RS KNIL Molukken scenario designer coherent thoughts and reasoning
Just wish to express to all my fellow Blitz warriors some of
the ideas of what I look for when I design a scenario..
and how to play to win in one of them....
First, many of you may notice that the scale I used when
making the map for RS KNIL "Molukken" was much smaller then
the actual island size. This is on purpose, as I wanted to give
the player a feeling of how quick and aggresive the initial
Japanese attack on the island was.
The Japanese must move fast and quick, or the best they can hope
for is a draw. Players must use the Banzi tactic to win this game.
Some Blitz members may disagree with me on the use of the Banzi as being "unhistoric" but I find it adds flavor to the game...and remember this is a game. IMHO truly historic scenarios can be one sided and rather boring to play.(with the rare exception for the magical scenarios that Huib makes)
The whole idea behind playing as the defensive Dutch "Molukken" Regiment and Aussie "Gull Force" is to get that feeling of impending doom. The Japanese are expected to steamroll through the island. Just as it happened 65 years ago.
What kind of a fight can the defenders come up with and how can they slow down the Japanese before the end of eleven turns is what the Allied commander should concentrate on.
Winning may depend on how few Allied troops the Japanese can capture.
As safegaurd against those Allied players who believe that making a straight beeline to the protecive jungle is the best course of action, the way the VP points are set up it may be easy for the Japanse to come out with a Minor Victory....
All the Allied leaders names are accurate and to my knowledge
the names of all the locations are correct.
Altough RS ME KNIL "Molukken" has been tweaked for better
gameplay, I hope that it gives a good historic impression of the battle
that took place on the island of Ambon that morning in January, 1942.
Cheers,
Eddie
Jeepster777
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