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Rogue region allegiance and rogue peasant militia

Started by Bhranthan, January 08, 2014, 03:08:44 PM

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Bhranthan

After thinking about rogue regions and some other mechanics a bit i came to the opinion that a rogue populations way of protecting one self is often very odd.
Some parts of this have already been discussed in the case where enemies loot and quite large groups of citizen militia pop up to 'fight' invaders, often its a bloody massacre of helpless peasants.
Peasant militias can become more efficient and less suicidal was the conclusion, i am looking forth to how this will be picked up eventually by the dev team.
If this is worked one, rogue attacks on rogue peasants could also be considered.
They belong tot he same 'faction' yet monsters and undead rogue always kill peasant rogues, who do nothing back.
Possibly it would be quite difficult to make the two parties able to engage combat as long as they are part of the same faction.
Likewise it could be hard to make a second rogue faction just for monsters and undead.
But it would be logical to assume that rogue regions with sizable populations, namley townlands, large population rurals, cities, strongholds and possible mountains could be able to recruit a local militia to fight of these monsters/undead and possibly deal with some crimes and witchcraft cases etc.
Likewise, they should eb able to offer resistance to any troops from any realm as strong as a regular undead force.
Perhaps the strength of these regular rogue militia can be based on the population in a region.
Some regions could defend them selves where others, especially after numerous undead/monster attacks cannot.
Obviously, it should also take time for a militia unit to regenerate back to its full potential after each attack.

Then there is already in place a system that determines the way peasants view other realms.
It would be very cool to see these rogue militias attack the realms they hate and welcome the realms they view as friends, as allies.
Possibly here again, game mechanics may not support individual regions diplomatic relations, or behavior.

It would definitely prevent regions from turning into absolute wastelands after a realm lost control for some time.
To many monsters or undead could eventually still turning everything into a wasteland, but at least, now, not as easy.
It can also be very interesting to fight battles in some rogue regions where in others it would be a bad idea.
And imagine the role play value behind it.
As a diplomatic you could change there view of your realm and turn the peasants on your side, creating a nice trap for your enemy, especially in a rogue city or townsland, with walls.
Brutus the Brute - Kleptes the Thief - Atreus the Brave - Alucina the Lucid

vonGenf

Quote from: Bhranthan on January 08, 2014, 03:08:44 PM
Peasant militias can become more efficient and less suicidal was the conclusion, i am looking forth to how this will be picked up eventually by the dev team.

The Sanity Check was implemented in september of last year:

http://forum.battlemaster.org/index.php/topic,5067.0.html
After all it's a roleplaying game.

Bhranthan

#2
Quote from: vonGenf on January 08, 2014, 03:19:41 PM
The Sanity Check was implemented in september of last year:

http://forum.battlemaster.org/index.php/topic,5067.0.html

Thats good news, i didn't know.

however, it is in my opinion that such militia guard should already be in place before an enemy or monstrosities come in.
Its quite logical that any region without government/authority has an established way of protecting its self non or the less, against bandits and rogues as well as small armies from realms.
No sane peasant would allow monsters through its gates, welcome them and then get killed or eaten by them, time after time again.
Especially in good populated towns land who are not starving should be able to stop most rogue from even entering the town, killing the rogues even before they do damage.

Someone in that tread also suggested different equipment or even troop types per region, perhaps that's a little to much work, instead every peasant militia could randomly have a ranged attack, some militias would be more effective at ranged attacks then others.
Someone mentioned slingshots, i am quite sure they where used in this period, but bows and even simple spears where not uncommon among the commoners either.
Even the poorest peasant would have some nasty sharp tools which they know how to handle very well.
A scythe or a hand plow of some kind could be well used against cavalry, bows and stones against infantry and any knife, axe or even hammers against archers(if they can get that close).
Most archers of realms during our time frame where in fact Peasants, who where raised with using a bow at home for small hunting.
In other words, most peasants could shoot as good or at least nearly as good as a soldier, but perhaps they wouldn't have no fancy leather armour(if they even had any, i dont think so), or perhaps as much arrows as a unit commanded by nobles would have.
Brutus the Brute - Kleptes the Thief - Atreus the Brave - Alucina the Lucid

vonGenf

Quote from: Bhranthan on January 09, 2014, 11:31:34 AM
Especially in good populated towns land who are not starving should be able to stop most rogue from even entering the town, killing the rogues even before they do damage.

A townland in not in any sense a walled city. It is a well-settled rural area with enclosures and other landworks available to serve in pitched battle, but they are still hundred to thousand of square miles.

Even in an actual city, it's monsters and undeads we're talking about. Undeads rise from the town cemetary, monsters fly over the walls or dig under them.

Finally, there are rogues which are killed by adventurers before the nobles even notice them. It's only when they have been left for long enough that they form a horde that you see them appear.
After all it's a roleplaying game.

pcw27

#4
Quote from: vonGenf on January 08, 2014, 03:19:41 PM
The Sanity Check was implemented in september of last year:

http://forum.battlemaster.org/index.php/topic,5067.0.html

Was this system applied to rogue regions because since it went live I've still seen rogue regions spawn really tiny militias in the face of huge armies.

Quote from: Bhranthan on January 09, 2014, 11:31:34 AM
Thats good news, i didn't know.

however, it is in my opinion that such militia guard should already be in place before an enemy or monstrosities come in.
Its quite logical that any region without government/authority has an established way of protecting its self non or the less, against bandits and rogues as well as small armies from realms.

For the most part militia are not a standing force, they're a group of lightly trained volunteers who live their normal lives for the most part but are prepared to be called into action in the face of threats.

Quote from: vonGenf on January 08, 2014, 03:19:41 PM
No sane peasant would allow monsters through its gates, welcome them and then get killed or eaten by them, time after time again.
Especially in good populated towns land who are not starving should be able to stop most rogue from even entering the town, killing the rogues even before they do damage. 

This can be justified with whatever fluff you want. Maybe when monster hordes decide to move to another region it's because they've been harassed by the militia. Maybe rogue peasants are simply more intimidated by monsters and choose to try and hide rather then fight.


Quote from: vonGenf on January 08, 2014, 03:19:41 PM
Someone in that tread also suggested different equipment or even troop types per region, perhaps that's a little to much work, instead every peasant militia could randomly have a ranged attack, some militias would be more effective at ranged attacks then others.
Someone mentioned slingshots, i am quite sure they where used in this period, but bows and even simple spears where not uncommon among the commoners either.
Even the poorest peasant would have some nasty sharp tools which they know how to handle very well.
A scythe or a hand plow of some kind could be well used against cavalry, bows and stones against infantry and any knife, axe or even hammers against archers(if they can get that close).
Most archers of realms during our time frame where in fact Peasants, who where raised with using a bow at home for small hunting.
In other words, most peasants could shoot as good or at least nearly as good as a soldier, but perhaps they wouldn't have no fancy leather armour(if they even had any, i dont think so), or perhaps as much arrows as a unit commanded by nobles would have.

Slings were most definitely used at this time. Skill at archery would vary by time period. In England peasants were required to have bows but that was so they could be drafted to serve in battles. It's quite possible that a region's best archers would already be serving in the army.

The kind of archery a peasant would use for hunting was quite different from battlefield archery. They'd be hunting small game like rabbits and birds because deer and boar were reserved for nobles. Peasants would be using blunt arrows because being caught with a sharp metal one would get them hanged for poaching. They'd be hunting at fairly close range aiming at their targets, nothing like the arched volleys they'd be using on the battle field.

Most accounts of peasants facing trained soldiers don't end well for the peasants.

Penchant

Quote from: pcw27 on January 12, 2014, 09:14:41 PM
Was this system applied to rogue regions because since it went live I've still seen rogue regions spawn really tiny militias in the face of huge armies.
The reason could be simply the region doesn't have a large population to fight with since they are rogue. (Rogue often comes from starvation issues)
"The true soldier fights not because he hates what is in front of him, but because he loves what is behind him."
― G.K. Chesterton

pcw27

Quote from: Penchant on January 12, 2014, 09:19:51 PM
The reason could be simply the region doesn't have a large population to fight with since they are rogue. (Rogue often comes from starvation issues)

The point is the sanity check should keep them from attacking at all unless they have significant numbers. That's how it works in realm controlled regions but it doesn't seem to apply to rogue regions.