Borderwars 2016
May 13-15 , 2016
Kansas City, KS
HOURS:
Friday - 3PM-Midnight
Saturday - 8AM-Midnight
Sunday - 10AM-4PM
Convention theme:
Dreadnought! Naval Warfare 1914-1918
Put on an approved Theme Game and get $5 off a weekend admission!
HAHMGS is pleased to welcome our special guest to BW2016
Terry Sofian and
Terry will be presenting his Victorian-Sci -fi aerial invasion game!
Can the allied human forces strike the final blow in the Second Hive War? After years of brutal campaigning the forces of Earth's Great Powers have first stopped the expansion and then forced back the swarms of giant arthropods from the alien Hives in South America. Now only the last Hive remains. A massive aerial assault with forces from the British Empire, the Germano-Dutch League and the United States of America are prepared to descend upon the top of the Hive at dawn. The aliens will not allow this without a fight, all the remaining resources at their disposal will be thrown into a desperate battle for the very survival of the Hive itself.
The event will be run as a continuous battle from Friday Afternoon until Saturday evening. Play for the whole thing, a single die roll; or just come and watch. The rules are The Hive and the Flame, a major variant of The Sword and the Flame.
In glorious 15mm! A must see!
Games at Borderwars 2016
Contact HAHMGS to put on a game at the show.
All games and times subject to change. And how!
FRIDAY
Door opens at 4pm
FRIDAY AFTERNOON
Axis & Allies
Period: WWII
Scale: Global
Length: Forever
Players: 2-5
Rules: Milton Bradley
That grand old chestnut. Don't miss a chance to take on the 2015 Origin's A&A tournament WINNER!
Presented by: Bob Roby
FRIDAY EVENING
Plan 17
Period: WWI
Scale: 15mm
Length: 2-3 hours
Players: 4-6
Rules: One Hour Wargames
The French colonial Corps attack the flank of the Germans in Belgium, as per plan 17.
Presented by: Bill Boyle
Battlecruiser Action off Dover
Period: WWI
Scale: Naval
Length: 2-3 hours
Players: 4-8+
Rules: Homegrown
1915: German Battlecruisers come off Dover to Raid & Shell Dover while the Dover Squadron of the HMS Dreadnaught & some Pre-Dreadnaughts come out of port to defend their home base-town - there is a British minefield to avoid in the N.W. quadrant AND the Germans were spotted off Holland coming across the North Sea - notified the British have sent their FAST Squadron of Battlecruisers & Fast Battleships from Rosyth to come down as fast as they can to trap the Germans between the two British forces ( all die-rolled) ! Room for multiple players with simple naval rules with multiple ships per player !!
Saturday
Door opens at 8am
Saturday Morning
Hive Queen & Country
BEGINS! see above
Reconquista
Period: Crusades
Scale: 25mm
Length: 2-3 hours
Players: 4-6
Rules: To the Strongest!
It is time to drive the Moors from our sacred Iberian homeland!
Presented by: George Knapp
WAGRAM: Davout's Assault!
Period: Napoleonic
Scale: 15mm
Length: 3-4 hours
Players: 8-16+
Rules: Convention Napoleonics for fast resolution
On the right was Marshal Davoust, who, marching against the enemy, was either warned, or else met them coming towards him. To Davout's surprise, while he maneuvered to strike Rosenberg's corps, Rosenberg attacked Davout!
Rosenberg's attack had wrong-footed the French. As soon as the skirmishers of the leading battalions had pressed in, the columns came forward. The Austrian infantry marched with enthusiasm, bands playing, and senior officers riding at the front. Davout's artillery greeted them with a hailstorm of projectiles, and battle was joined!
Don't miss this huge but fast playing Napoleonic slugfest. No standing around in this one!
Presented by: Robert Koffman
OFF THIS ROCK!
Period: Future?
Scale: Battletech
Length: 2-3 hours
Players: 4-6
Rules: BATTLETECH
Early morning patrols suck, but finding out you are one of eight surviving 'Mechwarriors on the planet with only four cargo bays available in the last remaining DropShip made your bad day worse.
There were two Merc units stuck on this far periphery mining colony. Easy money until the reactor blew and all civilization on the planet was placed in jeopardy. Luckily, your team was on patrol when disaster struck. Rushing back to the colony with a radioactive dust cloud chasing you, you find one Leopard class DropShip at the spaceport. Oh, and it looks like a your rivals survived and are heading towards the same DropShip.
ALL MECHS & MECH SHEETS WILL BE PROVIDED.
Presented by: Bob Roby
Saturday 1pm
Hive Queen & Country CONTINUES!!! see above
Austerlitz Preview
Period: Napoleonic
Scale: 6mm
Length: 2-3 hours
Players: 4-6
Rules: Napoleonic FLAGG
1805 French versus Austrians and Russian in a meeting engagement of a reinforced corps on each side. It is hex based on three dimensional game boards with individual units representing infantry battalions, cavalry squadrons and artillery batteries. The game is being put on by the Fort Leavenworth Area Gaming Group who have been play testing the rules for past six months.
Presented by: the FLAGG
Tyrant vs Magna Carta
Period: Medieval
Scale: 28mm
Length: 3 hours
Players: 4-6
Rules: Vows of Iron
King John refuses to accept the terms of the Magna
Carta and the Barons decide to act. A large force of
Northern Barons and Scots move to hold the King
to count. Rules author will be hosting the game
and copies of the rules will be available.
Most outstanding player receives a free
copy of the rules!
Presented by: Allen Campbell & Rampant Lion Games
Saturday 3pm
Cholet Vendee in 1793
Period: Revolutionary France
Scale: 15mm
Length: 2-3 hours
Players: 2-8
Rules: Niel Thomas Rules
The National Convention has come up with a plan to put down the rebellion, but the Royal and Catholic Army of the Vendee strike first!
Presented by: Bill Boyle
War Plan Orange
Period: 1930s
Scale: Naval
Length: 2-3 Hours
Players: 4-8
Rules: Homegrown
1936: Japan sails down to invade the Phillipines and the U.S. has broken their code - the U.S. sends their Battleship force out in time to cut them off just north of the islands ! 20 total battleships (a mini-Jutland) and light forces on the table each side with a small carrier (Hosho & Langley) and sub - simple rules and multiple ships per player!!
Presented by: Harold Morgan
Reconquista
Period: Crusades
Scale: 25mm
Length: 2-3 hours
Players: 4-6
Rules: To the Strongest!
It is time to drive the Moors from our sacred Iberian homeland!
Presented by: George Knapp
Saturday Evening
LAST MECH STANDING!
Period: Future?
Scale: Battletech
Length: 2-3 hours
Players: 4-6
Rules: BATTLETECH
THERE'S 40 MILLION IN CYBERGOLD BURIED SOMEWHERE ON THIS PLANET. LAST MECH STANDING GETS IT ALL.
ALL MECHS & MECH SHEETS WILL BE PROVIDED.
Presented by: Bob Roby
The raising of the clans
Period: Jacobite
Scale: 15mm/Europe
Length: 2-3 hours
Players: 3-6
Rules: Fast Play 18th Century
A hybrid wargame with roleplaying. NO wargame experience needed. One player tries to raise the clans and one is the English king. The rest of the players are the heads of Europe deciding how much help they will give to the Jacobites.
Presented by: Bill Boyle
Sunday
Door opens at 10am
Axis & Allies
Period: WWII
Scale: Global
Length: Forever
Players: 2-5
Rules: Milton Bradley
That grand old chestnut. Don't miss a chance to take on the Origin's A&A tournament WINNER!
Presented by: Bob Roby
Date & time TBA
Planet of the Apes
Period: The future?
Scale: 25mm
Length: 2-3 hours
Players: 4-6
Rules: Gaslight 1889
The apes are marching on the Forbidden Zone. The telepaths attempt to repel the apes by using their mental abilities to project illusions of fire and control the primative humans.
John Carter of Mars
Period: Turn of the Century
Scale: 25mm
Length: 2-3 hours
Players: 4-6
Rules: Gaslight 1889
Enjoy the Barsoomian world! Play as John Carter or Mars, or Tars Tarkas, or any of a number of characters straight from the pages of Edgar Rice Burrroughs classic Sci-Fi Series.
In the Valley of Dor where Barsoomians who have given up living hope to find everlasting salvation. The pilgrims follow the Yellow Brick Road to glory. Once you cross the bridge of eternity there is supposed to be no turning back on your quest for the Barsoomian heaven.
You may encounter Plant Men, wild Calots, White Apes, maybe even a Banth. Hopefully they move on quickly and enter the province of the Holy Therns. There at the Great Temple of Issus the Holy Therns rule this hidden valley. Just hope you can rescue Deja Thoris before the Black Pirates attack!
Plus more to come!
including: The Battle of Jutland
CHECK BACK
FOR DATES AND TIMES AS MORE GAMES
ARE ADDED
RPGKC IN THE HOUSE!!!
Hey! The guys from RPGKC will have a bunch of them Euro-Games to play at the show. Check em out and get the details about the Mid-West Gamefest coming up in November!
And we'll have a passel of other boardgames for people to play, including:
- Gangland; the card game
- Nuclear War: the card game
- Naval War: the card game
- House Divided: GDW boardgame
- All kindsa DORK games
- Junta
- Hacker
- Snuffy Smith's HOOTIN HOLLER BUG DERBY!
Doors open at 4pm Friday!
DEALERS...SO FAR...
- Good Old Weird Harold's
Old Boardgames
- IALLM Books
- George Knapp
- Buck-a-Fig
- Grog's Games
- Aerolith Enterprise
- Built-KC: Custom Gaming Tables!
- and more to come!
Contact HAHMGS to be a vendor at the show.
AT
THE DOOR:
- 1-Day Pass - $15.00
- Weekend Pass - $25.00
HMGS/RPGKC
MEMBERS:
- 1-Day Pass - $10.00
- Weekend Pass - $20.00
$5.00
OFF WITH STUDENT/MILITARY I.D.
IN
ADVANCE:
Send check or money order payable
to HAHMGS to:
HAHMGS
PO Box 216
White City, KS 66872
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