initial proposal:
Principles and terms:
Special Actions: All overall commanders within a force will have the power to issue three special action orders to their troops, while a secondary commander of a different house may issue one. Additional special actions may be issued in a ratio of 2/1 for specific war traits. For example, in an open field battle with a character with +2 battles, an additional special action may be used regardless of command position. Someone with +2 siege could only use the additional bonus in a siege or siege assault. Someone with a rearguard trait would need to stack two special actions to activate the bonus.
Presumed battle orders: All flanks, if there are flanks, will be presumed to charge straight forward in a line across the field to engage the enemy if no orders are given otherwise. So, if nobody submits timely battle orders or special action orders, the two lines will simply charge one another and the mathematical result will be the result of the battle. If one person sends battle orders and special action orders and the other side doesn’t, there could be a disastrous result for the unprepared side.
Special actions may be stacked
Special actions may not be so detailed as to constitute two special actions. For example, a flanking movement of heavy cavalry with a goal to find and kill the enemy commander would count as TWO special actions; one for the flanking movement and one to attack the retinue of the enemy commander. Moderators have discretion in this area.
Battle orders may not exceed 250 typed words.
Battles occur in three stages
Stage One: Stage one is the private submission of battle orders and disposition of force to the battle moderator. Orders and disposition should be given for the left, center, and right. No further division or subdivision is permitted without using a special action. When a battle is imminent, players have a maximum of 12 hours to submit orders to the moderator unless every party agrees to an extension.
Stage Two: Stage two is the public posting by a player of the positioning of their troops in a battle formation, identical to that which was submitted to the moderator. This is the disposition of the force. Once this has been publicly posted, players will have a reasonable amount of time (not to exceed 12 hours, unless some special circumstance and mutual assent of all parties) to use one special action order that has not previously been used in light of the new information that has been posted publicly.
Stages one and two can be done almost simultaneously.
Stage Three: This is the ultimate portion of the battle. (This is the mathematical portion. I’m much more open to suggestions here since the battle calculators have become so sophisticated. Essentially I think the most simple version would be to look at the orders and add modifiers on the flanks in terms of battle odds and we can RP out the consequences. For example, a left flanking action that goes unopposed might lead to a rout of the left. A second stacked special action that was going to be triggered upon success, say a battlefield assassination, would then be used.)
Special action success rates will follow the same basic pattern. Roll for 1-4. 1 is a failure of the action. 2 is a mostly failure of the action. 3 is a moderate success of the action. 4 is critical success of the action. Based on these results, moderators can do what they like as it makes sense to do in game.
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Nota Bene: These rules are pretty slippery, open to interpretation, and arbitrary. They are done so on purpose. The battle calculators makes the outcome of battles completely determinable beforehand. That then influences actions in game, which leads to either intentional or unintentional metagaming. Adding an altogether mysterious element to the equation negates this. Someone with numerically superior numbers now can only be moderately confident about victory instead of handed the victory on a silver platter. Those with fewer men have not completely lost the incentive to fight. This proposal isn’t great, and this isn’t intended as a final product. I'm also keen for suggestions as how to, for the sake of simplicity of resolving battles, how we can quantify RP/battle order results as a numerical modifier to our current battle calculator.
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