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#1
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Nice ideas I have seen developped here and that reminds of something. Do any of you knows anything about the "Ecorcheur" (Scorchers)?
These were large bands of former mercenaries (who had served the King of France during the 14th-15th century). During the periods of peace, these mercenaries would gather in large bands (often as much as 1000 men) and conduct pillage throughout the country. Much like the maraudeurs of T2K. Then you could imagine large marauding bands acting as these ecorcheurs. traveling through the Twilight world, attacking and ravaging communities or simply forcing them to pay ransom. A favored method of the middle-ages Ecorcheurs was to capture some people from a given city. Then, they would tie them to poles and scorche them alive (making sure that their scream would be heard from the entire city). As a result, the people living in cities were given the choice: either they would pay ransom or suffer the same fate. |
#2
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On a more serious note, something useful to throw against Krakow or that certain "Man Who Would Be King", just up the river.
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The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis. |
#3
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Right, Mo- the Chevauchées- raids launched by "Free Companies" or "Scorchers" during the 14th & 15th centuries. They plagued France especially, but raids were launched into Swiss territory, northern Italy, Spain, the Low Countries and part of the Germany & Austria. That's one of the manifestations of large-scale marauding I think would make a comeback in the Twilight World.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#4
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So here is a question then:
Lets say a group of players had a relatively decent chargen process, leaving then in possession of characters of somewhat above average possession of talents, abilities, and most importantly stuff. Instead of doing what most would do: run rampant with more guns and ammo that some units three times their size, they decide (The campaign being based in the region framed by the borders of Italy and Austria - the eastern part to boot) decide they rather be hero's in a different sense. They looked around, did recon, and built a decently equipped small firebase near a choke point for any traffic trying to avoid the well known routes north and south. Instead of being the dictorial types, they offered services: Fuel and Protection if the travellers wanted it, and no comebacks if they didn't. Even did a good bit of looking for the troublemakers and putting them down in the area. Over time, and a lot of it was accomplished before the GM really twigged onto the endgame, they had a decently sized town, well fortified, with good farms and limited (mainly small stuff like fuel and ammo) manufacture astride one of the safer routes, which in turn led to more traffic, which in turn led to more ability to grow and equip, which... well, you get the point. In the end, the head PC (Yours truly) pretty much admitted that the goal all along was to form his own duchy the old fashioned way: By getting growth and power by providing honest protection. Now, since we all was no longer accepting orders from higher, and we was setting up our own fiefdom, were we marauders, or something else?
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Member of the Bofors fan club! The M1911 of automatic cannon. Proud fan(atic) of the CV90 Series. |
#5
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Were the townspeople happy to have you? Did they have any kind of a choice? IF the answer is yes, then I would say most free thinking types would not call you marauders. The larger unit from which you deserted might, as might any organized OPFOR units in the AO. If your group didn't have the blessing of the local civies then I think most everyone would consider you marauders. Perhaps, once most of Europe had transformed to a sort of feudal system then your PC's situation would be the norm and the term marauder would apply only to roving bandits.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#6
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And then you have units that higher command do not consider to be maurauders but actually are. One of the Polish Free Legions comes to mind. The details are a bit hazy for me but in 2000 they had a DIA or CIA liaison and were receiving intermittent NATO resupply but had in fact gone rogue.
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#7
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Agreed that one man's marauder might be another man's "military unit requisitioning and foraging." It all pretty much probably boils down to shades of gray and the perception of the individual assessing what's going on.
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#8
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An armed and hostile group is an armed and hostile group no matter what uniform they may or may not be wearing. By 2000 almost everyone not friendly will be dealt with in the same manner.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#9
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If you're following the classic Escape from Kalisz scenario you could argue that the radio broadcast stating "Good luck, you're on your own" effectively gives you a fair amount of carte blanche to do as you please (going from memory I think that broadcast was made by the Commanding General of the 5th Division?). if, on the other hand, you're in a campaign where you were specifically ordered to do something and instead of doing that acting on your own accord you set yourself up as the Grand Duke of the Tirol then I'd say you're a deserter (at best). Now whether being a deserter neccessarily equates to being a marauder is another matter altogether. In my opinion in the scenario you've outlined you're not acting as marauders. Likewise two men deserting from a unit in the US to try to make their way back to their homes and families aren't automatically going to become marauders. The actions that one carries out may have a bearing on one's fate if one is recaptured by the forces that one has deserted from. In your example rather than being shot out of hand (or hanged to save a bullet) you might be sent to a punishment detachment that gets all the suicide missions, whereas those caught raping, pillaging, etc would likely be straight off to the gallows. Ultimately, as many have said it's all in the eye of the beholder...
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Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom |
#10
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IMO, once a marauder band gets really big, and settles down, and is too big and fortified to be rousted out, it becomes a local or regional force to be reckoned with, perhaps a warlord. Then, the local military command can either spend a lot of supplies and blood to attack them, or try to deal with them as diplomatically as possible. Or send in a special team of agents (you know, PCs) to assassinate the leadership. The royal fellow in Raciborz and the guys in Krakow come to mind. They're both behind Soviet lines, but since they aren't causing any direct problems, the Soviets are following "live & let live."
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#11
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Adm Lee is probably right when you know that most of the nobility in the world (if not all) descend from marauders, tribal leaders...
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#12
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A small, highly motivated and well armed group of military veterans is perhaps the deadliest fore known to man.
When you look at the American war of independence, the Spanish guirellas in the peninsula during napolean's invasion and the Viet Cong, it's clear that such a threat can and will topple entire armies if under-estimated. Today's marauder band could become tomorrow's bandit nation.
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Better to reign in hell, than to serve in heaven. |
#13
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Maybe in order to understand mankind, we have to look at the word itself. Mankind. Basically, it's made up of two separate words --- 'mank' and 'ind'. What do these words mean? It's a mystery, and that's why so is mankind. |
#14
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Well, in the UK in some regions Mank means filthy and unpaletable:
There's no way I'm going to that club again it's well manky. That toilet is full of mank. And ind is short for independent. So mankind must mean self-determining filth... Hm... |
#15
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BTW, that was one of Tom Handey's quotes. Usually they are just nonsensical dry humor, but I guess this one has some truth to it. You should be an English teacher Mark ![]() Edit - added smiley to show that I know that Mark actually is an English teacher. Last edited by Fusilier; 06-03-2011 at 03:38 PM. Reason: Add smiley to show that I know that Mark actually is an English teacher. |
#16
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As the supply lines dry up from the rear, there would be very little difference in marauders/raiders/allies. As the original v.1 state that at first Allies refrained from raiding allied units in 1998 and 1999 but by 2000 it would be plausible. I think this is where the Warsaw Pact would split. As units who haven't received much from their quartermaster units would look at who was closest to raid and which would be most like to succeed. Considering you would be expecting an allied unit to conduct a raid your lines. It would help explain why units were refusing orders at times too.
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