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<span class="mu-s">**RULES**</span>
In <span class="mu-i">Fog of War</span>, you are not the collective will or hivemind of your army, but rather solely the man in charge of leading it. In an age before advanced communications, orders may be lost in the thick of fighting, or outright disobeyed. It is your objective, as commander, to attempt to avoid such a situation when you can, and trust in the capabilities of your subordinates when not. Doing the best of what is possible and accepting the inevitability of losses and confusion is vital to your success as a leader.
<span class="mu-s">Actions</span>
You are not everywhere, and nor can you see the future. When you give an order to an unit, there is no certainty it will indeed accomplish such tasks. In this quest, <span class="mu-r">all rolls are done in the background, by me.</span> This includes successes, casualties, and indeed anything else. There is only one exception to this rule: as a general, <span class="mu-s">you are allowed to pick one unit to personally oversee.</span>, allowing you to roll for the actions of said unit (as well as receiving a bonus for your expertise)
<span class="mu-s">Morale</span>
Your soldiers are still human. They will not, without sufficient motivation, fight to the death for the sake of a plan. <span class="mu-r">Most units will 'break' far before they are entirely destroyed</span>, entering a state of 'rout' and attempting to flee the battlefield, at which point they may even desert the army entirely unless recuperated by an friendly unit or wrangled by their officer. <span class="mu-s">Discipline, morale, the quality of their training and even your reputation will all impact the likeliness of a troop to rout</span>