Vance vance revolution game
Final Map Art click for larger image. CSW Customer review here. Download PDF Rules here. Download Vassal Module. BGG Review here. Ziploc Edition.
Boxed Edition. The first drive on St. Louis had been repulsed and Van Dorn was summoned to take command of the force and launch a new offensive into the heart of Missouri. Van Dorn, an Indian-fighting cavalryman by trade, arrived at the Rebel camp and even though he was quite ill due to a fall into a river he immediately roused the troops.
He proposed to launch an immediate attack, despite the freezing weather and fatigued state of his troops.
He placed his army astride the line of communications of his enemy and by any normal military measure this should have been settled the issue for the two armies. But by doing so at such an ill-advised time and at such an inhuman pace the Rebel troops were little more than a frozen and exhausted armed mob when they finally reached their positions.
General Sam Curtis was not a man to be intimidated and he realized that he had a fighting chance, even in this seemingly impossible position. Perseverance and hard, smart fighting by men like Colonel Grenville Dodge and others turned what looked to be a potential disaster into a grand victory.
The Battle of Pea Ridge secured for the Union all of Missouri and the northern part of Arkansas, resulting in approximately 85, square miles becoming Federal-controlled territory. Very nice customer review. Vassal Module v1. Bonus Scenario download. Spanish Language Charts. Nice game review on BoardgameGeek. Red Typhoon simulates the early 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.
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. Play time is 4 to 7 hours. Designed by Shaguro Hirano. Near Final Map art by Joe Youst click for larger image. As the summer of 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. 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.
Counter art click for larger image. Map art click for larger image. PDF Rules Download. Revised Charts and Tables. Errata Revolution Games will be updating this fine game with new art, testing, and development. Covering the Soviet attack in East Prussia in The game handles the 20 first days of the attack starting on the 13th of January 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 desperately 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. The game uses a chit pull system telling you which armies to move. Each turn is two days and the game has 10 turns. Designed by Stefan Ekstrom. Map Art click for larger image. Counters click for larger image. 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, during the second day of the Battle of Gettysburg and focuses on the southern portion of the battlefield.
The Round Tops Tutorial — a small, limited battle depicting the fighting around the Round Tops and which serves to teach the system to new players. Hammerin' Sickles Historical — the entire attack by Longstreet beginning at about pm, using the historical deployment locations. Sickles Stays Put -What if scenario with Sickles troops in their more conservative original locations. Designed by Hermann Luttmann. Counter Sheet 1. Counter Sheet 2. Review by Judd Vance.
PDF Rules. Errata and clarifications download. Visual Setup PDF. Spanish Language Rules. Vassal Module - Download. Soviet setup chart by Stephen Oliver. German setup chart by Stephen Oliver. Errata and FAQ - Download. Color Rules. Across the Narva uses a similar game system as Konigsberg. Across The Narva simulates the continuation of the Leningrad—Novgorod Offensive of January , 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 defense for the possession of the strategically important Narva Isthmus. Across The Narva 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 Across The Narva covers the first three months of the Narva Bridgehead campaign where each turn represents one week.
Game components:. Map Art. Updated Player aid. It was caused by a British counter-stroke southwards from Arras on 21 May. For a short time it was feared the panzer divisions would be cut off before the infantry divisions could come up to support them.
None of the french counter-attacks carried the threat of this one. Player Aid. German Setup Card. Soviet Setup Card. Revolution Games has updated the game with new art, testing, and development. Poland Defiant covers the first 10 days of the Polish campaign, September 1st to 10th, This was the period when the Polish armies met the German forces on the open terrain of Poland and the mobility and firepower of mechanized warfare was first demonstrated on a large scale.
The Poles must hold on to key cities and the Germans must keep to a rapid time schedule, so the game is both balanced and tense. Poland Defiant uses the same chit pull system and basic rules as Konigsberg with a few variations for the differences for this campaign. For example, the Germans have air interdiction and ground attack aircraft can launch attacks on units rather then just adding shifts to combat. Each turn is day and game play time is 6 to 10 hours.
Front Counter Sheet click for larger image. On March 23, and then again on July 24, the area around Kernstown, Virginia witnessed clashes between Union and Confederate forces. At First Kernstown, Stonewall Jackson erred in taking scouting reports at face value and so he unknowingly attacked a superior Union force. Though Jackson's men ran out of ammunition and fled the field, Stonewall's only tactical loss became a strategic victory as Union Commanders overestimated the size of Jackson's force.
The Union forces could have crushed Jackson, stopped his Valley Campaign before it really got started and perhaps allowed McClellan to end the war in On July 24, , Union Commander George Crook ignored his scouting reports and ordered his forces to attack what he thought was a small body of Confederate cavalry and skirmishers.
Only the failure of the Confederate cavalry to cut the Union retreat routes prevented the annihilation of Crook's army.
Better Union leadership and troop placement could have made this battle much harder for the Confederates to win. The game is specifically designated to be a playable regimental-scale simulation of these two conflicts and some scenarios can be completed in a long evening. This mechanic emphasizes the three "FOW's" of military conflict: fog-of-war , friction-of-war , and fortunes-of-war.
With each chit pull, players will be challenged to make tough decisions based on their assessment of the situation at that moment. Map Art - Click for larger image. Counter sheet 1. Counter sheet 2 - Click for larger image. Complexity: 6 out of Solitaire Suitability: 6 out of Time Scale: 20 minute turns. Map Scale: yards per hex. Unit Scale: regimental. Players: one to two, best with two. Playing Time: three to ten hours depending on scenario.
Game Review by Marco Arnaudo. Vassal Module by Stephen Oliver. Fury at Midway. Changes in this Revolution Games version include making it a two map game, one for each player, which makes for an increased degree of hidden information regarding air strikes, damage, and combat air patrol. Four additional event cards were added to better cover the range of historical events of the battle. Anti-aircraft fire was reduced and rules for hitting the wrong carrier force were introduced.
The map areas were expanded a hex row and the counter art was redone as well as many other small changes. The game system is primarily one of air operations. When to strike and with what planes is the primary question of the game.
This is balanced by how you defend your own fleet and the island of Midway for the Americans or the invasion fleet for the Japanese. The Japanese have to either take Midway or win the carrier battle to win the game and having two objectives really challenges the Japanese player to make a good plan while the American situation is simpler but his forces are not as well trained and errors in navigation, strike coordination, escort, etc can take a toll.
Surface forces are not shown in the game except in their effects in AAA, bombardment, or the slight chance of an abstract night surface battle. This is a simple yet pretty accurate version of Midway that was a lot of fun during testing. Have your troops hoist the colors to its peak and let no enemy ever again haul it down.
The fortress island of Corregidor was the last portion of the American-controlled Philippines to fall to the Japanese in the opening months of the war in the Pacific in As the island was located in the entrance of Manila Bay, and because the island held considerable symbolic value, General MacArthur demanded its recapture when American forces returned to the Philippines in A combined amphibious and airborne assault—among the most difficult of modern military maneuvers—would be employed.
American intelligence estimated some defenders on the island. In truth there were more than 6, Ziplock Bag. Map Art Click for larger image. Counter Art Click for larger image.
Designer: Yasushi Nakaguro. Developer: Roger Miller. Play time: 90 Minutes. Download Vassal Module here. Read a review here. Get Vassal module here. Tabletop Simulator Module. We have developed an advanced version of the game that introduces a modest increase in complexity while sacrificing none of the original's excitement! Download the advanced rules here. Play Time: Hours. Solitaire Suitability: High. Designed by Ted Raicer.
In December Hitler launched a massive offensive against the weakly held Ardennes forest section of the Allied front in Belgium. Achieving complete surprise, the Germans nevertheless faced tough resistance from the battle's opening days, and the offensive was virtually over 10 days after it began.
Their followed a bloody Allied counterattack which gradually erased the bulge the Germans had created in the Allied line. But you probably know all that. Yet another Battle of the Bulge game? Why yes. But one with a different approach. Specifically, award-winning designer Ted S. Raicer has taken a modified version of the chit pull system pioneered in GMT's The Dark Valley: The East Front and brought it west for an exciting new take on this classic wargame subject. Will you survive this date?
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