Barrage 2009
31 January 2009
Barrage XIII is a one-day mini-convention run by the Harford Area Weekly
Kriegspielers. It will be held at Archbishop Curley High School cafeteria, near
Baltimore, Maryland. This is a low-key event. In the past we've had a half
dozen dealers, as many as 200 attendees, and thirty or more games. Bring your
friends. Run a game.
Gaming begins at 9:00 AM and runs until 9:00 PM. Game masters may begin setting up their games at
8:30 AM.
The overall convention organizer is
Geoff Graff. Please contact him for
more information about the convention. Also contact him if you are interested
in renting dealer or flea market space.
Todd Harland-While is the events coordinator. Contact
him if you are interested in running games. We are always interested in game
masters other than HAWKS running games at Barrage. Game masters get reduced
admission rates. As the event gets closer, come here to see a list of scheduled
games.
Prelminary Events List
We are seeking game masters for Barrage XIII.
Below are listed some of the games that will be run at Barrage. You sign up for
games when you arrive on site. While the list below only mentions mid-day games,
we'll have games beginning early in the day as well. Come early and stay all day!
- Grenadiers to the Rescue
- GM: Tim Tilson
- 1300-1600
- Description: August 21st, 1944. The 1st Polish Armored Division has
been surrounded and isolated for the past three days. A task force from
the 4th Canadian Armoured Division is ordered to breakthrough to the
beleagured Poles. Standing in their way is the 2nd SS Panzer Division.
- Rules: Disposable Heroes
- Period: WWII
- Scale: 20mm
- Players: 5
- Look Sarge, the Rebs Have Artillery on Cedar Mountain
- GM: Eric Schlegel
- 1300-1600
- Description: 9 August 1862. MG Nathaniel Banks, in command of the II Corps
of the newly formed Union Army of Virginia, encounters elements of
Stonewall Jackson's Left Wing of the Army of Northern Virgina, near Cedar
Mountain in Central Virginia, and attempts to crush the Rebel line before
Jackson can bring up reinforcements. Players under 13 with a playing adult
please.
- Rules: Look, Sarge, No Charts: ACW
- Period: ACW
- Scale: 10mm
- Players: 4
- Escaping the Trap
- GM: John R. ("Buck") Surdu and Christopher Palmer
- 10:00 – 3:00
- Description: This is the second annual Look, Sarge, No Charts
Extravaganza. German armored formations have caught the French in a
salient formed by a loop in the Meuse. The French must pull their forces
out of the trap before the Germans can close the pocket. Each player
commands a battalion. Look, Sarge, No Charts features unique, elegant
mechanics that eliminate the need for chart cards on the table. This
allows players to fight the battle, not the rules. If you want to see a
battalion-level World War Two game that really feels like maneuver warfare,
this is the game for you. Children under 13 are welcome with a playing
adult. Rules will be taught.
- Rules: Rules: Look, Sarge, No Charts: WWII
- Period: WWII
- Scale: 12mm
- Players: Up to 12
- Scarlet Pimpernel
- GM: Rob Dean
- around lunch time
- Description: They seek him here; they seek him there. Those Frenchies
seek him everywhere. Can you find the Scarlet Pimpernell before he
enables the escape of yet more criminal nobelmen.
- Rules: Home Rules
- Period: French Revolution
- Scale: 40mm
- Players: 8
- Action in Lorraine -- 1914
- GM: Duncan Adams
- TBD
- Description: Obsessed with the offensive and burning to recover lost
provinces, the French army surges forward into Lorraine. The Germans,
with bigger plans elsewhere, await prepared to hold. This is a company
scale action at the tip of the spear.
- Rules: When Technology Meets Tradition (modified)
- Period: World War I
- Scale: 12mm
- Players: 6
- Escape from Fort William Henry
- GM: Bill Molyneaux
- 1300-1600
- Description: The British army stationed at Fort William Henry have
discovered that the French have landed several miles down stream and are
going to be advancing on the fort with siege equipment and a large force
of Indian allies. The British have received word from General Webb at Fort
Edward to evacuate the fort and march to Fort Edward at all haste before
the French have enough troops to keep you pinned down and force you into a
surrender. As the French you must not let the British army leave intact.
This game ran three times at Fall In.
- Rules: Home mix of The Sword and the Flame boiled down a lot -- very very
fast system and very easy to learn. This is my standard rules that I use
in many of my games: Boxer rebellion etc. One die rolls for melee etc.
- Period: French and Indian War
- Scale: 28mm
- Players: 6-8
Admission prices are the same as in the past:
- $8.00 at the door
- $6.00 pre-registered
- $4.00 if running a game and pre-registered
- $2.00 active duty military, with ID
- FREE children under 13, with adult
To Pre-register, send a check, made payable to HAWKS , to
Geoff Graff
4027 Old Federal Hill Road
Jarrettsville, MD 21084
Flea market / vendor tables costs are:
- Half day - $6.00 plus admission
- Whole day - $10.00 plus admission
For further flea market table information contact
Duncan Adams by Email.
Directions
Coming from North of Baltimore take I-95 South. About 3 miles below I-695 (the
Beltway) is the I-95 / I-895 split. Get in the left lanes and take I-895. About 1/2
mile beyond the split take the Moravia Road exit. Turn right onto Moravia Road and go
about 0.7 mile to Sinclair Lane. Turn left on Sinclair Lane and go about 1 mile to
the school on the left. OR take exit 32 South (Belair Road) off I-695, (the Beltway).
This is the exit just West of the I-95 / I-695 intersection. Go about 3.5 miles to
Moravia Road. Turn left on Moravia, and about 1 mile later right on Sinclair lane.
Again, about 1 mile to the school on the left.
From South of Baltimore, take I-95 through the Fort McHenry tunnel. About 3
miles later take the Moravia Road exit. About 2 miles later turn left onto
Sinclair Lane, and again about 1 mile to the school, on the left.