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Camp followers Cooks and Teamsters, Yes or No?

Yes!
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Total Members Voted: 10


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Author Topic: You Are a Mercenary Commander  (Read 27236 times)

Aseaheru

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Re: You Are a Mercenary Commander
« Reply #150 on: March 28, 2014, 05:21:58 pm »

PTW, and also a quick question:
Spoiler (click to show/hide)
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Parsely

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Re: You Are a Mercenary Commander
« Reply #151 on: March 28, 2014, 10:26:01 pm »

I'm under the impression that you people are overthinking this to the max.
Tell me about it.

IMHO its understandable when the game updates so slowly (<-- not a bad thing).

PTW, and also a quick question:
Spoiler (click to show/hide)
..What?
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Aseaheru

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Re: You Are a Mercenary Commander
« Reply #152 on: March 28, 2014, 11:03:34 pm »

The use of crossbows on Christians was banned by a pope for a time, something about them being too cruel.
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TalonisWolf

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Re: You Are a Mercenary Commander
« Reply #153 on: March 28, 2014, 11:05:51 pm »

 While I can see where they get that from, if you compare it to some of the other medieval weapons...
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Rolepgeek

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Re: You Are a Mercenary Commander
« Reply #154 on: March 28, 2014, 11:11:20 pm »

Posting to watch.
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WhitiusOpus

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Re: You Are a Mercenary Commander
« Reply #155 on: March 29, 2014, 12:31:56 am »

I'm under the impression that you people are overthinking this to the max.
Tell me about it.

IMHO its understandable when the game updates so slowly (<-- not a bad thing).

PTW, and also a quick question:
Spoiler (click to show/hide)
..What?
Yeah, I know we're waaay overthinking it, but it takes a while for the update, so it's just a discussion pretty much. This is what happens on Bay12 - we must have the most complex game possible.

About that ban thing, this is an alternate universe, so I doubt there is one. Or we would also not be allowed to kill each other Thursday night through Tuesday morning, either.
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Aseaheru

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Re: You Are a Mercenary Commander
« Reply #156 on: March 29, 2014, 07:22:31 am »

Allright, that makes sense.
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Beneviento

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Re: You Are a Mercenary Commander
« Reply #157 on: April 13, 2014, 04:35:55 pm »

Aaand I'm back. Sorry this took a ridiculously long time. While we're not quite there yet, I'd like to think this will eventually get to be similar to Lordship, except with us as independent mercenaries. Here's the update. It's not quite perfect, but I thought it was more important to just get something out. tbh, I personally think oval shields make more sense, as they were used later into the medieval period, so we're probably going to end up with something like hoplites with oval shields, hauberks, handaxes, and kettle hats.

After tending your wounded, you set to the business of "liberating" the castle and your defeated foes of weapons, armor, and coin. in total, you have come up with 20 spears from the armory of the castle, assorted bows, arrows, maces, clubs, and other implements, and a paltry collection of armor as the men outside were nearly all militia, the professionals being inside with their lord. Your customary 3 shares of the coin come out to 27 crowns. Finally, you question your prisoners, but they are all militia, and have hardly any idea what is going on. While this is occurring, the Count's men are building a fire at the base of the keep door. However, their poor discipline results in about half of them running down the hill to the village, eager to see what they can pillage. You frown at the Count's lack of care regarding this. He really is no the sort you'd like to hang around for much longer.

After the plundering is done, you call your men to a meeting outside the walls, where you publicly promote the the three surviving men from the sneak attack to the rank of vintener, or commander of twenty men. One will lead the crossbows with Tolver, while the other two will form the officer group for a group of spearmen you have thought often of recruiting to complement your crossbows. You give Tolver and one of the new officers orders to look for men that would like to join up, either back in the homeland, or in the surrounding countryside, and they will ride out upon the next sunrise.

As the meeting ends, you smell smoke, cheering, and the ring of blades. A few minutes later, the Count walks up to you, with the head of a rakish looking man on a spear. He shakes it around a bit and tells you "This is him! Jeg, the wife-stealer. He and the bastards in the tower with him took some doing, but they're dead now. My wife, according to a letter in the tower, is at a convent about 30 miles from here. I've a mind to leave her there, good riddance. Here's your pay, and good luck to you." He looks disappointed that so many of you are left. Perhaps he meant treachery? Either way, you are done with him, and are now a hundred crowns richer.

What is your plan?
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Parsely

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Re: You Are a Mercenary Commander
« Reply #158 on: April 13, 2014, 04:43:44 pm »

Wait for men to return with recruits. Find out what the count is doing with the castle.
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Aseaheru

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Re: You Are a Mercenary Commander
« Reply #159 on: April 13, 2014, 05:03:37 pm »

Seconded. Also head to the inn to look for our next job.
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TalonisWolf

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Re: You Are a Mercenary Commander
« Reply #160 on: April 13, 2014, 05:16:36 pm »

+1 to this.

  Also, go amongst our men and check the quality of their weapons and armour. If any of it is of lower quality then what we just looted, replace it with said loot.

  This will help improve combat effectiveness and morale.
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ShadowHammer

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Re: You Are a Mercenary Commander
« Reply #161 on: April 13, 2014, 06:28:04 pm »

+1 to this.

  Also, go amongst our men and check the quality of their weapons and armour. If any of it is of lower quality then what we just looted, replace it with said loot.

  This will help improve combat effectiveness and morale.
+1. Also, see what services are offered in the town, if we don't already know.
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Beneviento

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Re: You Are a Mercenary Commander
« Reply #162 on: April 17, 2014, 03:29:39 am »

After telling the recruiting party to meet you in the town of Dalhurst, north of Jeg, you head to the keep for a last meeting with the Count. Upon being asked what he plans to do with Jeg, he tells you "I can't stay here to deal with it, and Jeg has no successors, so I intend to give the barony to a grandson of mine. His mother, my daughter, died young trying to give him a brother. He's a good boy and his father can rule for him at first." Struck by curiosity, you ask him why he was so anxious to return to Dorven, but he makes excuses and you eventually leave, still in the dark. Though your loot is meager, many of your men take maces as sidearms, making them feel slightly more confident should they get into a melee fight. Afterward, you set out for Dalhurst.

Dalhurst is the capital of Whitfall province, whithin the Kingdom of Doria, where you now are. It is known for it's fields of linen and the rich fabrics that are exported from it. However, trade has been scarce in the past few years, and many have turned to banditry to escape hard times. The last duke of Whitfall chose the wrong side in the civil war that erupted about ten years back, and the new duke, along with the new king, is hard-pressed to fend off the bandits. The town of Dalhurst itself is still rebuilding, but offers facilities like a tavern, prison, blacksmith, market, and you imagine you could get most items you need for your men here. The duke's keep is the largest building in town.

You make it to Dalhurst two days after setting out from Jeg, and notice that mercenaries seem to be in high demand. Many men of war are residing in the town and you see them often swaggering through the streets. Upon questioning a townsman, you learn that the large merchant caravans are setting out for the capital of Doria and other large cities, and guards are needed. The duke has launched a campaign against the bandits as well, and is hiring men to destroy them. You set up camp outside the city walls, as no tavern is large enough for your forty-odd men, though you could pay the duke for permission to set up in the empty fairground. Tolver returns three days later, but he has had little luck recruiting, bringing back only 5 men, though they are able-bodied and seem quick enough. What will you do, turn bandit-hunter, caravan guard, or something else entirely?


Spoiler: Cedric Stoneye (click to show/hide)

OOC: The town of Jeg wasn't really much and had just been looted, and I wanted to move to the "big city" so I had Cedric march to the ducal capital. I'm thinking I'll implement a monthly food cost, about 20 crowns or so. What do you guys think of that?

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PewdsRocks

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Re: You Are a Mercenary Commander
« Reply #163 on: April 17, 2014, 05:11:10 am »

I suggest bandit hunting. They're likely to be set up in a forest or in some isolated area away from towns if they've avoided detection this long where our particular mixture of stealth, tracking and ambush skills will give us a significant advantage over them.
Maybe we should also get to know the other mercenaries and look out for any small groups of rookie crossbow or spearmen that we can persuade to join a more experienced and significantly more awesome group.
Like us for instance.

And maybe look for anybody who's escaped a bandit attack, they might have some useful information. Equipment, numbers, a general area and so on.


(( Food cost sounds good. ))
« Last Edit: April 17, 2014, 05:38:50 am by PewdsRocks »
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TalonisWolf

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Re: You Are a Mercenary Commander
« Reply #164 on: April 17, 2014, 06:43:31 am »

  Cut down the forest- we can build a stockade around our camp and start our search-and-destroy mission against the bandits.
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