Saturday, January 16, 2016

(Kickstarter) Global Conflict

The New Year has arrived, and with it, Kickstarter has begun to awake from its holiday slumber.

Outside of a few 5e scenarios and the like, I get a bit worried when the big minis projects are coming from mysterious entities.  However, Global Conflict looks like something to dip a toe or two feet into.

Labelled a 28mm Modern game, the game should actually be considered Ultra Modern.   The future history provided in the descriptions pits European Union against Russia (the New USSR) and a backstabbing North American Confederacy of the US, Canada, and Northern Mexico.     The figures look decent, they have a terrain system to urban warfare, and shipping is included worldwide!


The figure sculpts have a step above modern dollar store soldier sharpness to them, but they're still quite nice. The vehicles could use considerable trimming to be up to snuff, but at the prices their pledge levels, it's tempting.

Friday, January 15, 2016

From Russia With Blog

I like my little blog.  It's a fun place to keep a record of my gaming, my idea, my kids, and my evolving likes and dislikes.   I've never attempted to monetize it or get any more attention to it other than a link on my personal Facebook page or maybe on TMP.  I've watched the blogstats grow over time like a proud father,  each new blog post usually netting more views than earlier ones, although some of my posts are on the top ten of some Google search results. Sometime this year, I planned on the blog finally reaching 200,000 pageviews.

And then the Italians came.

Back in August, I was happy that I'd finally get 5,000 page views for a month.  We were inching closer and closer, and if the last few days  kept a predictable pace, I would finally reach that milestone.

Then, over the course of twenty minutes or so one morning, I received 8,9999 hits from Italy.  I did reach 5K views that month, sans Italy, but some odd person/system essentially pinging the crap off of my insignifcant page was rather annoying.

This month, I've been subject to a rash of hits from Russia, ammounting  to 150% of my normal US traffic!   For those looking over at my popular posts for the month (as this is posted) , you'll see a number of random posts listed from 2014 that  don't belong there.

Thanks Putin!   Now I'm not buying your shirtless calendar, so there!


Captain Skippy, Dungeoneers, and Strange Moustached Men

While last week was a good dose of family gaming, this week the kids went to bed earlier and I visited the basement to get some painting done!  

Not much to account for, as I'm still in the midst of the tedious process of drybrushing a million palm leaves and still figuring out the detail on the Martian Spider test subjects.

While this figure made his first appearance as a base coat figure in last week's A Simple Trade, Captain Skippy McBoatswain is making a second appearance in the game, so it was fitting to finish him up.
From PSS 01 Tramp Steamer Sailors from Pulp Figures
Before my mother in law's health took center stage and eliminated any recent chance at playing in my buddy Hoyce's 2nd Edition AD&D game, I planned on painting up my character.  I now have a half dozen old Grenadier figs up in the queue and two got finished.
From Grenadier Fantasy Personalities  Dungeoneers (715) 
Fun fact:  these are two out of three of the Dungeoneers pack, the very first pack of minis I bought way back in the early 90's from Hobby Hangout in Easton.  Second fun fact: the third figure in the pack, a fighter, is the only one of the figures that previously had a drop of paint on it.  He's cleaned up and base coated, but it's amazing the difference of painting detail on 25mm versus 28/30mm.
These new fangled minis are HUGE compared to old school figs.
My wife gave me a cryptic message in the afternoon.  "You have mail from Canadian today."  Knowing I wasn't on the list of people who miraculously got mail from the RAFM CoC Kickstarter, I was pleased to find the last three years worth of Movember special figures from Pulp Figures.  I had planned on placing an order to attach them to to spend more on shipping, but it's slipped my mind, so I assumed Bob Murch simply set them to clear out more room for the five million other projects he's always working on.
Captain Krustach of Kashgar, Lord Lippenbrush, and Stache Gable
NEXT:  Trees and Spiders, oh God!   Four more Grenadier figs, and after that? Probably will need to reorganize the table again...

Thursday, January 14, 2016

The Mike Lung Gallery #39: More Gnome Racing

Back in July, Mike sent pictures of his initial projects for his Gnome Racing game using 200mph.   He also sent updates, that I never bothered to post... UNTIL NOW!

A Southern Nurse Conversion.

Taking the corners a little tight.




Oh my!

Tuesday, January 12, 2016

(Savage Showdown) #4 A Simple Trade


For Maja Millie, famed archaeologist, her latest expedition had been a swirling mess.  After an innocent treasure hunt with her associates that resulted in awakening an evil undead presence and the death of a colleague, they narrowly escaped Lieutenant Colonel Thaddeus Ovaltine and his Rough 'n Ready Riders from the local village, losing their friends Vasily and "The Mexican" in the process.  As they raced across the desolate land to get their antiquities back to a museum in the city, they were attacked by Ovaltine's men and corrupt government soldiers, who captured all the mule handlers and Maja's good friend, longtime Swedish adventurer, Nils Lingonberry.
 
Maja had only one though going through her head as she entered the city:  Sell the antiquities, find a few friends/allies, hire a couple mercenaries, and pray that Nils and the hired hands were still alive to rescue.
 
The only friend she had in the city followed her there.  Njano was an native hired mule handler, who Maja Millie called "Bob."  Although she hadn't seen him do it, she believed his story that he had killed the mythical Chupacabre before fleeing the government soldiers to catch up to her.   His scattergun was a fine complement to her quick wits and sharp knife.
 
Selling the artifact has proving to be a challenge.  Museums normally took days to authenticate and authorize payments and the "reputable" back alley black market contacts were all missing, like they all decided to skip town for some reason. 
 
Her last hope for a quick payday was smuggle Captain Skippy McBoatswain of the SS Scoundrel.   His offer wasn't the expected goldmine, but it was sufficient to get the men and supplies to rescue her friends.
 
Maja Millie and Bob Njano met the Captain in an eerily quiet marketplace.  Maja showed the antiquities, the Captain pulled some cash out of a sack.  But the Captain pulled a gun and decided it was best to have the treasure and the money all to himself.
Captain Skippy had other ideas....
Bob tentatively pointed the scattergun at the smuggler.  Gunshots would alert the police, or worse yet more government soldiers who would more than likely kill everyone involved and take everything for themselves.

Then the Captain escalated the situation, calling out his crew from a nearby building.
"Men, seize deeze landlubbers."
The five may have looked intimidating, with their matching uniforms, but upon closer inspection, the guns were rusty, and from their faces one could tell most were still suffering from hangovers from the night before.

Bob screamed at Maja Millie to run, levelled the scattergun and fired at Captain Skippy.  It took all of the Captain's power to dodge most of the lead balls flying at him.    He was wounded and had dropped the sack of cash on the ground, but alive. 

In response to the attack on their leader, the sailors opened fired on our heroes.  All the shots at Bob went high, breaking second story windows in the building behind them.  The two shots at Maja forced her to drop the heavy antiquity and run around the corner.   

Bob attempted to bash in the closest door but it was locked tight.   Maja cowered around the side of the building, feeling foolish to bring a knife to a gunfight.   Captain Skippy crawled to one knee to get a shot off at Maja, but missed horribly. 

Finally, the sailors finally rushed our duo, dragged them back together,  and held them up against the wall.   The Captain brushed himself off and decided that a shot to the head for each of them would be suitable punishment for their insolence.  The next sound was meaty "thunk" as an arrow lodged into his shoulder.

Standing in the second-story window, was a strange person with a pink hood.
The mysterious "person" in pink.
This person received the full attention from two of the sailors, who discovered that they could indeed shot the broad side of a building, if not a real barn, but couldn't intentionally shoot through a broken window.  Our heroes turned on their captors, Bob kicking his two sailors so hard they landed on their backs, and Maja biting and squirming her way to freedom. 

The mysterious mouse(!?!?) in quick leapt through the window deftly landing the ground and grabbing the artifact.

Realizing their chance to escape was with the rodent, Maja tried to their way to the cover off an adjacent building, but Captain Skippy would have none of it, tackling her to the ground.

The sailors just proved to be the bumbling fools. 
While the heroes (and villain) scramble, the henchman stare blankly around... almost zombie-like
Maja managed to wrestle her way to be face-to-face with Captain, pull out her knife, and stab the scoundrel square in the heart!

The sailors were still confused, almost distracted by something, as Maja seized the initiative, grabbed Bob's hand, and the trio ran into the short-term safety of a nearby building. 

The Captain lays bleeding (dead!?) and his sailors are still oblivious.
Inside the building, the three could not see what was distracting the sailors from what should have been a simple job of finishing them off, but a few moments later they could hear disturbing moaning entering the square, followed by screams and gunshots from the sailors.
Some new guests appear... 
The threat of government soldiers would be a welcome relief to what had actually arrived.

Although my girls (now ages 5 [Millie] and 6 [Maja]) and I have played a lot of games this Fall and into the holidays, crazy schedules had prevented us from taking our time and playing a 'real" miniatures game since September.  After a morning of basketball and play practice, we took some time to break out the battlemat and resume our Fantastic Pulp Egyptian Campaign... with a few elves and mouslings to boot.

With such apparently overwhelming opposition, the girls were either tentative or deadly serious in their intentions.  "Bob's" shot on the Captain forced him to use all his Bennies to soak the damage, but he was still seriously hurt.  Lucky for them, the sailors d4 Shooting stat meant they missed alot, although Maja Millie's running around the corner represented a Bennie used to avoid the one lucky shot. 

The mysterious Mouse in Pink was a planned addition to the party, given their weak position. Come on, Maja Millie doesn't use guns, and Bob was a regular schlub/henchman turned into a wildcard/hero due to a roll on the fortune and calamity table the previous session.  They needed an extra friend. 

In the final two rounds, Maja (the player) finally seized control of her fate.  Even though she was initially stopped leading the escape from the square by Captain Skippy, she drew a King the next round, she said with a calculated coolness that may come to worry me some day, "Daddy, I stab him in the heart,"  and the dice blew up.

The next round she pulled a Joker, which also allowed her to give another character (Millie's Bob) the same chance to go first (I'm picturing Rey/Finn hand grabbing from Star Wars).  With the Mouse drawing a King, all three could run away before the sailors knew what had happened.

Of course, most scenarios are inspired by other sources, so it wouldn't be fair not to mention Preacher By Day  for the initial idea and set-up, but a largely different result.

NEXT:  With our heroes holed up inside a building and the sailors in the street, will they survive the zombie attack?  Will they ever make it to rescue Nils and company?  Can Dad find time this Saturday to run the second act of the scenario?  All this and more as we await the next episode, "Complicated Arrangement.... with Zombies"

(Hackmaster) Burning Trogs Rule! #22: The Redrock Cohort

When we last left our gnome titan posse, they were en route to the gnome titan legions ready to assault the orc-held Frandor's Keep.  How did they end up in their favorite bar in Mirros to run into Gwen.  Let's go back a bit, shall we?

Zorin Redrock - Gnome Titan fighter, veteran of the Legions of the Gnomish City States.  Leader of the Burning Trogs.
Janus Redrock - Gnome Titan priest of Pangrus, cousin of Zorin.
"Whitey" Smallfoot - Badly maimed and deformed Halfling Cleric of Yondalla.  Sidekick of Zorin.  Coreena Ruddledater - Nine year old halfling torchbearer.  She had been given to the Trogs by her parents the last time they were in Frandor's Keep.

29th of Undec, 1134, Celsior
A few more drinks into the night, Zorin admits that he, Coreena, and Whitey decided to join the Gnome Titan Legions heading to Frandor's Keep. Control of the Trogs was transferred to Cecelia Darkspruce.

30th of Undec, 1134, Celsior
Zorin and Company bid farewell to the other Trogs.

2nd of DuoDec, 1134, east of Califon
Zorin had been told that the staging area for the gnome titans had been Eltan Spring, a druidic grove that the Trogs had visited early on in their career.  With the stream of refugees heading east towards Celsior, it was no surprise that gnome titan military camps were set up about two miles east of Califon.    The Karameikan military that had been sent to retake the Fort had been routed, and the only thing keeping the orc hordes from descending out of the mountains was a thick coating of ice and snow, and an utter lack of supply lines that were making the orcs more cannibalistic than normal. Even if they could reach the Keep, there would be no survivors to rescue.

The Legator of the gnome titans was Lanicor Thunderhammer, aged warrior-priest, one arm wielding the legendary Endless Warhammer, the other arm ripped from it's socket by a barbarian decades before on the Plains of Galmar.  His military organization was oppressive even to the gnome titans, but he organized the volunteers into a single Legion, and procured enough supplies from Baron Sherlane of Califon, and the assistance of ten of the King's finest humans, the Order of the Griffon that resided in the region.

3rd of DuoDec, 1134 Gnome Titan Base Camp
Zorin was given a rank of left sergeant of his cohort.    Whitey returned to his old job as a cook in the army, and although Zorin was pushing to make Coreena the standard bearer of the unit, cooler heads prevailed, and she was assigned to help Whitey.

5th of DuoDec, 1134 Celsior
Janus leaves the Trogs in Celsior, heading up to join Zorin and Company.

6th of DuoDec, 1134 Califon
The bravest, the luckiest, and the most frost-bitten of the Marakeikan 1st Army reach the Gnome Titan scouts on the western outskirts of Califon.  They are exhausted, but still conducting a fighting withdrawal against an ever-growing orcish advance party.  Half the scouts shored up the line.  While the others pushed the humans out of the way and into the town to rest their fragile bodies.    The scouts hold the orcish scouts, but the main legion is called up to prepare for battle outside the makeshift walls that had protected Califon for decades.    The orc scouts are overwhelmed by such a disciplined force of gnome titans and are slaughtered to the creature.    The Legions do not not take refuge in the town, rather setting up an advance camp two miles west of Califon.  Since the base camp wasn't broken up, soldiers when relieved for the rare hot meal, required a three mile march through a foot of snow.

9th of DuoDec, 1134 - Gnome-Titan Advance Camp
The scouts caught the orcs unprepared and the legion jumped upon the unsuspecting humanoid mob.  Zorin's Cohort Captain, the aptly named Zedridge Quickbolt, dashed forward of his men and was cut down in seconds.  With Fromm Tyre in hand (the only one in the entire Legion), Zorin rallied the men and they made quick work of the orcs.

11th of DuoDec, 1134 - Gnome-Titan Advance Camp
Zorin is promoted to Captain of his Cohort within the Legion, one of ten reporting directly to Lanicor.  The Legions begins its march north to Frandor's Keep in the midst of a raging blizzard

14th of DuoDec, 1134 Gnome-Titan Base Camp
Janus and a few other stragglers reach the main camp and are quickly integrated into the medical corps attached to Zorin's cohort.

32nd of DuoDec, 1134 Western Marakeikos
After a week and a half in the Marakeikan frontier, slaying orcs and foraging for food, the Legion was nearing Frandor's Keep.  Constant skirmishing was the norm.  Zorin was a merciless commander of the enemy and his own men.  He relished having completely competent men to order around, compared to the Trogs and made them exceed their abilities as young men back in the real Legions.

The walls of Frandor's Keep had a few breaches, but an ungodly number of orcs where holed up in there, desperately avoiding the harshness of the winter.

For Legator Thunderhammer, it was time to build siege weapons and eradicate the orcs either by starvation or devastation.   The Knights of the Griffon disagreed with this strategy and promptly headed back to Califon.

13th of TriDec 1134, Frandor's Keep
The orcs had tried to breakout numerous times, but the Legion had kept them in the confines around the keep.    With the Fort on the high ground, atop a waterfall, with a icy deathtrap of a road.  Two Cohort Captains offered to lead the initial charge up the hill after a siege barrage had ended.  Vignus Lavamattock came back on his shield.  Macleod Bonjaw was last seen face down in the icy river.

18th of TriDec, 1134, Frandor's Keep
Without even prepping his men, Zorin volunteered his cohort to lead the charge up the hill and take the fort.  A short trip back to the base camp in the rear (which had finally made it near the front) netted him some glass bottles, oil, and cloth.   Janus used all her spellcasting for the day on blessings and wards.    With Fromm Tyre in one hand, a Dagger of Flesh Reaving in the other, and a backpack full of Redrock Specials already lit (!), he marched up the hill towards Frandor's Keep... alone.   Arrows, slings, and even rocks thrown by trolls had no effect.  The orcs formed a defensive formation around the nearest breach, just as they had before.  Within seconds,the front two lines had been gruesomely murdered, and Zorin was scaling the wall to a portion of the surviving parapet.  The flammable bottles were tossed at anything burnable, and while Zorin viewed the pyromaniac display with his usual catatonic glee, his men saw the flames and began to charge the Keep.

20th of TriDec, 1134 Frandor's Keep
Let us not be boastful, Zorin and his men were ultimately repulsed from the Fort, but a repeated attacks led by the Redrocks would gain them access

The ruins of Frandor's Keep were in gnome titan control.


In fact, it was in far better shape than previously thought, and it's defenses were shored up over a few quick days.

It was rumored that Ahk-Tang was stuck in the Keep with his men, but he was never seen in combat, and must have retreated with a small group of survivors. .

25th of TriDec, 1134, Frandor's Keep
The base camp was finally moved up to the Legion.  The Trogs were happy to see everyone was still alive.  The first onion sprouts of Spring were seen peaking through the snow.

1st of QuaDec, 1134
Zorin Redrock is formally named Prefect of the Gnome Titan Volunteer Legion of Marakeikos, third in command to only Lanicor and his assistant.


20th of QuaDec, 1134 Frandor's Keep
When word reached Califon, Baron Sherlane sent his youngest member of the militia, and the lieutenant of the Marakeikan 1st Army who tried to hold back the orc horde to formerly secure the Fort in the name of the King.  Control of the keep had been formerly turned over a few days later. The Legion was dissolved a few days later, as most planned on returning to the homes in this adopted land.  A day into their march from the fort, they encountered the first elements of the Marakeikan Army, infantry and engineers, to garrison and repair the keep.  Pleasantries were exchanged, but plenty of trash talking from gnome titans was intermixed.

31 of QuaDec, 1134 Celsior.
The Trog Quartet arrived to find the headquarters nearly empty, only Nina, Mutumbo, and their child residing in a step up from squalor.  Mutumbo explained that Cecelia and the rest left for a fancy festival in Linnard shortly after the gnome titan side of the Trogs had left to join the legion.  No word had been heard

3rd of HepDec, 1134  Mirros.
Run into Gwen at Debbie's Mighty Singing Keg!   Gwen did her best to catch the rest of the crew up with their tale of slavers and woe. The group was very sad to see Brother Thomas pass, pretty much all agreed that the Marek character was a total jerk, and all were concerned that Cecelia was still unaccounted for.  Godfrey and Terval were welcomed as friends of Gwen/friends of the Trogs.

15th of HepDec, 1134, Still in Mirros...
After a week to get a new banner, a new signet ring for Gwen, and matching cloaks for the current Trogs,   After the chaos of the battles with the Ahk-Tang's Orc League, it was nice to have found rumors of opportunities in foreign countries.  In Vlachia, north of Marakeikos were some dungeon clearing adventures, and south, in the Barthey Empire, they were hiring mercenaries and adventurers to solve a problem with Yarbay raiders on land... and some possible piracy along the coastline.

Given Gwen stress level, they decided an overland trip to Barthey was in order, rather than a ship voyage.

Truth be told, none of this up until the 3rd of HepDec was actually role-played.  My players have great trust and faith in my ability as a GM to make something exciting happen while their characters are force to go on hiatus.  Orc legions, gnome titan units, and a winter counterattack sounded like a great reason for the Redrocks and company to not stick around Celsior.    The gnome titan benefits or attacking at a level higher, plus the +1 bonus for attacking beside another gnome titan meant that the orcs and other humanoids barely stood a chance.  

The gnome titan penalty of earning half-xp meant that most of retirees from the Gnomish City-States military that resettled in Marakeikos were still 2nd or 3rd level.    Zorin's skills and enthusiasm meant he easily advanced the ranks to replace his fallen commanders.  The Redrock Brigade would hold a particularly heartfelt place in the grateful citizenry of Marakeikos, and a legendary place in gnome titan lore.    And ultimately, is wasn't even close to his greatest military victory against overwhelming odds.

Fromm Tyre would be pleased, nevertheless.

Next:  #23 Slaughterhouse Indigo

Monday, January 11, 2016

Cold Wars 2016 PEL is Up!

No one truly knows the status of the Lancaster Host for this upcoming St Patrick's Day weekend, and I'll be at the opposite end of the state then, but that doesn't mean I'm not excited about the PEL for Cold Wars finally getting uploaded!

For all the online worryworts prophetizing doom and gloom, a good number of the normal HMGS GMs have said "Damn the torpedoes, full speed ahead!" 

In fact, I'm a bit miffed with all the games that tickle my fancy.  Next time my wife wants concert tickets, I sit online waiting for hours for them to come available, rather than miss out on the local show and be forced to go to a different location to see it, on a con weekend to boot).

Here's a list of the events that catch my eye.  I'm trying to only list the first slot these games will run.  There may be multiple games of some events run over the course of the weekend.  For a complete list, go to the PEL on HMGS website.

F375: Battletech - Grinder 1
Fri 10:00:00 AM, 3 hrs, 8 Players  GM: Mark Yingling and Battletech 
Period: SciFi, Scale: 1:285 micro
Rules: Total Warfare
The Grinder is a free for all Battletech Demo game where new (or returning) players will be taught using the introductory Rules. You start out with a Light Mech and as you die, you advance up to the next weight class. All materials, miniatures and dice will be provided. Beginner Friendly & Rules Taught .
The Battletech room has been at the convention for over a decade now?  It never hurts to walk in a play a game, learn the rules, and get your head shot off by a Gauss Rifle.

F (?): Indiana Jones and the Pharaoh's Tomb
10:00 AM, 2 hrs, 4 Players  GM: Del Stover and Wednesday Night Gamers of Alexandria 
Period: Pulp, Scale: 28mm  Rules: In Her Majesty's Name (or 7tv)
The amulet of Pharaoh Mentuhotep II was lost to the desert for four millennia. Now an ancient scroll reveals its location. Indy must retrieve the treasures for the museum (and a finder's fee, of course) before his arch rival, René Belloq. The challengers: Vicious local tomb raiders, fanatic Nazis, desert raiders, and ancient traps await. A quick pulp game before the Dealer Hall opens.

F304: Dujaila Redoubt, Mesopotamia 1916 - Theme
Fri 10:00:00 AM, 4 hrs, 6 Players  GM: Daniel Erdman and Pittsburgh Band of Gamers 
Sponsor: Test of Battle Games, 
Period: World War I, Scale: 20mm  Rules: Command Decision 4 - Test of Battle
March 7, 1916: The Indian Army Corps attempts once again to lift the Turkish siege of Townshend's forces at Kut-al-Amara. Historically, the Allies came very close to defeating the Ottoman Turks. Can you do better? Or will you, as the Turkish commander, hand the Allies one more defeat? Children 10+ welcome with adult or if familiar with Command Decision. 1hr set up and 1hr tear down.

F162: The Shadow Over Isigny-sur-Mer
Fri 1:00:00 PM, 4 hrs, 4 Players  GM: John Emmett
Period: Pulp, Scale: 28mm  Rules: Arkham Horror/Strange Aeons 
MI6 has been receiving reports of strange events and sightings - dimensional rifts, nightmarish visions, unearthly beasts - in the vicinity of Isigny-sur-Mer. As part of the multinational counter-occultism force Majestic, you have been sent to investigate the activities of Clementine Thalberg, a chief operative of the Nazi occult society The Black Sun. Will you and your fellow players be able to keep your sanity in check long enough to thwart her plans in this co-op Lovecraftian/WWWII mash-up? No players under the age of 14 without an accompanying adult for images of horror and mild adult humor. Rules will be taught.
 
F207: Kensington Affair - March 1897
Fri 2:00:00 PM, 6 hrs, 10 Players  GM: Larry Bond
Sponsor: Admiralty Trilogy Group, Prize: Product discount 
Period: Colonial, Scale: '1:2400 Rules: Dawn of the Battleships
From 1898 Naval War College study; the US Navy is tasked to recover an American merchant seized by an Allied blockade off Crete. While the Brits are inclined to let the Americans take back their ship, Russian and German responses are far more ominous and hostile. Can the USN protect Yankee interests in the middle of the Med or will Old World muscle be too much for the upstarts from the wrong side of the Pond? Join the Admiralty Trilogy as we explore naval warfare in the age of steel and steam.


F222: Trench Wars: Empires At War--The Forgotten Fronts 1916 - Theme
Fri 6:00:00 PM, 2 hrs, 7 Players  GM: Tom Cusa
Sponsor: Connecticut Game Club,
Period: World War I, Scale: 25mm  Rules: Trench Wars (modified)
WWI was a global war of Empires. Not all battles were fought on the Western Front. This will be a skirmish game set in one of the Forgotten Fronts of WWI. Will it be Africa, the Middle East, Asia or somewhere else? Come play and find out. Novices, children with adults, rules lawyers and GMs looking for revenge welcome. Although all players are welcome, this game is designed for players who are unfamiliar with the rules or the historical period. Kid friendly game. Parent-Child teams welcome.

F151: Cousin Nicki

Fri 7:00:00 PM, 4 hrs, 7 Players  GM: Pete English
Period: Inter-War, Scale: 28mm  Rules: Force on Force, mod.
Tsar Nicholas II was not murdered in July, 1918 as the Bolsheviks claimed. Now, a few years later, British King George V has discovered that his cousin Nicki is being held prisoner at an isolated village close to the Chinese
Soviet/Afghan boarder, aka middle of nowhere. British troops have been sent rescue him, but Cheka agents have learned their plans. Iron Felix Dzerzhinsky has sent Red Guards to liquidate this potential embarrassment. The race is on to be first at the Romanov's door.

F243: Frostgrave, Treasure Hunting in the Frozen City

Fri 7:00:00 PM, 4 hrs, 8 Players  GM: Alan Isabelle
Period: Fantasy, Scale: 28mm  Rules: Frostgrave 
Amidst the frozen ruins of the ancient city Frostgrave, wizards battle in the hopes of discovering the lost magics and treasures of a fallen empire. Each player will take the role of a wizard from one of the 10 schools of magic. Leading an apprentice and hired soldiers into frostgrave you will compete with other wizards also trying to find lost secrets. Award winning terrain from Fall In. Kids 12 and under welcome, accompanied by an adult.
Frostgrave is going to be the darling of the con circuit for the next few months, and for good reason.  Easy rules, great terrain (I'm assuming), and a general fun atmosphere will draw just about any gamer with an open slot to it.

F123: Rorkes Drift

Fri 7:00:00 PM, 2 hrs, 5 Players  GM: Billy Molyneaux
Sponsor: Two Buck games, Prize: Game
Period: Colonial, Scale: 15mm  Rules: Home rules
Rorkes Drift in 15mm area movement system fun, fast and simple but still has the effect of realism. Two Britsh players and three Zulu players.

F179: Okaharui: German Marines vs Mounted Hereros (German South-West Africa, 1904)Fri 7:00:00 PM, 4 hrs, 6 Players  GM: Roy Jones
Sponsor: Recreational Conflict, Prize: Herero and German Miniatures
Period: Colonial, Scale: 25mm  Rules: The Sword and the Flame (Modified)
German Marines and Schutztruppen are moving in column through incredibly thick thorn bushes, in pursuit of Herero forces. Visibility is obscured, and the column is traveling at a crawl. Suddenly, shots ring out from the bush - and mounted Herero troops spring their trap!

F160: Empire of the Dead - Frostgrave Style

Fri 8:00:00 PM, 3 hrs, 9 Players  GM: Jon Lundberg
Sponsor: Brigade and West Wind,
Period: Victorian Science Fiction, Scale: 28mm  Rules: Empire of the Dead
Ancient city with untold Treasures - and Dangers awaits. Various adventuring groups from across the world have traveled to search for loot. Other groups are searching for mystical powers - can they be trusted? Continuing HMGS Empire of the Dead Campaign


F231: BRUSILOV BLOODBATH: East Front 1916 - Theme
Fri 8:00:00 PM, 3 hrs, 16 Players  GM: Peter Panzeri
Sponsor: Zvezda, Prize: ZVEZDA Miniatures
Period: World War I, Scale: 20mm  Rules: BLACK JACK RULES!
Which army will survive this meat-grinder battle? A "Russians Revenge" for Tannenberg, the WW1 Eastern Front Brusilov Offensive was "The Greatest Allied Victory of WW1" and "Austria-Hungary's worst crisis." With over a million casualties on each side, it is called one of "the most lethal offensives in world history." Join GM Pete Panzeri for a FAST-MOVING & FURIOUS-PLAYING massive WW1 combined-arms wargame of hundreds of troops, guns, planes and ugly surprises! Prizes by ZVEZDA-USA.com

F220: Trench Wars: Empires at War - The Forgotten Fronts 1916- Theme
Fri 9:00:00 PM, 2 hrs, 7 Players  GM: Frank Luberti
Sponsor: New York Wargamers Association,
Period: World War I, Scale: 25mm  Rules: Trench Wars (modified)
WWI was a global war of Empires. Not all battles were fought on the Western Front. This will be a skirmish game set in one of the Forgotten Fronts of WWI. Will it be Africa, the Middle East, Asia or somewhere else? Come play and find out. Novices, children with adults, rules lawyers and GMs looking for revenge welcome. Although all players are welcome, this game is designed for players who are


S161: Frostgrave - Cold Harbor

Sat 9:00:00 AM, 4 hrs, 8 Players  GM: Jon Lundberg
Sponsor: Brigade,
Period: Fantasy, Scale: 28mm  Rules: Frostgrave
Side vs Side. You and your allies are trying to sweep your opponents from the field and get the treasure. Beware of monsters crashing the party though. You can bring your own factions - No more than 10 figures including wizard and apprentice 800 points total and up to 1000 experience for your wizard

S324: Santa to the Rescue!

Sat 9:00:00 AM, 4 hrs, 7 Players  GM: Kurt Schlegel and HAWKS
Period: Fantasy, Scale: 28mm  Rules: GASLIGHT 
At Fall-In several of the good guys were captured by the goblins and as Santa refuses to put the goblins on the nice list, he must lead an expedition to recapture the prisoners! Players under 13 welcome with a playing adult.
After our failure to hold the town at Cold Wars, it's time for Santa to get down and dirty.


S122: Africa On Two Lire A Day

Sat 9:00:00 AM, 3 hrs, 8 Players  GM: Eric Turner
Period: Colonial, Scale: 25mm  Rules: GAG Rules
It's the 1890's and the Italians are trying to establish themselves in the Scramble for Africa. This action is loosely based on the Battle of Agordat in 1893. An Italian column is engaged by the Dervish forces of El Krohbar, The Tool of Allah. Come and play History as Hollywood would have it written. Avanti Savoia!

S393: Arrr! Thar Be Gnomes!

Sat 10:00:00 AM, 3 hrs, 6 Players GM: James Reynolds and WNPG
Period: Age of Piracy, Scale: 28mm  Rules: Gnome Wars
Rumors have spread about the location of the treasure of the famous pirate Flowerpot Jack. Many a hearty Gnome Pirate crew has joined the race to find it. Come join a crew or bring you own crew of gnomes to the party. Bringing you own crew of Gnomes and ship will get you in even if the game is full. Kid Friendly - Adults must be accompanied by a child.
It looks like the much-talked about gnome pirate game from Fall-In! is back!  In fact, the two sessions of this are the only gnome games in the PEL.    Don't worry, Jim "The Gnome Guy" Stanton and the Stout Gnomes that are attending simply missed the PEL deadline and are conspiring for a different kind of game in the main book.  Details are still sketchy, so I don't want to spill the beans.


S203: On to Odessa - Ukraine, 21 June 2016 - Theme
Sat 10:00:00 AM, 2 hrs, 4 Players GM: Robert Franklin
Sponsor: Critical Hit Games,
Period: Modern, Scale: '1:285 Micro  Rules: Thunderbolt!
The 4th Guards Tank Brigade is spearheading the Russian drive from the Crimea. The Ukrainian 30th Mechanized Brigade rushes to oppose a crossing at the Kherson canal and prevent the loss of their Black Sea ports. The 30th has recently seen action in the Eastern Ukraine an is freshly equipped with T-80UDs. The 4th Guards are more than willing to put their T-90MSs to the test. Rules will be taught (5 min).

S109: Easter Rising 1916: Battle of Ashbourne - Theme
Sat 10:00:00 AM, 4 hrs, 6 Players  GM: Steve Carey
Sponsor: None,
Period: Early 20th Century, Scale: 28mm  Rules: Bolt Action (Modified)
Cheatin' Steve and the Tactical Gaming Society (TGS) present another beautiful battlefield. Journey to Ireland where, on April 26th, 1916, the 5th Battalion of the Dublin Brigade, known in the area as 'The Fingal Volunteers,' defeated a force of the Royal Irish Constabulary (RIC) at the RIC barracks near the town of Ashbourne. Command a section of the Fingal Volunteers as they rise and fight for Home Rule, or lead a squad of the RIC attempting to keep the King's Peace in Ireland. Rules will be taught. Children under the age of 14 are welcome if accompanied by a parent.


S185: Trench Wars: Treat Them Rough!

Sat 10:00:00 AM, 3 hrs, 8 Players GM: Steven Robinson
Sponsor: Acheson Creations, Old Glory Miniatures,
Period: World War I, Scale: 28mm  Rules: Trench Wars
Tommy is facing the formable Hindenburg line. Can the shear bravery of Tommy and the steel behemoths punch their way through Jerry's defenses? Or, will a sea of wire entanglements, bunkers and non-ceasing hail of machinegun fire defeat Tommy's juggernaut? Come and pick a side and taste once again the rotting, acidic smell of the western front. I know for sure that lead figures do not bleed, but allot will have to wait until the afternoon to be played with again. Beginners Welcomed!

S233: ISIS ARMAGEDDON 2016 - Theme

Sat 10:00:00 AM, 1 hrs, 30 Players GM: CHRIS KING
Sponsor: Zvezda, Prize: ZVEZDA Miniatures
Period: Modern, Scale: 20mm  Rules: n/a
Who will prevail in this "Climactic Clash" between the RUSSIAN/SYRIAN ARMORED JUGGERNAUT and the NATO/IRAQI offensive? Can the ISIS JIHADIs foil them all? Join GM Pete Panzeri for a FAST-MOVING & FURIOUS-PLAYING massive WW3 combined arms wargame of hundreds of tanks, troops, guns, planes and ugly surprises! Prizes by ZVEZDA-USA.com.
This looks to become something that rhymes with Buster and Firetruck....

S315: Doctor Who Returns to Schlegel's Ferry

Sat 1:00:00 PM, 4 hrs, 8 Players
GM: Gregory Priebe and HAWKS
Period: SciFi, Scale: 28mm  Rules: Doctor Who Miniatures Game 2nd edition (modified)
A mysterious blue police box once again materializes on the outskirts of town and a string of strange occurrences immediately follow. Doctor Who collides with the world of Schlegel's Ferry in a madcap caper to mark the 50th anniversary of one of The Doctor's greatest foes. This is the fifth of 6 linked scenarios involving the Schlegels and their struggle to survive throughout the history of MD. Children under 15 welcome with the the presence of a playing adult.

S344: Plastic Pirates Party!

Sat 3:00:00 PM, 2 hrs, 8 Players
GM: Geoff Graff and HAWKS
Period: Age of Piracy, Scale: 40mm  Rules: Little Lego
Captain Ogle and his crew are celebrating their latest victory at the tavern. All the other pirates are not happy. What will they do? A kids game. Playing adults are welcome (if space allows) only with a child.

S142: Pennsylvania Pete - Escape from the Pharoah's Curse

Sat 4:00:00 PM, 4 hrs, 4 Players  GM: Annemarie D'Amato
Period: Pulp, Scale: 28mm  Rules: Audacious Adventures
PA Pete is at it again. This time he has just found the sacred idol and now he needs to leave the Tomb of Two-Ton Kommen. The tomb is a maze of wonders and perils. Can Pennsy and his team get out of the tomb with treasures the world can't imagine. Or will the adventurer fall prey to the Pharaoh's Curse.

S331: The Railway Station

Sat 7:00:00 PM, 5 hrs, 6 Players  GM: David Cook and HAWKS
Period: Inter-War, Scale: 28mm  Rules: TBD
The trains must get through! Somewhere between Udinsk and the Chinese frontier, a garrison of Whites and Interventionists guard the the Trans-Siberian railway. There are reports the Red partisans have been reinforced by the Irkutsk Soviet and are coming this way. Can the Whites prevent the capture of the station or will the Red forces prevail?

S232: PATTON vs. PANCHO VILLA 1916 - Theme

Sat 8:00:00 PM, 3 hrs, 24 Players  GM: Peter Panzeri
Sponsor: Zvezda, Prize: ZVEZDA Miniatures
Period: Early 20th Century, Scale: 28mm  Rules: BLACK JACK RULES!
Lt. George's attack of 6th US Infantry and 13th US Cavalry troopers raid into Chihuahua, Mexico to take out Cárdenas, a key Villa leader, destroy Villa's logistical base and still BREAK OUT before the Federales and Villistas respond in force and envelop young Patton? Join GM Pete Panzeri for a FAST-Moving & FURIOUS-Playing massive 28mm wargame! Prizes by ZVEZDA-USA.com.


S394: Road Warrior
Sat 10:00:00 PM, 4 hrs, 12 Players  GM: Eric Goodlander and WNPG
Period: Future, Scale: 1/24  Rules: Modified Gaslight
We return again for the Road Warrior invitational. If you don't have a ticket, don't worry...as long as we have cars, we will make room. Play a blood thirsty game involving beer, explosions, bad driving and whatever stupid thing you can think to do with a vehicle! Now with Larger Cars and more Carnage!!

Z175: Eat Hitler, the Nazi Taste Treat!
Sun 10:00:00 AM, 2 hrs, 16 Players  GM: Brendan Watts
Sponsor: No,
Period: SciFi, Scale: 25mm  Rules: Howard Whitehouse's Eat Hitler !
Nazis build a time machine to travel back, restart and win WWII but find themselves accidentally propelled to an antediluvian earth inhabited by dinosaurs controlled by gamers seeking to rack up points by consuming the unfortunate denizens of the Third Reich. Kid,family and weary Sunday morning gamer friendly.
Edit:  Of course, I posted this right before HMGS sent out  a letter stating, "After conversation with the Host's management, it looks like the con's on, damn the torpedoes, full steam ahead."   All appears good in the universe.