By the Staff of Revolution Games and Legion Wargames:
Hello to both the Revolution Games and Legion Wargames customers. Exciting things are happening for both companies that we think all of you will want to hear. The email is broken into two sections the first being Revolution Games and the second for Legion Wargames.
by Stefan Ekström
Revolution GamesKönigsberg ´45 is a previously produced game by 3 Crown Enterprises. We will be updating this game with new art, testing, and development.
Covering the Soviet attack in East Prussia in 1945. The game handles the 20 first days of the attack starting on the 13th of January 1945. The 3rd Belorussian Front under command of Cherniakhovsky launches an attack into the northeast of East Prussia while the 2nd Belorussian Front, commanded by Rokossovsky, one day later starts an attack from the south east. However, Army Group Mitte, under the command of Reinhardt, puts up an astonishing defence desperatly pushing the Soviets back.
The time is however on the Soviet side and when the defence finally crumbles there is nothing left to withstand the Soviet troops to ravage the country.
Königsberg ´45 is easy to learn yet a challenge even for the more experienced players. It is built around the same system of rules that have shaped both Plan West, and Army Group Narwa.
The game uses a chit pull system telling you which armies to move. Each turn is two days and the game has 10 turns.
22 x 34 inch map
280 die-cut counters
1 six-sided die
Retail Price: $45.00 Pre-Order Price: 36.00
Mid 2018 Release
by Stefan Ekström
Army Group Narwa is a previously produced game by 3 Crown Enterprises. We will be updating this game with new art, testing, and development.
Army Group Narwa simulates the continuation of the Leningrad–Novgorod Offensive of January 1944, the Soviet Estonian operation pushed the front westward to the Narva River, aiming to thrust deep into Estonia. Stalin’s main strategic goal was a quick recovery of
Estonia as a base for air and seaborne attacks against Finland and an invasion of East Prussia.
The German answer was a stout defence for the possession of the strategically important Narva Isthmus. Army Group Narwa™ is a board game depicting this event in time.….
The Soviet units established a number of bridgeheads on the opposite bank of the river in February. Subsequent attempts failed to expand their toehold. German counter attacks annihilated the bridgeheads to the north of Narva and reduced the bridgehead south of the town, stabilizing the front until July 1944.
Army Group Narwa™ covers the first three months of the Narva Bridgehead campaign where each turn represents one week.
Army Group Narwa™ is taught in 30 minutes and easy to digest yet a challenge even for the more experienced players. It is built around the same system of rules that shaped Königsberg’45.
The game utilizes a chit-pull system telling you which armies to move.
– 22 x 34 inch- map
– 300 die-cut counters
– Game rules
– Ziploc Bag
Retail Price: $45.00 Pre-Order Price: $36.00
Estimated Release 4Q,2018 to 1Q, 2019
Longstreet Attacks by Hermann Luttmann
Longstreet Attacks: The Second Day at Gettysburg(formerly Hammerin Sickles from GMT Games)is the third game in the Revolution Games series of American Civil War games. The first being Stonewall’s Sword and the second being Thunder in the Ozarks.
Longstreet Attacks: The Second Day at Gettysburg simulates the fighting on July 2nd, 1863 during the second day of the Battle of Gettysburg and focuses on the southern portion of the battlefield. These engagements involved General Longstreet’s attack against Sickles’ positions, with troops from Hood’s and McLaws’ Divisions, assisted as well by Anderson’s Division of A.P. Hill’s Corps
RED TYPHOON is a redesign by Revolution Games of the fourth game of the popular PANZER KORPS series; originally published by Command Magazine Japan. Red Typhoon simulates the early 1942 Russian counter-offensive in front of Moscow that almost destroyed Army Group Center. Can you as the Soviet player complete the destruction or can you as the German player survive the Soviet onslaught.
RED TYPHOON is a two player game following an IGO-UGO turn sequence with activation points controlling the movement and attack of each of your formations. This means that some units will not move or attack, some will just move or just attack and some will both move and attack. The players choices of how to use his activations is the most important decision in the game. Combat is fairly traditional with the additions that units are retreated by the attacking player and that retreated units are disrupted. Players able to take advantage of these two factors will be successful. The game starts with several large Soviet breakthroughs that the German player must skillfully plug and in certain situations counterattack. There are special rules for German panzers, Soviet Airborne and Partisans
Components 1 – 22” x 34” map 200 – 1/2″ Counters 1 – Rulebook 1 – Player Charts 1 – Ziploc Bag
PRICE: $36.00 Available Now!
Patton’s Vanguard by Mike Rinella
Revolution Games/Take Aim Designs
As the summer of 1944 drew to a close and Combat Command A of the American 4th Armored Division passed through the French town of Arracourt the war seemed all but over. It seemed as if nothing could stop the Americans from forcing their way across the German border and reaching the Rhine River. The weather, however, was rapidly deteriorating and Allied air reconnaissance failed to detect a counteroffensive by the German 5th Panzer Army. The stage was set for the largest clash of armor on the western front until the Battle of the Bulge.
Patton’s Vanguard consists of two quick-playing four turn scenarios depicting the German attempt to drive the Americans from the German border. The first scenario pits two inexperienced German panzer brigades against a confident and veteran Combat Command A. The German side has more armor, including the superior Panther tank, and the poor weather generally favors them, but the American side has more artillery as well as better tactics and leadership. The second scenario pits the experienced German 11th Panzer Division against Combat Command A and the newly arrived Combat Command B, now hampered by restricted fuel supplies. In each scenario both players will be challenged to determine whether it is better to simply attack, or spend valuable time attempting to maneuver in continually changing weather conditions before attacking. Fast, furious, and chess-like, this is a game for players who love concentrated action!
Components 1 – 22 x 17″ full color map
176 – full color 5/8″ die-cut counters
16 Page Rule Booklet
PRICE: $36.00 Available Now!
Target For Today
Bombing Missions over the Reich, 1942-1945
game design by Steve Dixon & Bob Best
MSRP $80.00 30 Day Post Release Price
TARGET FOR TODAY is a solitaire game that recreates American’s Daylight Strategic Bombing Campaign against Nazi Occupied Europe during the Second World War. Considerable research, including review of many oral histories gathered from veterans who flew heavy bombers in the Daylight Strategic Bombing Campaign was done to make Target For Today! function as closely as possible to reality. The game was designed to provide YOU, the player with the ultimate gaming experience depicting the same types of events and decision making processes experienced by our veterans who flew the real-life missions.
Now, YOU are in command of an individual bomber on an individual mission over Hitler’s Third Reich —flying either the B-17F or G Model Flying Fortress or the B24D, or J Model Liberator bomber. A series of individual missions are strung together in the campaign game to form the player’s tour of duty. Just as it was in real life, the objective of the game for the player is to survive your tour of duty so you can rotate home.
The US Army Air Forces suffered one of the highest casualty rates of any branch of the military services including the US Marine Corps during World War II. The heavy bomber groups of the 8th Air Force flew a combined total of 10,631 strike missions over Europe during the period of this game. The 8th Air Force lost 4145 bombers on these missions. Surviving your tour of duty could be difficult!
1 – 11 x 17″ mounted fighter placement board
176 – full color .6″ die-cut markers
56 – full color .1.2″ die-cut aircraft counters
44 Page Rule Booklet
24 Page Flight Manual
32 Page Chart Booklet
56 Page Target Booklet
5 – 3″ x 5″ Bomber Model Cards
5 – 11″ x 17″ Crew Placement Boards
10 – 8.5″ x 11″ Player Aids
The Frozen Fortress, January – May, 1942
game design by Vance von Borries
MSRP $62.00 30 Day Post Release Price
Historical Setting – From 22 June 1941 Axis armies attacked the Soviet Union on a broad front. While the northern group of armies (Army Group North) pushed towards Leningrad in a war of rapid maneuver its 16th Army covered the flank in the Lake Ilmen – Valday Hills area. Here, fighting began to settle down in early fall 1941 and by January had become static. Then the Soviets attacked. By late January the Soviet 11th Army had broken the German front in several sectors and threatened to surround perhaps 70,000 Germans around Demyansk. When 3rd Shock Army broke the southern wing of German 16th Army Soviet advances threatened now to destroy 16th Army and open the flank toLeningrad. It is at this stage that game-play begins.
General Introduction – Demyansk Shield recreates the World War II campaign in the Valday Hills region of Russia, from late January 1942 through May 1942. One player will control the Axis forces (Germans), while his opponent controls the Soviet forces (Russians). The playing pieces represent the actual units that participated in the campaign and the map represents the terrain over which those units fought. The players maneuver their units across the map and conduct combat according to the rules of play. One player wins by capturing certain specified objectives while his opponent wins by avoiding those victory conditions.
1 – 22″ x 34″ full color map
352 – full color .6″ die-cut counters
28 Page Rule Booklet
6 – full color scenario set up sheets
2- full color player aids
Next CPO releases from Legion Wargames!
The Great Game
Rival Empires in Central Asia 1837-1886
game design by John Gorkowski
MSRP $56.00 CPO Price $42.00
The Great Game recreates the 19th Century Anglo-Russian struggle for supremacy in Central Asia. In the actual contest, Tsarist Russia resented British expeditions into the Steppe Khanates while Victorian Britain feared that Russian entreaties to Persia and Afghanistan would jeopardize India’s security. So the two imperial powers wove a complex tale of diplomatic intrigue, colonial conquest and proxy wars that spanned 50 years.
The Great Game is a card driven game (CDG), where players alternate moving officers (historical personalities) and troops across a point-to-point map of Central Asia in decade turns. Imperial powers strive to enlist vassal states such as Afghanistan and Bokhara into their camp through diplomacy or combat so an engaging game of move-counter move unfolds across the chessboard of Central Asia.
SHS Series – Volume I
game design by Steve Pole
MSRP $56.00 CPO Price $42.00
The Battle of Blenheim is a tactical level two player game covering one of the pivotal battles during the War of Spanish Succession. One player takes the role of Marlborough, commanding the British and Allied forces, and the other of Tallard, leading the Franco-Bavarians. At Blenheim Marlborough found himself confronted by a superior Franco-Bavarian force in a strong defensive position. Like Hannibal’s great victory at Cannae, Blenheim was won by the successful implementation of a bold and imaginative plan. The flanks of the Franco-Bavarian forces were pinned by furious attacks at unfavorable odds which denuded their centre of troops re-deployed to buttress the hard-pressed wings. Then Marlborough released his cavalry to smash what was left of Franco-Bavarian centre and cleave Tallard’s army into two. The threat that Louis XIV’s France would come to dominate Europe was over.
The Seven Hex System (SHS) derives its name from the map which is divided into areas comprised of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander’s decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves.