Luria Nova/Campaign Records/Offensive Campaigns/Battle in Mangai 5/17/23

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Battle of Mangai
Part of (rogue)

Date 5/17/2023
Location Mangai
Weather Quite windy
Result After 4 rounds, Attacker Victory
Territorial
changes
none
Combatants
Attackers Defenders
Luria Nova (rogue)
Commanders
Wassgandr Felsenbach
Strength
320 Arch, 26 Cav, 124 SF 61 other
Formations
no particular formation
Casualties
26 55


Battle in Mangai

No. Role Army Unit Commander Realm Unit Formation CS Hits Scored Soldiers killed Soldiers lost
1 A Astra Legionnaire Lance Luria Nova 57 SF wedge 1249 1920 10 0
2 A Bloodmen Samson Luria Nova 67 SF box 1353 1523 9 0
3 A Royal Heliacal Guards Wassgandr Luria Nova 214 Arch box 1702 2537 13 0
4 A the Black guard Richard Luria Nova 106 Arch box 808 947 5 0
5 A Tidemothers Chargers Lexis Luria Nova 26 Cav wedge 627 2138 11 26
6 D Monsters (Monsters) (rogue) 7 other line 805 6 0 7
7 D Monsters (Monsters) (rogue) 9 other line 860 400 11 9
8 D Monsters (Monsters) (rogue) 11 other line 1375 11 0 11
9 D Monsters (Monsters) (rogue) 18 other line 1495 1116 8 15
10 D Monsters (Monsters) (rogue) 16 other line 1325 1023 7 13


Total:
5 attackers (320 Arch, 26 Cav, 124 SF)
5 defenders (61 other)
Total combat strengths: 5739 vs. 5860

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.

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

 5 (26-C)
1 (57-S)
2 (67-S)
3 (214-A)
4 (106-A)
    6 (7-M)
7 (9-M)
8 (11-M)
9 (18-M)
10 (16-M)
  


Bloodmen (2) fire on Monsters (7), scoring 337 hits.
the Black guard (4) move closer to get better shots.
Royal Heliacal Guards (3) move closer to get better shots.
Astra Legionnaire (1) fire on Monsters (6), scoring 252 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 589
Tidemothers Chargers (5) ride on, closing in on the defenders.
Monsters (9), Monsters (7), Monsters (8), Monsters (10) and Monsters (6) advance towards the enemy.


Monsters (7) take 404 hits from archer fire, which cause 3 casualties.
Monsters (6) take 302 hits from archer fire, which cause 1 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 706 (0 from close combat and 706 from ranged)
Total casualties: 0 attackers, 4 defenders

Turn No. 2

  1 (57-S)
2 (67-S)
3 (214-A)
4 (106-A)
5 (26-C)
  6 (6-M)
7 (6-M)
8 (11-M)
9 (18-M)
10 (16-M)
   


Astra Legionnaire (1) fire on Monsters (6), scoring 512 hits.
Royal Heliacal Guards (3) fire on Monsters (7), scoring 519 hits.
Bloodmen (2) fire on Monsters (6), scoring 452 hits.
the Black guard (4) fire on Monsters (7), scoring 405 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 1888
Tidemothers Chargers (5) ride on, closing in on the defenders.
Monsters (9), Monsters (7), Monsters (6), Monsters (8) and Monsters (10) advance towards the enemy.


Close Combat (Center Line):
Monsters (7) score 400 hits on Tidemothers Chargers (5).
Monsters (6) score 6 hits on Tidemothers Chargers (5).
Tidemothers Chargers (5) score 323 hits on Monsters (7).
Tidemothers Chargers (5) score 349 hits on Monsters (6).
Total close combat hits suffered: Attackers: 406, Defenders: 672

Monsters (7) take 1432 hits (323 in close combat, 1109 from archer fire), which cause 6 casualties, wiping the unit out.
Monsters (6) take 1506 hits (349 in close combat, 1157 from archer fire), which cause 6 casualties, wiping the unit out.
Tidemothers Chargers (5) take 406 hits in close combat, which cause 11 casualties.
Total hits suffered: Attackers: 406 (406 from close combat and 0 from ranged), Defenders: 2938 (672 from close combat and 2266 from ranged)
Total casualties: 11 attackers, 12 defenders

Turn No. 3

  1 (57-S)
2 (67-S)
3 (214-A)
4 (106-A)
 5 (15-C)
8 (11-M)
9 (18-M)
10 (16-M)
    


Bloodmen (2) fire on Monsters (9), scoring 421 hits.
Astra Legionnaire (1) fire on Monsters (8), scoring 655 hits.
Royal Heliacal Guards (3) fire on Monsters (10), scoring 1012 hits.
the Black guard (4) fire on Monsters (9), scoring 266 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 2354
Tidemothers Chargers (5) charge forward.


Close Combat (Defender Line 1):
Monsters (9) score 1116 hits on Tidemothers Chargers (5).
Tidemothers Chargers (5) score 613 hits on Monsters (10).
Tidemothers Chargers (5) score 306 hits on Monsters (8).
Tidemothers Chargers (5) score 547 hits on Monsters (9).
Monsters (8) score 11 hits on Tidemothers Chargers (5).
Monsters (10) score 1023 hits on Tidemothers Chargers (5).
Total close combat hits suffered: Attackers: 2150, Defenders: 1466

Monsters (9) take 1371 hits (547 in close combat, 824 from archer fire), which cause 8 casualties.
Tidemothers Chargers (5) take 2150 hits in close combat, which cause 15 casualties, wiping the unit out.
Lexis o'maxim, Earl of Ciarin Tuthas been wounded by Monsters (10).
Monsters (8) take 1092 hits (306 in close combat, 786 from archer fire), which cause 6 casualties.
Monsters (10) take 1827 hits (613 in close combat, 1214 from archer fire), which cause 13 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 2150 (2150 from close combat and 0 from ranged), Defenders: 4290 (1466 from close combat and 2824 from ranged)
Total casualties: 15 attackers, 27 defenders

Turn No. 4

  1 (57-S)
2 (67-S)
3 (214-A)
4 (106-A)
  8 (5-M)
9 (10-M)
    


Bloodmen (2) fire on Monsters (9), scoring 313 hits.
Royal Heliacal Guards (3) fire on Monsters (8), scoring 1006 hits.
the Black guard (4) fire on Monsters (9), scoring 276 hits.
Astra Legionnaire (1) fire on Monsters (9), scoring 501 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 2096
Monsters (9) and Monsters (8) advance towards the enemy.


Monsters (9) take 1308 hits from archer fire, which cause 7 casualties, making the unit retreat from the battlefield.
Monsters (8) take 1207 hits from archer fire, which cause 5 casualties, wiping the unit out.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 2515 (0 from close combat and 2515 from ranged)
Total casualties: 0 attackers, 12 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.