Luria Nova/Campaign Records/Offensive Campaigns/Battle in Fissoa Fields II 5/21/23

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Battle of Fissoa Fields
Part of Unknown

Date 5/21/2023
Location Fissoa Fields
Weather Quite windy
Result After 4 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
(rogue) Luria Nova
Commanders
Wassgandr Felsenbach
Strength
71 other 347 Arch, 226 SF
Formations
no particular formation
Casualties
58 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) 10 other line 1155 0 0 10
2 A Monsters (Monsters) (rogue) 23 other line 2620 0 0 14
3 A Monsters (Monsters) (rogue) 20 other line 1835 0 0 16
4 A Monsters (Monsters) (rogue) 5 other line 660 0 0 5
5 A Monsters (Monsters) (rogue) 5 other line 660 0 0 5
6 A Monsters (Monsters) (rogue) 4 other line 465 0 0 4
7 A Monsters (Monsters) (rogue) 4 other line 485 0 0 4
8 D Astra Legionnaire Lance Luria Nova 57 SF wedge 1067 1878 8 0
9 D Bloodmen Samson Luria Nova 67 SF box 1208 2428 7 0
10 D Gold Scorpions Leonid Luria Nova 77 SF box 1336 2637 13 0
11 D Hellers Rojak Luria Nova 25 SF line 455 1272 4 0
12 D Royal Heliacal Guards Wassgandr Luria Nova 214 Arch box 1500 2682 13 0
13 D Sentinels Jerrel Luria Nova 21 Arch box 294 318 0 0
14 D the Black guard Richard Luria Nova 112 Arch box 783 1155 5 0


Total:
7 attackers (71 other)
7 defenders (347 Arch, 226 SF)
Total combat strengths: 7880 vs. 6643

The forces from Luria Nova brace as they prepare to defend their ongoing takeover.
The region owner (rogue) and their allies attack the takeover forces.
The (rogue) troops attack because they are at war with Luria Nova.

It is quite windy and the archers will have to aim very carefully.

Earl Richard Shepherd is spotted wearing the Cruel Ring.
Wassgandr Felsenbach, Heliacal, Empyreus of Luria Nova, Royal of Luria Nova, Duke of Moon Hall, 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

  3 (20-M)
5 (5-M)
1 (10-M)
2 (23-M)
4 (5-M)
6 (4-M)
7 (4-M)
  11 (25-S)
8 (57-S)
9 (67-S)
10 (77-S)
12 (214-A)
13 (21-A)
14 (112-A)
  


Bloodmen (9) fire on Monsters (2), scoring 565 hits.
Astra Legionnaire (8) fire on Monsters (2), scoring 431 hits.
Gold Scorpions (10) fire on Monsters (2), scoring 455 hits.
Hellers (11) fire on Monsters (4), scoring 144 hits.
the Black guard (14) fire on Monsters (7), scoring 251 hits.
Royal Heliacal Guards (12) fire on Monsters (6), scoring 532 hits.
Sentinels (13) fire on Monsters (4), scoring 47 hits.
Total ranged hits suffered: Attackers: 2425, Defenders: 0
Monsters (3), Monsters (5), Monsters (6), Monsters (1), Monsters (2), Monsters (4) and Monsters (7) advance towards the enemy.


Monsters (6) take 638 hits from archer fire, which cause 4 casualties, wiping the unit out.
Monsters (2) take 1741 hits from archer fire, which cause 7 casualties.
Monsters (4) take 229 hits from archer fire, which cause 1 casualties.
Monsters (7) take 301 hits from archer fire, which cause 2 casualties.
Total hits suffered: Attackers: 2909 (0 from close combat and 2909 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 14 attackers, 0 defenders

Turn No. 2

   3 (20-M)
5 (5-M)
1 (10-M)
2 (16-M)
4 (4-M)
7 (2-M)
 11 (25-S)
8 (57-S)
9 (67-S)
10 (77-S)
12 (214-A)
13 (21-A)
14 (112-A)
  


Sentinels (13) fire on Monsters (2), scoring 88 hits.
Gold Scorpions (10) fire on Monsters (2), scoring 729 hits.
Astra Legionnaire (8) fire on Monsters (4), scoring 483 hits.
Royal Heliacal Guards (12) fire on Monsters (2), scoring 672 hits.
Bloodmen (9) fire on Monsters (7), scoring 589 hits.
Hellers (11) fire on Monsters (4), scoring 277 hits.
the Black guard (14) fire on Monsters (7), scoring 301 hits.
Total ranged hits suffered: Attackers: 3139, Defenders: 0
Monsters (1), Monsters (7), Monsters (5), Monsters (3), Monsters (2) and Monsters (4) advance towards the enemy.


Monsters (7) take 1068 hits from archer fire, which cause 2 casualties, wiping the unit out.
Monsters (2) take 1787 hits from archer fire, which cause 7 casualties, making the unit retreat from the battlefield.
Monsters (4) take 912 hits from archer fire, which cause 4 casualties, wiping the unit out.
Total hits suffered: Attackers: 3767 (0 from close combat and 3767 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 13 attackers, 0 defenders

Turn No. 3

    3 (20-M)
5 (5-M)
1 (10-M)
 11 (25-S)
8 (57-S)
9 (67-S)
10 (77-S)
12 (214-A)
13 (21-A)
14 (112-A)
  


Royal Heliacal Guards (12) fire on Monsters (1), scoring 753 hits.
Gold Scorpions (10) fire on Monsters (1), scoring 588 hits.
Hellers (11) fire on Monsters (1), scoring 361 hits.
the Black guard (14) fire on Monsters (1), scoring 238 hits.
Sentinels (13) fire on Monsters (1), scoring 113 hits.
Astra Legionnaire (8) fire on Monsters (1), scoring 562 hits.
Bloodmen (9) fire on Monsters (1), scoring 600 hits.
Total ranged hits suffered: Attackers: 3215, Defenders: 0
Monsters (1), Monsters (3) and Monsters (5) advance towards the enemy.


Monsters (1) take 3858 hits from archer fire, which cause 10 casualties, wiping the unit out.
Total hits suffered: Attackers: 3858 (0 from close combat and 3858 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 10 attackers, 0 defenders

Turn No. 4

     3 (20-M)
5 (5-M)
 11 (25-S)
8 (57-S)
9 (67-S)
10 (77-S)
12 (214-A)
13 (21-A)
14 (112-A)
  


Astra Legionnaire (8) fire on Monsters (3), scoring 402 hits.
Royal Heliacal Guards (12) fire on Monsters (3), scoring 725 hits.
the Black guard (14) fire on Monsters (5), scoring 365 hits.
Sentinels (13) fire on Monsters (5), scoring 70 hits.
Bloodmen (9) fire on Monsters (5), scoring 674 hits.
Gold Scorpions (10) fire on Monsters (3), scoring 865 hits.
Hellers (11) fire on Monsters (5), scoring 490 hits.
Total ranged hits suffered: Attackers: 3591, Defenders: 0
Monsters (3) and Monsters (5) advance towards the enemy.


Monsters (3) take 2390 hits from archer fire, which cause 16 casualties, making the unit retreat from the battlefield.
Monsters (5) take 1919 hits from archer fire, which cause 5 casualties, wiping the unit out.
Total hits suffered: Attackers: 4309 (0 from close combat and 4309 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 21 attackers, 0 defenders

Defender Victory!

The battle does extensive damage to the local infrastructure. Production falls 29 %.
The local roads network has also been damaged.
The locals are grateful for defeating the evil forces plaguing their region.