

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AThe Real GuardMunetLuria Nova119 Archline  13422495 hits25 kills10 losses
2DMonsters(Monsters)(rogue)18 otherline  9000 hits0 kills16 losses
3DMonsters(Monsters)(rogue)9 otherline  495114 hits3 kills9 losses
4DMonsters(Monsters)(rogue)7 otherline  390282 hits7 kills3 losses


Total:
1 attackers (119 Arch)
3 defenders (34 other)
Total combat strengths: 1342 vs. 1785

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

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

 1 (119-A)
      2 (18-M)
3 (9-M)
4 (7-M)
  


The Real Guard (1) move closer to get better shots.
Monsters (2), Monsters (4) and Monsters (3) 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

  1 (119-A)
    2 (18-M)
3 (9-M)
4 (7-M)
   


The Real Guard (1) move closer to get better shots.
Monsters (2), Monsters (4) and Monsters (3) 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. 3

   1 (119-A)
  2 (18-M)
3 (9-M)
4 (7-M)
    


The Real Guard (1) fire on Monsters (2), scoring 637 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 637
Monsters (4), Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (2) take 764 hits from archer fire, which cause 8 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 764 (0 from close combat and 764 from ranged)
Total casualties: 0 attackers, 8 defenders

Turn No. 4

   1 (119-A)
 2 (10-M)
3 (9-M)
4 (7-M)
     


The Real Guard (1) fire on Monsters (2), scoring 621 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 621
Monsters (3), Monsters (4) and Monsters (2) advance towards the enemy.


Monsters (2) take 745 hits from archer fire, which cause 8 casualties, causing panicked flight among the survivors.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 745 (0 from close combat and 745 from ranged)
Total casualties: 0 attackers, 8 defenders

Turn No. 5

   1 (119-A)
3 (9-M)
4 (7-M)
      


The Real Guard (1) fire on Monsters (3), scoring 841 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 841
Monsters (4) and Monsters (3) advance towards the enemy.


Close Combat (Attacker Line 2):
Monsters (4) score 162 hits on The Real Guard (1).
The Real Guard (1) score 127 hits on Monsters (3).
The Real Guard (1) score 109 hits on Monsters (4).
Monsters (3) score 114 hits on The Real Guard (1).
Total close combat hits suffered: Attackers: 276, Defenders: 236

Monsters (4) take 109 hits in close combat, which cause 1 casualties.
The Real Guard (1) take 276 hits in close combat, which cause 7 casualties.
Monsters (3) take 1136 hits (127 in close combat, 1009 from archer fire), which cause 9 casualties, wiping the unit out.
Total hits suffered: Attackers: 276 (276 from close combat and 0 from ranged), Defenders: 1245 (236 from close combat and 1009 from ranged)
Total casualties: 7 attackers, 10 defenders

Turn No. 6

   1 (112-A)
4 (6-M)
       




Close Combat (Attacker Line 2):
The Real Guard (1) score 160 hits on Monsters (4) (377 before overkill).
Monsters (4) score 120 hits on The Real Guard (1).
Total close combat hits suffered: Attackers: 120, Defenders: 160 (377 before overkill)

The Real Guard (1) take 120 hits in close combat, which cause 3 casualties.
Monsters (4) take 160 hits in close combat, which cause 2 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 120 (120 from close combat and 0 from ranged), Defenders: 160 (160 from close combat and 0 from ranged)
Total casualties: 3 attackers, 2 defenders

Attacker 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.