The New People’s Army (NPA) has its genesis in the Hukbalahap rebellion, fought by tenant farmers after World War II. By the late 1960s, the social conditions which had led the Huks to rebel remained unresolved and led to the formation of the New People’s Army by José María Sison and Bernabe Buscayno. The NPA was not the only insurgency fighting the Filipino Goverment – the Bangasamoro people of Mindanao were in the early years of the Moro Independence struggle, which peaked during the mid 70s, before a peace agreement was brokered by Muammar Ghaddafi in 1976.
Category Archives: Developer Notes
Laban! Chapter 4: The Reformers in People Power
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In People Power the Reformer faction encompasses all the liberal, nonviolent, political opposition to the Marcos regime, including politicians, Catholic leaders, and regular citizens who were willing to voice their disdain for Marcos and his cronies. However, there is little doubt that the voice of the Reformers was, for many years, one man: Benigno Aquino Jr, known to Filipinos simply as “Ninoy.”
Inside GMT One: Solo Play in Red Flag Over Paris
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Fred Serval’s Red Flag Over Paris was definitely the surprise highlight of 2020 for me. As I sat in quarantine, much like all of you, I was buoyed by the simplicity and elegance of the game. Fortunately we live in a connected age, and I was able to enjoy many sessions of Red Flag with other players on Tabletop Simulator. With each play I kept wondering what it would take to add solitaire play to the game.
Laban! Chapter 3: Violence and Nonviolence in People Power
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The first COIN project I worked on was Bruce Mansfield’s Gandhi. Even as a relative newcomer to the COIN Series, I knew that Gandhi was a very different game. The model of nonviolent resistance presented in Gandhi sparked my imagination; where else could conflicts be modeled using these principles? As I continued to read I was surprised to find that one of the most common examples of how nonviolent resistance works was the People Power Revolution of 1986. I was even more surprised to find that Ken was already very far along in his design of People Power.
This is the Vietnam Game You’re Looking For, Part 1
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This game is often referred to as “brilliant”, “seminal”, “ingenious” and any other number of superlatives in terms of its breathtaking ability to capture the essence of the Vietnam War. To many, shall we say experienced, grognards, this is because they have direct experience with the game and have spent many long hours immersed in its grip as the gameplay drives a narrative that easily places you in the mindset of a Westmoreland or Giáp.
However, for new players, statements like that alone don’t tell them why they should be interested in the game, too. So, we will, herein, describe the way the game works so you can decide if, perhaps, this is the game you’re looking for.
We’ll start by looking at the components which will come with the game and noting the differences from the original.
Laban! Chapter 2: Support, Opposition, and Resistance in People Power
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Unlike other COIN games, People Power does not simply measure the Support for, or Opposition to, the Government. In most COIN games, Support and Opposition measure the willingness of a population to actively enable or hinder the operations of a faction through supplying guerillas, providing intelligence, and supporting Government operations.
Laban! Chapter 1: Corruption and Patronage in People Power
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Whenever I develop a game, I am always looking for ways to make the narrative shine. Usually, that involves consistent terminology, clear rules, concise player aids, and suggestions on what tweaks can be made to help the game get out of the way of the player, and allow for full immersion in the story. Occasionally more major changes occur, and while painful, these almost always improve the end result.
People Power is one of the latter cases. Ken Tee (the designer of People Power) has always had a strong personal story in mind for People Power, but playtesters were not experiencing the narrative in the way Ken intended. One major hurdle was the MNLF (Moro) faction, which ended up being dropped, but the main narrative issue with People Power was the victory condition for the Government. While many COIN factions use Victory conditions centered around Support for the Government (US in Fire in the Lake, Batista in Cuba Libre, France in Colonial Twilight), the Marcos regime was fundamentally unlike these governments.
What is the ‘Irregular Conflicts Series’?
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As COIN Series Developer, I see a lot of cool prototypes. One of the hard things about my job is determining which prototypes will work well as COIN games, and which prototypes belong in a different series. There are lots of reasons that a game may not be perfect as a COIN Series game, but often it’s as simple as a game not adhering to a well-established and specific COIN conflict model. What is the COIN model, and why is it so important that a COIN game fits into the model advanced by Volko back in Andean Abyss? If COIN can portray the Gallic Revolt against Caesar or the American Revolution, why can’t it work for conventional warfare or purely political conflict? There are many great games that aren’t COIN games, and it is hard to determine how best to organize them!
Introduction to FAB: Crusader Part 3 – Unit Overview
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In this article we look closer to the various unit types and their special capabilities.
Armor
In FAB: Crusader, there are two types of armor-class units and assets: armor and recon. Armor units/assets are tanks and each pip, or step, represents roughly 30-40 tanks. Armored recon and armored car units/assets are battalions with lightly armed vehicles and/or cars that trusts on speed and dispersion as protection. When the rules call for armor-class units, it includes both tanks and recon units. When the rules call for armor or recon, it only applies to that type of unit. The difference between the two types in combat are as follows:
Introduction to FAB: Crusader Part 1 – Why We Fight
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Why did we decide to do a game of Operation Crusader? Despite the fact that we love making games, we’re not entirely sure ourselves. There are many reasons why we think that the battles of North Africa make great gaming stuff and why the campaign was so fascinating, but at the forefront must be the place itself and the mystery and spectacle that surrounds it. At first we thought that the desert, is in a sense, a (nearly) literal sandbox where we can study tank to tank combat and fighting in near laboratory conditions. But as we read on and on, piling combat histories, academic studies, and oral narratives upon each other, we discovered that desert combat was anything but clinical.