Overview

This is an extended war report for the war 46049 between The Peaky Piglets and Blade of Vengeance. 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: 604
War hits: 423
Non war hits: 181
Total respect earned: 2827.26
Members contributed: 16/16


Rewards for your faction:

Name Amount Price
Melee Cache 4 523.62 M
Medium Arms Cache 2 360.92 M
Small Arms Cache 1 114.35 M

Earnings from caches: 998.9 M
Total earnings: 998.9 M1

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
DeathRun 15.40
WickedSick 10.10
Arief_W_S 9.27
MaisD 8.44
-Sukuna- 8.11
Top 5 by War hits
Name War_Hits
WickedSick 61
Arief_W_S 56
Eddy88 48
Trizquei 47
-Sukuna- 36
Top 5 by Non War hits
Name Non_War_Hits
DeathRun 78
Amgiis 30
Luciferst 20
Shadowshaped 17
MaisD 15
Top 5 by Total hits
Name Total_Hits
DeathRun 93
WickedSick 61
Arief_W_S 56
MaisD 51
-Sukuna- 49
Top 5 by Assists
Name Assists
Shadowshaped 5
DeathRun 3
MaisD 3
OptimusBlue 1
Luciferst 1

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
WickedSick 88 40
Arief_W_S 84 46
DeathRun 74 15
Luciferst 67 54
Arief_W_S 48 53
Trizquei 47 58
Arief_W_S 37 28
Trizquei 36 56
DeathRun 27 56
## [1] "Enemy chain savers:"
Saver Chain Time remaining
Theredneckjosh 103 38
Theredneckjosh 94 20
Abed1771 73 44

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 2827.26
Total respect lost: 440.68
Net respect change: 2386.582
Average respect earned per attack: 4.17

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: 2111.1
Total score lost: 1531.471
Median net score per member: 38.442

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
ZaxYs 0.99
PJPowers 0.66
SergeantSergio 0.17

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: 181
Xanax costs: 153.28 M
Total Refills used: 51
Refill costs: 39.77 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 21
Booster costs: 281.7 M
Total Cans used: 12
Can costs: 23.83 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] 0.52

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

This was a high-output war effort with strong individual output, but uneven efficiency across the roster.

  • Active participation was strong: 16 listed members, with the vast majority contributing meaningful war activity. Only a few players had very low impact relative to the roster.
  • Top-end production was excellent: Multiple members posted major War_Hits totals, with several also contributing assists and high activity.
  • Efficiency was mixed: The faction generated substantial Net_Score, but some of it came at a heavy cost of E_Wasted and poor target selection. A few members were highly efficient, while others burned large amounts of energy for poor return.
  • Net result: The faction appears to have won by volume and several elite performances, but the war was not executed cleanly. There is clear room to improve kill selection, finisher discipline, and hit efficiency.

2) Team Issues & Strategic Bottlenecks

Main systemic problems

  1. High E_Wasted on several key contributors

    • The biggest performance drag came from members generating lots of hits while also spending excessive energy inefficiently.
    • This suggests repeated failed attempts, weak chaining discipline, or forcing hits on bad targets instead of rotating into cleaner opportunities.
  2. Low Activity-to-Hit conversion for some players

    • A few members had decent activity but low practical output.
    • In war terms, activity without meaningful damage or support is a resource drain.
  3. Suboptimal finishing behavior

    • Mugging was present on several members, but in a war context this is often inferior to Leave/Hospitalize for progress.
    • Members with high Mugged counts were sometimes converting war actions into less valuable outcomes.
  4. Extreme efficiency variance

    • Some players had very strong FairFight and respectable output.
    • Others had negative Net_Score or large E_Wasted, indicating the faction was relying on a polarized performance distribution rather than a uniformly efficient roster.

3) Individual Highlights: Positive (“Great” Performers)

Standout contributors

  • Trizquei

    • 47 War_Hits, 8 Boosters, 5 Cans, strong Net_Score: 212.16
    • Excellent total contribution with minimal visible waste
    • One of the best overall efficiency profiles in the war
  • WickedSick

    • 61 War_Hits, 22 Hospital pressure absorbed, Net_Score: 129.86
    • High-volume hitter and a major pressure piece
    • Very strong raw impact, though not perfect on efficiency
  • Arief_W_S

    • 56 War_Hits, 32 Hospital, Net_Score: 34.22
    • Excellent damage absorption and sustain under pressure
    • High activity and strong war involvement
  • Eddy88

    • 48 War_Hits, 250 E_Stolen, Net_Score: 79.78
    • Elite in terms of enemy energy denial
    • The 250 E_Stolen is one of the most valuable defensive/offensive disruption outputs in the dataset
  • -Sukuna-

    • 36 War_Hits, 41 Hospital, 14 Boosters, 3 Cans
    • Massive total engagement and one of the few with strong all-around commitment
    • E_Stolen: 100 and FairFight: 2.70 indicate solid quality, not just volume
  • MaisD

    • 36 War_Hits, 15 Assists, 175 E_Stolen
    • Very strong team-support profile
    • One of the best assist/hit balance members, with meaningful disruption output
  • DeathRun

    • 93 Total_Hits, 15 War_Hits, 78 Non-War_Hits, 15.4 Activity
    • Extremely active and present across the war
    • Despite a negative Net_Score, this player deserves mention for work rate and battlefield presence, though efficiency must improve sharply
  • Shadowshaped

    • 26 War_Hits, 5 Assists, 75 E_Stolen
    • Balanced contributor with solid utility and decent efficiency
  • Ziutex

    • 16 War_Hits, FairFight 1.22, decent positive contribution
    • Lower volume than the top players, but clean enough to be useful

4) Individual Highlights: Negative (“Underperformers”)

Players who hindered the effort

  • DeathRun

    • Net_Score: -158.87
    • E_Wasted: 0 but still a major negative score profile
    • High activity did not translate into positive war value; too much irrelevant or inefficient action
  • PJPowers

    • Net_Score: -78.14
    • Very low output: 4 War_Hits, 14 Hospital, 1 Activity
    • Severe drag on the faction’s point economy
  • SergeantSergio

    • Net_Score: -48.86
    • Minimal battlefield impact with 1 War_Hit
    • High downtime relative to contribution
  • ZaxYs

    • 6 War_Hits, Net_Score: 25.99
    • Not catastrophic, but low impact for the energy invested
    • Very limited war presence overall
  • Luciferst

    • Net_Score: 9.98
    • Moderate hits but 15 Mugged, 2 Escapes, 3 Lost
    • Poor target selection and weak finishing discipline; one of the clearest inefficiency cases
  • Amgiis

    • E_Wasted: 33.71, Net_Score: 39.57
    • Had workable output, but substantial waste makes this a net drag on efficiency
    • 29 Mugged is a major strategic concern
  • MadHater95

    • E_Wasted: 8.84, Net_Score: 83.98
    • Not a total failure, but the waste level is unnecessary for the return
  • MaisD

    • Not an underperformer overall, but 15 Mugged is too high and should be corrected in future wars

5) Additional Observations

  • High activity with low or negative impact:

    • DeathRun is the clearest example. Very active, but the output did not justify the resource usage.
  • Elite energy denial case:

    • Eddy88 with 250 E_Stolen stands out as a major battlefield disruptor. That is strategically valuable even beyond raw hit count.
  • Best efficiency profiles:

    • Trizquei, Ziutex, OptimusBlue, and Arief_W_S all show comparatively clean contribution patterns.
    • OptimusBlue is especially notable: 22 War_Hits, 0 hospital, 0 wasted, 0 stolen, Net_Score 73.81. Very clean execution.
  • FairFight leaders / quality indicators:

    • -Sukuna- (2.70) is the best near the ideal efficiency band.
    • Several others are close to the useful range around 2.5, but not all translated that into elite score gain.
  • Rosters relying on a few anchors:

    • The war effort depended heavily on a core group: Trizquei, WickedSick, Arief_W_S, Eddy88, -Sukuna-, MaisD, Shadowshaped.
    • The bottom end contributed little and in some cases actively reduced overall efficiency.

Bottom Line

The faction showed strong combat capacity and enough top-end contributors to produce a successful war outcome, but the execution was not uniformly efficient. The biggest issues were energy waste, poor finisher selection, and a few negative-score performers. Future wars should focus on:

  • reducing Mugged/Lost/Escape actions,
  • tightening target selection,
  • and ensuring lower-tier members either support efficiently or stay out of low-value exchanges.

If you want, I can also turn this into a ranked player table with categories like MVPs, efficient contributors, wasteful hitters, and liability list.