FrivYeti/MCBattlePlans

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Battle Plans and Join Battle

Laying Battle Plans

Assuming that both forces about to fight are aware that a battle is coming, their generals will usually lay down strategies to combat each other. Each general makes a basic Tactics roll in order to lay out basic battle strategies. Stunts can be used to define specific strategies, plans, or contingencies. If one side is ambushed, they may have a battle plan drawn up in case of such things - if the general fails to consider that, though, they do not get the benefit of battle plans.

Individual units can also try to make their own plans - however, this is difficult and problematic, as it requires going against the overall battle plan. If one or more units go against the plan, their commanders can make Tactics rolls of their own, but at a -1 external penalty; this also applies a -1 external penalty to the general's roll. If more than half the army goes against plan, it applies a -2 external penalty to the general's rolls.

Tactical Bonus

The general's battle plan determines the starting Tactical Bonus of each unit. Every two successes rounded up, up to (the unit's Drill x2), provides one bonus die to all Clashes that the unit takes place in. After that, every four successes (rounding one or two down, and three up) provides another bonus die. Units cannot gain a total bonus of more than (Drill x2) bonus dice, regardless of how many successes are rolled.

If a unit has a Drill of 0, then it receives a one-die Tactical Bonus if the general's roll was five successes or better, and none otherwise.

Join Battle

Each unit rolls for Join Battle seperately. Units roll their Drill + Morale in order to determine order, with the most successes acting first on a given action. Two units that tie act on the same instant inside battle. Tactical bonuses do not apply to Join Battle rolls.