Luria Nova/Campaign Records/Offensive Campaigns/Slaughter in Girich 4/11/23

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Battle of Girich
Part of Unknown

Date 4/11/2023
Location Girich
Weather Strong wind
Result After 7 rounds, Defender Victory
Territorial
changes
none
Combatants
Attackers Defenders
D'Hara Luria Nova
Commanders
Strength
361 other 110 Arch, 49 SF
Formations
Casualties
292 9


Battle in Girich

No.RoleArmyUnitCommanderRealmUnitFormationCSHits ScoredSoldiers killedSoldiers lost
1APeasant Mob(militia/guard unit)D'Hara24 otherline  282152 hits6 kills24 losses
2APeasant Mob(militia/guard unit)D'Hara24 otherline  2710 hits0 kills10 losses
3APeasant Mob(militia/guard unit)D'Hara60 otherline  39566 hits2 kills60 losses
4APeasant Mob(militia/guard unit)D'Hara72 otherline  4100 hits0 kills31 losses
5APeasant Mob(militia/guard unit)D'Hara120 otherline  43563 hits2 kills106 losses
6APeasant Mob(militia/guard unit)D'Hara61 otherline  29318 hits1 kills61 losses
7DBloodmenSamsonLuria Nova49 SFskirmish  11894185 hits136 kills0 losses
8DThe GalantGalandricLuria Nova40 Archskirmish  4711161 hits38 kills0 losses
9DThe slingerRojakLuria Nova70 Archskirmish  10023238 hits117 kills9 losses


Total:
6 attackers (361 other)
3 defenders (110 Arch, 49 SF)
Total combat strengths: 2086 vs. 2662

The troops from Luria Nova set up defenses because they control the battlefield.
The D'Hara troops attack because they are at war with Luria Nova.

Strong winds and gusts are making ranged combat a game of luck.

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

  2 (24-P)
6 (61-P)
1 (24-P)
3 (60-P)
4 (72-P)
5 (120-P)
   9 (70-A)
7 (49-S)
8 (40-A)
  


Bloodmen (7) fire on Peasant Mob (5), scoring 302 hits.
Peasant Mob (2) move closer to get better shots.
The Galant (8) have no enemy in range and hold their fire.
The slinger (9) fire on Peasant Mob (4), scoring 267 hits.
Peasant Mob (1) move closer to get better shots.
Peasant Mob (5) move closer to get better shots.
Total ranged hits suffered: Attackers: 569, Defenders: 0
Peasant Mob (4), Peasant Mob (6) and Peasant Mob (3) advance towards the enemy.


Peasant Mob (4) take 267 hits from archer fire, which cause 10 casualties.
Peasant Mob (5) take 302 hits from archer fire, which cause 13 casualties.
Total hits suffered: Attackers: 569 (0 from close combat and 569 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)
Total casualties: 23 attackers, 0 defenders

Turn No. 2

   2 (24-P)
6 (61-P)
1 (24-P)
3 (60-P)
4 (62-P)
5 (107-P)
  9 (70-A)
7 (49-S)
8 (40-A)
  


The slinger (9) fire on Peasant Mob (5), scoring 371 hits.
Bloodmen (7) fire on Peasant Mob (3), scoring 194 hits.
Peasant Mob (2) move closer to get better shots.
Peasant Mob (1) fire on The slinger (9), scoring 23 hits.
Peasant Mob (5) move closer to get better shots.
The Galant (8) fire on Peasant Mob (5), scoring 128 hits.
Total ranged hits suffered: Attackers: 693, Defenders: 23
Peasant Mob (3), Peasant Mob (6) and Peasant Mob (4) advance towards the enemy.


The slinger (9) take 21 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
Peasant Mob (3) take 194 hits from archer fire, which cause 8 casualties.
Peasant Mob (5) take 499 hits from archer fire, which cause 22 casualties.
Total hits suffered: Attackers: 693 (0 from close combat and 693 from ranged), Defenders: 21 (0 from close combat and 21 from ranged)
Total casualties: 30 attackers, 1 defenders

Turn No. 3

    1 (24-P)
2 (24-P)
6 (61-P)
3 (52-P)
4 (62-P)
5 (85-P)
 9 (69-A)
7 (49-S)
8 (40-A)
  


The slinger (9) fire on Peasant Mob (4), scoring 523 hits.
Peasant Mob (5) fire on The slinger (9), scoring 14 hits.
The Galant (8) fire on Peasant Mob (3), scoring 133 hits.
Peasant Mob (2) move closer to get better shots.
Peasant Mob (1) fire on The slinger (9), scoring 20 hits.
Bloodmen (7) fire on Peasant Mob (2), scoring 333 hits.
Total ranged hits suffered: Attackers: 989, Defenders: 34
Peasant Mob (4), Peasant Mob (3) and Peasant Mob (6) advance towards the enemy.


The slinger (9) take 31 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
Peasant Mob (4) take 523 hits from archer fire, which cause 21 casualties, making the unit retreat from the battlefield.
Peasant Mob (3) take 133 hits from archer fire, which cause 5 casualties.
Peasant Mob (2) take 333 hits from archer fire, which cause 10 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 989 (0 from close combat and 989 from ranged), Defenders: 31 (0 from close combat and 31 from ranged)
Total casualties: 36 attackers, 1 defenders

Turn No. 4

    1 (24-P)
5 (85-P)
6 (61-P)
3 (47-P)
9 (68-A)
7 (49-S)
8 (40-A)
  


The Galant (8) fire on Peasant Mob (3), scoring 344 hits.
Bloodmen (7) fire on Peasant Mob (3), scoring 1103 hits.
Peasant Mob (5) fire on The slinger (9), scoring 19 hits.
The slinger (9) fire on Peasant Mob (3), scoring 439 hits.
Peasant Mob (1) fire on The slinger (9), scoring 27 hits.
Total ranged hits suffered: Attackers: 1886, Defenders: 46
Peasant Mob (6) and Peasant Mob (3) advance towards the enemy.


Close Combat (Defender Line 2):
Peasant Mob (3) score 66 hits on The slinger (9).
The slinger (9) score 110 hits on Peasant Mob (3).
Total close combat hits suffered: Attackers: 110, Defenders: 66

Peasant Mob (3) take 1996 hits (110 in close combat, 1886 from archer fire), which cause 47 casualties, wiping the unit out.
The slinger (9) take 102 hits (60 in close combat, 42 from archer fire) (reduced due to fortifications), which cause 3 casualties.
Total hits suffered: Attackers: 1996 (110 from close combat and 1886 from ranged), Defenders: 102 (60 from close combat and 42 from ranged)
Total casualties: 47 attackers, 3 defenders

Turn No. 5

    1 (24-P)
5 (85-P)
6 (61-P)
9 (65-A)
7 (49-S)
8 (40-A)
  


The Galant (8) fire on Peasant Mob (6), scoring 257 hits.
Bloodmen (7) fire on Peasant Mob (6), scoring 999 hits.
Peasant Mob (1) fire on The slinger (9), scoring 29 hits.
Peasant Mob (5) fire on The slinger (9), scoring 15 hits.
The slinger (9) fire on Peasant Mob (6), scoring 468 hits.
Total ranged hits suffered: Attackers: 1724, Defenders: 44
Peasant Mob (6) advance towards the enemy.


Close Combat (Defender Line 2):
Peasant Mob (6) score 18 hits on The slinger (9).
The slinger (9) score 152 hits on Peasant Mob (6).
Total close combat hits suffered: Attackers: 152, Defenders: 18

Peasant Mob (6) take 1876 hits (152 in close combat, 1724 from archer fire), which cause 61 casualties, wiping the unit out.
The slinger (9) take 56 hits (16 in close combat, 40 from archer fire) (reduced due to fortifications), which cause 2 casualties.
Total hits suffered: Attackers: 1876 (152 from close combat and 1724 from ranged), Defenders: 56 (16 from close combat and 40 from ranged)
Total casualties: 61 attackers, 2 defenders

Turn No. 6

    1 (24-P)
5 (85-P)
 9 (63-A)
7 (49-S)
8 (40-A)
  


Bloodmen (7) fire on Peasant Mob (5), scoring 739 hits.
Peasant Mob (5) fire on The slinger (9), scoring 15 hits.
The slinger (9) fire on Peasant Mob (5), scoring 666 hits.
Peasant Mob (1) fire on The slinger (9), scoring 20 hits.
The Galant (8) fire on Peasant Mob (5), scoring 185 hits.
Total ranged hits suffered: Attackers: 1590, Defenders: 35


Peasant Mob (5) take 1590 hits from archer fire, which cause 71 casualties, causing panicked flight among the survivors, 1 additional men get slaughtered during the retreat.
The slinger (9) take 32 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
Total hits suffered: Attackers: 1590 (0 from close combat and 1590 from ranged), Defenders: 32 (0 from close combat and 32 from ranged)
Total casualties: 72 attackers, 1 defenders

Turn No. 7

    1 (24-P)
  9 (62-A)
7 (49-S)
8 (40-A)
  


Peasant Mob (1) fire on The slinger (9), scoring 33 hits.
The Galant (8) fire on Peasant Mob (1), scoring 114 hits.
Bloodmen (7) fire on Peasant Mob (1), scoring 515 hits.
The slinger (9) fire on Peasant Mob (1), scoring 242 hits.
Total ranged hits suffered: Attackers: 871, Defenders: 33


Peasant Mob (1) take 871 hits from archer fire, which cause 24 casualties, wiping the unit out.
The slinger (9) take 30 hits from archer fire (reduced due to fortifications), which cause 1 casualties.
Total hits suffered: Attackers: 871 (0 from close combat and 871 from ranged), Defenders: 30 (0 from close combat and 30 from ranged)
Total casualties: 24 attackers, 1 defenders

Defender Victory!

The battle does minor damage to the local infrastructure. Production falls 5 %.
The local roads network has also been damaged.