Luria Nova/Campaign Records/Home Defence/Skirmish in Orz 3/28/23

From BattleMaster Wiki
Jump to navigation Jump to search
Battle of Orz
Part of Luria Nova

Date 3/28/2023
Location Orz
Weather Strong wind
Result After 5 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Strength
16 other 87 Arch
Formations
Casualties
8 0


Battle in Orz

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AMonsters(Monsters)(rogue)7 otherline  9500 hits0 kills4 losses
2AMonsters(Monsters)(rogue)9 otherline  7000 hits0 kills4 losses
3DThe Real GuardMunetLuria Nova87 Archline  8251140 hits7 kills0 losses


Total:
2 attackers (16 other)
1 defenders (87 Arch)
Total combat strengths: 1650 vs. 825

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

  2 (9-M)
1 (7-M)
     3 (87-A)
 


The Real Guard (3) move closer to get better shots.
Monsters (1) and Monsters (2) 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 (9-M)
1 (7-M)
   3 (87-A)
  


The Real Guard (3) fire on Monsters (1), scoring 155 hits.
Total ranged hits suffered: Attackers: 155, Defenders: 0
Monsters (1) and Monsters (2) advance towards the enemy.


Monsters (1) take 186 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 186 (0 from close combat and 186 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 1 attackers, 0 defenders

Turn No. 3

    2 (9-M)
1 (6-M)
  3 (87-A)
  


The Real Guard (3) fire on Monsters (1), scoring 291 hits.
Total ranged hits suffered: Attackers: 291, Defenders: 0
Monsters (2) and Monsters (1) advance towards the enemy.


Monsters (1) take 349 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 349 (0 from close combat and 349 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 1 attackers, 0 defenders

Turn No. 4

     2 (9-M)
1 (5-M)
 3 (87-A)
  


The Real Guard (3) fire on Monsters (1), scoring 361 hits.
Total ranged hits suffered: Attackers: 361, Defenders: 0
Monsters (1) and Monsters (2) advance towards the enemy.


Monsters (1) take 433 hits from archer fire, which cause 2 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 433 (0 from close combat and 433 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 2 attackers, 0 defenders

Turn No. 5

      2 (9-M)
 3 (87-A)
  


The Real Guard (3) fire on Monsters (2), scoring 333 hits.
Total ranged hits suffered: Attackers: 333, Defenders: 0
Monsters (2) advance towards the enemy.


Monsters (2) take 400 hits from archer fire, which cause 4 casualties, causing panicked flight among the survivors.
Total hits suffered: Attackers: 400 (0 from close combat and 400 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 4 attackers, 0 defenders

Defender Victory!

The battle does minor damage to the local infrastructure. Production falls 4 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.