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Arrangements had been made up north as well, to begin renovation of Monte Nocca’s training facilities. Spare manpower that would not have been very helpful in the battle to come anyways, but should you be defeated…you would need to rebuild your army anyways.
>Work on Monte Nocca’s training ground expansion and renovation has begun. At current rate, it will be ready by the end of the year.
Even though past battles had been trusted to subordinates, with the total strength of your mobile militant forces making ready for battle, if there was any place for you to take command on the field again, it was here. Though again, you were to be ensconced in an armored mobile command post.
“Think of our enemy, boss,” Major Donomo Alga said to you when you grumbled to him, “The <span class="mu-i">Giardino Rosso</span> would love nothing more than to assassinate you like they tried for the Duke. In a chaotic battlefield, we can’t keep an eye on you. You get shot, we may as well have lost. I’m sorry. I know you’re a soldier, a fighter, but back here, everybody will know you’re watching over them. Out there, everybody would just be worried you would be killed.”
“The armored cars’ ability to extricate me must not inspire confidence.”
“That’s the Aurora Legion’s business sense,” Alga said, with a hand on your shoulder, “Even if we lose everything, we can still scurry away to Sosaldt, or to Trelan again.”
Death might be preferable. “We will simply have to win.”
“Schwarzehand will have to win first,” Donomo added, “The odds are looking around six to one for him. He can dig in, but they have a <span class="mu-i">lot</span> of people. Here’s hoping they don’t have the coordination to launch a proper attack.”
True enough. Though there was still time to adjust your plans…
>The Battle of Fulmicroce will commence. In the first day, your forces will endure assault. In the second, the reinforcements from the provincial capital will arrive, and on the third, your troops from the south will arrive, either to counterattack…or to try one last time to hold the field. All three phases play out no matter what happens, but depending on how well you roll for the prior phases, the results will change. Higher is better.
>The first 3 sets of 1d100 will be for the first day, then 3 sets for the second day, then 3 more for the last. To represent your influence in the battle, you can add tactical advise or commands to one of each set of your rolls. This can be done after the rolls are done- to either mitigate failure or capitalize on success, depending on what you do. A separate roll will be taken for each afterwards to determine how well these commands work out.
>The DC for a positive or negative result each day is 65 for the first day, 50 for the second day, and 35 for the final day. Degrees of success by 10 will influence results, and each failed prior roll adds +5 to the later days’ DC checks- with -5 for successful rolls.
Also-
>Any other turn actions?