Starting with the easiest first.
NOTE: Morale has been removed, there's already too much to keep track of, so your army will retreat when the battle looks hopeless.NOTE: Military Town Watches have been removed due to being useless now that morale has been removed.Archangel. Attack East brown. One Light Longsword.
No resistance, territory gained!
Archangel. Attack East orange. One Light Longsword. One Longsword. One Spear. And one Archer.
Side 1: Archangel. One Light Longsword. One Longsword. One Spear. And one Archer.
Side 2: East orange neutral defenders. One Heavy Longsword.
Roll to start. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2.
1. Side 1 (Archangel) First! (Global turn 1)
Side 1's Archer Fires at Side 2's Heavy Longsword!: 2. Someone in Side 2's Heavy longswords shouts "Missed!".
Side 1's Spear charges at Side 2's Heavy Longsword!: 1. No, they don't, they charge the other way (-1 to next charge).
Side 1's Longsword charges at Side 2's Heavy Longsword!: 1. Who is commanding these guys anyway? (-1 to next charge).
Side 1's Light Longsword charges at Side 2's Heavy Longsword!: 4. CHAARRGE! (+1 to next melee).
Melee between Side 1's Light Longsword and Side 2's Heavy Longsword!
Picking who attacks first. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2: 3. Side 2 first!
Melee roll Side 2's Heavy Longsword: 2+1=3. Fail, no damage to Side 1's Light Longsword, though they do hamper their attack. (-1 to Side 1's Light Longsword's next melee roll)
Melee roll Side 1's Light Longsword: 6+1-1=6. Although a bit overconfident, they cause damage to both sides! (-1 to melee for Side 1's Light Longsword and Side 2's Heavy Longsword) -1 to Side 2's Heavy Longsword morale [5].
Side 2's turn now.
Side 2's Heavy Longsword is caught up in melee with Side 1's Light Longsword.
Picking who attacks first. 1-3 Side 1, 4-6 Side 2: 1. Side 1 first!
Melee roll Side 1's Light Longsword: 4-1=3. Meh. (-1 to Side 2's Heavy Longsword's next melee roll)
Melee roll Side 2's Heavy Longsword: 4-2+1=3. Boring. (-1 to Side 1's Light Longsword's next melee roll)
Side 1's turn again. (Global turn 2)
Side 1's Archer Fires at Side 2's Heavy Longsword!: 4. On target! (+1 to next fire roll). Roll to damage: 2. Meh.
Side 1's Spear charges at Side 2's Heavy Longsword!: 6-1=5. KILL THEM ALL! (+2 to next melee).
Side 1's Longsword charges at Side 2's Heavy Longsword!: 6-1=5. DIIIEEEEEEE! (+2 to next melee).
Melee between Side 1's Light Longsword, Spear, Longsword. And Side 2's Heavy Longsword!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 6. Despite being severely outnumbered, they manage to attack first.
Side 1's Spear goes before side 2's turn due to being a Spear.
Melee roll Side 1's Spear: 5+2. In a amazing first attack. They kill Side 2's Heavy Longsword. But hurt themselves in the process. (-1 to melee, not that it matters since the battle is done)
Side 2's Heavy Longsword is dead!
Side 1 wins!
Side 1 wins! Territory gained!
Neyvn. Attack Center dark red. Two Light Longswords. One Longsword. One Spear.
Side 1: Neyvn. Two Light Longswords. One Longsword. And One Spear.
Side 2: Center dark red neutral defenders. One Longsword.
Roll to start. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2.
6. Side 2's turn first. (Global turn 1)
Side 2's Longsword charges at Side 1's Light Longsword [1]!: 1. Hm, maybe they should charge the other way? (-1 to next charge).
Side 1's turn now.
Side 1's Spear charges at Side 2's Longsword!: 1. Which way was forward again? (-1 to next charge).
Side 1's Longsword charges at Side 2's Longsword!: 5. KILLLLLL! (+2 to next melee).
Side 1's Light Longsword [1] charges at Side 2's Longsword!: 5. KILL THE BASTARDS! (+2 to next melee)
Side 1's Light Longsword [2] charges at Side 2's Longsword!: 2. Wait, what? Charge?
Melee between Side 1's Light Longsword and Longsword. And Side 2's Longsword!
Picking who attacks first. Side 2 defender bonus, Side 1 outnumber bonus. 1-3 Side 1, 4-6 Side 2: 1. Side 1!
Melee roll Side 1's Longsword: 6+2=8. Whoa, major damage, mostly to Side 2's Longsword. (-1 to melee for Side 1's Longsword and -2 to melee for Side 2's Longsword) -2 to Side 2's Longsword morale [3].
Melee roll Side 1's Light Longsword: 6+2=8. Whoa. They kill Side 2's Longsword. But hurt themselves in the process. (-1 to melee, not that it matters since the battle is done)
Side 2's Longsword is dead!
Side 1 wins!
Side 1 wins! Territory gained!
Ultimuh. Attack East blue. ALL units.
Side 1: Ultimuh. Two Light Longswords. One Longsword. One Spear. And one Archer.
Side 2: East blue neutral defenders. Three Town Watches. One Light longsword.
Roll to start. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2.
5. Side 2's turn first! (Global turn 1)
Side 2's Light Longsword charges at Side 1's Archer!: 2. Duhhhhh... Which way is forwaaard?
Side 2's Town Watch [1] charges at Side 1's Light Longsword [1]!: 4. THIS IS OUR HOME DAMMIT! (+1 to next melee).
Side 2's Town Watch [2] charges at Side 1's Light Longsword [1]!: 3. Yaarrggg!
Side 2's Town Watch [3] charges at Side 1's Light Longsword [1]!: 2. Town Watch 1 and 2 seem like they can handle it.
Melee between Side 1's Light Longsword [1] and Side 2's Town Watch [1] and Town Watch [2]!
Picking who attacks first. Side 2 outnumber bonus, Side 1 defender bonus. 1-3 Side 1, 4-6 Side 2: 5. Side 2 first.
Melee roll Side 2's Town Watch [1]: 4+1-1=4. Uh, ouch. (-1 to Side 1's Light Longsword [1]'s melee) -1 to Side 1's Light Longsword [1]'s morale [3].
Melee roll Side 2's Town Watch [2]: 4-1=3. Meh. (-1 to Side 1's Light Longsword's next melee roll)
Melee roll Side 1's Light Longsword [1]: 6-1-1=4. Haha! (-1 to Side 2's Town Watch [1]'s melee) -1 to Side 2's Town Watch [1]'s morale [10].
Side 1's turn.
Side 1's Archers fires at Side 2's Light Longsword!: 5! (+1 to next fire, +1 to damage roll) Roll to damage: 1+1. Blargh, too bad.
Side 1's Light Longsword [2] charges at Side 2's Town Watch [1]!: 4. DIE! (+1 to next melee)
Side 1's Longsword charges at Side 2's Town Watch [1]!: 3. We'll teach them some respect!
Side 1's Spear charges at Side 2's Town Watch [1]!: 2. What? we were supposed to charge?
Side 1's Light Longsword [1] is caught up in melee with Side 2's Town Watch [1] and Town Watch [2].
Melee between Side 1's Light Longsword [1], Light Longsword [2] and Longsword. And Side 2's Town Watch [1] and Town Watch [2]!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 6. Side 2 first!
Melee roll Side 2's Town Watch [1]: 2-1-1=0. Counter-attack by Side 1's Light Longsword [1]!: 4-1+1=4. YEAH! (another -1 to Side 2's Town Watch [1]'s melee) -1 to Side 2's Town Watch [1]'s morale [9].
Melee roll Side 2's Town Watch [2]: 2-1-1=0. Counter-attack by Side 1's Light Longsword [2]!: 5=5. Kill them all! (-2 to Side 2's Town Watch [2]'s melee) -1 to Side 2's Town Watch [2]'s morale [10].
Melee roll Side 1's Light Longsword [1]: 2-1+1=2. "WHY WON'T THIS WORK?!"
Melee roll Side 1's Light Longsword [2]: 1+1=2. "THIS IS STUPID WHY IS NOTHING HAPPENING?!"
Melee roll Side 1's Longsword: 1. Counter-attack by Side 2's Town Watch [2] (with -1 to roll)!: 1-1-1-2=-4! Skewing yourself on your opponent's swords is not a counter-attack.
Side 2's Town Watch [2] is dead!
Side 2's turn!
Side 2's Light Longsword charges at Side 1's Light Longsword [1]!: 6. Too fast! Roll to damage: 6. They killed themselves, grand, at least they hurt their enemies. (another -1 to Side 1's Light Longsword [1]'s melee) -1 to Side 1's Light Longsword [1]'s morale [2].
Side 2's Light Longsword is dead!
-1 to Side 2's Town Watch [1]'s morale [8]. -1 to Side 2's Town Watch [3]'s morale [10].
Side 2's Town Watch [1] Is caught up in melee.
Side 2's Town Watch [3] charges at Side 1's Light Longsword [1]!: 3. Yaaaahhhh!
Melee between Side 1's Light Longsword [1], Light Longsword [2] and Longsword. And Side 2's Town Watch [1] and Town Watch [3]!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 6. Side 2 first!
Melee roll Side 2's Town Watch [1]: 1-1=0. Counter-attack by Side 1's Light Longsword [2]!: 1+1=2. General fail on both sides.
Melee roll Side 2's Town Watch [3]: 1-1=0. Counter-attack by Side 1's Light Longsword [2]!: 2+1=3. Yawn.
Fall back roll Side 1's Light Longsword [1]: 5. Huh, not only do they fall back but they finish off Side 2's Town Watch [1]!
Side 2's Town Watch [1] is dead!
Melee roll Side 1's Light Longsword [2]: 3+1=4. Pow! (-1 to Side 2's Town Watch [3]'s melee) -1 to Side 2's Town Watch [3]'s morale [8].
Melee roll Side 1's Longsword: 5+1=6. They kill Side 2's Town Watch [3]. But hurt themselves in the process. (-1 to melee, not that it matters since the battle is done)
Side 2's Town Watch [3] is dead!
Side 1 wins!
Side 1 wins! Territory gained!
Askot Bokbondeler. Attack Center brown. ALL units.
Side 1: Askot Bokbondeler. Two Light Longswords. One Longsword. One Spear. And one Archer.
Side 2: Center brown neutral defenders. Two Town Watches. Two Longswords.
Roll to start. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2.
4. Side 2 First! (Global turn 1)
Side 2's Longsword [1] charges at Side 1's Longsword!: 2. "Hm..."
Side 2's Longsword [2] charges at Side 1's Longsword!: 6. Too fast slow down! Roll to damage self: 4. Ouch. (-2 to Side 2's Longsword [2]'s melee).
Side 2's Town Watch [1] charges at Side 1's Light Longsword [1]!: 4. "YOU'LL HAVE TO PRY MY LAND FROM MY COLD, HARD, DEAD HANDS!" (+1 to next melee).
Side 2's Town Watch [2] charges at Side 1's Light Longsword [1]!: 6. Too fast! Roll to damage self: 4. Wow. (-2 to Side 2's Town Watch [2]'s melee).
Melee between Side 1's Longsword and Side 2's Longsword [2]!
Picking who attacks first. Side 1 defender bonus. 1-4 Side 1, 5-6 Side 2: 4. Side 1 first!
Melee roll Side 1's Longsword: 1. Counter attack by Side 2's Longsword [2] (with -1 to roll)!: 1-2-1=-2. A lesson for everyone; skewing yourself on your opponent's swords is not a counter-attack.
Side 2's Longsword [2] is dead!
Melee between Side 1's Light Longsword [1] and Side 2's Town Watch [1] and Town Watch [2]!
Picking who attacks first. Side 1 defender bonus, Side 2 outnumber bonus. 1-3 Side 1, 4-6 Side 2: 4. Side 2 first!
Melee roll Side 2's Town Watch [1]: 4-1+1=4. Ow. (-1 to Side 1's Light Longsword [1]'s melee) -1 to Side 1's Light Longsword [1]'s morale [3].
Melee roll Side 2's Town Watch [2]: 4-1-2=1. Counter attack by Side 1's Light Longsword [1] (with -1 to roll)!: 5-1-1-1=2. Meh.
Melee roll Side 1's Light Longsword [1]: 1-1=0. Counter-attack by Side 2's Town Watch [2]!: 5-1=4. Yow! (additional -1 to Side 1's Light Longsword [1]'s melee) -1 to Side 1's Light Longsword [1]'s morale [2].
Side 1's turn now.
Side 1's Archer Fires at Side 2's Longsword [1]!: 1. They Aim at Side 1's Light longsword [2] by accident! Roll to miss: 2. Whew, they missed.
Side 1's Longsword charges at Side 2's Town Watch [1]!: 6. Too fast! Roll to damage self: 4. Ow. (-2 to Side 1's Longsword [1]'s melee).
Side 1's Spear charges at Side 2's Town Watch [1]!: 3. Aaaaaa!
Side 1's Light Longsword [1] is caught up in melee.
Side 1's Light Longsword [2] charges at Side 2's Town Watch [1]!: 3. Aaaahhhh!
Melee between Side 1's Light Longsword [1], Light Longsword [2], Longsword and Spear. And Side 2's Town Watch [1] and Town Watch [2]!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 4. Side 1 first!
Fall back roll Side 1's Light Longsword [2]: 3. They get away.
Fall back roll Side 1's Longsword: 1. They fail to get away. Counter-attack by Side 2's Town Watch [2]! (with -1 to roll)!: 3-1-1=1. Fail counter. (-1 to Side 2's Town Watch [2]'s melee).
Melee roll Side 1's Spear: 3+1=4. They hurt Side 2's Town Watch [2] even further! (another -1 to Side 2's Town Watch [2]'s melee).
Melee roll Side 1's Light Longsword [1]: 5. They finish off Town Watch [2] and wound Town Watch [1]. (-1 to Side 2's Town Watch [1]'s melee).
Side 2's Town Watch [2] is dead!
Melee Roll Side 2's Town Watch [1]: 4-1-1=2. Fail.
Side 2's turn again. (Global turn 2)
Side 2's Longsword [1] charges at Side 1's Longsword!: 5. YOU KILLED MY FRIENDS! (+2 to next melee).
Side 2's Town Watch [1] is caught up in melee.
Melee between Side 1's Light Longsword [1, Longsword and Spear. And Side 2's Town Watch [1] Longsword [1]!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 1. Side 1 first!
Fall back roll Side 1's Longsword: 2. They fail to get away.
Melee roll Side 1's Spear: 4+1=5. They finish off Town Watch [1] and wound Longsword [1]. (-1 to Side 2's Longsword [2]'s melee).
Side 2's Town Watch [1] is dead!
Melee roll Side 1's Light Longsword [1]: 6+1=7. They further hurt Longsword [1], but also hurt themselves. (another -1 to Side 2's Longsword [2]'s melee, and -1 to Side 1's Light Longsword [1]'s melee).
Melee roll Side 2's Longsword [1]: 1-1-1+1=-1. You know the drill.
Side 2's Longsword [1] is dead!
Side 1 wins!
Side 1 wins! Territory gained!
Paranatural.
Move Archer to Probe West cyan with Archer.
3. 6. Four units.
3. your units counter all but one of them.
One light longsword. Three Town Watches.
Paranatural. Light Longsword to Center Glacier.
Done, no resistance.
Wimdit. Attack West dark green. ALL units.
Side 1: Wimdit. Two Light Longswords. One Longsword. One Spear. And one Archer.
Side 2: West dark green neutral defenders. Three light Longswords.
Roll to start. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2.
6. Side 2 first. (Global turn 1)
Side 2's Light Longsword [1] charges at Side 1's Longsword!: 5. YRAAAAGHH! (+2 to next melee)
Side 2's Light Longsword [2] charges at Side 1's Longsword!: 4. AAAAAHHHHH! (+1 to next melee)
Side 2's Light Longsword [3] charges at Side 1's Longsword!: 2. FAAAAILLLLL!
Melee between Side 1's Longsword and Side 2's Light Longsword [1], Light Longsword [2], and Light Longsword [3]!
Picking who attacks first. Side 1 defender bonus, Side 2 outnumber bonus. 1-3 Side 1, 4-6 Side 2: 1. Side 1 first!
Melee roll Side 1's Longsword: 1+1=2. FAIL FAIL FAIL FAIL, FAIL FAIL FAIL FAIL.
Melee roll Side 2's Light Longsword [1]: 3. Meh. (-1 to Side 1's Longsword's next melee roll).
Melee roll Side 2's Light Longsword [2]: 4. Ouch. (-1 to Side 1's Longsword's melee roll)
Melee roll Side 2's Light Longsword [3]: 3. FAAAAAAILLLLLLLL. (-1 to Side 1's Longsword's next melee roll).
Side 1's now.
Side 1's Longsword is caught up in melee.
Side 1's Light Longsword [1] Charges at Side 2's Light Longsword [1]!: 4. AAAAAAHHH! (+1 to next melee)
Side 1's Light Longsword [2] Charges at Side 2's Light Longsword [2]!: 1. Fail. (-1 to next charge)
Side 1's Spear Charges at Side 2's Light Longsword [3]!: 5. KILL THE FOOLS! (+2 to next melee)
Side 1's Archer Fires at Side 2's Light Longsword [1]!: 2. Bah.
Melee between Side 1's Longsword, Light Longsword [1] and Spear. and Side 2's Light Longsword [1], Light Longsword [2], and Light Longsword [3]!
Picking who attacks first. 1-3 Side 1, 4-6 Side 2: 6. Side 2 first!
Side 1's Spear goes before side 2's turn due to being a Spear.
Melee roll Side 1's Spear: 4+1=5. They cause immense damage to Side 2's Light Longsword [1]. (-2 to Side 2's Light Longsword [1]'s next melee roll).
Melee roll Side 2's Light Longsword [1]: 1-2=-1. WHELP. That's it for them.
Side 2's Light Longsword [1] is dead!
Melee roll Side 2's Light Longsword [2]: 6. They damage Side 1's Longsword, yet hurt themselves in the process. (another -1 to Side 1's Longsword's melee roll and -1 to Side 2's Light Longsword [2]'s melee roll).
Melee roll Side 2's Light Longsword [3]: 1. Counter Attack by Side 1's Spear (with -1 to roll)!: 3-1+1=3. No comment.
Fall back roll Side 1's Longsword: 5. Not only do they fall back, but they finish off Side 2's Light Longsword [2] in the process!
Side 2's Light Longsword [2] is dead!
Melee roll Side 1's Light Longsword [1]: 6. They damage Side 2's Light Longsword [3], yet hurt themselves in the process. (-1 to Side 1's Light Longsword [1]'s melee roll and -1 to Side 2's Light Longsword [3]'s melee roll).
Side 2's turn again. (Global turn 2)
Side 2's Light Longsword [3] is caught up in melee.
Melee between Side 1's Light Longsword [1] and Spear. and Side 2's Light Longsword [3]!
Picking who attacks first. Side 1 outnumber roll. 1-4 Side 1, 5-6 Side 2: 6. Side 2 first!
Side 1's Spear goes before side 2's turn due to being a Spear.
Melee roll Side 1's Spear: 6+1=7. They finish off Side 2's Light Longsword [3], but hurt themselves in the process. Not that it matters since the battle is won.
Side 2's Light Longsword [3] is dead!
Side 1 wins!
Side 1 wins! Territory gained!
Canalan. Attack East cyan. ALL units.
Side 1: Canalan. Two Light Longswords. One Longsword. One Spear. And one Archer.
Side 2: East cyan neutral defenders. One Spear. Two Town Watches. Two Light Spears.
Roll to start. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2.
1. Side 1 first! (Global turn 1)
Side 1's Archer fires at Side 2's Spear!: 3. Mostly on target. Roll to damage: 2. Nada.
Side 1's Longsword Charges at Side 2's Town Watch [1]!: 4. NAAAAAAA!(+1 to next melee)
Side 1's Light Longsword [1] Charges at Side 2's Town Watch [2]!: 3. Aaaaa!
Side 1's Light Longsword [2] Charges at Side 2's Town Watch [2]!: 4. YEAAAAAH! (+1 to next melee)
Side 1's Spear Charges at Side 2's Spear!: 6. Too fast! Roll to damage self: 6. They, they killed themselves. Idiots. At least they hurt their enemies. (-1 to Side 2's Spear's melee).
Side 1's Spear is dead!
Melee between Side 1's Longsword and Side 2's Town Watch [1]!
Picking who attacks first. Side 2 defender bonus. 1-2 Side 1, 3-6 Side 2: 6. Side 2 first!
Melee roll Side 2's Town Watch [1]: 3-1=2. FAILTROCITY.
Melee roll Side 1's Longsword: 2+1+1=4. Yaha! (-1 to Side 2's Town Watch [1]'s melee).
Melee between Side 1's Light Longsword [1] and Light Longsword [2]. And Side 2's Town Watch [2]!
Picking who attacks first. Side 2 defender bonus, Side 1 outnumber bonus. 1-3 Side 1, 4-6 Side 2: 2. Side 1 first!
Melee roll Side 1's Light Longsword [1]: 1. Counterattack by Town Watch [2]!: 3-1=2. FAILIMANJARO.
Melee roll Side 1's Light Longsword [2]: 2+1=3. Yay... (-1 to Side 2's Town Watch [2]'s next melee roll).
Melee roll Side 2's Town Watch [2]: 6-1-1=4. Ooh... (-1 to Side 1's Light Longsword [2]'s melee).
Side 2's turn now.
Side 2's Spear charges at Side 1's Light Longsword [1]!: 1. Failzilla. (-1 to next charge)
Side 2's Light Spear [1] charges at Side 1's Longsword!: 1. Failtastic. (-1 to next charge)
Side 2's Light Spear [2] charges at Side 1's Longsword!: 1. Canalan. You are lucky. (-1 to next charge)
Side 2's Town Watch [1] is caught up in melee.
Side 2's Town Watch [2] is caught up in melee.
Melee between Side 1's Longsword and Side 2's Town Watch [1]!
Picking who attacks first. 1-3 Side 1, 4-6 Side 2: 3. Side 1 first!
Melee roll Side 1's Longsword: 5+1+1=7. Duuuude. Wipeout. (-1 to Side 1's Longsword's melee).
Side 2's Town Watch [1] is dead!
Melee between Side 1's Light Longsword [1] and Light Longsword [2]. And Side 2's Town Watch [2]!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 3. Side 1 first!
Melee roll Side 1's Light Longsword [1]: 1+1=2. Fail+.
Melee roll Side 1's Light Longsword [2]: 2+1-1=2. Fail-.
Melee roll Side 2's Town Watch [2]: 4-1=3. Fail++. (No effect, melee round over).
Side 1's turn again! (Global turn 2)
Side 1's Archer fires at Side 2's Spear!: 2. FFFFFFFFAAA-... No, just no.
Side 1's Longsword Charges at Side 2's Town Watch [2]!: 1. Bla bla bla, oh, wait, the other way? (-1 to next charge)
Side 1's Light Longsword [1] is caught up in melee.
Side 1's Light Longsword [2] is caught up in melee.
Melee between Side 1's Light Longsword [1] and Light Longsword [2]. And Side 2's Town Watch [2]!
Picking who attacks first. Side 1 outnumber bonus. 1-4 Side 1, 5-6 Side 2: 6. Side 2 first!
Melee roll Side 2's Town Watch [2]: 6-1=5. Hot damn!
Side 1's Light Longsword [2] is dead!
Melee roll Side 1's Light Longsword [1]: 5+1=6. Well, At least they hurt them more then they hurt themselves. (-2 to Side 2's Town Watch [2]'s melee and -1 to Side 1's Light Longsword [1]'s melee).
Side 2's turn again.
Side 2's Spear charges at Side 1's Light Longsword [1]!: 1-1=0. FAILFAILFAILFAILFAILFAIL. (-2 to next charge).
Side 2's Light Spear [1] charges at Side 1's Longsword!: 6-1=5. YAAAAAA! (+2 to next melee).
Side 2's Light Spear [2] charges at Side 1's Longsword!: 1-1=0 Failblox. (-2 to next charge).
Side 2's Town Watch [2] is caught up in melee.
Melee between Side 1's Longsword and Side 2's Light Spear [1]!
Picking who attacks first. Side 2 outnumber bonus. Side 1 Retreat bonus. 1-3 Side 1, 4-6 Side 2: 1. Side 1 first!
Retreaaaaaaat! Side 1 Longsword: 6. They got away alright, but not without casualties. (another -1 to Side 1's Longsword's melee).
Chase Side 1's Longsword by Side 2 Light Spear [1]!: 6. They overdo it and end up fighting Side 1's Archers.
Melee between Side 1's Light Longsword [1] and Side 2's Town Watch [2]!
Picking who attacks first. Side 1 Retreat bonus. 1-4 Side 1, 5-6 Side 2: 2. Side 1 first!
Retreaaaaaaat! Side 1 Light Longsword [1]: 4 They got away!
Chase Side 1's Light Longsword [1] by Side 2 Town Watch [2]!: 4. They caught up!
Side 1's turn again. (Global turn 3)
RUN! Side 1's Longsword: Auto succeed.
Side 1's Longsword has left the battlefield.
Side 1's Light Longsword [1] is caught up in melee.
Side 1's Archer us caught up in melee.
Melee between Side 1's Light Longsword [1] and Side 2's Town Watch [2]!
Picking who attacks first. Side 1 Retreat bonus. 1-4 Side 1, 5-6 Side 2: 2. Side 1 first!
Retreaaaaaaat! Side 1 Light Longsword [1]: 6. They get away, but with casualties. (-1 to Side 1's Light Longsword [1]'s melee).
Chase Side 1's Light Longsword [1] by Side 2 Town Watch [2]!: 6. They end up with the Archers instead.
Melee between Side 1's Archer and Side 2's Town Watch [2] and Light Spear [1]!
Picking who attacks first. Side 1 Retreat bonus. 1-4 Side 1, 5-6 Side 2: 2. Side 1 first!
Retreaaaaaaat! Side 1 Archer: 2. They fail to get away!
Melee roll Side 2's Town Watch [2]: 2. Fail.
Melee roll Side 2's Light Spear [1]: 3. Fail.
Side 2's turn again.
Side 2's Spear charges at Side 1's Light Longsword [1]!: 4-2=2. Nope.
Side 2's Light Spear [1] is caught up in melee.
Side 2's Light Spear [2] charges at Side 1's Longsword!: 4-2=2 Yeaaa-nope.
Side 2's Town Watch [2] is caught up in melee.
Melee between Side 1's Archer and Side 2's Town Watch [2] and Light Spear [1]!
Picking who attacks first. Side 1 Retreat bonus. 1-4 Side 1, 5-6 Side 2: 6. Side 2 first!
Melee roll Side 2's Town Watch [2]: 2. You're fighting archers in melee guys, it can't be that hard.
Melee roll Side 2's Light Spear [1]: 2. I mean really.
Retreaaaaaaat! Side 1 Archer: 5. They get away. Run guys run!
Side 1's turn again. (Global turn 4)
RUN! Side 1's Archer: Auto succeed.
Side 1's Archer has left the battlefield.
RUN! Side 1's Light Longsword [1]: Auto succeed.
Side 1's Light Longsword [1] has left the battlefield.
Defeat! Army routed! Remaining units: One Light Longsword, one Archer and one Longsword.
Defeat! Army routed! Remaining units: One Light Longsword, one Archer and one Longsword.
Sorry, but the dice weren't nice to you. Maybe you should think of an alliance before someone else squashes you? At least you didn't lose
all of your army.