
GAME DIRECTORY FOR KANSAS CITY'S NEWEST WARGAME CONVENTION
Welcome 2023
Game Masters!


Aliens
Rules: Leading Edge Board Game Converted to Miniature Table: 3
Session: Fri - Session 2
Period: SciFi
Players: 2 - 4 Scale: 28 mm
GM: James Harness Club: -
Description: Can the Colonial Marines make it to the drop ship and get off of LV426??? Or will the Aliens overrun them like they did the colonists ? Only the dice know...and they aren't talking.

Axis & Allies
Rules: BBR Table: 11
Session: Sat - Session 3
Period: WW II Sat - Session 4
Sat - Session 5
Players: 4 - 6 Scale: 1/72 Sat - Session 6
GM: Bob Roby Club: H.A.H.M.G.S.
Description: Germany needs just a little more space! Italy wants the Roman Empire restored! Japan demands its co-prosperity sphere of influence cover the Pacific! the Tripartite is ready to strike!!! Can the Allies stop this madness? The meager Allied forces await your commands. Pick a side, plan your strategy, build, fight, make the other poor slob die for his mistakes.

Aliens vs. Predators
Rules: Modified AVP Table: 3
Session: Sat - Session 3
Period: SciFi Sat - Session 4
Players: 2 - 4 Scale: 28 mm
GM: Joseph Eddy Club: -
Description: Join the Predators entering the Temple to clean out the Aliens and kill the Queen. However, some humans have got there first and everything is ruined and the Queen has escaped. Therefore, you must work together to collect new weapons, kill the bugs, kill the Queen, avoid the face huggers, collect trophies, and get out alive. Easier said than done.

Battle For Rynn's World
Rules: Fistful of Lead: Bigger Battles Table: 1
Session: Fri - Session 2
Period: Grim Dark Sci Fi Sat - Session 3
Sat - Session 4
Sat - Session 5
Sat - Session 6
Players: 4 - 8 Scale: 15 mm
GM: Jaye Wiley Club: Basement Generals
Description: The battle for Rynn's world rages. Can a small garrison of Crimson Fists hold out against the Ork hordes.Take the role of the Imperial Marines or the Ork warbands to decide the fate of the planet.

Battle of Savo Island
Rules: Ocean Thunder Table: 4
Session: Sat - Session 3
Period: WWII Sat - Session 6
Players: 4 - 6 Scale: 1/6000
GM: Chris Arnold Club: -
Description: During the early months of the war in the Pacific, the American Marines started their campaign to take Guadalcanal and establish regular air combat missions from Henderson Field. With resupply ships in the waters of “The Slot” the Japanese navy look to strike a blow to the American effort. Can the American cruisers hold off the Japanese force?

Battle of St. Louis
Rules: Bloody Mohawk (modified) Table: 16
Session: Fri - Session 1
Period: American Revolution Fri - Session 2 Sat - Session 3
Players: 2 - 4 Scale: 28 mm
GM: Matthew Shirley Club:
Description: Game Description 2: Late in the American Revolution, the British sponsored an Indian raid into the "Illinois Territory" and Spanish held Louisiana. This is the 26 May 1780 multi-tribe assault on St. Louis defended by a composite force of Spanish regulars and mostly French and American militias. Will teach. New players and younger players welcome.

Battleground HD
Rules: Battleground HD Table: 14
Session: Sat - Session 3
Period: Vietnam Sat - Session 4
Sat - Session 5 Sat - Session 6
Players: 4 - 6 Scale: 15 mm
GM: Brad Sanders Club: Jayhawk Wargames
Description: BattlegroundHD rule set is perfect for any 20th to 21st century war. Our first season is the Vietnam War : Operation Cedar Falls 1967.

Breaking Lances
Rules: Breaking Lances Table: Center Floor
Session: Fri - Session 1
Period: Medieval
Players: 2 - 16 Scale: 54 mm
GM: Thomas Foss Club: -
Description: Breaking Lances is a quick-playing set of jousting rules, recreating the fast-paced and awe-inspiring engagements of knights charging at each other with lances couched, shields up, and horses thundering down the field!
These tournament style rules attempt to capture the quick moment-to-moment reactions in combat, where timing, position, and good horsemanship wins the day, for the glory and honor of the tournament! Or the favor of a damsel, or the ransom money… those are good too!

Camp Alamo 1964
Rules: Fistful of Lead Table: 16
Session: Sat - Session 4
Period: Vietnam
Players: 6 - 8 Scale: 54 mm
GM: Reese Crawford Club: -
Description: In the early stages of American involvement in Vietnam, a special forces camp finds themself in danger of being overrun. Can they hold out until Puff the Magic Dragon arrives?

Hunt for the Wounded Bear
Rules: Warlord Games Black Seas Table: 12
Session: Sat - Session 4
Period: War of 1812
Players: 2 - 4, 4 - 6 Scale: 1/700
GM: Chris Coffelt Club: -
Description: After clashing with the French fleet off of Chesapeake Bay, the HMS Africa is limping north to put in for repairs. A fledgling US Navy squadron, centered around the USS Constitution happens upon the wounded behemoth. Can the Royal Navy hold off the Colonials? That is the question we need to answer.

Cherry Blossom Death
Rules: Fistful of Lead Fantasy Table: 9
Session: Sat - Session 6
Period: Fantasy Samurai
Players: 4 - 6 Scale: 28 mm
GM: Ken Boon Club: Basement Generals
Description: Samurai Clans Battle for supremecy in the Fistful of Lead Fantasy adaptation.

Plains Wars Skirmish
Rules: Fistful of Lead Table: 11
Session: Fri - Session 2
Period: 19th Century
Players: 6 - 8 Scale: 28 mm
GM: Jon Fleckal Club: Basement Generals
Description: Plains Indians Skirmish

Introduction to DBA
Rules: DBA Rules Table: 12
Session: Sat - Session 3
Period: Ancients
Players: 2 - 4 Scale: 15 mm
GM: Mike Sanderson Club: -
Description: Fast paced one on one ancients combat game. Each general has an army of 12 stands. First one that loses 4 stands loses game. A game usually takes about an hour. We will all you need to play and guide you through the rules.

Kessel Run
Rules: Kessel Run by Thomas Foss Table: 9
Session: Fri - Session 1
Period: Sci-Fi Sat - Session 4
Players: 6 - 8 Scale: Space ship
GM: Thomas Foss Club: -
Description:
Congratulations- you are the proud owner of a Corellian YT-1300f light freighter! Now, how are you going to pay off your debts? There's always big credits in the Kessel Run.
Making the Kessel run is not just a simple jump to hyperspace and then you are there. To make it you first have to thread through the psychotic cluster and then, pass through the maelstrom. Did I mention Imperial patrols... and worse?
Be the first to survive the Kessel run and pay off your debt to the Hutts. Can you do it in 12 Parsecs? (aka Game turns).
Lebanon 1983
Rules: C3 Chaos Cubed Table: 6
Session: Sat - Session 5
Period: Modern Sat - Session 6
Players: 4 - 6 Scale: 15 mm
GM: Trent Burg Club: -
Description: Multiple factions clash in the outskirts of Beruit, each trying to accomplish their own goals. Rules emphasize command control and fog of war. Play is conducted using movement and firing in a phased turn.

March or Die?
Rules: Fistful of Lead Bigger Battles Table: 3
Session: Sat - Session 5
Period: Colonial
Players: 4 - 6 Scale: 28 mm
GM: James Harness Club: -
Description: Can a detachment of Legionnaires survive multiple attacks from a massive Bedouin army? This scenario is based on the final scene in the movie March or Die. Can you do better than the Legion???

Marine vs. Marine
Rules: C3 Chaos Cubed Table: 6
Session: Sat - Session 3
Period: SciFi Sat - Session 4
Players: 4 - 6 Scale: 15 mm
GM: Trent Burg Club: -
Description: Space Marines clash over possession of a desert city.

Necroplunda
Rules: Galactic Heroes, Wasteland Warriors Table: 2
Session: Fri - Session 2
Period: Grim Dark Sci Fi Sat - Session 3
Players: 4 - 6 Scale: 28 mm
GM: Ken Boone Club: Basement Generals
Description: After a series of explosions and collpases rocks the Hive, rumors of long sealed off areas of the Underhive have been discovered. With new areas brings New Loot! Its a race to see what treasures await...and what horrors. Gangs war in the underhive using Galactic Heroes and Wasteland Warriors.

Race for the Reichstag
Rules: KISS Fast Play Table: 6
Session: Fri - Session 2
Period: WW II
Players: 4 - 6 Scale: 15 mm
GM: Phil Hartman Club: -
Description: Three Soviet Infantry Regiments compete to be the first to raise the red banner over the Reichstag in Berlin 1945.

Spanish Armada 2: Coal Fired Boogaloo
Rules: Fire When Ready Table: Back Floor
Session: Fri - Session 2
Period: Victorian
Players: 4 - 6 Scale: 1/600
GM: Andrew Biedenstein Club: -
Description: The most powerful units of the Spanish Armada sally forth across the Atlantic, meeting a scouting group of cruisers from the recently successful US Navy. All the fun of big guns in the age of iron and steam, presented with 1/600 models on a huge playing space!

Star Wars: The Lost Outpost
Rules: Fistful of Lead Table: 8
Session: Fri - Session 2
Period: SciFi / Horror Sat - Session 3
Sat - Session 5
Players: 4 - 6 Scale: 25 mm
GM: Steve Willaredt Club: Basement Generals
Description:
The Empire is dead.
Years after the Emperor’s demise, hidden pockets of Imperial troops still remain.
One of these pockets were recently discovered by the New Republic.
On the planet Romero IV, lies an abandoned Imperial scientific base.
The Republic had dropped a squad of paratroopers in to do recon and gather scientific intel.
Communication was lost weeks ago. Squadron is presumed to be lost.
What happened on Romero IV?
Survival Horror the Star Wars way.
Hope to see you there!

Streets of Kanji City
Rules: Fistful of Lead Galactic Heroes Table: 4
Session: Sat - Session 4
Period: Near Future
Players: 2 - 4 Scale: 32 mm Heroic
GM: Jay Arnold Club: -
Description: The officers of the Knaji City Metropolitan Police battle against the forces of crime and disorder on a daily basis. One of the hardest precincts is found on Green Flower Street. Can they keep order and protect the neighborhood or will a criminal mastermind wreak untold havoc on the city?

Take the High Ground
Rules: Fistful of Lead Bigger Battles Table: 10
Session: Sat - Session 5
Period: French & Indian War Sat - Session 6
Players: 4 - 6 Scale: 54 mm
GM: Chris Cluckey Club: Basement Generals
Description: We're playing the "Take & Hold" scenario from the Bigger Battles rule book. Who will have possession of the field when night falls: the French and their Native allies or the British and their colonial subjects?

Team Yankee Red Dawn
Rules: Battlefronts Table: 12
Session: Sat - Session 3
Period: 1980 cold war era Sat - Session 4
Players: 2 - 4 Scale: 15 mm
GM: Gregory Finch Club: -
Description: Based on the loved 1984 Soviet invasion of the USA where a group of school kids fought back. WOLVERINES! 15mm scale model combat based on historical vehicles of the time period.

Terror Island!
Rules: Fistful of Lead Table: 5
Session: Sat - Session 4
Period: Pulp / Horror
Players: 6 - 8 Scale: 28 mm
GM: Steve Willaredt Club: Basement Generals
Description: The world’s greatest adventurers have been assembled on the mysterious Terror Island! These adventurers will fight for their lives to gain incredible riches and the powerful secrets of the island. Death will be waiting for them at every turn! Unspeakable horrors! Terrible Danger! Giant Monsters! Incredible Treasures! Can you survive?

Victory at Sea
Rules: Victory at Sea Table: 15
Session: Sat - Session 3
Period: WWII
Players: 2 - 6 Scale: 1/800
GM: Bill Johnson Club: -
Description: 1942 Somewhere in the Pacific.
The Imperial Japanese Navy and US Navy clash. Command ships of steel crewed by men of iron. New players welcome. Easy, fast to learn rules.
