🧨 Conflict Resolution -
Once the banner numbers have been finalised, the battle may commence. The winning side is determined by victory points. By default, defending Regions have two victory points (2VP) for being entrenched. Attackers will only gain one victory point (1VP) by default in comparison. Unmodified, that means that defenders will always have the advantage and win. However, gaining the initiative gives that side an additional victory point. This would put the defence on three or both parties on two a side, depending on which side held the initiative advantage.
Each side will then further receive one victory point (1VP) for every multiple over the number of banners that their opponent brings. This means that if the attacker brings double the Banners as there are in the defending force, they will get one additional victory point (1VP) and vice verse. Each times double, over the amount of the opposition’s Banner count, will bring another victory point. E.g. Four banners versus two would bring an additional victory point, six versus two would give a 2VP bonus, and so forth.
Banner Lord Bonus -
An extra victory point is given to any Banner, who’s Banner Lord is present in person during a conflict. This would mean that a Player character had travelled to the region being attacked (or attacking) in anticipation of the battle. Be careful however, as though this action gives a boost to the troop’s morale, represented as 1VP boost, any Player character in place at a defeat can be captured or killed by their opponent.
To gain the Banner Lord bonus, the Player character’s travel papers for that turn must list at least the region that the Battle Order is targeting if they are the defender, or the region that the attack is originating from, if the Player is on the attacking side.
Infiltration -
If a Player’s travel papers list a region on the opposite side of the conflict in question, aka; Infiltrating, they can contribute a +2VP bonus but they are immediately revealed and captured by the opposed side, following the normal 'captured' rules, as if they had suffered a defeat and were subsequently captured in that way. In the case of this capture, the side that was infiltrated can choose to execute the captured Player regardless of if their side wins the conflict following the appropriate rules for executions. If the captured, Infiltrating Player character is not executed and the side holding the Player is defeated, they can be released, if the victorious side’s, Battle Leader chooses to allow it, that is.