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Old 01-31-2010, 10:48 PM
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sglancy12 sglancy12 is offline
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Quote:
Originally Posted by jester View Post
The role of mercs on the frontlines would be very useful!

In areas where a truce has been enacted, but the enemy is still the enemy, and more importantly trade or resources. So, all manner of dirty tricks and black ops could be done against one side or the other. And they would employ mercs since they are easily denied.

This could also be done to help destabilize new governments or just to combat them in guerilla war, raids, or whatever their method is to do them damage, keep them off balance and to undermine their ability to effectively control a region thus tipping the scale out of their balance.

And then we also have other black-bag operations like kidnapping, political assassinations, espionage, bribery and sabotage.

And if the troops are professional which they would have to be to carry out some of those missions they can not be from the neighboring community for fear of opening up open warfare once more which could destroy all in the region as things escalate. But, troops who are trained, professional and not directly traceable to you are an asset.
Pretty much everything you've listed here is the sort of stuff the intelligence agencies and special forces are supposed to do: screw with the enemy without drawing them into an open conflict. The remnants of NATO and WP forces wouldn't have any use for mercenaries doing these kinds of operations during the Twilight War because they've already got folks on the payroll who can do it. AND they are patriots and are not merely motivated by money, thus more likely to turn coat.

Maybe after things have really broken down, like post Summer 2000, maybe then mercenaries might be employed in front line actions. After all, the attrition rate is pretty high among special forces. It takes a lotta years to make one and only one second to unmake one. To perform the kind of missions you are talking about might require the use of mercenaries... which is probably where the players come in. I mean, TW:2000 works best when the players have some military discipline and order, but aren't having to be part of a larger unit that micro manages their every action. Players would rather come in, do a mission, and move on to the next place where they get to do the next mission, AND retain their independence.

Frankly, that sort of a set up is unlikely unless the players are playing a group of Post Apocalyptic mercenaries. I mean, if the players find a repairable M1 Abrahms Tank, and they are part of the 100th ID in Colorado, they are going to have to turn it over to higher command who will decide what to do with it. If the players are freelance, maybe they trade information on the whereabouts of the tank for something they need, like food or fuel. Or the players get all giddy about having their very own, fuel guzzling, maintenance hog to ride around in so they can feel just like Odd-Ball in Kelly's Heroes.

In any event, the players often want to feel as if they are in control of their own destiny. So playing mercenaries... even if they are patriotic mercenaries... more like privateers... would be a good fit.

Still, if I were refereeing I would have more than a few encounters where regular military officers treat them with suspicion or even outright hostility because they see the players are little more than deserters.

A. Scott Glancy, President TCCorp, dba Pagan Publishing
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