The Battle of Antietam; ACW in 6mm. Part 6 - Burnside's Bridge.
Description:
With hindsight we all think it ridiculous that Burnside did not just roll over the bridge and take Sharpsburg. This scenario will help us understand the geography and lack of information that plagued Burnside during this action. We will also see that the timely counterattack of A.P. Hill confirms Burnside's earlier apprehension about blindly attacking over the Lower Bridge. This event is being run as a play-test for Small Deadly Space: Rules for Epic 6mm Grand Tactical Battle in the American Civil War [Frattspiel Games] by Steve Fratt.
The Battle of Antietam; ACW in 6mm. Part 2 - Drive to the Dunker Church.
Description:
Failing in its attempt to reach the Dunker Church, Hooker's 1st Corps is spent so Mansfield's 12th Corps is sent into the fray. But half of the corps is comprised of green troops. Will they do any better than Hooker's men? This event is being run as a play-test for Small Deadly Space: Rules for Epic 6mm Grand Tactical Battle in the American Civil War [Frattspiel Games] by Steve Fratt.
The Battle of Antietam; ACW in 6mm. Part 4 - The McClellan "Dream" Scenario.
Description:
Most Antietam games include "McClellan rules" which give the Confederates a fighting chance. In this game we will allow the Federals to move all their forces. Let's see if Lee, Longstreet, and Jackson can hold them back. This event is being run as a play-test for Small Deadly Space: Rules for Epic 6mm Grand Tactical Battle in the American Civil War [Frattspiel Games] by Steve Fratt.
The Battle of Antietam; ACW in 6mm. Part 1 - the Miller Cornfield.
Description:
Hooker's 1st Corps drives through the Miller Cornfield to reach the Dunker Church beyond the West Woods. Lawton's and J.R. Jones' Divisions attempt to stop them supported by Hood and part of D.H. Hill. This event is being run as a play-test for Small Deadly Space: Rules for Epic 6mm Grand Tactical Battle in the American Civil War [Frattspiel Games] by Steve Fratt.
The Battle of Antietam; ACW in 6mm. Part 5 - The Sunken Road.
Description:
D.H. Hill's division participated in the fight over in the Cornfield. What is remarkable was his ability to hold the Sunken Road against two divisions of the Federal 2nd Corps. Anderson was able to support him in the nick of time. If Federal success in the Sunken Lane could have broken Lee's army in half. Will it happen this time? This event is being run as a play-test for Small Deadly Space: Rules for Epic 6mm Grand Tactical Battle in the American Civil War [Frattspiel Games] by Steve Fratt.
The Battle of Antietam; ACW in 6mm. Part 3 - Into the West Woods.
Description:
William's division of green troops evaporated in earlier combat. But Greene's men were able to advance into the fields before the Dunker Church. Sedgwick's Division of the 2nd Corps arrived to support their efforts and bounded into the West Woods. Unfortunately, Anderson and McLaws arrived, thus closing the trap. This event is being run as a play-test for Small Deadly Space: Rules for Epic 6mm Grand Tactical Battle in the American Civil War [Frattspiel Games] by Steve Fratt.
This is a novice WWII miniature airplane event. All players receive 1 out of print starter plus a few additional planes just for playing in this event.
Description:
Did you ever want to learn how to play Angels 20 Airforce miniatures but just never got around to it or did not want to spend the money. Well this is the event for you. Join us to learn how to play this fun and exciting miniature event and keep all the planes you received for registering. You must however stay for the event to receive the starter set. Additional singles will be given away from booster packs at the event for you to keep.
Bring up to 500 points of Axis and Allied land miniatures. Exact game format will be determined at event. Either Battlefest or mini tournament.
Description:
Depending on the outcome, we will either play a Battlefest of run a mini-swiss style tournament. Winner of event will win prizes including land miniature boosters. Bring both Axis and Allied units for event equaling up to 500pts. per side.
Large scale naval battle. Up to 3 players/side. Must bring your own 250 pts. of Allied & Axis fleet /player. Most units destroyed on winning side wins.
Description:
Each side must bring a combined total 750 pt. fleet for the battle for each side. Extra time will be given at the start to adjust fleets for the battlefest. The team/side with the Most Points for Units Killed + Objectives Captured at the end of regulation play wins and the player on the winning side with the most Points for Units Killed & Objectives taken combined will be claimed the victor. Team Tiebreakers: (1st, 2nd and 3rd place): During game play, each player must keep track of who kills what for final victory tally on that team.