Crazy Scenario...

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Marshal Villars
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Crazy Scenario...

Post by Marshal Villars »

Think I am about to do this "fictitious banana republic" guerilla scenario to just see how this scenario design stuff works before committing to the "real thing" and screwing it up because I didn't know something I should have.

I guess it will be called, "Banana Republic Revolution"

One player will be the rebels/guerillas. The other player, the government forces.

The map is 40 km x 40 km.

Will position the rebels so that they can go for one of three key objectives and the government forces won't know which ones they are headed for for sure without really good patrolling and intel work. Of course, the rebels can keep the government forces off guard with feints here and there.

Ultimately taking either of the fortified hills or the city or airport will put major points in the guerilla's column. But taking the capital will deal the knock out blow.

The government force will be heavy on some mechanized units which can't pass through the paths in the woods. Only foot units can do that. And of course, the guerillas dominate in foot units. The woods will slow even infantry units significantly, so movement on paths will be key. With all of their infantry, the gueriallas can then operate in the woods relatively safely, shifting resources here and there. If the government dares, they can poke their toe in. Of course, the government will have an upper hand in fighting in the open with a few mechanized units which the guerillas don't have.

Low unit density will make it a game of intel and maneuver and hide and seek. Love it.

I think the first scenario on the map will be about 10 or even 12 days. Maybe the government will get reinforcements which will force the guerillas to decide early on what their objective should be.

Anyway, a crazy idea. But I have always wanted to try a game like this. I was thinking about doing scenarios like Dien Bien Phu, but realized all of the tools aren't in place in the engine. So, I figured why not just make up a scenario with the same flavor without worrying about the fact it can't be done "perfectly"--mixing Khe Sanh, Dien Bien Phu, and the Ia Drang campaign together with the feel of a Banana Republic with a guerilla war. LOL.

Think it will be interesting because it will put both players on the horns of dilemmas. And I love games with room for maneuver. Will probably put lots of small victory locations in the woods to encourage the government to go in there and try to control some of the smaller villages and rebel strong points. Of course, taking the capital city will be a knock out blow for the rebels. They will have to try to control the main roads to delay any government movement (perhaps I will hit the govt forces with a major orders delay on the first day).

I might even provide the government player with three or four "opening moves" for the scenario. That is, they load the scenario of their choice of three to play:
-The first one assumes that there has been an air assault to pin and destroy forces in the southwest.
-The second one assumes that there has been an air assault to support the hill in the southwest.
-The third would assume an air assault to support the hill in the northwest
-The fourth would assume an air assault to pin and destroy guerilla forces in the northwest.

In every case, the rebel start set up is identical. Though ideally, I would actually have a matrix with three government setup choices and three rebel setup choices, giving nine scenarios. Not sure how you could make it so the government player doesn't know which setup the rebels have chosen. Not worried about the rebels knowing the government choice of setup.

Wish we could allow players to deploy units and have more choices (a little like TOAW III) at the click of a button.

Love the map maker. Pretty cool.

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Arjuna
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RE: Crazy Scenario...

Post by Arjuna »

MV,

Nice.

Rather than three seperate scenarios with different opening positions, you can achieve the same effect with just one scenario with multiple reinforcement schedules. You don't need to start with anyone on the map per se, just have them arrive at scenario start from the reinf schedule. Place them where you want them for option 1. Duplicate the schedule, call it option 2, and then relocate the arrival loc by dragging the reinf entry to the desired location. Rinse and repeat for as many options as you want. When the game starts, it will look to see how many schedules of that type ( standard, favour us or favour them ) and if more than one it will choose one at random. You can do this for both sides.

With half a dozen different ones you could have two variants for each option. Each of the variants could have the same initial displositions but vary the follow on reinforcements. That way the players wont know for sure exactly what to expect. If you do this approach and you end up bringing your main effort in from different map edges, you need to consider shifting the supply entry point they draw from. This is done by adding SEPs for each of the desired map edges and activating them for a particular schedule. It's explained in the manual.

Good luck.
Dave "Arjuna" O'Connor
www.panthergames.com
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Marshal Villars
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Joined: Fri Aug 21, 2009 10:40 am

RE: Crazy Scenario...

Post by Marshal Villars »

This scenario is really just a way for me to learn how to use the scenario editing tools and how to get the most out of them before I commit to anything. I would hate to not get the most out of my first "real" scenario.

I am considering Cassino and its various stages.
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TheBlackhorse
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RE: Crazy Scenario...

Post by TheBlackhorse »

Is this scenario available anywhere?
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wodin
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RE: Crazy Scenario...

Post by wodin »

Would love to see a Cassino scenario...
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