Luria Nova/Campaign Records/Offensive Campaigns/Battle in Vaal 6/15/22

From BattleMaster Wiki
Jump to navigation Jump to search
Battle of Vaal
Part of (rogue)

Date 6/15/2022
Location Vaal
Weather Calm wind
Result After 7 rounds, Attacker Victory
Territorial
changes
none
Combatants
Attackers Defenders
Luria Nova (rogue)
Commanders
Strength
61 SF 48 other
Formations
Casualties
3 29


Battle in Vaal

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1AThe Crimson CrusadersEliasLuria Nova61 SFbox  14134180 hits26 kills3 losses
2DMonsters(Monsters)(rogue)26 otherline  25650 hits0 kills11 losses
3DMonsters(Monsters)(rogue)5 otherline  340132 hits3 kills5 losses
4DMonsters(Monsters)(rogue)8 otherline  4850 hits0 kills6 losses
5DMonsters(Monsters)(rogue)9 otherline  5150 hits0 kills7 losses


Total:
1 attackers (61 SF)
4 defenders (48 other)
Total combat strengths: 1413 vs. 3905

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 (61-S)
    4 (8-M)
5 (9-M)
 2 (26-M)
3 (5-M)
  


The Crimson Crusaders (1) fire on Monsters (5), scoring 657 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 657
Monsters (4), Monsters (5), Monsters (2) and Monsters (3) advance towards the enemy.


Monsters (5) take 788 hits from archer fire, which cause 7 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 788 (0 from close combat and 788 from ranged)
Total casualties: 0 attackers, 7 defenders

Turn No. 2

 1 (61-S)
   4 (8-M)
 2 (26-M)
3 (5-M)
   


The Crimson Crusaders (1) fire on Monsters (4), scoring 417 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 417
Monsters (2), Monsters (3) and Monsters (4) advance towards the enemy.


Monsters (4) take 500 hits from archer fire, which cause 6 casualties, causing panicked flight among the survivors.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 500 (0 from close combat and 500 from ranged)
Total casualties: 0 attackers, 6 defenders

Turn No. 3

 1 (61-S)
    2 (26-M)
3 (5-M)
    


The Crimson Crusaders (1) fire on Monsters (2), scoring 350 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 350
Monsters (2) and Monsters (3) advance towards the enemy.


Monsters (2) take 420 hits from archer fire, which cause 2 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 420 (0 from close combat and 420 from ranged)
Total casualties: 0 attackers, 2 defenders

Turn No. 4

 1 (61-S)
   2 (24-M)
3 (5-M)
     


The Crimson Crusaders (1) fire on Monsters (2), scoring 592 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 592
Monsters (2) and Monsters (3) advance towards the enemy.


Monsters (2) take 710 hits from archer fire, which cause 3 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 710 (0 from close combat and 710 from ranged)
Total casualties: 0 attackers, 3 defenders

Turn No. 5

 1 (61-S)
  2 (21-M)
3 (5-M)
      


The Crimson Crusaders (1) fire on Monsters (2), scoring 532 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 532
Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (2) take 638 hits from archer fire, which cause 3 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 638 (0 from close combat and 638 from ranged)
Total casualties: 0 attackers, 3 defenders

Turn No. 6

 1 (61-S)
 2 (18-M)
3 (5-M)
       


The Crimson Crusaders (1) fire on Monsters (2), scoring 681 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 681
Monsters (3) and Monsters (2) advance towards the enemy.


Monsters (2) take 817 hits from archer fire, which cause 3 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 817 (0 from close combat and 817 from ranged)
Total casualties: 0 attackers, 3 defenders

Turn No. 7

 1 (61-S)
3 (5-M)
        


The Crimson Crusaders (1) fire on Monsters (3), scoring 629 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 629
Monsters (3) advance towards the enemy.


Close Combat (Attacker Line 4):
Monsters (3) score 132 hits on The Crimson Crusaders (1).
The Crimson Crusaders (1) score 322 hits on Monsters (3) (472 before overkill).
Total close combat hits suffered: Attackers: 132, Defenders: 322 (472 before overkill)

Monsters (3) take 1077 hits (322 in close combat, 755 from archer fire), which cause 5 casualties, wiping the unit out.
The Crimson Crusaders (1) take 132 hits in close combat, which cause 3 casualties.
Total hits suffered: Attackers: 132 (132 from close combat and 0 from ranged), Defenders: 1077 (322 from close combat and 755 from ranged)
Total casualties: 3 attackers, 5 defenders

Attacker Victory!

The battle does minor damage to the local infrastructure. Production falls 5 %.
The locals are grateful for defeating the evil forces plaguing their region.