top of page

Squadron Dispatch #1

Updated: Jun 10

Frank Mouse, Red Leader
Frank Mouse, Red Leader

Dear Squadron Pilots,


Welcome to the first Angels One Six newsletter! I’m thrilled to have you with us as we prepare to take to the skies in late-2025. As an early supporter, you'll be receiving exclusive updates, behind-the-scenes insights, and special opportunities as the Kickstarter launch approaches.



Unveiling the Box Art

I'm excited to share the box art for Angels One Six: Battle of Britain. This dramatic scene by renown aircraft artist Antonis Karidis captures New Zealand ace Al Deere in action in early July, 1940. Deere reverses the turn trying to lose the Me 109 on his tail before he loses Kiwi II, his third aircraft in just over a month.


The artwork wasn't just designed to look impressive on your shelf (though it will do that too) - it captures what makes Angels One Six special:

  • The dynamism of aerial combat reflected in the 3D flights stands that allow your aircraft to twist and turn as they gain and lose height

  • The historically accurate aircraft details and markings

  • The sense of speed and urgency as pilots make split-second decisions


Wing Commander Alan 'Al' Deere, RAF, July 1944. IWM CH 13619
Wing Commander Alan 'Al' Deere, RAF, July 1944. IWM CH 13619


The Story Behind the Dogfight

The scene draws inspiration from the combat reports of RAF ace ‘Al Deere in the lead up to the Battle of Britain. Alan, shortened to ‘Al’ by his fellow pilots, led a flight of Spitfires from No. 54 Squadron. Credited with 22 aircraft destroyed, 10 probables, and 18 damaged, he was New Zealand’s second best scorer behind squadron mate Colin Grey, and in the top two dozen Commonwealth aces.


Credited with nine lives, Deere needed them all, being shot down repeatedly. He gave up naming his aircraft Kiwi after the loss of Kiwi III, shot down by another Spitfire, in August, but it didn’t improve his luck!

Oberleutnant Willi Fronhöfer of JG 26 flies Yellow 10, the Me 109 shooting at Deere. Fronhöfer claimed 3 aircraft (a Mureaux, Spitfire, and Hurricane) before being shot down and captured in August.


The Heinkel He 111 bomber going down with an engine on fire isn’t one of Deere’s claims. He’s too busy dodging Fronhöfer!


As in Angels One Six, altitude and positioning were everything - trading height for speed and maneuverability in the desperate seconds when victory or death hung in the balance. What you don't see in the image is what's happening in the cockpit - the pilot awareness, the resource management, and tactical decisions that Angels One Six brings to your tabletop without complex rules or mathematics.


Development Update

I’m currently finalizing the production samples for Spitfire and flight stand. Samples are in the air as you read this. The telescopic flight stands have been through three iterations to ensure they're both durable and precisely adjustable for those critical altitude differences that can mean life or death for your pilots.


What’s in the Box?

While I'll be revealing the full component list in future newsletters, I can share that what you'll find inside matches the promise of the cover: beautifully detailed, pre-painted aircraft mounted on our innovative telescopic flight stands that bring true 3D dogfighting to your tabletop. No assembly or painting required - you'll be scrambling your first squadron minutes after opening the box.


Meet the Designer

For those who don't know me, I'm Phil Yates, the designer behind Angels One Six. My background includes work with Battlefront Miniatures on Flames of War and WWIII: Team Yankee, as well as award-winning board games.


Angels One Six represents a passion project that combines my lifelong fascination with aerial combat and desire to create games that are both historically authentic and accessible.


The idea for Angels One Six came from a desire to bring realistic flight into air combat games and watching people struggle to visualize altitude in traditional flat games. With the right components and streamlined rules, I knew I could create something that felt like real dogfighting without the complexity.


What’s Next?

In upcoming newsletters, you can expect:

  • Deep dives into gameplay mechanics

  • Historical spotlights on famous pilots and tactics

  • Component showcases

  • Campaign system playtest

  • Early bird Kickstarter details


We Want to Hear From You

Which aspect of Angels One Six are you most excited about? The pre-painted miniatures? The campaign system? The quick play time? Hit reply or head to Angels One Six Gamers and let me know - your feedback directly shapes my development and marketing focus. If you know others who might be interested in joining our squadron, please forward this newsletter or direct them to our home page AngelsOneSix.com.


Until next time, keep your eyes on the skies and check your six!

Red Leader, Out!


Phil Yates

Designer, Angels One Six

Savage Mouse Games

4 Comments


FlyXwire
May 21

Lots of game mechanic answers here, and certainly some about Phil's Philosophy (mostly about design) too 👍 -


(582) Fighter Tales Podcast 10: Angels One Six Q&A W/Phil Yates - YouTube

Like

martimer
May 20

I m really curious how you are "comprssingf" the math down to make it a simple game.

Like
Replying to

Sounds like a good topic for a future dispatch. The short answer is by focusing on outcomes rather than process. Let's take engine power and acceleration as an example. It's a horrendously complex thing, even with a fixed pitch propeller and no supercharger. On the other hand, in the game the most important constraint on turn-by-turn power availability is climb rate. Climbing a level takes 3 Airspeed, so the amount of Airspeed regained each turn relates directly to that. This leads to three key points for the Airspeed Indicator: Stall speed (doesn't vary much, it's 2 unless you're talking a biplane or jet), Maximum Level Speed, and Max Dive Speed. Combining these with the aircraft's Power (Airspeed gained each turn), produces…


Like

The models look great. It reminds me of Blood Red Skies, only at a larger scale, with the convenience of not having to paint your planes and the height system looks much better too. I can't wait to see this on kickstarter (although I prefer gamefound).

Like
SMG-Logo.png
  • Facebook
  • Instagram
bottom of page