Revolution Games Newsletter May 2022

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What’s new in 2022
Happy spring 2022 to everybody. I just wanted to take a moment to belatedly thank all of you for supporting us in 2021. It was Revolution Games best year ever. We are excited for 2022 and have several exciting games that we are planning to release this year.

The first game is ready to ship beginning today! c(see information below). In addition, we are having a sale to compliment the release so that you can get that game you have been keeping your eye on at a discounted price.

Our Death of an Army, Ypres 1914 game has been delayed a few months and should be available in August. We had to replace counter-sheet 1 as it did not meet our standards.

Roger and I have been trying to make our game development process more efficient to be better able to deliver more games per year while not sacrificing game quality. One of the ways in which we can do this is by adding developers to assist us.
We brought on Dave Stiffler last year to be the developer for Eagles in the Sky and he is working with Michael Lemrick the designer. You can read Dave’s update on the game progress below. We hope to have the game out this year.
We are also looking for a developer for our Blind Swords games. We already have 6 games in the series and 5 more in various stages of completion. This person would need a good understanding of the system, Vassal module experience, and the ability to develop and work with a test group. You can email us at [email protected] if interested.

Richard Handewith
Revolution Games

Now Shipping!
Warsaw 1920

“Warsaw 1920” is a two-player wargame that recreates the Battle of Warsaw in 1920, 101 years ago. One player controls the Polish (including Ukrainian and Lithuanian) and the other controls the Russians.
The war between Poland, which has regained its independence, and Russia, which wants to export the revolution to Europe, also called the “Soviet-Polish War,” has been waged since September 1919 without a formal declaration of war. Full-scale combat began in April 1920, when the Polish army launched an offensive in the south and occupied Kiev while the Russian army was extracting troops from the front to clear the remnants of the White army.
However, the Polish didn’t achieve the results they expected, and were repulsed by a counterattack of Semyon Budyonny’s 1st Cavalry Army. In July, the West Front Army, led by Mikhail Tukhachevsky, launched an offensive, and the Polish left wing collapsed. The Western Front reached the gates of Warsaw after defeating two Polish army groups and advanced 500 km in five weeks. In August, when Poland was thought to be engulfed by the red tsunami, reorganized troops and Polish units from the south launched an unexpected counterattack from the south against the Russian flank. Relentless and aggressive, the Polish continued to move forward, inflicting heavy losses on exhausted Russian troops and destroying many of them.
This game shows the battle from July 1920, when the Western Front began its offensive, to the end of August, when Tukhachevsky’s army was almost eliminated by Polish counterattack.
Designed by Yasushi Nakaguro

– 22x 34” Map
– 1 countersheet (5/8” pieces)
– Full Color Rulebook
– Full Color Player aid
– Ziploc Bag

New Release Pricing
Ziploc Edition: $35 (normally $47)

Order Now
Coming in August
Death of an Army: Ypres, 1914

“The break-through will be of decisive importance. We must and will therefore conquer, settle for ever with the centuries-long struggle, end the war, and strike the decisive blow against our most detested enemy. We will finish with the British, Indians, Canadians, Moroccans, and other trash, feeble adversaries, who surrender in great numbers if they are attacked with vigour.”

Order of the Day, issued on the 29th October and found on a dead officer of the XV. Corps.

The Battle of the Marne signaled the failure of the Schlieffen Plan and of German hopes to win a quick, decisive victory. In turn, this triggered the Race for the Sea as opposing armies attempted to outflank each other. Then, in a final bid to gain the upper hand, both Allied and German Armies clashed in the First Battle of Ypres. On these fields, the British Expeditionary Force, the professional army of Britain, and the strongest on the Continent, was bled dry.
Death of an Army, Ypres 1914 is a brigade/regiment level simulation of the First Battle of Ypres. Players assume the roles of the commanders of the German and Allied troops as they desperately fight for this valuable position in the line.
Designed by Kerry Anderson
– 22 x 34” Map
– Exclusive Rulebook
– Series Rulebook
– 2 1/2 countersheets (5/8” pieces)
– 3 Player aids
– Comes in Box or Ziploc editions
– 1 six-sided die (Boxed Version)

In Development for late 2022
Eagles in the Sky – Designed by Mike Lemick

Eagles in the Sky is Mike Lemick’s 2-player design depicting aerial combat on the Western Front in WWI. The game includes some of the most famous Scout and 2-Seater aircraft that saw action from July of 1917 through the end of the war.
Players fight Engagements that last eight turns (unless there are no aircraft remaining on the Play Mat) in one of eight Engagement types: Patrol, Artillery Spotting, Photo-Recon, Contact Patrol, Trench Strafing, Bombing, Airfield Attack and Balloon Busting. In today’s update we’ll look at the heart of the game; the aircraft, pilots, and maneuver cards.
The Aircraft

All of the relevant information about each aircraft is printed right on the counter so you don’t have to refer to information cards or rules for basic information while playing. Let’s take a look at the individual aircraft characteristics.

Aircraft: There are two kinds of aircraft in Eagles in the Sky, Scouts (or in modern parlance, “fighters”) and 2-seaters (these aircraft performed observation, spotting, bombing and other missions). There are eleven and ten German and Allied Scouts respectively and eight and seven German and Allied 2-Seaters respectively in the game.

Aircraft Type: These are the historical plane types that appear in the game. There are six of each type of scout designated with letters a – f to aid in tracking, especially in the campaign games. There are only one or two of each 2-seater and they have no unique identifiers.

Aircraft Ratings: Every aircraft has Climb, Dive, Speed and Agility ratings, which range from 1 (worst) to 9 (best). Damage taken during the game can modify one or more ratings, reducing it’s ability to maneuver, attack, or escape.

Bomb Points: Indicates how many bomb points the aircraft can carry on missions where bombing is possible. While bombs are aboard the climb and agility ratings of the aircraft are reduced by one.

Special Characteristics: There are six special characteristics; some aircraft have none, some have one, and one (the Nieuport 28) has two.

Covered Guns (C): These guns are more difficult to clear if they become jammed.

Dual Controls (D): These aircraft can be flown by the gunner if the pilot is killed, and there are several restrictions on such aircraft including a reduced likelihood of a safe return to base.

Front Gunner (F): Has a gunner in front of the pilot.

High Altitude Engine (H): Aircraft with these engines do not incur performance penalties at high altitude.

Unreliable Engine (U): These aircraft may suffer engine damage when playing a Speed maneuver.

Weak Wings (W): These aircraft may suffer wing damage when playing a dive maneuver, diving to a new altitude, or following a plane that dives to a new altitude.

Defense Class: There are four defense classes Armored (best), Sturdy, Normal and Fragile (worst). An aircraft’s defense class can be reduced by taking multiple Structure hits.

# of Guns: A single number on the counter indicates only the pilot has guns. The # listed is the number of guns. For plane with two number separated by a dash the left number indicates pilot operated guns and the number on the right is the gunner’s guns. The SE5a has “1L” listed on its counter indicating it has one regular forward firing machine gun and also a Lewis gun.

Balloons: Balloons have no guns or maneuver capability. Balloons can only attempt to move closer to the ground in order to land but do have defensive batteries which will engage aircraft attacking them.

The Pilots:

There are five types of pilots: Famous Aces, Flight Leaders, Aces, Experienced, Inexperienced, and Green. All pilots have two attributes on their counter; the top number represents their leadership rating and the bottom number their flying rating. These ratings help determine hand size, discard ability, and initiative at game start.

Famous Aces: These aces can appear randomly during Engagements and are highlighted in historical scenarios.

Flight Leaders: One of the Flight Leader’s abilities is used to determine final hand size for each turn. When a light leader is killed or has to leave the map hand size is reduced to the number of Scouts remaining on the map (but never less than two cards).

Ace: The reverse side of a Flight Leader (the “+1) side is used to indicate he is an Ace. Aces add one to their firing value when making tailing attacks.

Experienced: Experienced pilots are those who have completed a number of missions and may or may not have seen combat but “know the drill”. Aircraft without a pilot counter are assumed to be piloted by experienced pilots.

Inexperienced: Inexperienced pilots have a few missions under their belt but are not at the same level as the experienced pilots in the squadron. These pilots have the maneuver ratings or cards they play reduced by 1 and cannot play falling leaf maneuvers to escape.

Green: Green pilots are new to the squadron and have limited skills and abilities. In addition to the limitations on inexperienced pilots a green pilot cannot play response cards when attacked while unengaged.

The Maneuver Cards: There are 110 Maneuver cards in the game and there is a lot of information that drives individual aircraft maneuvers and responses. Each card contains a maneuver rating, maneuver type(s), maneuver name, index number, fire value and damage table.

Maneuver Rating: This is the value in the upper right corner of the card. Maneuver cards are played to enable an aircraft to make an attack, respond to an attack, or attempt escape. The maneuver rating of the card is added to the aircraft rating indicated on the card (if there is more than one rating on the card, the player must declare which one will be used). For instance, if the “3” value Snap Turn, which is an “Agility” maneuver card was played by the German player on the Albatross DIII above it’s Agility Rating for this action would be a base 6 + 3 for the card, for a total of 9.

Maneuver Type: A depiction of the rating affected appears here (Climb, Dive, Speed, or Agility). More than one maneuver type could be on the card, in which case the player using it has to declare which rating will be affected by the card.

Maneuver Name: The name of the maneuver played.

Index Number: The card number is used to determine whether random events occur during engagements, if planes safely return to base after missions, and for pilot and aircraft replacements in the campaign game.

Fire Value: This is the number from 1 to 6 in the box at the bottom of the card. This number is used for fires combat, defensive fire, weak wings checks, attempts to clear gun jams, and for some card draws in the Random Events Table. Some cards do not have a Fire Value or a Damage Table and instead say “Guns Jammed”, indicating the firing guns have jammed.

Damage Table: If a fire attack hits an aircraft the Damage Table on the same card is referenced to see what the results of the attack are. Players find the Defense Class of the targeted aircraft and look to the left under the 1 or 2 Gun column (depending on how many guns are firing) for the result. Possible hit results are: Superficial (you hit canvas, but nothing else), structure, wing, engine, and control. Hits will affect one or more ratings on the aircraft.

A Greater Victory (South Mountain)designed by Steve Carey

A Greater Victory (South Mountain,1862) is steadily progressing and is now headed towards outside (beta playtesting). The game features two small, quick playing scenarios (Fox’s Gap and then the actions around Frosttown), along with a long scenario covering the full day’s engagement. Each scenario has its own Fog-of-War table to more accurately reflect that particular phase of the battle.

The Order-of Battle has not relied upon customary “paper strength”, but a more accurate number of effectives for each regiment and brigade, so expect some surprises here.

Taking advantage of the proven Blind Swords system, AGV has been injected with abundant history while still offering players a plethora of choices as to where and how to deploy their troop formations. Being heavily outnumbered, the Confederates must conduct a skillful defense while the Union will have to effectively coordinate their powerful brigades over brutal terrain. With the climatic battle of Antietam just three days distant, casualties at South Mountain are also an important consideration.

I want to point out that I’ve also focused the design to be an excellent solitaire study, made possible by the historically desperate position that DH Hill found himself – from forgotten rear guard to frontline army savior.

The single map (by Edmund Hudson) and counters (by Charlie Kibler) are truly excellent, and I also wanted to publicly thank Roger Miller from Revolution for his outstanding support of this project since its inception. It’s been a lot of fun to work on, and there’s much more to come!

A Greater Victory is right on track for a late 2022 release – stay tuned.
352 5/8″ Counters
22 x 34 inch Map
Exclusive Rulebook
Series Rulebook
2 Event Description Cards
2 Combat Results Table Cards
1 General Records Track
2 Player Reference Cards
2 Brigade Activations Cards

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