Samnite Hero Generated: Gemino of the Pentrii (Renowned Military, Renowned Command)
Welp, that's significantly better than us (+4 & +4 to our +1 & +2). This will make all military action against him a heavy gamble...

Pompolussa falls upon Gemino's forces, wiping out his raiding party and capturing several of his band's leaders. Though the rebel himself vanishes into the night, you have at least struck a heavy blow against him and his followers for some time to come.
That said, capturing several of his band's leaders should give him a malus to at least his next combat roll. So, we should keep going after him this round.
A mere day after the failed raid, a letter finds it's way inside your camp in the dead of night, nailed to a post on the inside of your tent. You have every guard on duty questioned, but each one swears he saw and heard nothing. The gates remained closed all night, and the walls are so tightly fitted not even a mouse could slip underneath.
This honestly scares me a bit. I think since there are no intrigue/subterfuge options available below I will vote to expand the fortifications of our camp.

While you struggle to feed the city, your efforts to feed your men go little better.
Well, that could have gone better...
Seratorius helped us this round, but we should try again to get both routes up and running.
I'm still glad we didn't pick sharing, I doubt that would have gone over well.
All Cohorts advance from Rank 2 (Green), to Rank 3 (Half-Green)! The Second Cohort advances from Rank 3 (Half-Green) to Rank 4 (Average)!
Didn't realize the need for training was this dire... even our 'best' cohort was half green.

Not ordering the Gauls will have negative consequences on what I propose below, but the alternative appears to would have been much much worse.

"The Samnites are beginning to respect your authority," he says casually. "Those whom I've spoken with say there's an understanding in the city that you'll judge every man equally -- or at least equally harshly. After you ruled in their favor in the Pullius case last week, they've even come to see that you'll judge in their favor against Romans. And, of course, who better to assure them of this than a Roman? They've started visiting me at all hours of day and night for legal advice or support."
At least one part of our plans went really well. This should allow us to not be so afraid of an unsupported uprising within Bovianum itself.

As for the voting, I would recommend something like this for our 4 command (3+ Gauls) slots:

Castrum Hibernia []
You choose to expand the camp into a winter camp, with wooden barracks and thicker gates to withstand winter conditions. While useful if you remain until winter, it'll be a waste if you end up relocating before winter. Of course, if you do remain in Bovianum until winter, it'll become necessary to expand it later, when winter is closer. (Lose One Command Vote)
Garrison []
You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.
Defeat the Rebels [] You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Establish Supply Lines
[] You try again to establish a supply line to Boventum, and you delegate the task to...
[] Pompolussa assures you he can easily do it, but assigning him here will mean the Second cannot perform any of the many tasks for which it is needed.

I'm not that commited to the camp expansion, but it's the only remaining useful action I see that doesn't spread out our cohorts even more. Viable alternatives to me would be: Improving roads, Liberating Towns, Protect the West or not using the Gauls.
Edit: If I understand this vote-layout correctly, then taking the Gauls to go after Gemino ourselves, should free up Pompolussa.
 
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Welp, that's significantly better than us (+4 & +4 to our +1 & +2). This will make all military action against him a heavy gamble...


That said, capturing several of his band's leaders should give him a malus to at least his next combat roll. So, we should keep going after him this round.

This honestly scares me a bit. I think since there are no intrigue/subterfuge options available below I will vote to expand the fortifications of our camp.


Well, that could have gone better...
Seratorius helped us this round, but we should try again to get both routes up and running.
I'm still glad we didn't pick sharing, I doubt that would have gone over well.

Didn't realize the need for training was this dire... even our 'best' cohort was half green.

Not ordering the Glaus will have negative consequences on what I propose below, but the alternative appears to would have been much much worse.


At least one part of our plans went really well. This should allow us to not be so afraid of an unsupported uprising within Bovianum itself.

As for the voting, I would recommend something like this for our 4 command (3+ Gauls) slots:

Castrum Hibernia []
You choose to expand the camp into a winter camp, with wooden barracks and thicker gates to withstand winter conditions. While useful if you remain until winter, it'll be a waste if you end up relocating before winter. Of course, if you do remain in Bovianum until winter, it'll become necessary to expand it later, when winter is closer. (Lose One Command Vote)
Garrison []
You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.
Defeat the Rebels [] You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Establish Supply Lines
[] You try again to establish a supply line to Boventum, and you delegate the task to...
[] Pompolussa assures you he can easily do it, but assigning him here will mean the Second cannot perform any of the many tasks for which it is needed.

I'm not that commited to the camp expansion, but it's the only remaining useful action I see that doesn't spread out our cohorts even more. Viable alternatives to me would be: Improving roads, Liberating Towns, Protect the West or not using the Gauls.
Edit: If I understand this vote-layout correctly, then taking the Gauls to go after Gemino ourselves, should free up Pompolussa.

Yes, it would.

And with three reaction posts, that's 300 XP, bringing your total to 981!
 
-[] Castrum Aestiva You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.
-[] Train a Volunteer Force You send the Sixth to raise and train a volunteer militia of Samnites to protect their city. This, of course, runs the risk of the fact that you are giving training and expertise to the very people whose land you are invading.
-[] Eliminate the Bandits You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
-[] Defeat the Rebels You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
[] Connect With Elders:
The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
[] The Sibyl: In the rolling hills of Bovianum, there waits the Sibyl of Bovianum, a Samnite prophetess said to follow the ancient Greek rites. You make your way to her, hoping to learn your future.

I think something like this would be a good idea. Don't bother with the winter camp yet, we have enough time to deal with that later. Make Aquilonia self-sufficient, at least partly, while hopefully dealing with the rebels by stacking up the bonuses on the roll. Try to change our image through the elders so we lose that pesky -1 diplomacy modifier and listen to the gods because they may be real in this universe.

@Telamon, you've not specified precisely if we lose an action in terms of Aquilonia but I assume that's the case.
 
-[] Castrum Aestiva You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.
-[] Train a Volunteer Force You send the Sixth to raise and train a volunteer militia of Samnites to protect their city. This, of course, runs the risk of the fact that you are giving training and expertise to the very people whose land you are invading.
-[] Eliminate the Bandits You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
-[] Defeat the Rebels You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
[] Connect With Elders:
The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
[] The Sibyl: In the rolling hills of Bovianum, there waits the Sibyl of Bovianum, a Samnite prophetess said to follow the ancient Greek rites. You make your way to her, hoping to learn your future.

I think something like this would be a good idea. Don't bother with the winter camp yet, we have enough time to deal with that later. Make Aquilonia self-sufficient, at least partly, while hopefully dealing with the rebels by stacking up the bonuses on the roll. Try to change our image through the elders so we lose that pesky -1 diplomacy modifier and listen to the gods because they may be real in this universe.

@Telamon, you've not specified precisely if we lose an action in terms of Aquilonia but I assume that's the case.
Even if Train a Volunteer Force uses up an action, your plan would still have one more available. 3 + 1 (IF we use the Gauls).
 
New Skill Gained: Engineering

Lesser armies sleep where they fall and allow their movements to be dictated by the environment. But the Legions of Rome know no such difficulties: they are masters of engineering and construction, bending the earth to their will. A skilled engineer can have his armies erect a fortress in days and tear it down in hours, or bridge a roaring river only to demolish the bridge and trap the enemy on the other side.
...
The people of Bovianum are more than happy to no longer have half a legion quartered in their homes, and your men are more organized and controlled in a strictly military setting.
Ah, that is some great news. First, as a Roman military man we should understand something about engineering and most of all, the later part should prove that it was the right decision to build a camp.
Happy to see that Bovianum likes our decision and that we are more organised. We'll need it for the bad news which are about to come.:confused:

(Samnite Leader Stat Roll): 1d20 +5 (Heart of Steel)= 21
Samnite Hero Generated:
Gemino of the Pentrii (Renowned Military, Renowned Command)


Hunt them Down (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) -1 (Half Green) = 12
versus
Elude the Hunters (Gemino of the Pentrii) 1d20 + 4 (Renowned Military) +2 (Home Turf) +4 (Renowned Command) = 18
Narrow Defeat


Spit in the Eye of Rome (Gemino of the Pentrii): 1d20 +4 (Renowned Military) +4 (Renowned Command) = 17
versus
Crush the Rebels (Pompolussa): 1d20 + 2 (Accomplished Military) + 2 (Accomplished Command) -1 (Half Green) = 20
Resounding Victory
Because of course the Samnite rebels roll a great commander. I guess the Meddix at Nola wasn't enough.:rolleyes:
Let's see what we can learn about him:*
A mere day after the failed raid, a letter finds it's way inside your camp in the dead of night, nailed to a post on the inside of your tent. You have every guard on duty questioned, but each one swears he saw and heard nothing. The gates remained closed all night, and the walls are so tightly fitted not even a mouse could slip underneath.
Well, that is mildly concerning. Are we sure Mephitis isn't aiding him? After all we killed most of her cult.:o
Goddamn ninja, go back to Serica and beyond.
Tribune Atellus, forgive me on not being able to welcome you to Bovianum personally. Let this letter, then, stand in place of a more formal greeting. Your name has crossed my ears before, in connection with the death of that vile lackwit Spurio of Aeclanum. I offer my sincerest thanks -- I have long wanted to place a blade in that spineless coward's neck, and I envy you the honor of having done so. Consider this letter your reward for such fine service. Your man Pompolussa is quite a determined sort, and I've enjoyed playing with him myself, but he won't catch me. You won't catch me. Bovianum belongs to the Samnites, and no other. Pack up your camp, take your legion, and go bother that fool Appius at Nola instead.

I will not ask so kindly again.

-- G.
Yeah, I guess next time it's a dagger.

As the summer crawls to a boiling height, Bovianum starves. It's fields lie empty, pillaged first by bandits, then looted by Gemino and the rebels. It needs food, and now. You order the Sixth Cohort, nearly entirely green, to Aquilonia to secure the roads between Bovianum and it's sister city. To their credit, the untested cohort performs well -- despite clashing against several bandit groups with more greed than sense, they emerge victorious. Most of the bandits are sensible enough to find other hunting grounds, but those who are not are easily wiped out by the cohort. A young centurion by name of Marcus Fullio distinguishes himself in the battle, proving skilled enough to lead his men to victory again and again, emerging as foremost centurion of the Sixth.

This same Fullio, however, finds himself at a loss when the city of Aquilonia refuses to send supplies to Bovianum, afraid of meeting the same fate as Bovianum should Gemino turn his eyes to them. The young centurion attempts to negotiate with them, and, with the convincing sight of five hundred legionnaires at his back, proves capable of wringing some small concession out of them, enough to feed Bovianum for a week or two. It is not the windfall which the city had hoped for, and the Aquilonians send a message back with Fullio: they want guaranteed Roman protection, else they will send no more food.
Well, we have a name now, that's good. Otherwise, no success. Great. I guess we should at least hunt the bandits this round, unless we want to keep the pressure on Gemino.
On the one hand, giving them protection will split Gemino's attention. He can't raid the villages around Bovianum with the same intensity if he does the same to Aquilonia. On the other hand, we are splitting our men up. Risky.
Also, goddamn Gemino!

While you struggle to feed the city, your efforts to feed your men go little better. As you have little to no skill with logistics and the proper conduction of supply lines, you delegate the task to your officers, though you grit your teeth at knowing you can do little more than give orders and hope it gets done. The officers to whom you delegate the creation of a supply line return to you shamefaced a week later. It started out well enough, they say -- your men reached Bovianum easily, and retrieved the supplies. However, unknown to them, the supply line they had planned out crossed bad terrain. It was struck by Gemino and his rebels (who else), and the men returned empty-handed.
GEMINO! *shakes fist at the heavens*
Gemine, copias redde!

Hearing of your troubles, Sertorius has diverted his own supply lines to feed your men, but the curt message he sends warns that he cannot afford to do so for long, nor can he spare the men to erect one for you and protect it -- or rather, he did, and they are currently with you. The letter leaves you with the bitter feeling you have somehow disappointed your mentor, but not all is lost. The experience has given you some insight into the confusing but vital world of military logistics, a field in which you previously knew nothing. Now, you are no longer wholly inexperienced -- just absolutely terrible.

New Skill Gained: Logistics

Feeding an army on the go is always a tough proposition. It requires careful planning, intimate knowledge of terrain and resources, and the ability to protect supply lines that stretch across vast distances. Many leaders simply delegate this task to their bureaucratic subordinates, but the best and brightest take it upon themselves to fill their men's bellies.
Great, Sertorius-sensei is disappointed. At least we got something out of this debacle.
You tap your hand on the hilt of your sword, watching the men drilling in front of you. These men, formerly green, have been drilled and trained almost constantly since your arrival in Bovianum. You have had them jog around the camp in full armor, wake in the morning to spar and drill, and made them practice almost incessantly. You have come a long way from training guards for the temples, and even though it has only been a few weeks, you have begun to trim the fat off of these men. They snap to attention quicker, and you no longer have any qualms about sending them into battle. They aren't on the level of your veteran soldiers, not yet at least, but they're certainly not the embarrassments they used to be.

All Cohorts advance from Rank 2 (Green), to Rank 3 (Half-Green)! The Second Cohort advances from Rank 3 (Half-Green) to Rank 4 (Average)!
Yes, something works out!

"The Samnites are beginning to respect your authority," he says casually. "Those whom I've spoken with say there's an understanding in the city that you'll judge every man equally -- or at least equally harshly. After you ruled in their favor in the Pullius case last week, they've even come to see that you'll judge in their favor against Romans. And, of course, who better to assure them of this than a Roman? They've started visiting me at all hours of day and night for legal advice or support."

You can't stop a small grin from reaching your face. You weren't entirely sure this little gambit of yours wouldn't just make you come off as a hardass, and Rufus a simpering panderer, but it has all worked out in the end.
What is that, more good news?!:o

Rufus casts you a sidelong look. "You've certainly got the tact of a hammer. Just rushing in and trying to kill this Gemino fellow. You've invited him to make a mockery of us, and he has. It didn't occur to you that a Samnite might know Samnium better than a pack of Romans?"

You blink. "Well, I'll be damned. That almost sounded like a tactical observation. Maybe you're not hopeless at war after all."

Rufus grins. "I'm full of surprises, Atellus. I've been reading records of Sulla's campaigns against the Samnites. Gemino rose to fame back then by harassing and eluding Sulla's legions until the old bastard gave up. It's because of him Bovianum's still standing."

"Perfect."

"Perfect?" Rufus asks quizzically.

"Yes, perfect. We have a chance to do what the mighty Sulla could not. I'll have this bandit's head before summer's end, and Bovianum singing praises to Rome."

Rufus chuckles. "Right, and how in the world do you intend to do that? The city's still starving, our men will be soon, and Gemino's still at large, his belly fat with Roman food."

"Ever the optimist, aren't you?"

"Just a realist, Tribune."

"Well, Tribune...watch and learn."
Ah, the arrogance of the young. Good to see that Rufus is learning something about the military.

I'll give my opinion on the options later, I just wanted to try out a reaction post.:p

Edit: *For some reason the post refuses to give the part of me trying to learn something about Gemino where I want it to.
This Samnite is well-trained, crafty, and has lived in these hills for years.
...
Gemino, ever the clever dog, manages to disappear into the hills of his homeland
...
His guerrilla tactics frustrate and annoy the Second, but he is always one step ahead of them, leaving taunting messages etched into the sides of rocks and trees.
...
However, these seeming victories lead the Samnite into arrogance.
...
Though the rebel himself vanishes into the night, you have at least struck a heavy blow against him and his followers for some time to come.
First of all, yeah, the man knows what he is doing, unlike us.:whistle:
Secondly, he knows the land which is unsurprising and he travels fast. I doubt he is carrying a lot of loot around, so convincing the Gauls to hunt him down and take whatever he has might lead to disappointment. If they even can kill him that is. (Also I have the feeling he might just lay out a trap for the Gauls. He could put his "camp" and display with gold, only to fall on them when the Gauls are looting.)
However, he is a bit arrogant (not unwarranted), but doesn't have full support of the countryside (small wonder, since he needs to threaten the villages to stop supplying Bovianum). Otherwise he might not have risked an engagement where he lost several of his men. I don't think he would risk a fight with the Second again.
 
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I would say there are two essential decisions to be made this turn:
  • How do we deal with the food situation?
  • Do we use the Gauls? If yes, where do we use them?
When it comes to the food supply I already have made up my mind. Garrison Aquilona and Establish a Supply Line to Beneventum. These two, once successful, are good for our Samnite relation. Having two supply lines up and running should also provide a failsafe, if our enemies ever try to cut us off.

I'm less sure about the Gauls. I see 3 options here:
  1. Don't risk it. This is how they were described a few updates back:
    This fierceness is both a boon and a gift -- the Gauls are terrible to behold in battle, but are not as well-trained as the average legionary, and when their bloodlust and greed overtakes them, they may well disregard orders altogether.
    Pro: No risk to lose standing with the Samnites.
    Contra: Lose an action. Might act up anyway, due to being stuck in camp for weeks without combat.
  2. Send them against the Bandits. Pro: This is something they should be good at. We need to deal with Bandits eventually.
    Contra: They might just decided to raid a village while hunting Bandits.
  3. Take them and hunt Gemino personally. Pro: With us directly in command it should be possible to avoid the worst excesses. They are probably better at finding and catching the Rebels. (Edit: Frees up Pompolussa to Establish a Supply Line to Beneventum.)
    Contra
    : A smart enemy like Gemino can use their bloodlust and greed against them. We might lose control over them during combat. Gauls burning down a village suspected of aiding the rebels won't endear us to the Samnites.
Out of these considerations I have designed three plans (I feel no especially strong attachments to any of the Personal options chosen):
[] Plan Don't Use the Gauls
-[] Castrum Aestiva
You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.
-[] Garrison You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.
-[] Defeat the Rebels You continue the hunt for the crafty and wily rebel captain Gemino.
-[] Establish Supply Lines You try again to establish a supply line to Boventum, and you delegate the task to...
--[] Tercerus. Though never a commander, he has a head for numbers about him.
-[] Connect With Elders: The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
-[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.
-[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command..
[] Plan Bandits & Gauls
-[] Castrum Aestiva
You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.
-[] Garrison You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.
-[] Defeat the Rebels You continue the hunt for the crafty and wily rebel captain Gemino.
-[] Establish Supply Lines You try again to establish a supply line to Boventum, and you delegate the task to...
--[] Tercerus. Though never a commander, he has a head for numbers about him.
-[] Eliminate the Bandits You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
--[] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
-[] Connect With Elders:
The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
-[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.
-[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.
[] Plan Gauls & Glory
-[] Castrum Aestiva
You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.
-[] Garrison You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.
-[] Eliminate the Bandits You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
-[] Defeat the Rebels You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
--[]
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
-[] Establish Supply Lines
You try again to establish a supply line to Boventum, and you delegate the task to...
--[] Pompolussa assures you he can easily do it, but assigning him here will mean the Second cannot perform any of the many tasks for which it is needed.
-[] Connect With Elders: The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
-[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.
Edit2: To summarise the common factor in these 3 Plans: With Garrison & Establish Supply Lines I always use 2 of our 3 Command actions to secure food. The 3rd regular action is then used to Defeat the Rebels, this is an action I feel we should never not take (IMO everything but a critical failure is better than letting Gemino operate unopposed). The 4th action, when I include the Gauls in my plan, is then spend on Eliminate the Bandits. We secured the road to Aquilonia last round. To keep this route free, and to potentially liberate & connect more towns in the near future, we should try and deal at least some damage to the bandits in this region.
 
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Copy-paste fail. Can't fix it now.

Anyway, I think we should have the Gauls do something, albeit maybe one of the options they're less likely to screw up like escorting supply caravans from Beneventum. We're limited on the number of missions we can perform with the resources available, we need what we can get.
 
Copy-paste fail. Can't fix it now.

Anyway, I think we should have the Gauls do something, albeit maybe one of the options they're less likely to screw up like escorting supply caravans from Beneventum. We're limited on the number of missions we can perform with the resources available, we need what we can get.
I'm inclined to agree with that sentiment. Sadly, the option to have them guard the supplies is not available.
 
In that case, using our cavalry to forage is far from our worst choice; that's normally one of the things you do with foragers. On the other hand, hunting guerillas is also normally a thing you do with cavalry.
 
In that case, using our cavalry to forage is far from our worst choice; that's normally one of the things you do with foragers. On the other hand, hunting guerillas is also normally a thing you do with cavalry.
Not sure if...
Scavenge []
-- []
Use the Gauls

... mechanically has a lower chance to cause trouble than...
Eliminate the Bandits []
-- [] Use the Gauls
The flavor text for both options is the same, but I will concede that the argument could be made. Still, I think keeping the Gauls in the camp/scavenging will start causing trouble. Maybe not this turn, but I expect some kind of response if we keep giving them 'menial' tasks.
 
Hmm. @Telamon It isn't listed as a possible subvote, but could we choose to take personal charge of Eliminating the Bandits? That's an excellent possible choice for the Gauls, but I'm not sure that I trust them to operate without our personal oversight.

Anyway, scary as Gemino is (and also to be contrarian), I think we should give serious consideration to focusing on getting our house on order this turn. Something like Garrison Aquilonia, Eliminate the Bandits (with the Gauls), Liberate the Towns, and have the Second Establish Supply Lines.

The idea would be to create a situation where Gemino has targets he must actively engage or face the slow erosion of his support base, bolster our morale with a series of victorious skirmishes, and avert the looming crisis of a starving Bovianum.

I'll expand on my reasoning later. On my phone at the moment.
 
Encampment:

We have literally all the priorities higher than this one, and it's clear we still have the option of building it up to a winter camp if need be.

Supplies:

Our food situation is pretty bad, and it seems like we've used up our save from Sertorius. We probably need to garrison Aquilonia here. -1 Cohort.

Command:

This is tough, because there's definitely more good choices than available forces. The Gauls, first of all, are lazing about worthlessly. There's little point keeping them around to get drunk and cause trouble, and even less point to sending them on any sort of goodwill mission. The question here is whether we set them to killing bandits or killing rebels. Either one of these is a fine choice to me. -1 Gaulish Auxiliary.

For our remaining two Cohorts, I think we have to make another go of establishing supply lines. Pompolussa should be easily capable of taking this task in hand. Protecting the west and liberating towns are both attractive options, but we still have time before winter and the condition of the roads makes both tasks harder than they need to be, so we'll set our last Cohort to repairing roads to set us up for this in the future. -2 Cohorts.

Personal:

Connecting with the elders probably serves our interests here, as does continuing to act the judge, while rewriting their laws certainly doesn't. Honestly, any of these other than reforming laws is fine with me.
 
Ok so after reading I agreee with Ceaser. We should establish another supply line send the Gauls after the bandits and garrison the cities.

Ok Gemino is most likely a better commander and has higher subterfuge than us. We should get him to attack us not chase after him. While Sulla was/is a bloodthirsty tyrant he was a very capable general. Chasing after home won't work. We get everything in order and take care of the bandits than slowly erode his support.
 
Not sure if...

... mechanically has a lower chance to cause trouble than...

The flavor text for both options is the same, but I will concede that the argument could be made. Still, I think keeping the Gauls in the camp/scavenging will start causing trouble. Maybe not this turn, but I expect some kind of response if we keep giving them 'menial' tasks.
Gotta remember 'scavenge' is a euphemism for 'ransack the farmers house, rape his daughters and make off with his harvest'. Of course, the Romans still do that, but when the Gauls do it is proof of their 'barbarism'.
 
Hmm. @Telamon It isn't listed as a possible subvote, but could we choose to take personal charge of Eliminating the Bandits? That's an excellent possible choice for the Gauls, but I'm not sure that I trust them to operate without our personal oversight.

Anyway, scary as Gemino is (and also to be contrarian), I think we should give serious consideration to focusing on getting our house on order this turn. Something like Garrison Aquilonia, Eliminate the Bandits (with the Gauls), Liberate the Towns, and have the Second Establish Supply Lines.

The idea would be to create a situation where Gemino has targets he must actively engage or face the slow erosion of his support base, bolster our morale with a series of victorious skirmishes, and avert the looming crisis of a starving Bovianum.

I'll expand on my reasoning later. On my phone at the moment.
That's definitely a plan worth considering. I'm very interested to read your expanded reasoning.

This has gotten me thinking about the mechanical implication of (not) picking Defeat the Rebels.
For one I noticed in the last update that we had two competing dice roll events with Gemino.
Hunt them Down (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) -1 (Half Green) = 12
versus
Elude the Hunters (Gemino of the Pentrii) 1d20 + 4 (Renowned Military) +2 (Home Turf) +4 (Renowned Command) = 18
I'm pretty sure this is a direct consequence of picking Defeat the Rebels and that combined +10 modifer is gonna be a pain in the ass to beat. So, purely based on that I would say; attempting to go after Gemino on his home turf is pretty much a waste of time.

Spit in the Eye of Rome (Gemino of the Pentrii): 1d20 +4 (Renowned Military) +4 (Renowned Command) = 17
versus
Crush the Rebels (Pompolussa): 1d20 + 2 (Accomplished Military) + 2 (Accomplished Command) -1 (Half Green) = 20
In my opinion this battle was not caused by us going after him. Actually, I'm pretty sure that, as long as the rebels remain viable in this region, an attack like this will happen every round from now on.
Whom he faces during his 'offensive' could be up to him or completely random, but I believe that by picking Defeat the Rebels we forced him to face the 2nd cohort in his offensive round.
(Note: As long as we don't specifically send the 2nd cohort to do something else. The action with the highest DC chosen will be undertaken by them.)

Overall, ensuring that Gemino faces our best cohort/commander is in my opinion the biggest benefit we gain from choosing Defeat the Rebels.
Edit: Whether this is worth the action slot is ofc another question entirely.

Gotta remember 'scavenge' is a euphemism for 'ransack the farmers house, rape his daughters and make off with his harvest'. Of course, the Romans still do that, but when the Gauls do it is proof of their 'barbarism'.
Honestly, that was what I feared as well. It was the main reason I didn't list 'Scavenging' in my own plans. If, we wanna use the Gauls send them to fight bandits/rebels.
 
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A mere day after the failed raid, a letter finds itsit's way inside your camp in the dead of night,

Itsit's fields lie empty, pillaged first by bandits, then looted by Gemino and the rebels.

You order the Sixth Cohort, nearly entirely green, to Aquilonia to secure the roads between Bovianum and itsit's sister city.
 
Let's see if I can put my thoughts in order:

Castrum Aestiva [] You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.

Castrum Hibernia [] You choose to expand the camp into a winter camp, with wooden barracks and thicker gates to withstand winter conditions. While useful if you remain until winter, it'll be a waste if you end up relocating before winter. Of course, if you do remain in Bovianum until winter, it'll become necessary to expand it later, when winter is closer. (Lose One Command Vote)
If Gemino manages to drive us out anyway, expanding the camp will be a waste. I also don't think it would necessarily increase our security. So better don't use up a command vote.

Obey or Burn [] You send the Sixth back to Aquilonia, to force the city to send supplies at swordpoint. You don't expect them to resist, but if you do, the cohort can handle them. It's just a bunch of peasants, after all.

Garrison [] You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.

Train a Volunteer Force [] You send the Sixth to raise and train a volunteer militia of Samnites to protect their city. This, of course, runs the risk of the fact that you are giving training and expertise to the very people whose land you are invading.

Nothing [] You assign the Sixth to other things, leaving Aquilonia to fend for itself. You will find another source of food.
Tough one. We need supplies. We need men. Forcing them would be the easiest. However, if they don't comply we'll burn down Bovianum's sister city. Not to mention that our rough handling of Aeclanum caused the uproar across Samnium we are looking to suppress.
Garrisoning means losing a cohort for the time being. Also, that one would of course be vulnerable to being attacked by Gemino who proved himself to be bold enough to attack one. Of course, we have to wonder if Gemino might not try to starve out Aquilonia, too, forcing our men to engage him.
Training a force could mean that we train future enemies. I'm not so inclined towards that option unless we manage to improve our name in this region.
Doing nothing... It would mean that we wasted our turn and the supply line should be effective once running.

All in all, as much as it pains me, I'd garrison the city and hope that Gemino doesn't grow so bold after having lost a few of his commanders.

Fortify the City [] You set one of the cohorts to building and refurbishing the city's walls. Devastated by Sulla during the Social War, they are a poor defense against bandits and rebels.

Pacification [] You set one of the cohorts to patrol the city's streets, acting as a city guard that cracks down on any signs of rebellion or dissension.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Liberate the Towns []
You begin sending your forces to the towns and villages around Bovianum, returning then to Roman rule simply by marching into their streets. You order them to resume supplying the city, which should feed Bovianum come winter.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Appropriation []
You appropriate the harvest of the nearby towns and settlements in the name of Rome, in order to feed your men.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Scavenge []
You order the men to quite literally live off the land, scavenging farms and hunting local wildlife in order to procure enough supplies to feed the legion. This will necessitate constantly having a detail of men out in the fields scavenging, and will likely mean your men must keep their belts tight for the foreseeable future. (Permanent -1 Command Vote until another food source is found)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Eliminate the Bandits []
You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Defeat the Rebels []
You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Restore the Roads []
The roads between Bovianum and surrounding settlements have decayed and fallen into disrepair, making travel a daunting task. You set a cohort to repairing and, if necessary, rerouting these roads.

Protect the West [] The towns to the west, situated near to the Valley of the Vulturnus, seek Roman protection from the bandit/rebel Tercerian, who has risen up and taken control of the city of Aesernia. While Tercerian's grip on the Valley is far too weak for any expedition to attack the cohort or expand rebel control outside the Valley, his raiding parties have harassed and terrorized outlying villages and townholds for weeks. You dispatch a cohort to protect these towns.
--[] You join this cohort yourself. (-1 Personal Action)
-- [] Use the Gauls
: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Establish Supply Lines
[] You try again to establish a supply line to Boventum, and you delegate the task to...
[] Rufus. He's read enough books to know something about logistics, or so he tells you.
[] Tercerus. Though never a commander, he has a head for numbers about him.
[] Pompolussa assures you he can easily do it, but assigning him here will mean the Second cannot perform any of the many tasks for which it is needed.

Supress Revolution [] You decide to harshly suppress the rebels in Bovianum and the surrounding area, ordering a cohort to round up dissidents and malcontents and crucify them on the major roads in the area as a reminder of the power of Rome. By showing the people what happens to traitors, you may be able to shock them into servitude.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
  • Fortify the city: After being driven away by a single cohort, I don't think Gemino would dare attack a city. Unless we hear of him joining forces with the rebels at Aesernia I think we can live without
  • Pacification: Bovianum seems to be quiet for the time being since we managed to get some food. I don't think that we can spare one action on this as long as our food supply is uncertain, especially as I suspect the citizens to first wait for us to deliver before trying to drive us out.
  • Liberate Towns: Means we will have to defend them, too, and we are already stretched. Everyone we officially place under our protection is a target simply because failing to defend them is a loss of face for us. With bandits and rebels running around I'm also not so sure on the question if this would actually improve our food situation. At the same time, it's a clear sign that we aren't cowed and instead of going on wild goose chase after him, Gemino would need to come to us
  • Appropriation: Since bandits and Gemino are already raiding the villages I'm not sure how effective it would be. Besides, we are trying out a softer touch.
  • Scavenge: Is certainly more attractive than it had been last round. It would give us a cushion to fall back to should we fail again at establishing a route. I'd say make the Gauls do it, but I'm sceptical that they wouldn't take the opportunity to take a detour to a village.
  • Bandit hunting: Definitely interested. Good sport for the Gauls, would take pressure from the villages around Bovianum and hopefully lead to safer roads. Might lead to some of the groups running into Gemino's open arms, but I'd rather have three coordinated attacks on us than twelve uncoordinated. I'd actually like for Atellus to join the Gauls here.
  • Defeat rebels: Yeah, with the rebels having a +8 bonus to our +3/+4 and the fact that going after him would likely result in a wild goose chase plus an ambush I'd rather wait for that. We'd better attack with more than one cohort and it would be more favourable to us if we manage to make him come to us.
  • Restore roads: Increase our engineering!! But maybe we should make sure that we don't starve first.
  • The West: Same problem as with liberating towns near us with the additional risk of a cohort getting ambushed far away from us. We wouldn't even get food out of the bargain, or at least a constant stream of supplies. Pass for now.
  • Supply Lines: We desperately need food. At the same time, Gemino won't take that lying down. Might mesh well with liberating the towns since he can't be at two places at once. Would however mean that we wouldn't know which target he'd choose. If we send someone it should probably be the Second.
  • Suppress revolution: Can't say that I get the impression that we are close to one.
[] Connect With Elders: The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
[] Prosecute Cases: You have already overseen a handful of cases in Bovianum, and you realize that your career in the law need not grow stunted while you are at war. You begin to diligently see to it that the laws of Rome are enforced in your city and in the camps.
[] Reform the Laws: The laws of the city of Bovianum are a mess, a mix of traditional tribal laws and decrees from the elders, filled with contradictions and loopholes. You set about rewriting them, but be warned: failure means hatred in the eyes of the people, and even success may not win you love -- you meddle with traditions as old as Rome.
[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.
[] Speak With The Architects: You speak with the legion's architects and engineers, hoping to increase your own knowledge of Engineering.
[] The Sibyl: In the rolling hills of Bovianum, there waits the Sibyl of Bovianum, a Samnite prophetess said to follow the ancient Greek rites. You make your way to her, hoping to learn your future.
[] Brotherhood: You began eating your meals with the men, to show them that you stand as one of them, not some aloof aristocrat.
[] Sparring: You began sparring with the men, testing your own skill with the blade against the skill of the men serving under you.
[] Silver Tongues, Silver Words: You began to attempt to form deeper connections with the men, walking around the camp and speaking and talking to your soldiers. With enough personal charisma and skill for speech, you can begin to make yourself as loved in their hearts as Sertorius.
[] Fortune's Favor: After camp is made for the night, several of the officers, including Pompolussa, gather to gamble and game. These men are all fast friends, with ties stretching back years, but if if you integrated yourself with them and got them to consider you one of them, it would go a long way towards improving your standing in the legion.
[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.
Connecting with the elders could certainly help with our position inside Bovianum. Also, maybe they'd give us some trustworthy scouts. Otherwise, with the exception of reforming the laws I'd be happy with it all.
I would probably choose Connecting with elders, study logistics and brotherhood.

I suppose that would mean that I'm mostly in agreement with Caesar.
Castrum Aestiva []
Garrison []
Liberate the Towns []
Eliminate the Bandits []
-- [] Use the Gauls
-- [] If possible join the Gauls
Establish Supply Lines []
-[] Pompolussa
[] Connect With Elders
[] Study Logistics
[] Brotherhood
That would probably be a plan I could get behind. Force the issue on the food supply, don't challenge Gemino directly, but challenge his position in the countryside. And then try to endear yourself to the ruling class of Bovianum, your men and try to understand more about logistics than:
Logistics: Abysmal (1) -- Your men can feed themselves, right?
Yeah, they can probably eat their own toenails.:rolleyes:
 
(Samnite Leader Stat Roll): 1d20 +5 (Heart of Steel)= 21
Samnite Hero Generated:
Gemino of the Pentrii (Renowned Military, Renowned Command)


Hunt them Down (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) -1 (Half Green) = 12
versus
Elude the Hunters (Gemino of the Pentrii) 1d20 + 4 (Renowned Military) +2 (Home Turf) +4 (Renowned Command) = 18
Narrow Defeat


Spit in the Eye of Rome (Gemino of the Pentrii): 1d20 +4 (Renowned Military) +4 (Renowned Command) = 17
versus
Crush the Rebels (Pompolussa): 1d20 + 2 (Accomplished Military) + 2 (Accomplished Command) -1 (Half Green) = 20
Resounding Victory
Even without the +2 from home turf, we have a 30% chance of outrolling this guy with our best forces led by Pompolussa. Add that home turf bonus in and our chances drop to 22.75%.
The only way we win this is by rolling against him as little as possible and CERTAINLY never going on the offensive.
 

[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
July 8th, 85 BC
669 Years After The Founding Of Rome
The Year of Flaccus and Marius.



New Skill Gained: Engineering

Lesser armies sleep where they fall and allow their movements to be dictated by the environment. But the Legions of Rome know no such difficulties: they are masters of engineering and construction, bending the earth to their will. A skilled engineer can have his armies erect a fortress in days and tear it down in hours, or bridge a roaring river only to demolish the bridge and trap the enemy on the other side.

New Skill Gained: Logistics

Feeding an army on the go is always a tough proposition. It requires careful planning, intimate knowledge of terrain and resources, and the ability to protect supply lines that stretch across vast distances. Many leaders simply delegate this task to their bureaucratic subordinates, but the best and brightest take it upon themselves to fill their men's bellies.

Excellent! Broadening the scope of our military skills is very important to be a truly good commander.

After establishing a place for your men to rest their heads and sleep, you decide that your first point of order is hunting down the infamous rebel leader Gemino of the Pentrii, who has eluded the legion since you came into Samnium. This Samnite is well-trained, crafty, and has lived in these hills for years. To drive him out and defeat him is no small task, and it is for this reason which you place Gaius Pompolussa and his Second Cohort in charge of ferreting out the rebel wherever he might be hiding. Pompolussa sends his men into every hill, warren, and briar patch between Bovianum and the Valley of the Volunturnus -- to no avail. Gemino, ever the clever dog, manages to disappear into the hills of his homeland, leading the Second on wild chases through the Samnite countryside before vanishing into thin air. His guerrilla tactics frustrate and annoy the Second, but he is always one step ahead of them, leaving taunting messages etched into the sides of rocks and trees.

However, these seeming victories lead the Samnite into arrogance. One night he attempts to raid a town within firmly Roman territory, as an attempt to humiliate the legion in the eyes of the people. And it would have indeed been humiliating -- had it succeeded. One of the Second Cohort's scouts spots the Samnites moving in the dark and rides five miles at breakneck pace to alert the Cohort proper. Pompolussa falls upon Gemino's forces, wiping out his raiding party and capturing several of his band's leaders. Though the rebel himself vanishes into the night, you have at least struck a heavy blow against him and his followers for some time to come.

(Samnite Leader Stat Roll): 1d20 +5 (Heart of Steel)= 21
Samnite Hero Generated:
Gemino of the Pentrii (Renowned Military, Renowned Command)


Hunt them Down (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) -1 (Half Green) = 12
versus
Elude the Hunters (Gemino of the Pentrii) 1d20 + 4 (Renowned Military) +2 (Home Turf) +4 (Renowned Command) = 18
Narrow Defeat


Spit in the Eye of Rome (Gemino of the Pentrii): 1d20 +4 (Renowned Military) +4 (Renowned Command) = 17
versus
Crush the Rebels (Pompolussa): 1d20 + 2 (Accomplished Military) + 2 (Accomplished Command) -1 (Half Green) = 20
Resounding Victory


That the Samnites are producing so many good leaders is a tribute to their martial character.

It makes the enemy honourable, but makes defeating him a real headache.

Pompolussa showed good leadership here and saved us from looking like complete twits.

A mere day after the failed raid, a letter finds it's way inside your camp in the dead of night, nailed to a post on the inside of your tent. You have every guard on duty questioned, but each one swears he saw and heard nothing. The gates remained closed all night, and the walls are so tightly fitted not even a mouse could slip underneath.

Nonetheless, the impossible letter is there, and it reads thus, in the blocky, sturdy script of the Samnites:

Tribune Atellus, forgive me on not being able to welcome you to Bovianum personally. Let this letter, then, stand in place of a more formal greeting. Your name has crossed my ears before, in connection with the death of that vile lackwit Spurio of Aeclanum. I offer my sincerest thanks -- I have long wanted to place a blade in that spineless coward's neck, and I envy you the honor of having done so. Consider this letter your reward for such fine service. Your man Pompolussa is quite a determined sort, and I've enjoyed playing with him myself, but he won't catch me. You won't catch me. Bovianum belongs to the Samnites, and no other. Pack up your camp, take your legion, and go bother that fool Appius at Nola instead.

I will not ask so kindly again.

-- G.

Now we have to worry about assassins?

Well, I guess we need training avoiding daggers during future Ides of March....

The references to Spurio and Appius would indicate that rebels are split, and that's an opportunity to exploit. Or that's what Gemino wants us to think this by sending this piece of disinformation.


As the summer crawls to a boiling height, Bovianum starves. It's fields lie empty, pillaged first by bandits, then looted by Gemino and the rebels. It needs food, and now. You order the Sixth Cohort, nearly entirely green, to Aquilonia to secure the roads between Bovianum and it's sister city. To their credit, the untested cohort performs well -- despite clashing against several bandit groups with more greed than sense, they emerge victorious. Most of the bandits are sensible enough to find other hunting grounds, but those who are not are easily wiped out by the cohort. A young centurion by name of Marcus Fullio distinguishes himself in the battle, proving skilled enough to lead his men to victory again and again, emerging as foremost centurion of the Sixth.

This same Fullio, however, finds himself at a loss when the city of Aquilonia refuses to send supplies to Bovianum, afraid of meeting the same fate as Bovianum should Gemino turn his eyes to them. The young centurion attempts to negotiate with them, and, with the convincing sight of five hundred legionnaires at his back, proves capable of wringing some small concession out of them, enough to feed Bovianum for a week or two. It is not the windfall which the city had hoped for, and the Aquilonians send a message back with Fullio: they want guaranteed Roman protection, else they will send no more food.

While you struggle to feed the city, your efforts to feed your men go little better. As you have little to no skill with logistics and the proper conduction of supply lines, you delegate the task to your officers, though you grit your teeth at knowing you can do little more than give orders and hope it gets done. The officers to whom you delegate the creation of a supply line return to you shamefaced a week later. It started out well enough, they say -- your men reached Bovianum easily, and retrieved the supplies. However, unknown to them, the supply line they had planned out crossed bad terrain. It was struck by Gemino and his rebels (who else), and the men returned empty-handed.

Hearing of your troubles, Sertorius has diverted his own supply lines to feed your men, but the curt message he sends warns that he cannot afford to do so for long, nor can he spare the men to erect one for you and protect it -- or rather, he did, and they are currently with you. The letter leaves you with the bitter feeling you have somehow disappointed your mentor, but not all is lost. The experience has given you some insight into the confusing but vital world of military logistics, a field in which you previously knew nothing. Now, you are no longer wholly inexperienced -- just absolutely terrible.

Erect a Supply Line (Generic Officers): 1d20 +1 (Proficient Logistics) +1 (Proficient Military) = 9
Needed: 12

Command
(Training From Tercerus): 1d850 + 200 (Gift of Minerva) = 1003
(2,910/6000) to Rank 7
So neither of our supply options went very well.

Imagine how catastrophic the situation would be if we only had half of that!



July 18th, 85 BC
669 Years After The Founding Of Rome
The Year of Flaccus and Marius.
You tap your hand on the hilt of your sword, watching the men drilling in front of you. These men, formerly green, have been drilled and trained almost constantly since your arrival in Bovianum. You have had them jog around the camp in full armor, wake in the morning to spar and drill, and made them practice almost incessantly. You have come a long way from training guards for the temples, and even though it has only been a few weeks, you have begun to trim the fat off of these men. They snap to attention quicker, and you no longer have any qualms about sending them into battle. They aren't on the level of your veteran soldiers, not yet at least, but they're certainly not the embarrassments they used to be.

All Cohorts advance from Rank 2 (Green), to Rank 3 (Half-Green)! The Second Cohort advances from Rank 3 (Half-Green) to Rank 4 (Average)!
A cohort can either be Untrained (-5 modifier), Green (-3 modifier), Half-green (-1 modifier), Average (No modifier), Veteran (+1 modifier), Skilled (+3 modifier), or Elite (+5 modifier). Up until now, you've been fighting with an elite cohort given to you by Sertorius, but in Bovianum, and in the future, it will be your job to train Green troops and turn them into skilled men, which will take dedicated turns, and can depend on the morale, discipline, and health of the men in question.

When you're commanding a legion, you can 'fix' the problem of green or untrained troops quickly by mixing them with veteran cohorts, though this will drag the overall rank of the veteran cohort down a rank.

Our best cohort was only half-green?! Then it's a damn good thing we chose to to train them.


At your side stands Rufus, dressed in a light tunic to stave off the sweltering heat. His red beard stretches across his entire jaw now, and is thick enough that you cannot see the skin in places.

"The Samnites are beginning to respect your authority," he says casually. "Those whom I've spoken with say there's an understanding in the city that you'll judge every man equally -- or at least equally harshly. After you ruled in their favor in the Pullius case last week, they've even come to see that you'll judge in their favor against Romans. And, of course, who better to assure them of this than a Roman? They've started visiting me at all hours of day and night for legal advice or support."

You can't stop a small grin from reaching your face. You weren't entirely sure this little gambit of yours wouldn't just make you come off as a hardass, and Rufus a simpering panderer, but it has all worked out in the end.

"I am the hammer, you the anvil, and they are driven into the arms of Rome all the same," you remark.

Rufus casts you a sidelong look. "You've certainly got the tact of a hammer. Just rushing in and trying to kill this Gemino fellow. You've invited him to make a mockery of us, and he has. It didn't occur to you that a Samnite might know Samnium better than a pack of Romans?"

You blink. "Well, I'll be damned. That almost sounded like a tactical observation. Maybe you're not hopeless at war after all."

Rufus grins. "I'm full of surprises, Atellus. I've been reading records of Sulla's campaigns against the Samnites. Gemino rose to fame back then by harassing and eluding Sulla's legions until the old bastard gave up. It's because of him Bovianum's still standing."

"Perfect."

"Perfect?" Rufus asks quizzically.

"Yes, perfect. We have a chance to do what the mighty Sulla could not. I'll have this bandit's head before summer's end, and Bovianum singing praises to Rome."

Rufus chuckles. "Right, and how in the world do you intend to do that? The city's still starving, our men will be soon, and Gemino's still at large, his belly fat with Roman food."

"Ever the optimist, aren't you?"

"Just a realist, Tribune."

"Well, Tribune...watch and learn."

Whip them Into Shape: 1d20 +2 (Proficient Military) +0 (Average Command) +1 (Gift of Minerva) = 20
Needed: 10
Critical Success


Divide and Conquer (You): 1d20 +1 (Proficient Law) +1 (Proficient Diplomacy) +1 (Gift of Minerva) -1 (Enemy of the Samnites) = 22
Needed: 14
Critical Success


Divide and Conquer (Rufus): 1d20 +2 Accomplished Law +1 (Proficient Diplomacy) = 17
Needed: 8
Resounding Success

Crickety critical successes! :o

We really should pick options that capitalise on those achievements, and further improve our grip on the hearts and minds of Bovianum.


VOTING

The Encampment

Your encampment is already built, and your men already stabled within. However, some of the centurions and architecti have approached you with a suggestion. The encampment, as it stands, is a summer camp. Summer camps are lightly-built things, inexpensive and practical during the summer campaign season, when the necessities of war might force an army to move quickly. The architects suggest that if the campaign calls for you to remain in Bovianum through the summer, you might expand the encampment into a more permanent winter camp instead. Expanding the camp into a winter camp will be a necessity if you remain here anyhow, so doing it now may just save you time in the future -- but it would tie up the Ninth for another two weeks.

Castrum Aestiva [] You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.

Castrum Hibernia [] You choose to expand the camp into a winter camp, with wooden barracks and thicker gates to withstand winter conditions. While useful if you remain until winter, it'll be a waste if you end up relocating before winter. Of course, if you do remain in Bovianum until winter, it'll become necessary to expand it later, when winter is closer. (Lose One Command Vote)


It's only July, and we have rather more pressing priorities. Hard no.

The Supplies
Aquilonia has refused to send any more supplies to Bovianum until you can promise them the same protection you currently offer their sister city. You could send a cohort to protect them, or to force them into sending supplies, but it will leave you without a cohort for the time it takes to do so.

Obey or Burn [] You send the Sixth back to Aquilonia, to force the city to send supplies at swordpoint. You don't expect them to resist, but if you do, the cohort can handle them. It's just a bunch of peasants, after all.

Garrison [] You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.

Train a Volunteer Force [] You send the Sixth to raise and train a volunteer militia of Samnites to protect their city. This, of course, runs the risk of the fact that you are giving training and expertise to the very people whose land you are invading.

Nothing [] You assign the Sixth to other things, leaving Aquilonia to fend for itself. You will find another source of food.

I don't think training volunteers is a good idea. If you want local forces to help your counter-insurgency, you should not do it half-cocked, having penny packets here and there, that need hand-holding and will crumple at the slightest pressure. You should raise as many as possible and commit to training them so they can become a serious auxiliary force.

Garrison is a safe option, at least we secure that. The opportunity cost is that a unit is tied down for the remainder of the campaign, or supply can be improved by other means.

Opening a potential new front makes me leery, and taking their food at swordpoint will hardly make the hearts and minds of Aquilonia fond of us. A plan including this options has the burden of justify merits for this rather well.

Giving up on Aquilonia for the time being is certainly an option, so that we may better focus elsewhere.

For now I'm either for biting the bullet and committing to this town, or find better things to do with the Sixth.

Threatening them has to have a solid reasoning behind if chosen.

Training is not worth it, it introduce new problems with unreliable troops and still doesn't stop us from being tying down as they need to be trained and then very probably still more hand-holding afterwards.


Command
As supreme commander of all Roman forces in Bovianum, it falls to you to command the cohorts and set their goals for the next few weeks. Bovianum looks to you for protection and support, and if it does not get it, the city might turn against Rome. The Gauls have been put to little use in your time here, and could be used to free up one of the cohorts to do something else, but if they attack or savage the people they are meant to protect, Rome may never tame Bovianum.
Pick Three (Minus One/Two, depending on your votes above)
Fortify the City [] You set one of the cohorts to building and refurbishing the city's walls. Devastated by Sulla during the Social War, they are a poor defense against bandits and rebels.

Pacification [] You set one of the cohorts to patrol the city's streets, acting as a city guard that cracks down on any signs of rebellion or dissension.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Liberate the Towns []
You begin sending your forces to the towns and villages around Bovianum, returning then to Roman rule simply by marching into their streets. You order them to resume supplying the city, which should feed Bovianum come winter.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Appropriation []
You appropriate the harvest of the nearby towns and settlements in the name of Rome, in order to feed your men.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Scavenge []
You order the men to quite literally live off the land, scavenging farms and hunting local wildlife in order to procure enough supplies to feed the legion. This will necessitate constantly having a detail of men out in the fields scavenging, and will likely mean your men must keep their belts tight for the foreseeable future. (Permanent -1 Command Vote until another food source is found)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Eliminate the Bandits []
You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Defeat the Rebels []
You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Restore the Roads []
The roads between Bovianum and surrounding settlements have decayed and fallen into disrepair, making travel a daunting task. You set a cohort to repairing and, if necessary, rerouting these roads.

Protect the West [] The towns to the west, situated near to the Valley of the Vulturnus, seek Roman protection from the bandit/rebel Tercerian, who has risen up and taken control of the city of Aesernia. While Tercerian's grip on the Valley is far too weak for any expedition to attack the cohort or expand rebel control outside the Valley, his raiding parties have harassed and terrorized outlying villages and townholds for weeks. You dispatch a cohort to protect these towns.
--[] You join this cohort yourself. (-1 Personal Action)
-- [] Use the Gauls
: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

Establish Supply Lines
[] You try again to establish a supply line to Boventum, and you delegate the task to...
[] Rufus. He's read enough books to know something about logistics, or so he tells you.
[] Tercerus. Though never a commander, he has a head for numbers about him.
[] Pompolussa assures you he can easily do it, but assigning him here will mean the Second cannot perform any of the many tasks for which it is needed.

Supress Revolution [] You decide to harshly suppress the rebels in Bovianum and the surrounding area, ordering a cohort to round up dissidents and malcontents and crucify them on the major roads in the area as a reminder of the power of Rome. By showing the people what happens to traitors, you may be able to shock them into servitude.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)

We should discuss this options all together.

The focus should be on taking the fight to the enemy, not stuff like wall repairs or road building.


Personal
Despite the rigors of command and administering an enemy city, you have managed to find some little time for yourself -- or rather, for you to advance your ambitions.
Select Three

[] Connect With Elders:
The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.​


Gemino's letter has shown that we have a critical intelligence vulnerability. We must improve it.

Local chiefs are also key for hearts and minds.

It's a given choice.

[] Connect With Elders

[] Prosecute Cases: You have already overseen a handful of cases in Bovianum, and you realize that your career in the law need not grow stunted while you are at war. You begin to diligently see to it that the laws of Rome are enforced in your city and in the camps.

Taking cases will allow us to gain intelligence and know all about what happens in Bovianum, and further entrench our reputation as a just ruler. An obligatory choice.

[] Prosecute Cases

[] Reform the Laws: The laws of the city of Bovianum are a mess, a mix of traditional tribal laws and decrees from the elders, filled with contradictions and loopholes. You set about rewriting them, but be warned: failure means hatred in the eyes of the people, and even success may not win you love -- you meddle with traditions as old as Rome.

No, it's absolutely the wrong time for this kind of meddling in internal affairs.

[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.
[] Speak With The Architects: You speak with the legion's architects and engineers, hoping to increase your own knowledge of Engineering.

We should definitely try to improve those skills. However we may have more important things to do. Logistics is the priority choice here of course what with the situation.

[] The Sibyl: In the rolling hills of Bovianum, there waits the Sibyl of Bovianum, a Samnite prophetess said to follow the ancient Greek rites. You make your way to her, hoping to learn your future.

Total wildcard. I'm intrigued by the Greek rites. I'm open to this option.

[] Brotherhood: You began eating your meals with the men, to show them that you stand as one of them, not some aloof aristocrat.
[] Sparring: You began sparring with the men, testing your own skill with the blade against the skill of the men serving under you.
[] Silver Tongues, Silver Words: You began to attempt to form deeper connections with the men, walking around the camp and speaking and talking to your soldiers. With enough personal charisma and skill for speech, you can begin to make yourself as loved in their hearts as Sertorius.
[] Fortune's Favor: After camp is made for the night, several of the officers, including Pompolussa, gather to gamble and game. These men are all fast friends, with ties stretching back years, but if if you integrated yourself with them and got them to consider you one of them, it would go a long way towards improving your standing in the legion.

The standard routine options; depends on the rest of plan if they might fit.

[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.

No, improving command is low priority at the moment.

 
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Green/Veteran Split: 4 Green Cohorts, 1 Half-Green, 3 Average, 1 Skilled, 1 Elite
Wow, we really did get the short end of the legion for this assignment. We got every below-average Cohort.
Occupied Cities: Bovianum (Opinion 4/10)
That's a better Opinion than I expected. Our great good cop/bad cop rolls must have helped a good amount.

New Skill Gained: Engineering

Lesser armies sleep where they fall and allow their movements to be dictated by the environment. But the Legions of Rome know no such difficulties: they are masters of engineering and construction, bending the earth to their will. A skilled engineer can have his armies erect a fortress in days and tear it down in hours, or bridge a roaring river only to demolish the bridge and trap the enemy on the other side.
This starts at level 1 if you look at the front page, so gaining this skill is more about being able to train it to a higher level at some point then it being actually useful for us now.

After establishing a place for your men to rest their heads and sleep, you decide that your first point of order is hunting down the infamous rebel leader Gemino of the Pentrii, who has eluded the legion since you came into Samnium. This Samnite is well-trained, crafty, and has lived in these hills for years. To drive him out and defeat him is no small task, and it is for this reason which you place Gaius Pompolussa and his Second Cohort in charge of ferreting out the rebel wherever he might be hiding. Pompolussa sends his men into every hill, warren, and briar patch between Bovianum and the Valley of the Volunturnus -- to no avail. Gemino, ever the clever dog, manages to disappear into the hills of his homeland, leading the Second on wild chases through the Samnite countryside before vanishing into thin air. His guerrilla tactics frustrate and annoy the Second, but he is always one step ahead of them, leaving taunting messages etched into the sides of rocks and trees.

However, these seeming victories lead the Samnite into arrogance. One night he attempts to raid a town within firmly Roman territory, as an attempt to humiliate the legion in the eyes of the people. And it would have indeed been humiliating -- had it succeeded. One of the Second Cohort's scouts spots the Samnites moving in the dark and rides five miles at breakneck pace to alert the Cohort proper. Pompolussa falls upon Gemino's forces, wiping out his raiding party and capturing several of his band's leaders. Though the rebel himself vanishes into the night, you have at least struck a heavy blow against him and his followers for some time to come.
Guerrilla warfare is always fun!
(Samnite Leader Stat Roll): 1d20 +5 (Heart of Steel)= 21
Samnite Hero Generated:
Gemino of the Pentrii (Renowned Military, Renowned Command)
Samnites just keep on rolling heroes. Renowned Military, Renowned Command is rather great. For example...

Hunt them Down (Pompolussa): 1d20 +2 (Accomplished Military) +2 (Accomplished Command) -1 (Half Green) = 12
versus
Elude the Hunters (Gemino of the Pentrii) 1d20 + 4 (Renowned Military) +2 (Home Turf) +4 (Renowned Command) = 18
Narrow Defeat
Pompolussa actually rolled better than Gemino here, 9 vs 8. But it becomes 12 vs 18 with all the buffs Gemino has. This is why training our legions was so important last turn. Our half green cohort becoming average goes from -1 to 0, buffing any rolls with them by one, which is nice. But taking green cohorts and becoming half green goes from -3 to -1, ie it buffs any rolls with them by 2, which is very nice. With green troops we'd be in a world of hurt versus Gemino, with half green we might have a chance.

A mere day after the failed raid, a letter finds it's way inside your camp in the dead of night, nailed to a post on the inside of your tent. You have every guard on duty questioned, but each one swears he saw and heard nothing. The gates remained closed all night, and the walls are so tightly fitted not even a mouse could slip underneath.

Nonetheless, the impossible letter is there, and it reads thus, in the blocky, sturdy script of the Samnites:

Tribune Atellus, forgive me on not being able to welcome you to Bovianum personally. Let this letter, then, stand in place of a more formal greeting. Your name has crossed my ears before, in connection with the death of that vile lackwit Spurio of Aeclanum. I offer my sincerest thanks -- I have long wanted to place a blade in that spineless coward's neck, and I envy you the honor of having done so. Consider this letter your reward for such fine service. Your man Pompolussa is quite a determined sort, and I've enjoyed playing with him myself, but he won't catch me. You won't catch me. Bovianum belongs to the Samnites, and no other. Pack up your camp, take your legion, and go bother that fool Appius at Nola instead.

I will not ask so kindly again.

-- G.
Between this and not being able to even read the whole letter from Proserpina last turn without subterfuge 8, I think getting our subterfuge up will have to be a priority when the campaign is done. There doesn't seem to be a way to train subterfuge during the campaign unfortunately.​
As the summer crawls to a boiling height, Bovianum starves. It's fields lie empty, pillaged first by bandits, then looted by Gemino and the rebels. It needs food, and now. You order the Sixth Cohort, nearly entirely green, to Aquilonia to secure the roads between Bovianum and it's sister city. To their credit, the untested cohort performs well -- despite clashing against several bandit groups with more greed than sense, they emerge victorious. Most of the bandits are sensible enough to find other hunting grounds, but those who are not are easily wiped out by the cohort. A young centurion by name of Marcus Fullio distinguishes himself in the battle, proving skilled enough to lead his men to victory again and again, emerging as foremost centurion of the Sixth.
Hero unit get, it seems like? Maybe we got some good rolls, but if we did they are hidden here.

This same Fullio, however, finds himself at a loss when the city of Aquilonia refuses to send supplies to Bovianum, afraid of meeting the same fate as Bovianum should Gemino turn his eyes to them. The young centurion attempts to negotiate with them, and, with the convincing sight of five hundred legionnaires at his back, proves capable of wringing some small concession out of them, enough to feed Bovianum for a week or two. It is not the windfall which the city had hoped for, and the Aquilonians send a message back with Fullio: they want guaranteed Roman protection, else they will send no more food.
We'll need to station a cohort at Aquilonia then. It's annoying, but Bovianum starving would be worse.

While you struggle to feed the city, your efforts to feed your men go little better. As you have little to no skill with logistics and the proper conduction of supply lines, you delegate the task to your officers, though you grit your teeth at knowing you can do little more than give orders and hope it gets done. The officers to whom you delegate the creation of a supply line return to you shamefaced a week later. It started out well enough, they say -- your men reached Bovianum easily, and retrieved the supplies. However, unknown to them, the supply line they had planned out crossed bad terrain. It was struck by Gemino and his rebels (who else), and the men returned empty-handed.

Hearing of your troubles, Sertorius has diverted his own supply lines to feed your men, but the curt message he sends warns that he cannot afford to do so for long, nor can he spare the men to erect one for you and protect it -- or rather, he did, and they are currently with you. The letter leaves you with the bitter feeling you have somehow disappointed your mentor, but not all is lost. The experience has given you some insight into the confusing but vital world of military logistics, a field in which you previously knew nothing. Now, you are no longer wholly inexperienced -- just absolutely terrible.
We're lucky Sertorius bailed us out of a bad roll here. We should put someone better in charge of this next time. Tercerus would be my choice, he has good stats and this is far too important to fail again.

New Skill Gained: Logistics

Feeding an army on the go is always a tough proposition. It requires careful planning, intimate knowledge of terrain and resources, and the ability to protect supply lines that stretch across vast distances. Many leaders simply delegate this task to their bureaucratic subordinates, but the best and brightest take it upon themselves to fill their men's bellies.

Again, this starts at level 1, so if we want it to be actually useful we'll have to train it a bunch.

Command (Training From Tercerus): 1d850 + 200 (Gift of Minerva) = 1003
(2,910/6000) to Rank 7
Second really good command training roll in a row - last time we rolled 845 out of 850, this time we rolled 803. Not too shabby.

All Cohorts advance from Rank 2 (Green), to Rank 3 (Half-Green)! The Second Cohort advances from Rank 3 (Half-Green) to Rank 4 (Average)!
Sertorius should be pleased with us for this in any case. It will really help in the future. Note that it required a crit to do this much.
Rufus grins. "I'm full of surprises, Atellus. I've been reading records of Sulla's campaigns against the Samnites. Gemino rose to fame back then by harassing and eluding Sulla's legions until the old bastard gave up. It's because of him Bovianum's still standing."

"Perfect."

"Perfect?" Rufus asks quizzically.

"Yes, perfect. We have a chance to do what the mighty Sulla could not. I'll have this bandit's head before summer's end, and Bovianum singing praises to Rome."

Rufus chuckles. "Right, and how in the world do you intend to do that? The city's still starving, our men will be soon, and Gemino's still at large, his belly fat with Roman food."

"Ever the optimist, aren't you?"

"Just a realist, Tribune."

"Well, Tribune...watch and learn."
Haha, I love how arrogant we are here. Hopefully we can back up our boasting.

The Encampment
Your encampment is already built, and your men already stabled within. However, some of the centurions and architecti have approached you with a suggestion. The encampment, as it stands, is a summer camp. Summer camps are lightly-built things, inexpensive and practical during the summer campaign season, when the necessities of war might force an army to move quickly. The architects suggest that if the campaign calls for you to remain in Bovianum through the summer, you might expand the encampment into a more permanent winter camp instead. Expanding the camp into a winter camp will be a necessity if you remain here anyhow, so doing it now may just save you time in the future -- but it would tie up the Ninth for another two weeks.

Castrum Aestiva [] You keep the camp as it is, a lightly-defended summer camp composed mainly of tents and a thin outer wall. The Ninth are freed to work on other things, and the legion has a place to sleep.

Castrum Hibernia [] You choose to expand the camp into a winter camp, with wooden barracks and thicker gates to withstand winter conditions. While useful if you remain until winter, it'll be a waste if you end up relocating before winter. Of course, if you do remain in Bovianum until winter, it'll become necessary to expand it later, when winter is closer. (Lose One Command Vote)
I see no reason to make a winter camp yet. We have plenty of time before the winter, and quite frankly I doubt that even Gemino could actually attack our camp as it is. He's a guerrilla fighter, he's not stupid enough to attack us in an entrenched position, even a lightly-entrenched one.

The Supplies
Aquilonia has refused to send any more supplies to Bovianum until you can promise them the same protection you currently offer their sister city. You could send a cohort to protect them, or to force them into sending supplies, but it will leave you without a cohort for the time it takes to do so.

Obey or Burn [] You send the Sixth back to Aquilonia, to force the city to send supplies at swordpoint. You don't expect them to resist, but if you do, the cohort can handle them. It's just a bunch of peasants, after all.

Garrison [] You send the Sixth to Aquilonia, to garrison the city and protect it for an indeterminate period of time. This will mean effectively losing the Sixth for the next few weeks -- and all the weeks after that, should you choose to continue the garrison.

Train a Volunteer Force [] You send the Sixth to raise and train a volunteer militia of Samnites to protect their city. This, of course, runs the risk of the fact that you are giving training and expertise to the very people whose land you are invading.
We need the food, and training a volunteer force is just asking for trouble. We'll need to Garrison Aquilonia, at least until we can round up the rebels and the bandits.

As for Command decisions - assuming we trust the Gauls to do one task, and I think I do, we have 3 options assuming we Garrison Aquilonia. My thoughts on the options -
Fortify the City [] You set one of the cohorts to building and refurbishing the city's walls. Devastated by Sulla during the Social War, they are a poor defense against bandits and rebels.
Again, no one is attacking the city, this is low priority.

Pacification [] You set one of the cohorts to patrol the city's streets, acting as a city guard that cracks down on any signs of rebellion or dissension.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
This would likely backfire badly. Pass.

Liberate the Towns [] You begin sending your forces to the towns and villages around Bovianum, returning then to Roman rule simply by marching into their streets. You order them to resume supplying the city, which should feed Bovianum come winter.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Medium priority. Would be nice, but we have better things to do. I definitely wouldn't trust the Gauls to do this.
Appropriation [] You appropriate the harvest of the nearby towns and settlements in the name of Rome, in order to feed your men.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
We'd rather not have to do this, since it would turn the villagers against us even more than they already are. We might be forced to do this as winter approaches, but for now we should be ok. Pass.

Scavenge [] You order the men to quite literally live off the land, scavenging farms and hunting local wildlife in order to procure enough supplies to feed the legion. This will necessitate constantly having a detail of men out in the fields scavenging, and will likely mean your men must keep their belts tight for the foreseeable future. (Permanent -1 Command Vote until another food source is found)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Same as above, except a little less food and resentment, probably.

Eliminate the Bandits [] You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Medium priority again. We need to eliminate the bandits to get clear supply lines for both the city and ourselves.

Defeat the Rebels [] You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
High priority. Gemino is a huge thorn in our side. I think we should probably use the Gauls for this, cavalry should help a good amount against an elusive foe. We should probably also personally join the hunt, although it has a large downside if he continues to elude us. Our +1 from Gift of Minerva should help, though.

Restore the Roads [] The roads between Bovianum and surrounding settlements have decayed and fallen into disrepair, making travel a daunting task. You set a cohort to repairing and, if necessary, rerouting these roads.
Medium priority. It's such a Roman thing to do, though, so we should definitely consider it.

Protect the West [] The towns to the west, situated near to the Valley of the Vulturnus, seek Roman protection from the bandit/rebel Tercerian, who has risen up and taken control of the city of Aesernia. While Tercerian's grip on the Valley is far too weak for any expedition to attack the cohort or expand rebel control outside the Valley, his raiding parties have harassed and terrorized outlying villages and townholds for weeks. You dispatch a cohort to protect these towns.
--[] You join this cohort yourself. (-1 Personal Action)
-- [] Use the Gauls
: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Definitely something we should do in the future, but for now keeping Bovianum together is more than enough for us to do.
Establish Supply Lines [] You try again to establish a supply line to Boventum, and you delegate the task to...
[] Rufus. He's read enough books to know something about logistics, or so he tells you.
[] Tercerus. Though never a commander, he has a head for numbers about him.
[] Pompolussa assures you he can easily do it, but assigning him here will mean the Second cannot perform any of the many tasks for which it is needed.
Highest priority. I'd send Tercerus, for a few reasons. First of all, we know he has high stats. Secondly, we can totally trust him. Finally, Pompolussa and the Second can be used elsewhere.

Supress Revolution [] You decide to harshly suppress the rebels in Bovianum and the surrounding area, ordering a cohort to round up dissidents and malcontents and crucify them on the major roads in the area as a reminder of the power of Rome. By showing the people what happens to traitors, you may be able to shock them into servitude.
-- [] Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
Hard pass. Bovianum is in Rome's column for now. We don't want to drive them into the arms of the enemy.

So for me, I'd go with
[] You try again to establish a supply line to Boventum, and you delegate the task to...
-[] Tercerus. Though never a commander, he has a head for numbers about him.
[] You continue the hunt for the crafty and wily rebel captain Gemino.
--[] You join the hunt for Gemino yourself (-1 Personal Action)
-- []
Use the Gauls: The Gallic Auxiliaries you brought with you have sat back and done little for the last week, largely being used to forage and scavenge for supplies. Their ferocity is both a boon and a drawback -- if they attack or loot the very people you're meant to be protecting, your authority in Bovianum will take a nosedive. (Can Only Be Used Once, Does Not Use Up a Command Vote if Used)
[] You set one of the cohorts to tracking down and eliminating the numerous bandit groups plaguing the hills around Bovianum. There are many places for crafty and cunning natives to hide, and it will no doubt be an arduous task to track down and destroy each group of then.

Although making roads or liberating the villages would also work for the last spot. Main reason I'm not doing one of those is because I think they'd work better if we took both of them at the same time, they seem to synergize. Hopefully if we take care of the rebels and the bandits we can do that next turn.

As for personal actions, we get 2-3 of them. My thoughts-

[] Connect With Elders: The elders of Bovianum are some of the most influental and powerful men in Samnium. By making connections among them, you could shift how you are seen in the eyes of the Samnite people as a whole.
Nice, but there are better options.
[] Prosecute Cases: You have already overseen a handful of cases in Bovianum, and you realize that your career in the law need not grow stunted while you are at war. You begin to diligently see to it that the laws of Rome are enforced in your city and in the camps.
We've been getting quite the reputation, both with the city and with our troops, of being tough but fair. It could definitely be worthwhile to build upon this.
[] Reform the Laws: The laws of the city of Bovianum are a mess, a mix of traditional tribal laws and decrees from the elders, filled with contradictions and loopholes. You set about rewriting them, but be warned: failure means hatred in the eyes of the people, and even success may not win you love -- you meddle with traditions as old as Rome.
Hard pass. This would backfire spectacularly.
[] Study Logistics: You read books on planning and organization, hoping to gain greater mastery of logistics and large-scale planning.
An army marches on it's stomach. We'll need this in the future badly.
[] Speak With The Architects: You speak with the legion's architects and engineers, hoping to increase your own knowledge of Engineering.
Engineering is one of Rome's greatest strengths. It's definitly something we'll want in the future.
[] The Sibyl: In the rolling hills of Bovianum, there waits the Sibyl of Bovianum, a Samnite prophetess said to follow the ancient Greek rites. You make your way to her, hoping to learn your future.
Seems likely to be a roll that will either give us bonuses or maluses to rolls in the future. Interesting, but there are probably better options.
[] Brotherhood: You began eating your meals with the men, to show them that you stand as one of them, not some aloof aristocrat.
[] Silver Tongues, Silver Words: You began to attempt to form deeper connections with the men, walking around the camp and speaking and talking to your soldiers. With enough personal charisma and skill for speech, you can begin to make yourself as loved in their hearts as Sertorius.
[] Fortune's Favor: After camp is made for the night, several of the officers, including Pompolussa, gather to gamble and game. These men are all fast friends, with ties stretching back years, but if if you integrated yourself with them and got them to consider you one of them, it would go a long way towards improving your standing in the legion.
Various ways to improve our standing with the legion. We're at 6/10 currently, with a very nice blurb, so I don't think these are a priority.

[] Sparring: You began sparring with the men, testing your own skill with the blade against the skill of the men serving under you.

[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.
Rolls to improve our Combat and our Command. Always important, but harder to increase than, say, Engineering or Logistics.

My thoughts would be [] Study Logistics and one of [] Speak With The Architects, [] The Sibyl, or [] Prosecute Cases.
 
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Well, this was an unfortunate turn overall. The business with Aquilonia is exactly why I wanted to focus on the towns. It would keep our forces relatively concentrated around Bovianum.

The Samnites have produced another great leader, and he's also a ninja. This was pure luck, but it sucks a lot, and I don't know how to work around it. Can we send a Cohort and the Gauls to the same task?

I'm going to say no on the winter quarters, it's only July. We'll see about it in a turn or two.

Regarding personal actions, connecting with the city elders and studying logistics are an absolute must. As for the third action, I could go with either engineering or fighting the rebels personally.
 
A note: Gemino cannot beat you in a straight fight. He has maybe 400-500 men, 600 if he scrapes them all together, and you have ~2500. Should you find his hideout/drag him out of hiding and meet him with a force larger than a cohort, he's essentially fucked. His troops will receive the (Outnumbered) modifier due to being up against a force over twice their size, giving him a -6 to all combat rolls, which will neuter the (Hearts of Steel) modifier they get for being on the defensive. Your men would also recieve the (Numerical Superiority) modifier, a straight +6 to all rolls. Unless he pulls multiple crits out his ass and you/Pompolussa simultaneously shit the bed, you'll win handily.

Now getting him out in the open so you can actually do that...well, there's the rub.

Another three reaction posts gives you 300 XP, bringing your total up to...1,291 XP!

Lastly, voting is open.
 
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I read a lot of people dismissing this personal action:
-[] Study: You study the campaigns of some of Rome's greatest generals, hoping to increase your own skill with command.

Our (+0) Average Command modifer has definitely been one of the more common ones over the course of this campaign. IF we go with a plan containing all three Personal actions, I would be strongly in favor of grabbing that extra boost to our Command skill.

A note: Gemino cannot beat you in a straight fight. He has maybe 400-500 men, 600 if he scrapes them all together, and you have ~2500. Should you find his hideout/drag him out of hiding and meet him with a force larger than a cohort, he's essentially fucked. His troops will receive the (Outnumbered) modifier due to being up against a force over twice their size, giving him a -6 to all combat rolls, which will neuter the (Hearts of Steel) modifier they get for being on the defensive. Your men would also recieve the (Numerical Superiority) modifier, a straight +6 to all rolls. Unless he pulls multiple crits out his ass and you/Pompolussa simultaneously shit the bed, you'll win handily.

Now getting him out in the open so you can actually do that...well, there's the rub.

Another three reaction posts gives you 300 XP, bringing your total up to...1,291 XP!

Lastly, voting is open.
Would it be possible to personally oversee the Gauls while hunting bandits?
 
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