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200th, 72nd, 19th Pathfinders, and then maybe the 13th Lancers? I was trying to think of a fifth, and maybe if the battlefield is entirely unsuited to cavalry where we are we could peel off another, or we might "make do" with four.
108th Hussar can be a good choice as the fifth flanker. Their alternative the 55th with defensive genius force perseverance will be indispensable on pitched main line melee. While 108th unknown can be quickly tested with a direct flank charge with risk of having weak trait mitigated by facing exposed flank and higher XP rank.
 
[ ] Plan Draft
Army Actions
-[ ] Intense Drill
-[ ] Found New Regiment (Elven Infantry, 329 Trained, 356 Regular, 315 Professional; Cabot Muskets)
-[ ] Found New Regiment (Human Infantry, 555 Trained Infantry, 445 Regular Infantry; Cabot Muskets)
Influence Actions
-[ ] Acquire Intel on Enemy Forces x3 (-30 Influence)

Okay, so here's a quick plan draft on actions we're probably going to take (assuming we have at least 3 Army Actions). Founding two new Infantry Regiments to bulk out our battlelines, and another Intense Drill to make up for the loss of Drill. Influence we're basically guaranteed to put x3 on getting Intel on the enemy, but the question is if we want to do anything else. Counterintelligence is a possibility, but also looking at our numbers, we might want to hire some additional Human Infantry for replacements, or a couple of Hobgoblin artillerykin since it seems that Drill can take from Artillery units and we want to enter the next battle at full strength.

Notes for Starting XP Level of Elven Infantry Regiment
Starting at a base of Trained for the Elven Regiment of 300 Trained, 350 Regulars, 350 Professionals. 350 Regulars means 35% of the way from Trained to Regular for 3.5 out of the required 10 XP.
35% of the way from Trained to Professional is 35% of 30 XP, which is 10.5. So in total, 14 XP. That is 14/10 required from Trained to Regular, bringing the formation up to Regular and 4/20 XP to Professional.

Going up to 329 Trained (to get rid of all our Trained Elves) adding a few more Regulars in exchange for Professionals is 31.5% of 30 XP + 35.6% of 10 XP for 13.01 XP, so a Regular Regiment with 3/20 XP for the way to Professional.

Aaaaand, I think I might have hired on too much good quality Elven Infantry in my plan...:oops: Well, I suppose this means we have good quality casualty replenishment for them in our manpower reserves for long-term.
 
@Photomajig Question regarding the intel: What level of intelligence would Raka and Olivier expect Norn's force to have on us? I am assuming they gained decent intel from the battles against us, but that intelligence would decay a bit over the next couple weeks. I am guessing they have roughly 3 from Wachenheim's accounts?

Their latest sure intelligence is what they learned at Daurstein. That information will become out-of-date quickly and new intel is needed to update it, but they won't magically forget what Units of yours they faced and so forth. So it's somewhere in the range of 4 as of Daurstein, but any changes since the battle won't be magically updated to them.

Say, shouldn't we have at least one set of Warhorses and a few units of Draft Horses?

We captured a unit of Hussars outright back at Brutet, so if we have their Sabres, we should have their Warhorses as well. Not to mention all the artillery we've been capturing, at least some of the Draft Horses should be ours as well, at least from Surrendered artillery units (which would give us 3: 2 at Mauvais, 1 at Brutet, 1 at Daurstein, and taking 1 off for the 10th Human Artillery unit that we formed.)

Ah, right. I'm afraid the horsies captured at Mauvais have been taken from you, but you'll get 1 Warhorses and 1 Draft Horses from those captures.
 
Notes for Starting XP Level of Elven Infantry Regiment
Starting at a base of Trained for the Elven Regiment of 300 Trained, 350 Regulars, 350 Professionals. 350 Regulars means 35% of the way from Trained to Regular for 3.5 out of the required 10 XP.
35% of the way from Trained to Professional is 35% of 30 XP, which is 10.5. So in total, 14 XP. That is 14/10 required from Trained to Regular, bringing the formation up to Regular and 4/20 XP to Professional.

Going up to 329 Trained (to get rid of all our Trained Elves) adding a few more Regulars in exchange for Professionals is 31.5% of 30 XP + 35.6% of 10 XP for 13.01 XP, so a Regular Regiment with 3/20 XP for the way to Professional.
Do we want to get ride of our trained infantry though? The bulk of reinforcements over our career will come in the form of trained recruits via basic recruiting, since we can't perpetually requisition the most experienced recruits. I think using our professional elven infantry for the formation also makes a lot of sense, as this would give us a unit that is going to level up soon. The xp drain from trained recruits is honestly pretty managable with their 70% base recovery. Taking the losses of the units seeing heavy fighting Daurstein as a baseline, we can expect around 60-70 casulties for them, with the elves recovering 40-50 units and reinforcements draining about 2 XP. With the battle getting us +4 XP now, this is pretty managable. I think we should keep the trained recruits around for now, elves have a very easy time maintaing their experience level.
Not all of our infantry units can be high level, so forming a new one designated to level up quickly seems smart.
 
@Photomajig So, a question regarding the 5 unit deployment bonus: Would they start entering the battlefield hidden? Depending on how one interprets the rules, they would either be potentially spotted due being on the battlefield during the start of a turn or they would be exempt, since they enter the battlefield on that specific turn. I could see a case for the latter, considering these units have the benefit of surprise.
 
Their latest sure intelligence is what they learned at Daurstein. That information will become out-of-date quickly and new intel is needed to update it, but they won't magically forget what Units of yours they faced and so forth. So it's somewhere in the range of 4 as of Daurstein, but any changes since the battle won't be magically updated to them.



Ah, right. I'm afraid the horsies captured at Mauvais have been taken from you, but you'll get 1 Warhorses and 1 Draft Horses from those captures.

The one thing I'm a little uncertain about is, 4 includes being able to know the exact XP rank of all the troops. Considering how chaotic things got, do they really have so exact a read? Frankly we only have so exact a read because we have access to OOC information like the combat logs and/or just get told it.
 
[ ] Plan Draft
Army Actions
-[ ] Intense Drill
-[ ] Found New Regiment (Elven Infantry, 329 Trained, 356 Regular, 315 Professional; Cabot Muskets)
-[ ] Found New Regiment (Human Infantry, 555 Trained Infantry, 445 Regular Infantry; Cabot Muskets)
Influence Actions
-[ ] Acquire Intel on Enemy Forces x3 (-30 Influence)

Okay, so here's a quick plan draft on actions we're probably going to take (assuming we have at least 3 Army Actions). Founding two new Infantry Regiments to bulk out our battlelines, and another Intense Drill to make up for the loss of Drill. Influence we're basically guaranteed to put x3 on getting Intel on the enemy, but the question is if we want to do anything else. Counterintelligence is a possibility, but also looking at our numbers, we might want to hire some additional Human Infantry for replacements, or a couple of Hobgoblin artillerykin since it seems that Drill can take from Artillery units and we want to enter the next battle at full strength.

Notes for Starting XP Level of Elven Infantry Regiment
Starting at a base of Trained for the Elven Regiment of 300 Trained, 350 Regulars, 350 Professionals. 350 Regulars means 35% of the way from Trained to Regular for 3.5 out of the required 10 XP.
35% of the way from Trained to Professional is 35% of 30 XP, which is 10.5. So in total, 14 XP. That is 14/10 required from Trained to Regular, bringing the formation up to Regular and 4/20 XP to Professional.

Going up to 329 Trained (to get rid of all our Trained Elves) adding a few more Regulars in exchange for Professionals is 31.5% of 30 XP + 35.6% of 10 XP for 13.01 XP, so a Regular Regiment with 3/20 XP for the way to Professional.

Aaaaand, I think I might have hired on too much good quality Elven Infantry in my plan...:oops: Well, I suppose this means we have good quality casualty replenishment for them in our manpower reserves for long-term.

Also I don't know if I could disapprove more of a plan. I'd have to try, but... making two units basically shreds our Drill gains, and I don't think it's worth it when we're going to have to be asking them to hold the line, so one is better.

And spending just three on Intelligence means that any level of Counter-Intelligence makes it so that we don't know their Drill.

Speaking of, I know this is a crazy thought, but maybe Counter-Intelligence actually matters in a game where we explicitly have a way to keep the enemy from learning new details about us like our Drill and Morale. I'm having to really resist sarcasm on this point because it's honestly getting annoying.
 
Also I don't know if I could disapprove more of a plan. I'd have to try, but... making two units basically shreds our Drill gains, and I don't think it's worth it when we're going to have to be asking them to hold the line, so one is better.

And spending just three on Intelligence means that any level of Counter-Intelligence makes it so that we don't know their Drill.

Speaking of, I know this is a crazy thought, but maybe Counter-Intelligence actually matters in a game where we explicitly have a way to keep the enemy from learning new details about us like our Drill and Morale. I'm having to really resist sarcasm on this point because it's honestly getting annoying.
I would be generally supportive of buying 4 levels of intel just in case, but I think we also need to keep in mind that any influence spent before the battle means we effectively get a lesser reward, meaning our army gets fewer experienced recruits and slower upgrades. In regards to counter-intelligence, I don't see how it's worth it.

They had intel level 4 of our army during Daurstein, so effectively the Army state before the board + attrition. Reconstructing the state of our forces, nearly anything is possible in terms of experience and drill, given we had 2 weeks during which our army state changed. We could have solely relied on trained recruits or called in a lot of professional to strengthen our forces, so that really could go either way. And in terms of risk versus rewards: What damage would them knowing our drill and morale do? Yes, our army has really strong morale modifiers, but any reasonable guess would include that. Our humans have consistently demonstrated insane persistence and it's unlikely their fight spirit completely dropping in the coming weeks. Additionally, their efforts are also going to be divided between the 6th under Guillory and our own force, assuming Guillory doesn't manage to miss the proper battle again. So I think them going to the effort of acquiring level 4 intel is pretty slim, especially as they some info from Wachenheim's report.

In general, as somebody who dealt a lot with the actual battleplanning: I think there is a limit to the utility of morale modifiers. Yes, it's helpful to take more checks, but just having a unit that is hard to break eventually delivers limited utility compared to being able to put more soldiers on the board. Our baseline is quite decent (+5 excluding rank, with most ranks somewhere between 8 and 9.) and we are able to take at least 5 morale checks per basic unit, which is quite a lot! We also need to block, shoot, control the battlefield and have reserves to respond to the enemy. If you gave me the choice between +2 morale mod and 2 more units during Daurstein, I would have taken the latter option without question. Trotha would have not been able to mount an assault on our battery, or steam-roll our left flank in Kirschenholz with little opposition. There are strategic consideration to missing out on drill, but I prefer an expansion of the army over trying to gain further drill. Especially as there is going to plenty of time to increase drill during our downtime and deploying units is much more time sensitive.
 
I would be generally supportive of buying 4 levels of intel just in case, but I think we also need to keep in mind that any influence spent before the battle means we effectively get a lesser reward, meaning our army gets fewer experienced recruits and slower upgrades. In regards to counter-intelligence, I don't see how it's worth it.

They had intel level 4 of our army during Daurstein, so effectively the Army state before the board + attrition. Reconstructing the state of our forces, nearly anything is possible in terms of experience and drill, given we had 2 weeks during which our army state changed. We could have solely relied on trained recruits or called in a lot of professional to strengthen our forces, so that really could go either way. And in terms of risk versus rewards: What damage would them knowing our drill and morale do? Yes, our army has really strong morale modifiers, but any reasonable guess would include that. Our humans have consistently demonstrated insane persistence and it's unlikely their fight spirit completely dropping in the coming weeks. Additionally, their efforts are also going to be divided between the 6th under Guillory and our own force, assuming Guillory doesn't manage to miss the proper battle again. So I think them going to the effort of acquiring level 4 intel is pretty slim, especially as they some info from Wachenheim's report.

In general, as somebody who dealt a lot with the actual battleplanning: I think there is a limit to the utility of morale modifiers. Yes, it's helpful to take more checks, but just having a unit that is hard to break eventually delivers limited utility compared to being able to put more soldiers on the board. Our baseline is quite decent (+5 excluding rank, with most ranks somewhere between 8 and 9.) and we are able to take at least 5 morale checks per basic unit, which is quite a lot! We also need to block, shoot, control the battlefield and have reserves to respond to the enemy. If you gave me the choice between +2 morale mod and 2 more units during Daurstein, I would have taken the latter option without question. Trotha would have not been able to mount an assault on our battery, or steam-roll our left flank in Kirschenholz with little opposition. There are strategic consideration to missing out on drill, but I prefer an expansion of the army over trying to gain further drill. Especially as there is going to plenty of time to increase drill during our downtime and deploying units is much more time sensitive.

Basically, all it takes is one or two levels of Counter-Intel to seriously mess with their understanding of us. It is, comparatively, cheap, which is why we chose the Adjutant we did. My own perspective is that I do want to expand the army... by one unit, because if we're defending a bridge I legitimately think that added units past a certain point won't matter as much as trying to make sure our units are "sticky" enough to stay in the fight longer.
 
Basically, all it takes is one or two levels of Counter-Intel to seriously mess with their understanding of us. It is, comparatively, cheap, which is why we chose the Adjutant we did. My own perspective is that I do want to expand the army... by one unit, because if we're defending a bridge I legitimately think that added units past a certain point won't matter as much as trying to make sure our units are "sticky" enough to stay in the fight longer.
To be clear, Page's bonus just applies to getting intel (acquire intel action reduced to 10 influence), strengthen counter-intelligence still costs 25 influence. In terms of spending, is 2 levels of counter-intel worth 1 thousand regular soldiers? I don't think there is a practical need at the moment, especially with our operations centered on defending the bridge. But we will see how it looks once we have actual knowledge of the enemy forces. I am leaning towards counter-espionage mainly becoming relevant in the eventuality where we transition towards offence. I don't think we are in dire need of saving our influence considering we will probably get a heap sum after the end of our campaign (a city and enemy general are sizeable prices), but I would be careful about spending a quarter of our next battle gain.

Before this turn I would have agreed with the 1 regiment expansion, but the strike force shifts our overall battle plan fundamentally. We want an initial skirmish, then have the enemy march as many troops as possible towards a bridgehead. Which we can then close off by pushing to the bridge and heaving an infantry unit block the way back. For that, I want us to have a large front in order to pull a signficant number of troops, as every unit on our side of the river makes our victory matter more while making the job of the strike force matter easier. In this regard, having more forces is really valueable, as we can extend the frontline, make them absence of our strike force less suspicious (a line without gaps makes sense) and also make up for the mediocrity of the 6th (trained and no modifier). There is still an advantage to higher drill on the operational side, but to our knowledge we will just defend the bridge for the forseeable future requiring limited movement.
 
To be clear, Page's bonus just applies to getting intel (acquire intel action reduced to 10 influence), strengthen counter-intelligence still costs 25 influence. In terms of spending, is 2 levels of counter-intel worth 1 thousand regular soldiers? I don't think there is a practical need at the moment, especially with our operations centered on defending the bridge. But we will see how it looks once we have actual knowledge of the enemy forces. I am leaning towards counter-espionage mainly becoming relevant in the eventuality where we transition towards offence. I don't think we are in dire need of saving our influence considering we will probably get a heap sum after the end of our campaign (a city and enemy general are sizeable prices), but I would be careful about spending a quarter of our next battle gain.

Well that's annoying. And admittedly it doesn't make much in-universe sense to me, but I guess that's how it goes. Like, the same scouts IRL that figure out where the enemy and what it's doing also stop said enemy from getting a good look at you by any means other than literal spies, as in guys who pretend to be civilians and hang around, and even those have very limited use.
 
Well that's annoying. And admittedly it doesn't make much in-universe sense to me, but I guess that's how it goes. Like, the same scouts IRL that figure out where the enemy and what it's doing also stop said enemy from getting a good look at you by any means other than literal spies, as in guys who pretend to be civilians and hang around, and even those have very limited use.
Yeah, I get that. Though he might eventually reduce the costs of counter-espionage as he gains more experience, right now he just has experience with scouting. We will manage in either case, we are not in great danger of running out of influence or have a critical weakspot I would expect scouts to be able to figure out.
 
Do we want to get ride of our trained infantry though? The bulk of reinforcements over our career will come in the form of trained recruits via basic recruiting, since we can't perpetually requisition the most experienced recruits. I think using our professional elven infantry for the formation also makes a lot of sense, as this would give us a unit that is going to level up soon. The xp drain from trained recruits is honestly pretty managable with their 70% base recovery. Taking the losses of the units seeing heavy fighting Daurstein as a baseline, we can expect around 60-70 casulties for them, with the elves recovering 40-50 units and reinforcements draining about 2 XP. With the battle getting us +4 XP now, this is pretty managable. I think we should keep the trained recruits around for now, elves have a very easy time maintaing their experience level.
Not all of our infantry units can be high level, so forming a new one designated to level up quickly seems smart.
Depends. If we want to max out the skill level of our new Elven Regiment, we can get it up to 11/20 XP by using all our Professional recruits and most of our Regulars, but that leaves us with so few regulars we probably lose XP from Intense Drill. That'd be a gain of around 7-8 XP (if we give ourselves a bit of a reserve), which is about as much as we can expect from a standard battle. Unless we feel a need to surge our new Elven unit so it reaches Professional ASAP, I think keeping a sizeable reserve of Professionals is better in the long run, and I'd rather use up a good chunk of our Trained reserves here when the amount of XP "loss" from is it comparatively low. A 3/20 XP Regular Elven unit performs just as well in combat as an 11/20 XP one, and this way means what casualties don't recover will get filled in by higher quality troops and further boost XP instead of degrading it. So I think as early as immediately post-battle, preserving our Professionals as reserves will have a better outcome.

Also I don't know if I could disapprove more of a plan. I'd have to try, but... making two units basically shreds our Drill gains, and I don't think it's worth it when we're going to have to be asking them to hold the line, so one is better.

And spending just three on Intelligence means that any level of Counter-Intelligence makes it so that we don't know their Drill.

Speaking of, I know this is a crazy thought, but maybe Counter-Intelligence actually matters in a game where we explicitly have a way to keep the enemy from learning new details about us like our Drill and Morale. I'm having to really resist sarcasm on this point because it's honestly getting annoying.
If you didn't want a plan about training two regiments this turn, the time to complain about it this much was last March, when I structured its entire plan around training two regiments on March 5.

I also mention specifically in the description of this plan that you're making sarcastic insults about a lack of counter-intelligence that I'm open do considering how much we want counter-intelligence and wanted feedback on that, so thanks for being a complete jackass about that.
 
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If you didn't want a plan about training two regiments this turn, the time to complain about it this much was last March, when I structured its entire plan around training two regiments on March 5.

No? This is a weird thing to say, because my plan was doing so to allow us to get one infantry now and one infantry later, and that works just as well, especially if the goal is to actually get the Drill to something above "barely passable."

I also mention specifically in the description of this plan that you're making sarcastic insults about a lack of counter-intelligence that I'm open do considering how much we want counter-intelligence and wanted feedback on that, so thanks for being a complete jackass about that.

That said, I do apologize for my rudeness.
 
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My plan, the one behind approving of your Influence expenditures, mostly, with some emendation was centered around Hard Drill and one unit, and then to drill or hard Drill the time after and get the other, so that we wind up with Drill 8, probably Morale 9 and 10, and have things pretty well squared away while also expanding our army in a reasonably timely-esque manner without dropping our Drill in the process.

Now it also depends on what options we get. There could also be unique actions we could take that would make this even more tempting, honestly?

E: That is to say, if there's any action option involving fortification or getting Guillory kicked into shape, this would be significantly more valuable than another Infantry unit (above the one I don't think anyone disagrees with) right this very moment.
 
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Depends. If we want to max out the skill level of our new Elven Regiment, we can get it up to 11/20 XP by using all our Professional recruits and most of our Regulars, but that leaves us with so few regulars we probably lose XP from Intense Drill. That'd be a gain of around 7-8 XP (if we give ourselves a bit of a reserve), which is about as much as we can expect from a standard battle. Unless we feel a need to surge our new Elven unit so it reaches Professional ASAP, I think keeping a sizeable reserve of Professionals is better in the long run, and I'd rather use up a good chunk of our Trained reserves here when the amount of XP "loss" from is it comparatively low. A 3/20 XP Regular Elven unit performs just as well in combat as an 11/20 XP one, and this way means what casualties don't recover will get filled in by higher quality troops and further boost XP instead of degrading it. So I think as early as immediately post-battle, preserving our Professionals as reserves will have a better outcome.
I am not opposed to buying a couple more regular elves to compensate for the drill, those are pretty cheap. I think trying to get specific units into a higher rank is going to be more beneficial than general reserve of professionals that trickles in. Concentrating our efforts to level a specific unit up gives us one that can defend better against melee attacks, which would probably be more useful than a random trickle of xp across the board.
If you didn't want a plan about training two regiments this turn, the time to complain about it this much was last March, when I structured its entire plan around training two regiments on March 5.
Keeping the recruits in reserve for now is also not a big deal if you ask me. I mean, I would probably prefer 2 infantry but we can spare the 1 or 2 additional units of supply those potentially cost. We will have to take some time later to regenerate to supply to decent amounts, but I think it's only really drained once we move to fast past offensive operations. The current supply situation isn't necessarily great, but it's manageable for now. It's probably not normal to lug around 200 stock of supply for months in the field.
E: That is to say, if there's any action option involving fortification or getting Guillory kicked into shape, this would be significantly more valuable than another Infantry unit (above the one I don't think anyone disagrees with) right this very moment.
Fortification building was done by default last turn, we got fortification points by staying in place. Guillory would presumable drill with his own actions as he presumably knows how to do it in principle, he just refused to actually do it given the Arnése brainworms.
 
I am not opposed to buying a couple more regular elves to compensate for the drill, those are pretty cheap. I think trying to get specific units into a higher rank is going to be more beneficial than general reserve of professionals that trickles in. Concentrating our efforts to level a specific unit up gives us one that can defend better against melee attacks, which would probably be more useful than a random trickle of xp across the board.
Hrm. I suppose a part of me still doesn't quite want to give up on using the glut of veteran soldiers to set up a high-veterancy Elven unit, but that idea was structured around Professional base and using Experienced + Veterans to bulk them up enough they'd get up to Experienced in a normal amount of time (faster due to not needing replenishment as much) and from then on could continue levelling up through the big Elven XP demands simply because they wouldn't lose skill manpower as fast. Though that would depend on us wanting to get a 4th Elven Infantry regiment at some point.

That aside, I'd still like to use up some of our big reserve of 300+ Trained Elven troops. Maybe in the 100-200 range rather than the whole force if people want to have our new unit contain a high XP level, but still a notable amount. That'd let us keep a reasonable reserve of higher quality Elven infantry reserves without needing to shell out Influence for more.
 
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About the planning, I am also in favor of doing some counter-intelligence. I wonder if that action could be used to misdirect and mislead our enemies, rather than just conceal information on our army. After the discussion about not being too passive and not giving the enemy free reign of the area north of the river, I've been thinking if we could fool them into thinking we are intending to act more aggressive than we really will. Spread rumors about the General chomping at the bit to cross the river and about upper command feeling frustrated by unexpected delays for the upcoming offensive, that kind of thing.

As for actions, I am surprised there is so little interest in Mentoring COs? I feel like the 42nd having an Unsteady CO makes that unit much less reliable and resilient, and I would like to get rid of that Trait. Founding an Elven infantry now and Mentoring the 42nd would potentially allow us to have a frontline of three Elven units as a disposable first defensive line for holding the bridge.
 
About the planning, I am also in favor of doing some counter-intelligence. I wonder if that action could be used to misdirect and mislead our enemies, rather than just conceal information on our army. After the discussion about not being too passive and not giving the enemy free reign of the area north of the river, I've been thinking if we could fool them into thinking we are intending to act more aggressive than we really will. Spread rumors about the General chomping at the bit to cross the river and about upper command feeling frustrated by unexpected delays for the upcoming offensive, that kind of thing.

As for actions, I am surprised there is so little interest in Mentoring COs? I feel like the 42nd having an Unsteady CO makes that unit much less reliable and resilient, and I would like to get rid of that Trait. Founding an Elven infantry now and Mentoring the 42nd would potentially allow us to have a frontline of three Elven units as a disposable first defensive line for holding the bridge.
Unsteady really isn't as bad as it seems. In terms of impact, it's something like a -2 or -3 to morale modifiers. Not great in terms of durability, but it doesn't make the units break at the first sign of trouble. And considering our plan is essentially to feign retreat until an all-out melee, this isn't all that necessary. We can spend available actions on mentoring virtually any time as well.

However, spreading misinformation about our intention is an interesting idea that could make counter-intelligence more valueable. I wouldn't go the route of telling them how aggressive we are (this is just going to confuse the enemy when we plan to pull them towards our side of the river and confused enemies can be more cautious) and it's also incongruous with us camping on the southern side. I would emphasize how much our army has bleed in the days since Daurstein and how we plan to smash them with local superiority on our side of the river. Alongside stressing how our discipline is poor, and our units mostly rely on morale.
 
Unsteady really isn't as bad as it seems. In terms of impact, it's something like a -2 or -3 to morale modifiers. Not great in terms of durability, but it doesn't make the units break at the first sign of trouble
It's -3 on average, yes, but I would say that is very significant on a d20 system. The average also does not tell the whole story, disadvantage also makes a catastrophically low roll much more likely. The way Stress works with an initial bad roll having a disproportionate impact, I actually think the effect of that trait may be much worse than it seems based on averages. That said, I would need to run some simulations to confirm that.

There is also the opportunity cost, since having Unsteady means we don't have some other, better Trait on our frontline.
 
It's -3 on average, yes, but I would say that is very significant on a d20 system. The average also does not tell the whole story, disadvantage also makes a catastrophically low roll much more likely. The way Stress works with an initial bad roll having a disproportionate impact, I actually think the effect of that trait may be much worse than it seems based on averages. That said, I would need to run some simulations to confirm that.

There is also the opportunity cost, since having Unsteady means we don't have some other, better Trait on our frontline.
It is bad for the individual unit, but I would say that morale checks are also generally rare if we maintain battlefield control. If the unit isn't exposed to artillery or put in a position to be flanked, you would get maybe 1 or 2 morale checks per turn (meleed + casulties), which the unit can hold out. In terms of what I think our battleplan should be (skirmish -> feigned retreat -> pin the enemy down in melee until the strike force secures the bridge with the element of surprise) a singular regular unit being routed really doesn't matter. We really need combat mass more than we need to improve individual units

In terms of opportunity costs, the actual strongly impactful traits like feared, genius or brilliant are pretty rare Overall, I think there are something like 5 traits that would really impact how we use the 42nd. And of course mentoring an existing units prevents us from rolling the trait of our new infantry regiment, as well as having them level up slower due to battlefied experience, which means we get fewer decent attacks overall.
 
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It's -3 on average, yes, but I would say that is very significant on a d20 system. The average also does not tell the whole story, disadvantage also makes a catastrophically low roll much more likely. The way Stress works with an initial bad roll having a disproportionate impact, I actually think the effect of that trait may be much worse than it seems based on averages. That said, I would need to run some simulations to confirm that.
So, raw statistical analysis for the 42nd in terms of impact: I am going to assume the unit is a defensible position in melee, against units with an equivalent combat modifier (woods specifically) facing a single enemy opponent. Unless we make the mistake of putting the unsteady unit in the center, that is plausible. Under these conditions any attack focused on them will have a 66% of causing 50+ causulties, which I will round up to having 2 morale checks a turn. I will also give the 42nd a +1 without their advantage, since we would gain drill.

So, we have +4 (morale) +1 (drill) +1 (rank) with unsteady equaling +6 unsteady versus +7 normal checks.
T1: No chance of routing for either, -2 for the unsteady & +3 for the ordinary unit
T2: 77% routing for the unsteady, 13% of routing for the ordinary regiment
T3: 100% for the unsteady, 84% for the ordinary regiment

So, the 42nd could take roughly one more turn of heavy melee combat if we mentored them. So a single check of disadvantage is actually pretty comparable to a flat -3 morale mod in terms of impact.

But since opportunity cost also needs to be taken into account, how does this compare to putting up one more unit on the field?
Assuming the formation of a regular elven infantry unit with no combat relating trait, they would break with a 66% chance after 5 rolls, meaning we would be able to take 9 morale checks compared to 5 the 42nd would take after being mentored. In terms of pure calculations, we would end up with +3 checks in addition to higher damage against the charging enemy, even assuming the 42nd get's routed during melee combat (+1 check against us) and creates one routing check rather than them being able to tactically withdraw and shoot again. Is a single regular unit enduring one more turn of combat worth an army action now? In my opinion no, especially when we struggled with battlefield control last time.
 
So, raw statistical analysis for the 42nd in terms of impact: I am going to assume the unit is a defensible position in melee, against units with an equivalent combat modifier (woods specifically) facing a single enemy opponent. Unless we make the mistake of putting the unsteady unit in the center, that is plausible. Under these conditions any attack focused on them will have a 66% of causing 50+ causulties, which I will round up to having 2 morale checks a turn. I will also give the 42nd a +1 without their advantage, since we would gain drill.

So, we have +4 (morale) +1 (drill) +1 (rank) with unsteady equaling +6 unsteady versus +7 normal checks.
T1: No chance of routing for either, -2 for the unsteady & +3 for the ordinary unit
T2: 77% routing for the unsteady, 13% of routing for the ordinary regiment
T3: 100% for the unsteady, 84% for the ordinary regiment

So, the 42nd could take roughly one more turn of heavy melee combat if we mentored them. So a single check of disadvantage is actually pretty comparable to a flat -3 morale mod in terms of impact.

But since opportunity cost also needs to be taken into account, how does this compare to putting up one more unit on the field?
Assuming the formation of a regular elven infantry unit with no combat relating trait, they would break with a 66% chance after 5 rolls, meaning we would be able to take 9 morale checks compared to 5 the 42nd would take after being mentored. In terms of pure calculations, we would end up with +3 checks in addition to higher damage against the charging enemy, even assuming the 42nd get's routed during melee combat (+1 check against us) and creates one routing check rather than them being able to tactically withdraw and shoot again. Is a single regular unit enduring one more turn of combat worth an army action now? In my opinion no, especially when we struggled with battlefield control last time.

Consider, however, the Feelsbad opportunity cost of getting a really good Morale roll and not breaking... and then rolling again and getting a much lower number and breaking. It's the kind of thing that absolutely can make everything considerably more swingy in a way that's pretty miserable.

E: Plus, of course, the increased risk at Drill 7 of getting a bad Drill Action or a non-good one has to be considered as compared to Drill 8.
 
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Consider, however, the Feelsbad opportunity cost of getting a really good Morale roll and not breaking... and then rolling again and getting a much lower number and breaking. It's the kind of thing that absolutely can make everything considerably more swingy in a way that's pretty miserable.

E: Plus, of course, the increased risk at Drill 7 of getting a bad Drill Action or a non-good one has to be considered as compared to Drill 8.
I want our plans to center around it not mattering if one unit breaks. With the 42nd in particular only giving -1 momentum, them breaking should really not matter in the plan, especially since I want us to use elves to take the initial blow anyway. Sure, them routing right after tanking a check probably feels pretty bad, but that's really not a significant factor when we try to calculate a way of breaking the enemy bridgehead. The key question there is how to make enough attacks to soften the bridgehead up for an encirclement on our side, for which more units are just more helpful than morale modifiers.
My key takeaway is that from Daurstein's left flank is that the number of units you have available matters a lot more than individually highly morale check resistant units, since the number of attacks you make also influence how effectively you can stop the enemy from attack, plug gaps that are created with reserves and gain momentum. Daurstein generally struggled from a lack of unit ability to attack and the absence of reserves. Our turn to turn battleplanning isn't influenced by gaining or loosing one momentum, but by positioning and ability to act overall.

We don't know the drill table, so we can't properly evaluate the impact of it. We know that nothing happens above 7 [M3] and below I am guessing we get an event on a 1-5 versus one on a 15-20 with every stat point adding +/-2 on the rolls. So our current chance of getting a bad event is 15%, which is really low. We could drop the chance to 5% if my guesswork is correct, but I don't think this worth that much especially since we have no knowledge indicating the higher end of the low rolls are particularly noteworthy. I am willing to take an 85% of nothing bad happening.
 
I want our plans to center around it not mattering if one unit breaks. With the 42nd in particular only giving -1 momentum, them breaking should really not matter in the plan, especially since I want us to use elves to take the initial blow anyway. Sure, them routing right after tanking a check probably feels pretty bad, but that's really not a significant factor when we try to calculate a way of breaking the enemy bridgehead. The key question there is how to make enough attacks to soften the bridgehead up for an encirclement on our side, for which more units are just more helpful than morale modifiers.
My key takeaway is that from Daurstein's left flank is that the number of units you have available matters a lot more than individually highly morale check resistant units, since the number of attacks you make also influence how effectively you can stop the enemy from attack, plug gaps that are created with reserves and gain momentum. Daurstein generally struggled from a lack of unit ability to attack and the absence of reserves. Our turn to turn battleplanning isn't influenced by gaining or loosing one momentum, but by positioning and ability to act overall.

We don't know the drill table, so we can't properly evaluate the impact of it. We know that nothing happens above 7 [M3] and below I am guessing we get an event on a 1-5 versus one on a 15-20 with every stat point adding +/-2 on the rolls. So our current chance of getting a bad event is 15%, which is really low. We could drop the chance to 5% if my guesswork is correct, but I don't think this worth that much especially since we have no knowledge indicating the higher end of the low rolls are particularly noteworthy. I am willing to take an 85% of nothing bad happening.

I mean, is that fully your takeaway? Because the other side having a bunch of second-rate Trained units that basically crumpled at the first glance is what allowed us to get a Momentum advantage in the latest battle at all.
 
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