Luria Nova/Campaign Records/Offensive Campaigns/Battle in Fissoa Fields 5/28/23

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Battle of Fissoa Fields
Part of Luria Nova

Date 5/28/2023
Location Fissoa Fields
Weather Calm wind
Result After 3 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Wassgandr Felsenbach
Strength
28 other 12 Inf, 347 Arch, 223 SF
Formations
no particular formation
Casualties
24 0


Battle in Fissoa Fields

No. Role Army Unit Commander Realm Unit Formation CS Hits Scored Soldiers killed Soldiers lost
1 A Monsters (Monsters) (rogue) 21 other line 1825 0 0 17
2 A Monsters (Monsters) (rogue) 7 other line 805 0 0 7
3 D Astra Legionnaire Lance Luria Nova 57 SF wedge 910 1205 4 0
4 D Bloodmen Samson Luria Nova 64 SF box 1037 761 4 0
5 D Gold Scorpions Leonid Luria Nova 77 SF box 1132 1046 6 0
6 D Hellers Rojak Luria Nova 25 SF line 546 575 3 0
7 D Royal Heliacal Guards Wassgandr Luria Nova 214 Arch box 1190 382 2 0
8 D Sentinels (militia/guard unit) Luria Nova 21 Arch line 282 148 0 0
9 D the Black guard Richard Luria Nova 112 Arch box 827 276 1 0
10 D The Lost and Forgotten Sigurd Luria Nova 12 Inf box 220 0 0 0


Total:
2 attackers (28 other)
8 defenders (12 Inf, 347 Arch, 223 SF)
Total combat strengths: 2630 vs. 6144

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

A calm wind blows, to the joy of the archers.
Wassgandr Felsenbach, Heliacal, Empyreus of Luria Nova, Royal of Luria Nova, Duke of Eternal Radiance, Margrave of Askileon, Marshal of the Novan Wrathtakes command of his army. They deploy in no particular formation.

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

  1 (21-M)
2 (7-M)
    6 (25-S)
8 (21-A)
3 (57-S)
4 (64-S)
5 (77-S)
7 (214-A)
9 (112-A)
10 (12-I)
 


Royal Heliacal Guards (7) have no enemy in range and hold their fire.
Bloodmen (4) have no enemy in range and hold their fire.
Sentinels (8) have no enemy in range and hold their fire.
the Black guard (9) have no enemy in range and hold their fire.
Hellers (6) fire on Monsters (1), scoring 169 hits.
Astra Legionnaire (3) move closer to get better shots.
Gold Scorpions (5) have no enemy in range and hold their fire.
Total ranged hits suffered: Attackers: 169, Defenders: 0
Monsters (2) and Monsters (1) advance towards the enemy.
The Lost and Forgotten (10) advance towards the enemy.


Monsters (1) take 203 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 203 (0 from close combat and 203 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 1 attackers, 0 defenders

Turn No. 2

   1 (20-M)
2 (7-M)
   3 (57-S)
6 (25-S)
8 (21-A)
4 (64-S)
5 (77-S)
7 (214-A)
9 (112-A)
10 (12-I)
  


Astra Legionnaire (3) fire on Monsters (1), scoring 434 hits.
Gold Scorpions (5) fire on Monsters (1), scoring 329 hits.
Hellers (6) fire on Monsters (2), scoring 189 hits.
Royal Heliacal Guards (7) have no enemy in range and hold their fire.
the Black guard (9) have no enemy in range and hold their fire.
Bloodmen (4) fire on Monsters (2), scoring 222 hits.
Sentinels (8) fire on Monsters (1), scoring 46 hits.
Total ranged hits suffered: Attackers: 1220, Defenders: 0
Monsters (2) and Monsters (1) advance towards the enemy.
The Lost and Forgotten (10) advance towards the enemy.


Monsters (2) take 493 hits from archer fire, which cause 3 casualties.
Monsters (1) take 971 hits from archer fire, which cause 5 casualties.
Total hits suffered: Attackers: 1464 (0 from close combat and 1464 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 8 attackers, 0 defenders

Turn No. 3

    1 (15-M)
2 (4-M)
  3 (57-S)
6 (25-S)
8 (21-A)
10 (12-I)
4 (64-S)
5 (77-S)
7 (214-A)
9 (112-A)
  


Gold Scorpions (5) fire on Monsters (1), scoring 717 hits.
Astra Legionnaire (3) fire on Monsters (2), scoring 771 hits.
Royal Heliacal Guards (7) fire on Monsters (1), scoring 382 hits.
Bloodmen (4) fire on Monsters (1), scoring 539 hits.
Sentinels (8) fire on Monsters (2), scoring 102 hits.
Hellers (6) fire on Monsters (2), scoring 217 hits.
the Black guard (9) fire on Monsters (2), scoring 276 hits.
Total ranged hits suffered: Attackers: 3004, Defenders: 0
Monsters (1) and Monsters (2) advance towards the enemy.
The Lost and Forgotten (10) advance towards the enemy.


Monsters (1) take 1966 hits from archer fire, which cause 11 casualties, making the unit retreat from the battlefield.
Monsters (2) take 1639 hits from archer fire, which cause 4 casualties, wiping the unit out.
Total hits suffered: Attackers: 3605 (0 from close combat and 3605 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 15 attackers, 0 defenders

Defender Victory!

The battle does some damage to the local infrastructure. Production falls 14 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.