We've been trying to use a military council for orders in Sandalak, like we used to do in Perdan back in '06/'07. In Perdan the council would work out orders collectively within the first hour after the turn. Then when the hour was up, whoever was there would send the orders. Everyone would follow them. Worked great. The load was spread out over 10/12 people for each turn change, and there was *always* someone there to do it.
We're trying something like this in Sandalak, and it's not working very well, except for short periods at a time. You'd think that everyone would like the help. The non-leaders would like getting orders in a timely manner, and the marshals/general would appreciate not having to be there for every turn change. What we've found is that the players have not been able to adjust to anything other than the usual selfish behavior and the protecting of their personal authority that occurs on every other island.
From my point of view, the problems we run into are this:
1) You have to have clear direction from above on the overall strategy. Your ruler/general has to provide the long and medium term strategy that will be used. It could be "take region X", or "stop the enemy TO in region Y". Without a clear goal, people waffle around and go 10 different directions.
2) Multiple, sometimes conflicting, orders are being given. We've had cases where some people have gotten up to 5 different orders in one turn. People have to remember to copy their orders to the council. You wouldn't believe how many people bitch about having to copy/paste their army orders to the council. But if no one reports that the orders were sent, then no one knows they were sent, and they get reissued, possibly different than the first. Or the individual armies get different line settings/formations.
3) People not willing to make the final decision. You get 6 or 7 people taking about "we could do this" or "what do you think about this" for 2 hours. At the end no one makes the call and says "Do this!"
4) Marshals getting pissy about someone else giving orders that apply to their army. (But wait until they can't be there for a turn, and then get mad about all the army members asking why they didn't send orders!) This goes along with #5:
5) Army members getting pissy about taking orders from someone other than their marshal/vm. (And then when the marshal doesn't give orders because, you know, they have a life, they get pissed off that no one gave orders!) These two go along to create #6:
6) People getting pissy about orders not being out on time.
wtf people?! These last three, put together, just make life hell for the military leaders. Marshals don't want anyone else ordering their army, armies don't want anyone but their marshal giving them orders, and everyone gets angry when the one person from whom they will accept orders can't be there so they scream that the whole military command sucks!
And this doesn't even get into all the individual idiots who say things like "I won't accept orders from anyone who won't face me in a duel to the death!". Or the aggressive insulters who insist that they are god's gift to military strategy and everyone else is a moron.
You can design whatever kind of campaign you want. Make it as distributed as you want. Empower everyone with whatever authority you want to make whatever decisions. It's all pointless if the players won't buy in to it. So long as you have problems #4, #5, and #6 above, all your brilliant planning goes down the crapper as soon as one Marshal decides to go toss down a few beers with his buddies instead of mashing the reload button on his browser while he waits for sunrise.
Council *should* help with the whole process. It should spread out the load, allowing any of 20 or so people to make the decisions. At least until you run into problem #3: People unwilling to make the call on what to do. Sometimes it's because they're afraid they'll get yelled at for it, and sometimes because they don't want to cut other people out of the decision making process. But what's usually been happening is that you get a lot of questions and proposals, and not a lot of decisions.
The South Island is supposed to be heavily strategy dependent. A realm that can work out how to manage the work load inherent in fighting an active multi-front war against two enemies that are both trying to wipe you out, should be able to gain a significant advantage. (BTW - Have Ikalak and Taselak ever fought even a single battle against each other? It seems like they have focused exclusively on Sandalak from the very beginning.) People need to realize that things will work different on the South Island. Your orders may not come from your Marshal or VM. Just because you're not a Marshal or VM doesn't mean you can't give orders. You need to *gasp* COOPERATE.
I had hoped that the War Island would help rebuild some of the team spirit that we lost over the years. What I've found is that a vocal minority of the players seem to think that "War Island" means that you're supposed to play some bad-ass short-fused super-warrior who threatens everyone with death duel challenges over meaningless trivialities, that some people feel that the RP tag has no place on the War Island, and that people who like to play in a civil environment without gratuitous profanity are apparently supposed to play only on Dwilight.