I really dislike limit on the number of allies, as it feels arbitrary and it means my plans don’t work at scale. (And why wouldn’t they? I’m a battlefield commander, right?)
Also: “the GM reveals that the enemy has also made plans, for which you are unprepared” part of the 7-9 clause implies an awful lot about the enemies I fight be facing. If we’ve clearly established that you’re facing a disorganized rabble, or a troupe of mindless undead, or a single dumb-as-rocks troll… having my attempt to be clever and organized result in them being clever and prepared and organized… that feels really wrong. (I’m assuming from your use of “roll +INT” that this is for Dungeon World or something similar; if this is a game where you’re only facing intelligent, person-like foes, then this complaint applies less… but it’s still there a little.)
Personally, if I was going to go with something like this, I’d try to boil each tactic down to a single short sentence, akin to the special abilities in WoDu, and not have them just apply, no extra or special roll involved.
Ambush: when you can pick the terrain and have time to conceal yourselves, your enemies won’t notice you until it’s too late (for them).
Coordinated Assault: when you advance on a foe in formation, everyone gets +1 Armor and deals +1 damage
Stealth: when you and your allies take the time to oil and properly stow your gear, keep quiet, and stick to cover and darkness, you can move and maneuver with little risk of drawing attention
Flank: when you and an ally flank an enemy, you each deal +1d4 damage
Shield Wall: when you and your allies form a shield wall and brace to receive an attack, hold X; spend hold 1 for 1 to maintain formation when it would otherwise collapse
Tactical Retreat: when you make a fighting retreat (or order an ally to do so), you or they can Hack & Slash and on a 7+, in addition to everything else, get free of melee
Basically, make each tactic it’s own short-and-sweet “when __, then __” move.
For what it’s it worth, here’s my Marshal class for Stonetop (a DW hack). It’s got some moves that are similar to these, but each one is a little more stand-on-its own. It’s also using the Follower moves from The Perilous Wilds to represent a crew of NPCs that follow the PC around.