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All Things Vargr

Vargr: Military Organization

Q. Leader of a band of starship or spacecraft equipped Vargr, is called a Komondor, rather than a (war) chief.

R. Usually, the super pack is termed The Brethren, with the Komondor more first amongst equals, especially with corsair bands.

S. Komondors can also be appointed by a recognized higher authority.

T. The requirement to brief The Brethren, tends to lead to lapses of operational security, but ensures that they are all on the same page.

U. Rational is to limit backstabbing, since it's easier to deal with frontstabbing.
 
Furrer - supreme military and civilian Vargr polity leader

Doge - Vargr (city) state Vargr leader

Dogen - senior statesman

Khanine - Vargr horde leader

Bey - leader of a banner

Komondr - commander of a band of Vargr spacecraft and/or starships

Komand'r - hot Tamaran tamale

Hundhirte - leader of a hundert

(War) chief - leader of a (war) band

Pack leader - leader of a pack

Sub pack leader - leader of a sub pack

Topdog - senior non commissioned leader in an organization

Hotdog - Vargr ace

Dognitary - high ranking Vargr

Vargragr- migrating Vargr

Dogagr - Vargr business leader
 
Vargr: Military Organization

V. Vargr assigned to flight operations are termed brownboots.

W. Pilots are sometimes referred to as wieners.

X. However, only wieners can call another pilot a wiener.

Y. Paramilitary Vargr mercenaries are mislabelled corsairs.

Z. It's actually cursairs.
 
Vargr: Military Organization

1. Speaking of cursairs, the most famous was Attila the Hund.

2. Or, is, since it's never been verified that has died.

3. Attila the Hund was responsible for the last great Vargr invasion of the Imperium.

4. He had gathered untold hordes of cursairs, and personally led them over the borders of the Imperium.

5. At first, he only demanded tribute from the local Imperium officials.

6. When that wasn't forthcoming, his cursair hordes ran over border planets, and were headed towards the centre of the Imperium.

7. During a victory feast, or an orgy, something ruptured.

8. Leaderless, the cursair hordes retreated back to Vargr space.

9. His name still remains feared in the coreward regions of the Imperium.
 
Vargr: Military Organization

A. But, there are plenty of Vargr who participate in nefarious activities, without torching hundreds of planets.

B. One of the most (in)famous is Looping the Nerd.

C. Computer hacker.

D. Wise cracker.

E. There's no database that he can't infiltrate, and extract the most secured data.

F. Or, subvert computer networks.
 
Vargr: Military Organization

G. In order to maintain an interstellar polity, or at least interstellar lines of communication with other star systems, you need the appropriately technological levelled industrial base, especially heavy industries connected with starship construction.

H. That, from private investors, tends to require a long term stable political environment, investment friendly.

I. If a bunch of cursairs can, whenever they feel like it, steal the goods and production equipment, or just shoot it up, insurance rates will shoot through the roof, while shells rain down it.

J. At ten percent of Vargr demographics, that's going to be hard to prevent, or protect against.

K. You're more likely to end up with inefficient artisanal family workshops.
 
Vargr: Military Organization

L. Which tends to lead me to the conclusion, that large scale heavy industries would need to be either owned by a Vargr polity, or heavily subsidized.

M. And, using the German example, likely built deep under a mountain range.

N. Well, wolves do have dens.

O. The other option is to spread piece work widely apart, subcontracted to family or pack run workshops.

P. Gathered only for assembly and quality control.
 
iu


Vargr fleat.
 
Vargr: Military Organization

RE: Ship Construction
H. That, from private investors, tends to require a long term stable political environment, investment friendly.

That conclusion is based on human psychology and culture. It's likely that (given the likelihood of it happening) that it isn't seen nearly as negatively as it would be by humans. Alternately Vargr ship construction may have evolved out of some sort of speculative trade that inverts the Solomani model in some way, or Vargr ship yards long ago evolved some sort of deterrent to this (started with oil barrels and torches when they were buiilding sea ships, now it's a pocket nuke in the shipyard...) It's probably not going to make "sense' to most humans nut it ultimately doesn't have to, it only has to make sense to the Vargr.

D.
 
Going waaay back to the first post in this thread:

Vargr: Military Packs

Hard to believe that they could train an officer corps, since you'd expect them to operate under the Peter Principle, and maintain an NCO cadre.

The NCO cadre may be the experienced Vargr who acquired the skills to competently lead military units, but seem unable to inspire the troops through a charismatic personality. This would be separate from specialists who are just very good at their jobs and don't have to worry about directing large group.

Officers who can't inspire their units, may as a face saving measure, be assigned rear area supervisory positions or as staff, assuming they haven't managed to get killed themselves, or injured badly enough to warrant early retirement.

There would be three types of officers, those that rise through the ranks, those that receive some form of formal or semi-formal training, and those that just get appointed.
I don't think they'd have a separation of 'officers' and 'enlisted'. Everyone starts where their charisma (natural or inherited) and perceived competence places them, and goes up or down from there as their fortunes and competence dictate.

It doesn't matter who your Mom or Dad is if you can't stare down or beat down your squad leaders when you're parachuted into the platoon commander slot. Screw that up and you're a squad leader if you're lucky, and the most charismatic squad leader takes 'your' slot. And your parents know that, so they'd not put you in there untried anyway - if you're the apple of their eye they'd put you in unit that's got a 'soft' job (but not one so safe there's no opportunity to show leadership, etc.) so you can learn to lead without too much risk of screwing up, but that's the best they can do, really - aside from sending you to the best schools (which would include charisma training - something low status/charisma Vargr's kids' school wouldn't cover effectively), getting you the best health care growing up, and so on.

Having rich and powerful parents would certainly very much help a young Vargr, but their society is more meritocratic than Imperial Humans' one is - assuming merit is measured by Charisma, of course.
 
Nonono! The "fleat" would be the massed group of fighters that a much larger Vargr ship would carry as parasitic craft.

Actually, I always thought that an assault carrier would be the perfect starwarship for a Vargr naval commander, because you can pack it full of subordinates, and not worry that one of them thinks he can become autonomous.

However, the issue is obtaining one, and then being capable of maintaining it.
 
That conclusion is based on human psychology and culture. It's likely that (given the likelihood of it happening) that it isn't seen nearly as negatively as it would be by humans. Alternately Vargr ship construction may have evolved out of some sort of speculative trade that inverts the Solomani model in some way, or Vargr ship yards long ago evolved some sort of deterrent to this (started with oil barrels and torches when they were buiilding sea ships, now it's a pocket nuke in the shipyard...) It's probably not going to make "sense' to most humans nut it ultimately doesn't have to, it only has to make sense to the Vargr.

D.


I don't doubt that the Vargr are willing to take greater risks than humans, but this is a question of resource allocation, assuming they're limited, and opportunity cost(s).

Assuming that economic principles are, and remain, universal, Vargr entrepreneurs are going to expect to see a return on their investments, on the riskier ones involving, let's call it, national security, government subsidies and guarantees.

In terms of shipyards, the first option might be collaboration with the new overlords, as long as ownership is maintained.

The old overlords might be the ones who planted a nuke there.
 
Actually, I always thought that an assault carrier would be the perfect starwarship for a Vargr naval commander, because you can pack it full of subordinates, and not worry that one of them thinks he can become autonomous.
Instead you've just packed your one actual starship full of ambitious subordinates with no way to express that except by challenging you (and each other, realistically). Expect a lot of fights, even by Vargr standards.
 
Going waaay back to the first post in this thread:


I don't think they'd have a separation of 'officers' and 'enlisted'. Everyone starts where their charisma (natural or inherited) and perceived competence places them, and goes up or down from there as their fortunes and competence dictate.

It doesn't matter who your Mom or Dad is if you can't stare down or beat down your squad leaders when you're parachuted into the platoon commander slot. Screw that up and you're a squad leader if you're lucky, and the most charismatic squad leader takes 'your' slot. And your parents know that, so they'd not put you in there untried anyway - if you're the apple of their eye they'd put you in unit that's got a 'soft' job (but not one so safe there's no opportunity to show leadership, etc.) so you can learn to lead without too much risk of screwing up, but that's the best they can do, really - aside from sending you to the best schools (which would include charisma training - something low status/charisma Vargr's kids' school wouldn't cover effectively), getting you the best health care growing up, and so on.

Having rich and powerful parents would certainly very much help a young Vargr, but their society is more meritocratic than Imperial Humans' one is - assuming merit is measured by Charisma, of course.


Checking back, my interest in Vargr started about over a decade ago, when I came to the realization that they're basically us (as compared to the Solomani, who are actually us), but in furry suits.

And, less inhibited.

Which gave the Vargr potential to be interesting, compared to every other faction, major or minor.

There are no atheists is a foxhole.

So a Vargr, in a combat situation, either performs, or proves he's unsuitable in his current position.

This would be where having rich parents, and/or a powerful clan, would kick in.

All (other) things being equal, the parents can arrange for extracurricular activities involving intense combat and military training for their cubs, that other less wealthy or positioned parents might not be, giving an inbuilt advantage to what might have been average cadets, or even, if left alone, underperformers.

I don't think it's so much that Vargr parents really want to send their cubs in the military, it's more that their environments are somewhat unforgiving for non combatants, since a Vargr has to likely be willing to fight to protect what he considers important (enough to do so), and recognizing that importance, to himself, or his pack.

A Vargr's competence doesn't have to be purely in direct combat, it could also be in a support role.

It's the command aspect that might require some demonstrated combat expertise.

In terms of actual command, capabilities could be built up by young Vargr in socializing, and finding out how to win friends and influence peers, culminating in leading posses and cliques.

If you view military service for Vargr as something as formalized as we have in the industrialized West, where the rich and/or capable are trained as officers in established military academies, that seems unlikely.
 
Instead you've just packed your one actual starship full of ambitious subordinates with no way to express that except by challenging you (and each other, realistically). Expect a lot of fights, even by Vargr standards.

An assault carrier, by Imperium or Confederation standards, is going to be a Vargr banner, and that commander, will have separate bodyguard and staff packs.

I would think that at that level, challenge for command wouldn't be permitted, except on grounds for utter incompetence.
 
An assault carrier, by Imperium or Confederation standards, is going to be a Vargr banner, and that commander, will have separate bodyguard and staff packs.

I would think that at that level, challenge for command wouldn't be permitted, except on grounds for utter incompetence.
That suggests that the commander is afraid, hiding behind bodyguards... That can't be good for their charisma. Now, obviously they can shrug off (and have their guards just stop) low-charisma individuals' attempts to get at them, but their immediate subordinate commanders (i.e. the ones commanding the sub-craft) have to have access to them in the course of their daily duties, and as they're just under the commander in rank and influence, they'll be able to challenge them. Avoiding such challenges probably means you find you've lost to them by default - the challenger gets on the ship/fleetwide comms and says "X refuses to face me, and he's a boring old fart who holds us in-system and never goes out doing anything exciting. So who's with me? I'll lead us to glory and loot undreamed of! SO WHO'S WITH ME!?", and they won't even have to confront that commander that hid behind their security. And now the whole shebang, carrier, sub-craft, the lot, is off raiding.
 
For general officers, bravery can be presumed, since they had to be junior officers, at one time.

The complexity of Vargr interactions would increase, as you go up their social hierarchy, because of how likely everything is interconnected.

First of all, just because someone else takes over the band membership, the assault carrier and it's associated spacecraft doesn't necessarily go along with that, and if you can't operate that, the new commander is dead in space.

Just because I structured their military hierarchy into pack, band, banner, horde, and host, since it's seems the most logical way to organize the Vargr, doesn't mean most of the rest of them would follow it.

However, span of control requires larger organizations to have some kind of semi formal structure, otherwise no communication would be possible, and you just have a bunch of uncoordinated actions across a battlefield.

While at the pack level, leaders can be challenged without undue ceremony, change of leadership will have comparatively minimal repercussions, since anyone disagreeing with the new management, could either make a challenge himself, or leave.

At the band level, the war chief has to lead by example and persuasion, and a formal challenge would be required to relieve him, made by one of the other pack leaders.

At the banner level, the challenger would need cause and standing, and the support of at least a third of the rest of the banner, otherwise, even if he wins a duel, the rest of the banner wouldn't follow him.

And, in the case of the assault carrier, he might still have not gained that.
 
I’d agree that the effective org level equivalent would be required for a challenge to be serious enough to require acceptance, along with equal or better charisma.

Anything else would break the know your place element of pack politics and undermine the point of the pack in the first place.
 
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