In times like this, Mencinio explains, they would rely on supplies and aid from their sister city of Aquilonia, some ten miles away, but bandit raids have made it harder and harder to even travel between the cities, much less transport valuable grain. Not to mention, the local rebel leader, Gemino, has declared he will punish any settlement which attempts to send food or supplies to Bovianum. From what you can gather, this Gemino is as fervent a believer in the rebel cause as the recently-deceased Spurio, largely using his authority to raid and molest the towns he claims to protect
The big disagreement here is over the three 'our plans' options and the 'how to feed the legion' option. Here's my reasoning.

Firstly, I think we should at least start out with the intent of sharing food with the town. Realistically, building a road to Beneventum would take long enough that we'd be eating Bovianum's food for an extended period of time anyway, so we have little to lose by explicitly saying "if you don't eat, we don't eat."

Then we have the question: how do we use our soldiers to best secure the surrounding area and bring in food?

The way I see it, Gemino is the crux of our problem here, the most noteworthy leader of the bandits. Trying to liberate the towns just by marching into town and declaring that they are 'liberated' will do little good as long as Gemino is free to raid the settlements. He's the one who's making explicit terror threats against any settlements that do start feeding Bovianu, after all. Put an end to him, and we'll terrify the other bandits and give the small settlements around Bovianum more reason to expect to be able to ship food into town without fear.

In the immediate short term, however, that doesn't feed ourselves or the legion. It's already June; we should have time to secure the road to Aquilonia, and we certainly have the manpower to put a dense guard on the road and crush any bandits immediately around the place. Aquilonia is the closest available source of supply, and a much better source than far-off Beneventum if we can keep the road open.

So, knock off the most powerful bandit leader, and clear the road to the city most able to help feed Bovianum. Hopefully we can accomplish both these things significantly before harvest and get a second round of actions as harvest approaches.

The reason I say "both these things" and not "all three of these things" is because I REALLY think we should build a fortified camp. It was standard practice for the legions in general, and there were good reasons for it. It reduces the risk of our soldiers (especially the Gauls) causing disturbances in town. It reduces the burden the town faces from housing us. It reduces our exposure in case rebels within the town manage some large-scale treachery, which is probably a good idea since we're not spending any of our actions specifically on policing the town itself. Thus...

[] Plan Even Trench, Ordered Line
-[] Whip Them Into Order​
-[] Secure a Route
-[] Defeat the Rebels
-[] Build an Encampment
-[] I Am The Law
-[] Willing Advocate
-[] Sharing

Plan name chosen with thanks to @Telamon for reminding me of Lays of Ancient Rome at the start of this quest...

Thine, Roman, is the pilum; Roman, the sword is thine
The even trench, the bristling mound, the legion's ordered line.


[If you like this plan, but would prefer to vote for "Forge a Route" over "Sharing," try "Plan Slow & Steady," by Spacegnom, who I cannot tag because of how editing and tags work ]

 
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I've just recently begun following and reading through this quest, so apologies if I accidentally misportray some events or intents.

My understanding of how the treatment of the Samnites has progressed so far has been a matter of reversal. The choice to grant mercy toward the priestess was predicated on the direct situation, that it was hoped that the act would earn a modicum of gratitude. Instead she ended up doing exactly the opposite due to the contextual situation of Samnite-Roman history and Samnite culture (I think Mercator gave some warning after the fact that we should keep in mind).

That was followed by Vae Victis. I know that people have a natural desire to try and strike a more conciliatory tone with the Samnites and to mend the relationship (I do too). There are certainly potential pluses like Samnite support. But I can't help but feel again that either "good cop" or "neutral cop" would not really cause those advantages to materialize, while hindering his reputation with his fellow Romans and soldiers (they certainly don't like the Samnites). I find it very implausible that even realized (if not just attempted or rhetorical) impartiality would truly work to mend the relationship, given the wider context. Atellus has earned a place in Samnite history as a feared foe. Recently, the Samnites were finally granted citizenship, but I think it was mentioned in one of the earlier posts that the Social Wars were just a pretext for them to continue conflict while other Italian tribes were satisfied. Giving the Samnites metaphorical apples hasn't earned their loyalty or allegiance, and I think it could very well be naive to expect Atellus to do so just through this present situation.

What seems to matter more for these Samnites is being given actual apples. Their material hardships have driven them to Rome, and it is alleviating those hardships that will work toward pacification. But I'm wary of the proposition that somehow he can establish some better connection with them now; causing fear and demonstrating strength has done that previously, temporarily yes, but right now an armed rebellion is going on and so action must be quick and decisive. Furthermore, continued deviation in Atellus's Samnite policy could entrench a sense of inconsistency from him. What type of conqueror or governor is he really, asks both Samnites and Romans? Yes, his tremendous oratory could work to be convincing, but if not successful the Samnites will find it very obvious that he's just doing this to curry favor and obedience from them - again, not something that seems to strike the right chord for them.

If we intend for Atellus to begin building a reputation consistently as an impartial conqueror / ruler, I could definitely see the merits to starting on that now. But remember that will make Romans unhappy, and Atellus hasn't yet secured that tremendous love from citizens / soldiers that might insulate him against resentment. On a related note, given his activity with the Samnites so far, he could be forgiven for being harsh with them and then reverting to the neutral arbitrator role later.

All that said, I do think Rufus should be the willing advocate. It will provide a plausible basis for tempering the severity of Atellus, and if he is cultivated as a loyal subordinate or ally, then he could indeed possibly help leverage some Samnite relationship in the future.
 
Let's start with the important things first logistics, and see how our tactics will flow from them.

The single most salient point boils down that all supply comes from Samnite territory in one way or another except for Beneventum.

Beneventum is the only option that's not Peter robbing Paul in some way, and in some more ugly cases, Peter committing robbery, assault, and battery on Paul (*cough* sending the Gauls to forage *cough*).

If we can create in the Samnite mind the association "More Romans = More Bread", then a great deal of our job has been done. The more grain we can import into their territory, the better. Rome's granaries will in effect subsidise the war effort (obligatory granary management tag reference :V), with enough to both give food to the starving half of Boventium and show the other mistrustful half that Rome provides, without putting pressure on the surrounding countryside.

This comes with a vulnerable line of supply.

Let's make lemonade out of lemons, or as a Roman we should say, let's make garum out of rotten fish. Supply lines will be the bait for the rebels to attack where we can crush them. Since bait is a good thing, we should give them more supply lines to attack, and keep open the Aquilonia route.

With the redundancy, we should have enough resources to feed our half-legion, both feed and bribe Bovianum, let its surroundings keep more of their harvest, even if the rebels manage to disrupt or even totally cut off one or the other of the routes. With luck, we could even have enough of a surplus to build a supply depot, a gift to Sertorius he probably would much appreciate, and multiply the fortress value of the city even more should we choose to re-fortify it, or build an encampment.

But an even more important strategic aspect of making the main roads the focus of the combat is to leverage one the the greatest assets of the Roman legions, their strategic mobility given by Roman road engineering. Even small and isolated outposts along the supply roads will be able to get quick support by larger units.

The strike force that would cut down those baited rebels would consist of our elite cohort and the Gauls.

The last green cohort would be a reserve, whilst being used in the meanwhile to do other things, serving as more bait somewhere, serve as a drive to flush out rebels, garrison the city, repair roads, city walls, build forts, show the flag in neighbouring towns and villages, or whatnot. It's a reserve having many options is the point.

Frag orders as of current:

o two cohorts (recruits) as Supply Line Protection Forces to AQUILIONA and BENEVENTUM
o one cohort (recruit) as Reserve Element quartered (inside/outside; TBD) BOVIANUM. Primary order: stand by as ready reserve to reinforce operations by the supply protection forces and/or the manoeuvre element as needed. Secondary order: flush out rebels. Tertiary order: fulfil official mission (TBD)
o 2nd Cohort, Gaulish Auxiliae Manoeuvre Element, support supply protection forces, patrol, locate, fix, suppress, harass, ambush, search and destroy any rebels in the AQUILIONA-BOVIANUM-BENEVENTUM area, at will and with full command autonomy.​


A plan to get my vote must include both:

Article:
Secure A Route [] You send one of the cohorts to Aquilonia to clear out any bandits on the road and secure a stable route between the towns.
Article:
Forge a Route [] You attempt to establish a decent supply train from nearby Beneventum, a steadfastly Roman town which has procured supplies for the legion for a few months now. Protecting such a long supply train across hostile territory would be tricky work, however.


I welcome feedback on which remaining options would mesh well with this plan (especially wrt our administration of the area).

Tentatively, if we choose a Whip option, it should be training marches, because this campaign would be a very clear-cut example where mobility is more important than actual fighting. Regarding the Forge option, the Gauls will be a crucial part of our main forces, so an option making them fight better could be good, and offers contacts outside Rome. But the other option does that with the whole cohort, and lays the ground for the future loyalty of the military.

With the reserve cohort, I am very seriously attracted to building stuff like a camp or fortify the walls or repair roads. If we succeed in building a depot it would be such mighty synergy, but even completely disregarding both this, and the long-term strategic advantages of engineering, it's just such an in-Roman character thing to do.
 
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I think that one of the three actions should be a more "active" one - I particularly favor the one to hunt down Gemino and the rebels. The bandits, though a widespread, constant and nagging nuisance, are not likely to coalesce into something far more dangerous and should be not too much trouble for even a green cohort. The same is not true for a rebel contingent, which instead of repulsing locals is liable to absorb their support. Furthermore, the sense of rebellion could feasibly spread to other nearby settlements (perhaps they might even enlist the bandits as mercenaries or work around them, multiplying the danger). On the flip side, crushing the rebels would discourage consequent rebellious activity; the same momentum that could lead to a rapid snowballing effect could work in reverse, rebel defeats making it more likely for the wavering ones to give up and so on in a reinforcing cycle. For that reason, it would be best to nip that in the bud right now, and that should take the best available force (the Second Cohort). In effect, this would be the proactive element of addressing logistics.

With the best force (even if it's still half green!) on that mission, it remains to think about how best to more directly handle the problems of security and supply. Even though it's expensive to spend an action on an encampment, as others have pointed out it's a quintessentially Roman action and would set the forces in for the long (short) haul. More importantly, I think, is the fact that rebellion and riot is always a constant concern within the city. Even with energetic measures to pacify the city and restore order in other ways, it's important to remember one of the reasons that the elders asked for Roman assistance, that being the threat of rebellion within the walls. Using a single green cohort as a garrison in such an environment, plus with Gallic forces, sounds like a recipe for disaster to me. Building an encampment would enable some degree of distance to be maintained administratively by Atellus as the Roman commander while alleviating the danger in two directions: not allowing soldiers to be attacked by the Samnite people and not providing the temptation for the Samnites to attack the soldiers. So, as much civil obedience as might be obtained efficiently while also gaining other benefits!

Finally, of course the food supply line needs to be secured. Securing a route with Aquilonia seems more natural than liberating the other towns, one reason being that marching into them would also provide the temptation for rebellion that we're seeking to avoid. Aquilonia is also the familiar lifeline for the city. Taking out bandits could keep that green cohort active while not exposing them unduly to risk (unless some secret rebel force is waiting in the wings... yikes.)

Maybe appropriation to start with and then sharing once food begins flowing in? I'm not sure what the functional differences might or might not be.

EDIT: Looking back at some other posts, I see that some others have basically made quite a few of these points already on these actions. I defer to them and recommend that people take this as my agreement with those people :)
 
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@Telamon

Meddix is a title roughly equivalent to the Roman Consul, not a proper name.

In fact Rome took a lot of it's early hierarchy from the Samnites, including the Manipular Formation AND the Election of Consuls.

Just thought you should know, since you are using it like a proper name for some reason
 
[If you like this plan, but would prefer to vote for "Forge a Route" over "Sharing," try "Plan Slow & Steady," by Spacegnom, who I cannot tag because of how editing and tags work ]
Thanks for linking the plan!

I feel obligated to point out that my plan also trains the legion not the Gauls. My reasoning for this mainly comes down to: 'Ordered' Gauls might be marginally more effective than a better trained legion, but that action is guaranteed to have the higher DC. Going after the Rebels, as opposed to the bandits, will probably benefit just as much from a better trained cohort.
I would also argue that we are likely to gain another chance to train/connect with the Gauls/legion on our march south. Maybe the DC on whipping them into order will be lower by then, due to having gained their respect at Bovianum.
 
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@Telamon

Meddix is a title roughly equivalent to the Roman Consul, not a proper name.

In fact Rome took a lot of it's early hierarchy from the Samnites, including the Manipular Formation AND the Election of Consuls.

Just thought you should know, since you are using it like a proper name for some reason

I've gathered most of the Samnite names in the quest from Italic names used in several histories and letters, and Medix numbered among them.

If it truly isn't a proper name, it's still fitting, as Appius is the leader of the Samnite 'government' as it stands. During the Social War, the Italic Tribes elected their own Consuls, and he could well see himself as their successor.

Oh, and voting is open.
 
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I've gathered most of the Samnite names in the quest from Italic names used in several histories and letters, and Medix numbered among them.

If it truly isn't a proper name, it's still fitting, as Appius is the leader of the Samnite 'government' as it stands. During the Social War, the Italic Tribes elected their own Consuls, and he could well see himself as their successor.

Oh, and voting is open.

It is, for example the Meddix who demolished the Roman Army at the Caudine Forks' full name was Gaius Pontius, Meddix was explicitly listed as his rank in the chronicles
 
To keep track of our stats:

Military: Accomplished (13) -- (Levels 10-14) (+2 Modifier) -- (2983/10000) to Rank 14
Charisma:
Accomplished (11) -- (Levels 10-14) (+2 Modifier) -- (700/10,000) XP to Rank 12
Stewardship
: Poor (4) -- (Levels 3-4) (-2 Modifier) -- (300/4000) to Rank 5! (No Modifier)
Intelligence:
Renowned (15) -- (Levels 15-17) (+4 Modifier) -- (390/15000[?]) to Rank 16
Education
: Accomplished (10) -- (Levels 10-14) (+2 Modifier) -- (400/10000) to Rank 11
Subterfuge
: Average (6) -- (Levels 5-7) (No Modifier) -- (700/6000) to Rank 7!

Combat:
Accomplished (10) -- (Levels 10-14) (+2 Modifier) -- (0/10000) to Rank 11
Oratory:
Accomplished (10) --(Levels 10-14) (+2 Modifier) -- (1,113/10,000) XP to Rank 11
Command:
Average (6) -- (Levels 5-7) (No Modifier) -- (2307/6000) XP to Rank 7!
Law:
Proficient (9) -- (Levels 8-9) (+1 Modifier) -- (285/9000) XP left to Rank 10 (+2 Modifier)
Philosophy:
Average (5) -- (Levels 5-7) (No Modifier) -- (374/5,000) XP to Rank 6
Administration:
Average (5) -- (Levels 5-7) (No Modifier) -- (0/5000) to Rank 6
Diplomacy:
Proficient (9) -- (Levels 8-9) (+1 Modifier) -- (0/9000) to Rank 10 (+2 Modifier)

And 681 Exp in the bank.

As for the vote we have for now the following plans:

[] Plan Slow & Steady
-[] Whip Them Into Shape
-[] Secure A Route
-[] Defeat the Rebels
-[] Build an Encampment
-[] I Am The Law
-[] Willing Advocate
-[] Forge a Route

[] Plan "Restoration of Order"
-[] Whip Them Into Order
-[] Liberate the Towns
-[] Eliminate the Bandits
-[] Restore the Roads
-[] I Am The Law
-[] Willing Advocate
-[] Sharing

[] Plan "Order & Logisitics"
-[] Whip Them Into Order
-[] Build an Encampment
-[] Liberate the Towns
-[] Restore the Roads
-[] I Am The Law
-[] Willing Advocate
-[] Forge a Route

[] Plan Stannis
-[] Whip Them Into Shape
-[] Liberate the Towns
-[] Eliminate Bandits
-[] Defeat the Rebels
-[] I Am The Law
-[] Willing Advocate
-[] Appropriation

[] Plan Hierarchy of Needs
-[] Whip Them Into Shape
-[] Liberate the Towns
-[] Eliminate Bandits
-[] Defeat the Rebels
-[] I Am The Law
-[] Willing Advocate
-[] Forge a Route

[] Plan Even Trench, Ordered Line
-[] Whip Them Into Order
-[] Secure a Route
-[] Defeat the Rebels
-[] Build an Encampment
-[] I Am The Law
-[] Willing Advocate
-[] Sharing
 
[X] Plan Slow & Steady
-[x] Whip Them Into Shape
-[x] Secure A Route
-[x] Defeat the Rebels
-[x] Build an Encampment
-[x] I Am The Law
-[x] Willing Advocate
-[x] Forge a Route
 
[X] Plan Even Trench, Ordered Line
-[X] Whip Them Into Order
-[X] Secure a Route
-[X] Defeat the Rebels
-[X] Build an Encampment
-[X] I Am The Law
-[X] Willing Advocate
-[X] Sharing
 
[X] Plan Trained Soldiers
-[x] Whip Them Into Shape
-[X] Secure a Route
-[X] Defeat the Rebels
-[X] Build an Encampment
-[X] I Am The Law
-[X] Willing Advocate
-[X] Sharing

Edit: voting this way as I do not feel it is wise to try to keep 2 routs open with half the legion especially as it is stated as Beneventum being a long distance one
 
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[X] Plan Even Trench, Ordered Line
-[X] Whip Them Into Order
-[X] Secure a Route
-[X] Defeat the Rebels
-[X] Build an Encampment
-[X] I Am The Law
-[X] Willing Advocate
-[X] Sharing
 
@Telamon

For this particular vote, we have about half a dozen highly similar plans. In many cases, there are two or three plans which are effectively identical save for a minor detail.

Is it possible that you could accept approval voting for this vote in particular? That is, we can vote for as many plans as we see fit, in the format

[k] Plan Simon's 1A
[k] Plan Bob's 1B
[k] Plan ThatGuy's 1C

That way, there would be less worry about a plan winning with a narrow plurality when it has widespread strong opposition, just because the opposition can't all agree on which of two or three competing plans are best. Everyone could just vote for all the plans they accept.

(For example, I consider construction of a fortified camp to be a priority, and a more important one than any of the other major issues being disputed here)
 
[X] Plan Even Trench, Ordered Line
-[X] Whip Them Into Order
-[X] Secure a Route
-[X] Defeat the Rebels
-[X] Build an Encampment
-[X] I Am The Law
-[X] Willing Advocate
-[X] Sharing
 
Eliminating the bandits, liberating the towns and restoring the roads may just win enough good will and be a sufficient show of force to make the rebels reconsider thier plans.
It should also spare us the risks of our soldiers giving a poor showing against the rebels thus inciting the samnites into greater rebelliousness.

As for repairing the walls that's actually quite the powerful act of good will, walls were not just defensive structures, they were a living symbol of the settlement, as much a monument of pride and civic hood as the forum and temple. Towns and cities saved and laboured for generations to build, maintain and even bueatify thier walls even when attack was a non concern.

To restore them will without a doubt garner a reaction amongst the samnites at large, weather for good or ill will depend on rolls I suspect, as the act could me precieved in many ways.
 
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