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  #1  
Old 02-26-2010, 12:47 PM
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Webstral Webstral is offline
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Originally Posted by Adm.Lee View Post
The best case I can see for those who insist on leaving would be offer to set up colonies of farmers on empty land, like the Romans used to offer their veterans. Then they could keep their guns, of course, and act as militia. Or jobs in repair & recovery shops for skilled mechs.
This seems very sensible.

Of course, one track could be a blue-on-blue psyops gig. Run everybody who wants to leave through a gamut of civilians talking about how horrible things are out there and how the troops at least eat. Get the returnees from Europe thinking that they are better off in uniform than out. Pass out some medals and maybe even establish a Potemkin village to get the boys thinking that the country could be fixed--if they stay. Maybe MilGov could create some villains responsible for horrible, horrible things and emphasize that the Army is going to go get all the bad guys during the process of rebuilding the nation. All that rubbish...

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Old 02-26-2010, 12:59 PM
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I dont think it will be soldiers wanting to leave as much as MILGOV not being able to feed them all and discharging them. Printed canon says some will be released once they back to the States.
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Old 02-26-2010, 03:24 PM
Dogger Dogger is offline
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How things worked out in my game went like this;

I gave Norfolk a pass and used the 'near miss' scenario. Norfolk was damaged but not destroyed. The canon was too fudged up IMO to use, why go to Norfolk if it had been nuked? there were plenty of other ports still available.

As far as the troop situation upon returning. Basically I had it were even though MILGOV did have plans for many of the troops, once they got back on US soil - some after many years in the ETO - there was very little MILGOV could do (short of executing a bunch of them) to keep them in the service.

I understand the point about saying that most would not want a discharge because they would be on there own without food or supplies. However I had the driving force for the ones who left be that they needed to go and find out what had become of their loved ones and homes...many would return to MILGOV after finding out they had nothing left of their old lives...many died.

About half mustered out/deserted/went over the wire etc.

My player team made a deal with MILGOV, they basically told them they were 'heading out' but would agree to be 'in reserve' should MILGOV really need them.

My guys left and worked their way to Texas playing out Allegheny Uprising, Airlords of the Ozarks and Gateway to the Spanish Main along the way before getting to Texas and getting involved in Red Star/Lone Star and a long campaign based around the South Texas Grange.

Oh, and MILGOV did come calling a while later...the guys got roped into the MILGOV invasion of Florida to take down the New American Southern Confederation at St. Petersburg...

It went on from there.
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Old 02-26-2010, 09:16 PM
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Targan Targan is offline
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Originally Posted by Dogger View Post
How things worked out in my game went like this;

I gave Norfolk a pass and used the 'near miss' scenario. Norfolk was damaged but not destroyed. The canon was too fudged up IMO to use, why go to Norfolk if it had been nuked? there were plenty of other ports still available.

As far as the troop situation upon returning. Basically I had it were even though MILGOV did have plans for many of the troops, once they got back on US soil - some after many years in the ETO - there was very little MILGOV could do (short of executing a bunch of them) to keep them in the service.

I understand the point about saying that most would not want a discharge because they would be on there own without food or supplies. However I had the driving force for the ones who left be that they needed to go and find out what had become of their loved ones and homes...many would return to MILGOV after finding out they had nothing left of their old lives...many died.

About half mustered out/deserted/went over the wire etc.

My player team made a deal with MILGOV, they basically told them they were 'heading out' but would agree to be 'in reserve' should MILGOV really need them.
I did things very similarly in my campaign.
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Old 02-26-2010, 05:08 PM
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boogiedowndonovan boogiedowndonovan is offline
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Originally Posted by Webstral View Post
This seems very sensible.

Of course, one track could be a blue-on-blue psyops gig. Run everybody who wants to leave through a gamut of civilians talking about how horrible things are out there and how the troops at least eat. Get the returnees from Europe thinking that they are better off in uniform than out. Pass out some medals and maybe even establish a Potemkin village to get the boys thinking that the country could be fixed--if they stay. Maybe MilGov could create some villains responsible for horrible, horrible things and emphasize that the Army is going to go get all the bad guys during the process of rebuilding the nation. All that rubbish...

Webstral
Webstral, I like your line of thinking. When I GM, I do twisted things like this and mess with player's minds.
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