I think unit experience would be a bad concept to drop. It’s more than just a great flavor element, it’s an extremely significant characteristic for any sort of standing company of professional soldiers/mercenaries. Throughout history, real experience has been the single most important factor in measuring the effectiveness of soldiers.
One idea I thought of, playing off Irdeggman’s suggestions, is to limit the Train Unit action to special training options only; units could be mustered only as Green or Regular units (and who would muster Green if they could have Regulars anyways?). Standard unit costs would be based off of Regular level of experience.
This would insert the concept that “there is no substitute for real experience.”
A second option would still allow training units for general experience, but make it much harder, longer, and more expensive by using an XP system (see lower quote below for specifics).
This would still require keeping track of unit experience, but I think this could be done with a very simple system (similar to what I suggested oh so long ago) that minimizes book-keeping yet still rewards those favorite units who keep surviving and succeeding.
Here was my idea for accruing unit XP. XP awards would be applied at the end of each battle:
A unit gains 1 XP for active participation in a battle. This means they must be on the field for at least 1 battle turn, not merely in the reserves.
A unit gains 1 XP if they score at least 1 successful hit on an enemy unit during a battle. Only 1 XP may be gained this way per battle.
A unit gains 1 XP each time they destroy an enemy unit.
When a unit heals damage through normal (non-magical) means, it loses 2 XP per hit of damage healed (but never below 0 XP). This loss represents the recruiting of regular soldiers to replace more experienced casualties.
Experience Levels, Total XP needed, :
Green: -1* (1 XP gained raises the unit to regular experience with 0 XP).
(-2 Attack, -2 Defense, -1 Hits, -1 Move, -2 Morale, -1 GB muster)
Regular: 0 (base stats unmodified)
Veteran: 8 (+2 Att, +1 Def, +1 Hits, +1 Move, +2 Mor; +3 GB muster)
Elite: 16 (+4 Att, +2 Def, +2 Hits, +1 Move, +4 Mor, +6 GB muster)
Crack: 30 (+6 Att, +3 Def, +3 Hits, +1 Move, +6 Mor, +10 GB muster)
Notes:
I’m sure folks will notice the Defensive adjustments for unit experience. While not part of the BRCS system, it seems appropriate based on what was done with Hero Units, and most especially based on military facts: experienced troops are far better at not just saoking up damage, but on how much damage they can avoid in the first place. In medieval era, this would include better dodging and blocking skills (as an inherent skill that improves with experience, seperate from any specialized defensive training), tighter discipline in quickly shifting to or from defensive formations.
Ex: “Arrows incoming! Loose formation, NOW!”
30 seconds later: “Alright, lads, here come their cavalry! Regroup, line of battle! Quick on ya now!”
Greens and irregulars can’t do that quite so efficiently. Veterans survive because of such skills.
Speed bonus for vets also represents better unit coordination, not an actual increase in individual speed. However, there should be a limit to such an advantage, so I cut off its progress beyond veteran level.
Muster cost is included to determine the higher maintenance that vet+ units would deservedly recieve. Also, I imagine with such combat experience, a small portion of that would go into things like replacing damaged equipment, rewarding them with occasional bonuses like masterwork items, stipends, cash bonuses, better quarters, and other perks for individual and company achievements. Medals are nice and all, but material rewards are what keep the lads loyal.
I also imagine vet+ units that are disbanded (perhaps they become too expensive to keep around) are highly likely to join or form their own mercenary outfits.
Finally: As an option for those who believe that a degree of experience could be achieved through rigorous training:
[b]Rather than training a unit with special training options, the Train Unit court action may be used to increase a unit’s overall level of experience by 1 XP. This requires a character with the Lead skill to perform the action, and costs 1 GB in expenses. The training character makes a Lead check vs. DC (10 + 2 times target XP value). If the check succeeds, the unit gains 1 XP that month.
This action requires a Law Holding (or Guild/Temple holding 2 levels higher) whose level equals or exceeds the unit’s current muster cost in GB. For each GB by which the unit’s cost exceeds the holding’s level, the DC for the action increases by +5.
Ex: A unit of regular medium infantry (2 GB) with 7 XP are trained by a PC Fighter with a +15 Lead skill. He (or his patron regent) must spend a Court Action, pay 1 GB, and utilize a level 2+ law holding (or level 4+ guild or temple) to avoid a penalty to the action. The DC will be 26 (10 + 2x8) for the check, meaning the player must roll an 11 or higher to gaive the unit 1 more XP (and raise them to veteran status). [/b]
Osprey