Luria Nova/Campaign Records/Offensive Campaigns/Battle in Thar Gortauth 5/18/22

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Battle of Thar Gortauth
Part of (rogue)

Date 5/19/2022
Location Thar Gortauth
Weather Calm wind
Result After 5 rounds, Attacker Victory
Territorial
changes
none
Combatants
Attackers Defenders
Luria Nova (rogue)
Commanders
Strength
72 SF 22 other
Formations
Casualties
6 22


Battle in Thar Gortauth

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AThe Crimson CrusadersEliasLuria Nova72 SFline  18534480 hits19 kills6 losses
2DMonsters(Monsters)(rogue)5 otherline  615358 hits6 kills5 losses
3DMonsters(Monsters)(rogue)17 otherline  17000 hits0 kills17 losses


Total:
1 attackers (72 SF)
2 defenders (22 other)
Total combat strengths: 1853 vs. 2315

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

A calm wind blows, to the joy of the archers.

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

   1 (72-S)
    2 (5-M)
3 (17-M)
  


The Crimson Crusaders (1) fire on Monsters (3), scoring 265 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 265
Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (3) take 318 hits from archer fire, which cause 2 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 318 (0 from close combat and 318 from ranged)
Total casualties: 0 attackers, 2 defenders

Turn No. 2

   1 (72-S)
   2 (5-M)
3 (15-M)
   


The Crimson Crusaders (1) fire on Monsters (3), scoring 411 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 411
Monsters (3) and Monsters (2) advance towards the enemy.


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

Turn No. 3

   1 (72-S)
  2 (5-M)
3 (12-M)
    


The Crimson Crusaders (1) fire on Monsters (3), scoring 533 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 533
Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (3) take 640 hits from archer fire, which cause 4 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 640 (0 from close combat and 640 from ranged)
Total casualties: 0 attackers, 4 defenders

Turn No. 4

   1 (72-S)
 2 (5-M)
3 (8-M)
     


The Crimson Crusaders (1) fire on Monsters (3), scoring 1057 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 1057
Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (3) take 1268 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: 1268 (0 from close combat and 1268 from ranged)
Total casualties: 0 attackers, 8 defenders

Turn No. 5

   1 (72-S)
2 (5-M)
      


The Crimson Crusaders (1) fire on Monsters (2), scoring 1841 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 1841
Monsters (2) advance towards the enemy.


Close Combat (Attacker Line 2):
20 Luria Nova banners are visible in the melee.
The Crimson Crusaders (1) score 373 hits on Monsters (2) (649 before overkill).
Monsters (2) score 358 hits on The Crimson Crusaders (1).
Total close combat hits suffered: Attackers: 358, Defenders: 373 (649 before overkill)

The Crimson Crusaders (1) take 358 hits in close combat, which cause 6 casualties.
Monsters (2) take 2582 hits (373 in close combat, 2209 from archer fire), which cause 5 casualties, wiping the unit out.
Total hits suffered: Attackers: 358 (358 from close combat and 0 from ranged), Defenders: 2582 (373 from close combat and 2209 from ranged)
Total casualties: 6 attackers, 5 defenders

Attacker Victory!

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