I'm your daisy.
Here is one I'll bet you haven't done. Cuba vs Portugal. During the Colonial Wars period ('61 to '74)
http://en.wikipedia.org/wiki/Portuguese_Colonial_War
Repair set to hard and no ordinance sections to reflect the logistics problems. Portugal wasn't the richest NATo member and got no help from traditional allies, which were not all that happy about giving up their colonies and didn't see what the military dictatorship in Portugal was accomplishing by trying to hold on to theirs.
After things get unbalanced, we can compensate by shortening the game. Most campaign games tend to be 30+ turns or so. We can start at 30 and then drop down to get a balanced match. Trading rough OOB isn't unreasonable, since every country in the world keeps agents in Africa. The second most common job in Africa is spy. Often for more then one paymaster. So it wouldn't be unreasonable for us to have a rough idea of what the other side has. If it looks like one of us is going to get hammered, we cut the turns down to under 20 and set all the flags to 5 points and just run around. Or just open the turn and close it. You can bump the game along to the next one.
Lots of custom maps for that war. I suggest Cuba since that was the period when the Soviets started using Cubans as their international "leg-breakers". Plus, IIRC, Portugal has mostly old Pattons (M-47) in that period with a some light stuff from WW2 (A/C's, etc.). Cuba has T-55's which is pretty much a fair match. Both sides are a little short on anti-tank weapons for the rifle squads . Arty is pretty much WW2 leftovers. I think the Exp/Mor levels are almost the same.
Cuban gets natives ( guerrilla troops or any insurgents). Portugal gets Mercs.
I have any slot in the CD set open except 16 and 18.