
GAME DIRECTORY FOR KANSAS CITY'S NEWEST WARGAME CONVENTION
We had so many great games at MTV2022! Please join us next year for more wargaming.
Thanks to all the 2022 GM's!
Aliens
Rules: Leading Edge board game converted Table: 6
Session: Sat - Session 3
Period: Sci-Fi
Players: 4 - 6 Scale: 28 mm
GM: James Harness Club: -
Description: Can the Colonial Marines run the gauntlet and escape LV426? Or will they fall to the relentless waves of brutal Aliens like those that were there before them? Only the dice know and they don't talk...

Axis & Allies Global
Rules: Axis & Allies Global Table: 9
Session: Sat - Session 2
Period: WWII Sat - Session 3
Sat - Session 4
Players: 2 - 4 Scale: Board Game
GM: Bob Roby Club: H.A.H.M.G.S.
Description: Germany/Italy/Japan are ready to expand their empires which include the entire world. Allies need to hold on until America ramps up that arsenal of Democracy. Pick your side! Build! Fight! Make the other poor blighter die for his country! Repeat as needed.

Axles & Alloys
Rules: Axles & Alloys 4 Table: 10
Session: Fri - Session 1
Period: Post-Apocalyptic
Players: 2 - 12 Scale: 1:64
GM: Ted Conn Club: Secondhand Lions Gaming Club
Description: Rev your engine, load your machine gun belt, and prepare to drive, shoot, and crash your way around the track in a post-apocalyptic race to the checkered flag! Only the luckiest drivers will survive. Have you got what it takes?

Battle! 15 mm Mass Fantasy Battles
Rules: Battle! 15mm Mass Fantasy Battles Table: 14/15
Session: Sat - Session 3
Period: Fantasy
Players: 6 - 8 Scale: 15 mm
GM: Ken Boone Club: Basement Generals
Description: Fantasy armies array against each other for an epic showdown. Ranks of Infantry, bold cavalry, monsters, heroes and battlemancers vie for supremacy. Battle!

Battle of Endor
Rules: Galactic Heroes Table: 7
Session: Fri - Session 1
Period: Star Wars
Players: 4 - 6 Scale: 35 mm
GM: Chris Arnold Club: Not Jay's Tabletop Gaming
Description: The Rebels have landed on the sanctuary moon of Endor. Moving the the old growth forest, they prepare to assault the Imperial control bunker protecting the shield generator. Can the Imperial forces hold the Rebels at bag, or will Han, Chewie, and Leia, along with their teams break in and blow up the bunker?

Battle Suit Alpha
Rules: Fistful of Lead Table: 1
Session: Fri - Session 1
Sat - Session 2
Sat - Session 3
Period: Sci-Fi Sat - Session 4
Players: 4 - 6 Scale: 15 mm
GM: Jaye Wiley Club: Basement Generals
Description:
Sneak peek of Battlesuit Alpha, Wiley games newest rules. Hop into the seat of your mech and command of Lance of giant mechanical battlesuits stomping across the battlefield.

Break On Through
Rules: Battleground! 28mm Table: 10
Session: Sat - Session 2
Sat - Session 3
Period: Vietnam
Players: 4 - 6 Scale: 28 mm
GM: Brad Sanders Club: Jayhawk Wargames
Description: Play the new version of Battleground! 28 mm skirmish gaming in the jungles of Vietnam.

Boarding the Tantive IV
Rules: Galactic Heroes Table: 7
Session: Sat - Session 4
Period: Star Wars
Players: 4 - 6 Scale: 35 mm
GM: Chris Arnold Club: Not Jay's Tabletop Gaming
Description: Darth Vader has captured the Rebel blockade runner, Tantive IV. He knows the plans for the Empire's new battle station, the Death Star, are aboard the ship. He will lead his Stormtroopers as the breach the hull, neutralize the crew, and search for the stolen plans.

Death comes to Little Tuggwaddle
Rules: Fantasy Fistful of Lead Table: 4
Session: Fri - Session 1
Period: Fantasy Sat - Session 2
Sat - Session 3 Players: 4 - 6 Scale: 28 mm Sat - Session 4
GM: Jaye Wiley Company: Wiley Games
Description:
The serene village of Little Tuggwaddle has always lived in the shadows of the dark and foreboding Bleak Mountains. There's the occasional Orc raid, or hungry Mountain giant, but all in all not too a bad a place to live. Until now.
Dark forces have gathered. Necromancers and other foul creatures have joined to attack the village bent on capturing villagers for their fell deeds.
Can the great heroes of old stop them in time? It's all up to you!

De Bellis Antiquitatis
Rules: DBA Table: 13
Session: Sat - Session 2
Sat - Session 3
Period: Ancient & Medieval
Players: 2 - 6 Scale: 15 - 28 mm
GM: Name Club: -
Description: A flexible, fast-playing set of miniatures rules. An army consists of 12 units (called "elements"), classified as Blades, Warband, Knights and so forth. The rules are very simple (and can actually fit on one sheet of paper) but nevertheless pretty effective.

He-Man and the Masters of the Universe:
Valley of the Ancients
Rules: Fistful of Lead: Wasteland Warriors Table: 5
Session: Sat - Session 2
Sat - Session 3
Period: Fantasy Sat - Session 4
Players: 4 - 6 Scale: 28 mm
GM: Steve Willaredt Club: Basement Generals
Description:
On the planet Eternia, there lies a place of magic and incredible secrets. This place is known as the Valley of the Ancients. The great King Randor has sent a garrison of Royal soldiers to the valley to search for a rare yet powerful energy source known as Eternium. Unbeknownst to the King, the court magician, Orko, has secretly tagged along with the soldiers on their quest.
The King’s garrison has not sent any communication back to the palace for hours. Worry starts to set into King Randor’s chamber. Suddenly, a crackling message comes through the royal communicator. It’s the voice of Orko! “SOS! This is Orko! GULP! Skeletor is here in the valley! He has the soldiers! We need help..” The message goes silent. Before the King can speak, his son Prince Adam, races out into the courtyard grasping his magical sword. As Prince Adam raises the sword into the air he speaks the magical words…”BY THE POWER OF GREYSKULL!”

Ironclads of Mobil Bay
Rules: Axis & Allies Global Table: 6
Session: Fri - Session 1
Period: American Civil War - Naval
Players: 4 - 6 Scale: 1/1000
GM: Phil Hartman Club: -
Description: Run the guns and torpedoes at Fort Morgan and cripple the Confederate Fleet. Fast play rules for all ages. Quick results with non armored ships taking a beating.

New France 1757: Defending the Bridge
Rules: Fistful of Lead Horse & Musket Table: 12
Session: Sat - Session 3
Period: French and Indian War
Players: 2 - 4 Scale: 60 mm, 1/32
GM: Chris Cluckey Club: Basement Generals
Description: Scouts are trying to find a suitable river crossing to make a sweeping flank move. Unfortunately for them, the only bridge is guarded by determined troops. Scenario from the new Fistful of Lead: Horse & Musket rulebook, Cluck Amok-style!

New France 1757: The Prisoner Exchange
Rules: Fistful of Lead Horse & Musket Table: 12
Session: Sat - Session 4
Period: French and Indian War
Players: 2 - 4 Scale: 60 mm, 1/32
GM: Chris Cluckey Club: Basement Generals
Description: During a lull in the hostilities, both sides have agreed to a prisoner exchange. But are they willing to abide by the rules? Scenario from the new Fistful of Lead: Horse & Musket rule book, Cluck Amok style!

Paddle Faster - Peril on the Frontier
Rules: Hybrid Table: 11
Session: Sat - Session 3
Period: 1700's
Players: 2 - 4 Scale: 28 mm
GM: Phillip Flores Club: Grown Men Rolling Dice
Description: Trappers in canoes are being pursued by natives. They must navigate the river to reach the safety of the Block House.

Star Wars: The Big Payback
Rules: Fistful of Lead: Galactic Heroes Table: 8
Session: Sat - Session 2
Sat - Session 3
Period: Sci-Fi Sat - Session 4
Players: 4 - 6 Scale: 28 mm
GM: Various Club: Basement Generals
Description:
Azmorigan, a known gun runner and criminal entrepreneur, has been intercepting Imperial weaponry and supplies and reselling them to the highest bidder. He has become a thorn in the backside of the Empire. Past attempts to stop and apprehend him and his crew have proven futile.
Recently, Azmorigan and his crew have been meeting potential buyers in secret rendezvous points located in the outer rim territories. The Empire has freshly received intel from an undercover operative. Azmorigan is set to auction off a huge cache of Imperial weapons and equipment to potential buyers on the planet Covid Prime.
Imperial forces will meet up with the operative on Covid Prime and eliminate this nuisance to the Empire.
Long live the Emperor! Long live the Empire!

Trouble at the Docks
Rules: Thrilling Tales Table: 10
Session: Sat - Session 4
Period: Pulp
Players: 4 - 6 Scale: 28 mm
GM: Ted Conn Club: Second Hand Lions
Description: Evening descends on the docks. A box, freshly taken off a small, unassuming tramp steamer, is quietly loaded into the back of a truck. What's in the box? Wilson Fisk knows, Falcone wants it because Fisk has it. The police could care less, but want to cuff Fisk and Falcone. Sir Upton thinks he knows, but is sure no one but him should have the box.

Victorian Airships!
Rules: FFOL Bigger Battles Table: 15
Session: Fri - Session 1
Period: Victorian Sci-Fi
Players: 4 - 6 Scale: 28 mm
GM: McMurray Club: -
Description: Rule the skies from you liftwood skiff or airship! Fight against other players controlling their vessels for control of the skies in an alternative Victorian history.

Wasteland Warriors
Rules: Wasteland Warriors Table: 9
Session: Fri - Session 1
Period: Post Apocalyptic
Players: 2 - 4 Scale: 28 mm
GM: Ken Boone Club: Basement Generals
Description: Nomads and mutants clash over the ruins of Old Town. Scavenge, scrounge, fight or die in the post apocalyptic wastelands of Wasteland Warriors!

Werewolves (and Vampires) of London
Rules: Tales of Horror Table: 3
Session: Fri - Session 1
Period: Gothic Horror Sat - Session 2
Sat - Session 3
Players: 4 - 6 Scale: 28 mm Sat - Session 4 GM: Various Club: Basement Generals
Description:
The Vampire lord Baron Blackheart has arrived in London under cover of night. He strategically placed his coven's coffins around the dockside ready for the dawn. But a pack of werewolves and other do-gooders have appeared, ready to destroy the coven's precious resting places.
Take the side Good or Evil (or somewhere in between) for a game of Gothic Horror.
