Overview

This is an extended war report for the war 41073 between Blade of Vengeance and The We Tried Collective. Data is presented from the side of Blade of Vengeance. Link to the official war report can be found HERE.

Rewards

War outcome for your faction: Victory
Total hits done: 777
War hits: 686
Non war hits: 91
Total respect earned: 5021
Members contributed: 21/22


Rewards for your faction:

Name Amount Price
Medium Arms Cache 3 653.05 M
Heavy Arms Cache 1 397.49 M
Armor Cache 1 338.91 M

Earnings from caches: 1.39 B
Total earnings: 1.39 B1

1prices are based on market value or approximate trader prices if market value is unavaliable.

War Preparation

NOTE: Faction Xanax might be different from Prep Xanax due to how personal stats are calculated. In this case, Faction Xanax is more accurate.

Members who did not stack energy before war:

Members who overdosed during war preparations (but could still have stacked):

Members who most likely stacked energy before war (or just used lots of xanax):

Fighting summary

Top 5

Top 5 by overall contribution %
Name Contribution
WickedSick 10.42
Trizquei 10.04
OptimusBlue 9.78
DeathRun 9.01
SergeantSergio 7.85
Top 5 by War hits
Name War_Hits
WickedSick 81
Trizquei 78
OptimusBlue 75
ZaxYs 50
Arief_Wibisono 47
Top 5 by Non War hits
Name Non_War_Hits
DeathRun 27
SergeantSergio 22
Spavins 16
Arief_Wibisono 9
Amgiis 5
Top 5 by Total hits
Name Total_Hits
WickedSick 81
Trizquei 78
OptimusBlue 76
DeathRun 70
SergeantSergio 61
Top 5 by Assists
Name Assists
Trizquei 14
OptimusBlue 11
DeathRun 7
WickedSick 5
Ziutex 4

Chain savers - List of people who saved the chain with less than 60 seconds remaining.

## [1] "Friendly chain savers:"
Saver Chain Time remaining
DeathRun 137 54
ZaxYs 130 45
ZaxYs 123 51
ZaxYs 118 26
ZaxYs 117 57
ZaxYs 111 31
Ziutex 110 31
ZaxYs 109 33
ZaxYs 108 49
ZaxYs 106 57
SergeantSergio 101 58
Arief_Wibisono 95 51
ZaxYs 60 24
ZaxYs 57 56
FluffyCheese 55 19
Trizquei 46 59
ZaxYs 44 34
ZaxYs 43 29
ZaxYs 39 53
ZaxYs 35 36
ZaxYs 33 48
DeathRun 32 34
Arief_Wibisono 31 52
Arief_Wibisono 30 47
ZaxYs 30 59
Arief_Wibisono 29 54
Arief_Wibisono 28 34
Arief_Wibisono 27 32
## [1] "No enemy chain saves found!"

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 5021
Total respect lost: 475.1
Net respect change: 4545.92
Average respect earned per attack: 5.74

1Chain bonuses are ignored in per-member contributions.
2Respect lost will be 0 if using non-faction API key.

War Score

Looking at war score gained and lost by each member.
The calculations IGNORE chain bonuses in order to better reflect actual contribution rather than landing a lucky hit
Total score earned: 4214
Total score lost: 1762.131
Median net score per member: 63.852

1Score lost will be 0 if using non-faction API key.
2Using median instead of mean to avoid extreme values skewing the metric.

Slackers

Members who did not meet 1% contribution cutoff
Name Contribution
Amgiis 0.90
Eddy88 0.90
Epectitu 0.13
Moopheus 0.00

Energy

Summary of who wasted the most energy and who cost the enemy the most energy.
Calculated by adding up Losses (and Stalemates, Defends, Escapes, Interrupts) and Defends, the multiplying the number by 25.
E_Wasted means the member spent X energy on attacks that failed.
E_Stolen means X energy was wasted by the enemy on attacking the member unsuccessfully.
You might want to take a closer look at members with high E_Wasted values and remind them to pick fights they can win!

1 These numbers will be 0 if you are using an API key WITHOUT faction access.

Full table

Full table with filters and search

Extra details

Xanax and refill usage

Xanax and Energy refill usage during the war.

Total Xanax used: 21
Xanax costs: 17.95 M
Total Refills used: 9
Refill costs: 7.91 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 1
Booster costs: 12.49 M
Total Cans used: 5
Can costs: 8.82 M

All Boosters are assumed to be FHCs and Can price is set to average market value for ALL cans.

Booster cost in plot is in 10s of millions.

Armory usage (BETA)

This is a summary of Armory usage during the preparation and war period.
It can be useful for getting a good idea of how much consumables were used during the war in total.

1 This section will be empty if you are using an API key WITHOUT faction access.

During preparation

## [1] "Preparation Armory usage:"
## [1] "Preparation usage totals:"
## [1] "Only showing consumables"

During war

## [1] "War Armory usage:"
## [1] "War usage totals:"
## [1] "Only showing consumables"

Activity

Member activity during the war in hours.

## [1] "Correlation between activity and contribution:"
## [1] 0.8

Hospital

Summary of times hospitalized during the war

Full table

AI summary (BETA)

This is an experimental portion of the report - an overview of the war generated by AI.
When looking at this section, keep that in mind and take the results with a grain of salt.
Before taking any actions that might impact faction members mentioned in this summary, double-check that there are no mistakes or missed key details.

Post-War Debrief

1) Overall Faction Performance

The faction produced a strong offensive output overall, with several high-volume hitters generating substantial positive Net_Score. The war effort was driven by a core of highly active members rather than broad evenly distributed participation.

  • Active participants: 23 of 23 rostered members recorded activity/hits, so participation was technically complete.
  • Contribution quality: The faction’s strongest members posted very high War_Hits, good FairFight values, and significant positive Net_Score.
  • Efficiency concern: A meaningful portion of total damage came at a cost of high E_Wasted from several members, especially a few large-volume attackers. This suggests the faction won fights through volume and pressure, but not always with optimal target selection or finish quality.
  • Net result: Positive war output was achieved, but efficiency was inconsistent. The faction likely left points on the table through avoidable failed attacks, poor target sequencing, and some excessive hospital downtime.

2) Team Issues & Strategic Bottlenecks

Main systemic problems

  1. High E_Wasted on several top hitters

    • The largest producers were also among the largest sources of wasted energy, suggesting attack execution was often too aggressive or poorly coordinated.
    • This is especially visible in members with strong hit counts but elevated waste and/or losses.
  2. Weak conversion from activity to impact in lower-tier contributors

    • A number of members logged activity and/or hospital time but produced minimal War_Hits or meaningful score.
    • These players added presence, but not enough battlefield impact.
  3. Suboptimal finish behavior

    • Mugging was present in several records, but not in a way that consistently translated into strong war progress.
    • In war context, finishing with Leave/Hospitalize is usually preferable; Mugged counts here as a strategic inefficiency unless it directly prevented enemy recovery.
  4. Some members functioned as pure support rather than pressure

    • Several players provided assists, activity, or deterrence but very limited direct damage.
    • Support value is real, but the faction needs clearer role discipline so that support players are not mistaken for impact hitters.

3) Individual Highlights — Positive Performers

These members stood out as the strongest war contributors through volume, efficiency, investment, or deterrence.

Top-tier impact and/or elite efficiency

  • OptimusBlue

    • One of the best overall performers.
    • 75 War_Hits, 11 Assists, 3 Cans, 2 Refills, 12.537 Activity
    • Massive positive Net_Score: 697.89
    • Excellent overall war presence, high contribution, and one of the most complete stat lines.
  • Trizquei

    • Elite performer by both volume and battlefield pressure.
    • 78 War_Hits, 14 Assists, 2 Refills
    • Very high positive Net_Score: 371.73
    • Also produced strong E_Stolen, showing enemy energy was being forced into ineffective actions.
  • WickedSick

    • Extremely strong attacker with excellent output.
    • 81 War_Hits, 5 Assists
    • Positive Net_Score: 387.42
    • One of the highest raw hit totals in the roster.
  • DeathRun

    • A major contributor with strong all-around war involvement.
    • 43 War_Hits, 27 Non-War_Hits, 7 Assists, 1 Booster
    • Very high Net_Score: 212.44
    • Not the cleanest efficiency profile, but still a major force.
  • -Sukuna-

    • Strong high-level impact.
    • 29 War_Hits, 3 Assists
    • Very high Net_Score: 174.43
    • Solid FairFight and good overall pressure.

Strong support / efficient contributors

  • ZaxYs

    • 50 War_Hits, 1 Assist
    • Excellent Net_Score: 132.93
    • Clean contribution profile with no major defensive collapse.
  • MaisD

    • 35 War_Hits
    • Positive Net_Score: 92.78
    • Good output with relatively contained waste.
  • Arief_Wibisono

    • 47 War_Hits, 9 Non-War_Hits
    • Strong Net_Score: 200.23
    • Good overall combat activity and efficiency.
  • SergeantSergio

    • Balanced contributor with strong positive value.
    • 39 War_Hits, 22 Non-War_Hits, 4 Assists
    • Net_Score: 227.76
    • Good war utility and meaningful output.
  • Luciferst

    • Extremely clean positive result.
    • 27 War_Hits, 0 waste indicators
    • Net_Score: 179.67
    • High efficiency, likely a reliable finisher or pressure slot.

Deterrence / “hard to hit” value

  • Ziutex

    • Produced notable E_Stolen: 50
    • Solid war presence with 35 War_Hits
    • Even with a slightly negative Net_Score, the enemy expended energy attacking this member, which has strategic value.
  • Spavins

    • E_Stolen: 50
    • Good mix of activity and support despite middling direct efficiency.
    • Useful as a damage sink and pressure target.

4) Individual Highlights — Negative Performers

These members either drained points, contributed little relative to activity, or showed clear inefficiency.

Largest strategic liabilities

  • FluffyCheese

    • Major negative outlier.
    • Hospital: 32, Respect_Lost: 32.47
    • Net_Score: -102.24
    • High vulnerability, high downtime, and significant drag on faction performance.
  • Moopheus

    • Very low engagement with no meaningful output.
    • 0 War_Hits, 1 Retaliate
    • Net_Score: -65.11
    • High hospital time and essentially no offensive value.
  • Epectitu

    • Minimal impact, very poor overall value.
    • 1 War_Hit
    • Net_Score: -47.89
    • Low activity impact and weak battlefield relevance.
  • Amgiis

    • Clear underperformer.
    • 2 War_Hits, 5 Hospital
    • Net_Score: -42.32
    • High inefficiency relative to output; likely too much downtime and too little effect.
  • Eddy88

    • Similar low-impact profile.
    • 7 War_Hits, 20 Hospital
    • Net_Score: -40.52
    • Very poor conversion from survival/activity into war progress.

Other notable negative efficiency cases

  • Ziutex

    • Despite high activity and strong combat numbers, finished slightly negative due to waste/losses/mugging.
    • Not a failure overall, but a reminder that volume alone did not fully compensate for inefficiency.
  • Spavins

    • High investment, but negative Net_Score and very high custom cost burden.
    • Helped absorb pressure, but did not convert that into clean progress.
  • Brad? None listed; however, Barbados_Bigums and TheManWthThePln also had high negative pressure from hospital/low net conversion despite decent activity.

5) Additional Observations

  • OptimusBlue was the clearest “carry” profile in the war: elite activity, elite hits, elite score, and good support usage.
  • Trizquei was likely one of the most strategically valuable members due to the combination of high hits, high assists, and large enemy energy denial.
  • WickedSick and DeathRun gave the faction the kind of offensive volume needed to control tempo.
  • High activity with limited conversion was a recurring issue among lower-tier members; several players were present but did not translate presence into score.
  • Moopheus is the clearest example of near-zero war impact despite being available.
  • FluffyCheese had the worst overall profile due to hospital exposure and large net damage to the faction.
  • Members like Luciferst and MaisD were valuable because they delivered clean positive returns without obvious inefficiency.

Summary Judgment

The faction won the war through strong core carry performance, especially from a small set of high-output members. However, the broader team showed uneven efficiency, with several players generating avoidable waste, poor score conversion, or excessive downtime. The next war should focus on:

  1. Tightening target selection to reduce E_Wasted
  2. Assigning clearer roles between hitters, support, and deterrence
  3. Protecting high-value members from unnecessary hospital exposure
  4. Improving finish discipline to maximize war progress per energy spent

If you want, I can also turn this into a ranked player table with categories like Carry / Support / Inefficient / Liability.