Revolt-Revolution, Yes-Yes! (CK2 Skaven Post-Revolution Quest)

Voted best in category in the Users' Choice awards.
Vote Results, Transformation of Army Part 1
Adhoc vote count started by The Laurent on Nov 20, 2024 at 8:50 PM, finished with 21 posts and 11 votes.

  • [X] Plan: Da Great n'tegratin
    -[X] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.
    -[X] [Night Goblins] Night Goblins tend to be sneaky, perhaps one can lean into that, and try to find a way to use them as a surprisingly mobile ambushing force… or break them down into small units for the purpose of tunnel fighting, which is likely to be a significant part of any wars for the next while.
    -[X] [Gnoblars] The Gnoblars herding heritage might be perfect for slipping them further into the role of 'irregulars', whether in their own units or as part of other units.
    -[X] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']
 
Democracy is a fundamentally unserious idea when you think about it. Across the world, how are all of the true governments organized? Yes, some shit-eating peasants vote among themselves, or some noble councils run things, but what are the democracies of the world? There's a democratic methodology in one of the Ulthuan provinces (not quite what they'd be called, but y'know) and noble-dominated corrupt city states in Tilea that sometimes are Republics (of a deeply unequal character) or so on. But everyone knows Tilea is a mess, and that's probably because of all of that silly democracy they introduce into their systems.

As of two years ago, 0.00001% of world democracy had been built. The world was and is still run by child-murdering Kings with shit-eating grins.

As of now this might have been heroically increased to 0.01%.
Look, given our current reproductive rates, combined with the reduction in traditional skaven death rates, I think we can have it at 90% in a couple decades.
 
Turn 15 Results--Military Reorganization, Part 2
Turn 15 Results--Military Reorganization, Part 2

Getrarch was not, to say the least, a brilliant mistress of military strategy. But she was willing to ask questions, and she had a definite disdain for goblins that, combined with taking advice from Andratse and others, helped shape the overall strategic picture. Gnoblars were irregular, and Night Goblins best for tunnel fighting and ambushing, and trying to make either of them into a fully frontline force would do no good at all. On the other hand, while hardly complimentary towards Orcs, she was significantly more willing to include them as a core element of any new units.

But as one problem reared its head, another also rose to attention. Humans were a significant part of the revolutionary army, between the well-trained mercs, the gunners, and even backline fighters and scratch militia that had been thrown into bits of the conflict or at least held in reserve. Now there were seventeen hundred new immigrants, and the children--but nobody was demanding that those people be subject to military training just yet.

But what was to be done with these new immigrants? If they were simply added to the economy without being expected to help protect and defend the Republic. But how much should they be made to invest? This question was raised at the same time as some began claiming in the aftermath of the food festival that Halflings were too precious to be used for frontline fighting, or even 'skirmishing' and should be relegated to last-ditch defense and backline work such as providing food. Halflings were too precious and valuable to the Republic, especially now in the light of the combination of the dangers facing the Moot, the alliance that they had recently pulled together, and their role in both making and preparing the food. Indeed it seemed likely that in a strange way there would be foment both about the new Cathayans not providing their fair share of military might and a foment among all but the Greenskins about the risks to Halflings… and even there, there were some among the Orcs at least that were dismissive of Halflings battle prowess enough to support their lack of inclusion. But then, while their numbers were (very) few, there was a real and legitimate fear that their minimal but--relative to the size of their small population--more than adequate involvement in the army was a sort of protection for them… but was it, compared to their central role in the growing of food? And then there was Lumpen Croop to consider: by sheer numbers he was a bigger and more prominent face for Halfling militarism than any number of Mother Drubapple's boys and girls (and single lone enby).

Along those lines but considerably pettier was the question of what to name the army formations. Now that they were creating concrete groupings presumably five-hundred large in the larger pieces, but presumably able to be broken down if need be, what were they to be named?

New Arrivals

[] [Arrivals] They are best funneled into the economic and civilian side of things, since there's no (immediate) threat to the Republic's continued existence at this very moment. However, this may cause some grumbling.
[] [Arrivals] A token force of a hundred, presumably trained as spearmen or otherwise put into circulation in the most basic way.
[] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[] [Arrivals] If there were five-hundred, there would be no doubts for anyone… but it'd also represent a third of the total of those who arrived.
[] [Arrivals] Incredibly high-risk, high reward: if Andratse was to gain some more skill in Monastic abilities, enough to begin to learn partially on her own, perhaps some of them could be trained to create… something. But this would be a long-term project that would leave the number for now and quite possibly for a few years at 'zero', thus potentially getting all of the negatives of the first but also adding yet more to the docket… yet it could be of some worth.

Halflings

[] [Halflings] Too precious to risk in direct combat!
[] [Halflings] Change nothing!

Name Scheme?

[] [Names] Don't make up names, please suggest a scheme. Obviously you could just label them 1st, 2nd, 3rd unit or army or whatever, but think about both how they are named and whether there should be anything else attached to their names/etc.

--1000 Humans with Militia Training

Description: Of the roughly twenty-eight hundred humans (very roughly) that were around from the start of the Republic, only about seven-hundred could be said to be warriors (see below). But here and there, time and again, humans have contributed despite their lack of training. It is the case that they are no better than Slaverat Militia, but they're at least something to note and consider.

--??? Cathayan ???

--505 Assorted Man-Thing Mercenaries
Description: Between those who were mercenaries, and those who have been trained and found themselves quite worthy in the aftermath, half of the population is ready and able to fight. Their losses would be a tragedy, but men and women, the young and old, have proven themselves worth to stand in the line of battle, and by doing so they have proven themselves heroes all.
Traits: Average to Good Offense, Poor to Good Defense; Good Equipment; Good to Great Morale.

--170 Man-Thing Gunners
Description: The purchase of Firearms has allowed some of the mercenaries to equip themselves with it.

--50 Halfling Militia
Description: Of decent quality and oddly fierce… if they get a good meal in them. But they're also part of the farmers.
Traits: Good Meal=Good Fighting; Economically Important; Average Defense; Average Attack; Decent Equipment; Average Morale

--49 Halfling "Battle" Cooks
Description: Nothing of the sort, but they think that having Halfling cooks along if it's a fight will help keep the morale of the men up.
Traits: Morale Boosting; Helps Assuage Ogre Hunger; Logistics++

A/N: Another short one, so gonna pump this out, but I promise we're going to get some real updates once we pull this together.
 
I feel like being in the army is definitely a political protection, but I'm not willing to take the risk on trying to get a force of monks together. So my voting is pretty straightforward:

[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.

[X] [Halflings] Change nothing!

The thing Im least sure about is the naming schema in units. If we are looking at units of about 500 made up of integrated troop types into combined arms forces, and maybe sub units of 30 to match the council, then fifteen platoons, one command platoon, and up to 20 auxiliaries would be the base structure. Have the platoons consist of troop types- all swords and shields, or all bows, to make logistics and supply easier.

So platoon level names and regiment names.

We used local animals for school children, and I'm not sure we want to use cultural or geographic references. I think maybe naming then after the commanding officer at the regimental level would be safest. "Murc's 4th" could be an orc led regiment, for example- we'll want the number for consistency in references when the officer changes, but having a word rather than a number as a reference is useful.

I think there's an opportunity here to create a sort of feeder league to the council from the military. If we have command of a regiment be the first step in getting your name out there as a candidate for higher office, in an almost Roman way, then we'll have 200 seats in an army of 10,000 that would have the names of the occupants attached to the deeds of the unit.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!

I had seriously considered the 500 and I might end up going back but I also want more people doing infrastructure work.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
 
....Ya know what, I'm gonna be a little bit contrarian.

[X] [Arrivals] If there were five-hundred, there would be no doubts for anyone… but it'd also represent a third of the total of those who arrived.
[X] [Halflings] Change nothing!

It might be completely unnecessary but if Grimruk attacks us in the next two turns I want to ensure we have as many hands on deck as possible.

[X] [Names] Military Divisions will be named after minerals (this includes metals, gemstones, and certain chemical elements known to the Piebald Republic), both common (Gold division, Iron division, Diamond division) and fantastical (Warpstone division, Gromril division, Brynduraz Division).

I'm not sure how well this will go over with the Republic's military, but it seems like a fairly decent naming scheme to me.
 
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[X] [Arrivals] A token force of a hundred, presumably trained as spearmen or otherwise put into circulation in the most basic way.

We can recruit more later if need be

[X] [Halflings] Change nothing!

With names, why not just let regiments name themselves when they do something notable? Before that its just "4th Infantry Regiment" or "3rd Skirmishers" or something.
 
. Halflings were too precious and valuable to the Republic, especially now in the light of the combination of the dangers facing the Moot, the alliance that they had recently pulled together, and their role in both making and preparing the food.

"How many Republican soldiers are the lives of one halfling worth?"
"Seven."
"General Cannonballcatcher, thank you."

Anyway,

[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
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[X] [Arrivals] If there were five-hundred, there would be no doubts for anyone… but it'd also represent a third of the total of those who arrived.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Military Divisions will be named after minerals (this includes metals, gemstones, and certain chemical elements known to the Piebald Republic), both common (Gold division, Iron division, Diamond division) and fantastical (Warpstone division, Gromril division, Brynduraz Division).

Probably would default to like '1st Gold Division, 2nd Gold Division) etc when we grow big enough. But kind of like it better then just the normal consistent numbering scheme even with the nicknames.
 
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[X] [Arrivals] If there were five-hundred, there would be no doubts for anyone… but it'd also represent a third of the total of those who arrived.
[X] [Halflings] Change nothing!
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Military Divisions will be named after minerals (this includes metals, gemstones, and certain chemical elements known to the Piebald Republic), both common (Gold division, Iron division, Diamond division) and fantastical (Warpstone division, Gromril division, Brynduraz Division).
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
Question for the 'vote of their members' crew: at what point would the unit get to vote again? Or is this a one-off event, a privilege of being part of the army when it was formed?
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
[X] [Arrivals] Two-hundred and fifty, a major force though not a huge one, representing a significant reduction in the people available, or at least available full-time, to work.

[X] [Halflings] Change nothing!
 
[X] [Arrivals] A token force of a hundred, presumably trained as spearmen or otherwise put into circulation in the most basic way.
[X] [Halflings] Change nothing!
[X] [Names] Establish a consistent numbering scheme (1st Archers, 3rd Spear-users, 11th Skirmishers) for documentation, but allow units to append nicknames subject to a vote of their members.
 
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