Luria Nova/Campaign Records/Home Defence/Skirmish in Smokey Hills 1/22/23

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Battle of Smokey Hills
Part of (rogue)

Date 1/22/2023
Location Smokey Hills
Weather Quite windy
Result After 5 rounds, Attacker Victory
Territorial
changes
none
Combatants
Attackers Defenders
Luria Nova (rogue)
Commanders
Strength
60 SF 27 other
Formations
Casualties
0 26


Battle in Smokey Hills

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1ABloodmenSamsonLuria Nova60 SFline  14223152 hits21 kills0 losses
2DMonsters(Monsters)(rogue)13 otherline  6850 hits0 kills12 losses
3DMonsters(Monsters)(rogue)6 otherline  6300 hits0 kills6 losses
4DMonsters(Monsters)(rogue)8 otherline  4400 hits0 kills8 losses


Total:
1 attackers (60 SF)
3 defenders (27 other)
Total combat strengths: 1422 vs. 1755

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

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

 1 (60-S)
    2 (13-M)
3 (6-M)
4 (8-M)
   


Bloodmen (1) fire on Monsters (2), scoring 251 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 251
Monsters (4), Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (2) take 301 hits from archer fire, which cause 4 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 301 (0 from close combat and 301 from ranged)
Total casualties: 0 attackers, 4 defenders

Turn No. 2

 1 (60-S)
   2 (9-M)
3 (6-M)
4 (8-M)
    


Bloodmen (1) fire on Monsters (3), scoring 355 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 355
Monsters (4), Monsters (2) and Monsters (3) advance towards the enemy.


Monsters (3) take 426 hits from archer fire, which cause 3 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 426 (0 from close combat and 426 from ranged)
Total casualties: 0 attackers, 3 defenders

Turn No. 3

 1 (60-S)
  2 (9-M)
3 (3-M)
4 (8-M)
     


Bloodmen (1) fire on Monsters (2), scoring 543 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 543
Monsters (3), Monsters (2) and Monsters (4) advance towards the enemy.


Monsters (2) take 652 hits from archer fire, which cause 8 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 652 (0 from close combat and 652 from ranged)
Total casualties: 0 attackers, 8 defenders

Turn No. 4

 1 (60-S)
 3 (3-M)
4 (8-M)
      


Bloodmen (1) fire on Monsters (3), scoring 913 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 913
Monsters (4) and Monsters (3) advance towards the enemy.


Monsters (3) take 1096 hits from archer fire, which cause 3 casualties, wiping the unit out.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 1096 (0 from close combat and 1096 from ranged)
Total casualties: 0 attackers, 3 defenders

Turn No. 5

 1 (60-S)
 4 (8-M)
       


Bloodmen (1) fire on Monsters (4), scoring 1090 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 1090
Monsters (4) advance towards the enemy.


Monsters (4) take 1308 hits from archer fire, which cause 8 casualties, wiping the unit out.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 1308 (0 from close combat and 1308 from ranged)
Total casualties: 0 attackers, 8 defenders

Attacker Victory!

The battle does minor damage to the local infrastructure. Production falls 8 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.