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.



