Four weeks to go to Trumpeter Salute in Burnaby, BC, Canada. This miniatures-oriented convention has been running since 1973, and this year will once again be held in the Bonsor Recreation Centre, 6550 Bonsor Ave. Burnaby, BC.
There will be a number of 1/285 scale microarmour games, Check Your Six air games, and particularly a full schedule of WW1 and WW2 1/2400 scale naval games. If my work schedule allows, this will be the official unveiling of the very detailed WW1 naval rules: 'Supremacy at Sea: Great War'.
More information at the website:
www.trumpetersalute.com
Trumpeter Salute Convention - April 1-3 Burnaby, BC, Canada
Moderators: dnichols, GHQ, Mk 1
-
- E5
- Posts: 163
- Joined: Sat May 26, 2007 9:45 pm
- Location: Surrey, BC
-
- Posts: 91
- Joined: Tue Oct 31, 2006 7:18 am
- Location: Vancouver, BC, Canada
-
- E5
- Posts: 726
- Joined: Thu Mar 23, 2006 10:07 am
- Location: Northern Alberta
That sounds like fun actuallyXveers wrote:In particular we will be having a 6mm game on friday night with the Schewere Kompanie rules, of Troy Ritter's fame
The scenario is a 1945 german counterattack on a russian-held town. Already did some playtesting so it ought to be pretty awesome


Doug
A goal is not always meant to be reached, it often serves simply as something to aim at.
Bruce Lee
A goal is not always meant to be reached, it often serves simply as something to aim at.
Bruce Lee
-
- E5
- Posts: 163
- Joined: Sat May 26, 2007 9:45 pm
- Location: Surrey, BC
The final pre-convention game schedule has been posted to the Trumpeter Salute website. We have a very good selection of WW2 micro games, from 1940 Dunkirk to the end of the war, plus a 1950's Cold War scenario.
Our dedicated naval gaming group is putting on WW1 or WW2 games for every gaming period during the convention. Three are WW2, one of which is a hypothetical battle in stormy weather of the Kongo and CA escorts trying to round a point of land in the face of U.S. and U.K. CA opposition.
The two scenarios I am running are historical or very near historical. One is the Run to the South at Jutland. I've run this many times at different conventions, and with the Supremacy at Sea: Great War rules we get very historical outcomes (two to three British BC blow up, and especially after the QE's get into the fight the German BC get pounded).
The second is hypothetical - if Jellicoe had set the night cruising speed of the Grand Fleet a few knots slower, the High Seas fleet would have run directly into the three columns of the Grand Fleet at night. This makes for a pretty violent Dreadnought Armageddon. We have fought this twice before, including one extended session over a Friday night and all day Sunday where we went to the final destruction of the High Seas Fleet. It featured some memorable moments, with both Iron Duke and Frederiche der Grosse blowing up from turret penetrations, allowing Scheer and Jellicoe to argue out the battle in Valhalla. The Deutschlands went toe to toe with the 2nd Battle Squadrons Orions, with Pommern slugging it out for a good 15 minutes before succumbing. At the end of the battle, the High Seas Fleet was gone, and the British would have been able to muster 10 dreadnoughts in reasonable condition (half 12" gunned) plus the ships that missed the battle.
Our dedicated naval gaming group is putting on WW1 or WW2 games for every gaming period during the convention. Three are WW2, one of which is a hypothetical battle in stormy weather of the Kongo and CA escorts trying to round a point of land in the face of U.S. and U.K. CA opposition.
The two scenarios I am running are historical or very near historical. One is the Run to the South at Jutland. I've run this many times at different conventions, and with the Supremacy at Sea: Great War rules we get very historical outcomes (two to three British BC blow up, and especially after the QE's get into the fight the German BC get pounded).
The second is hypothetical - if Jellicoe had set the night cruising speed of the Grand Fleet a few knots slower, the High Seas fleet would have run directly into the three columns of the Grand Fleet at night. This makes for a pretty violent Dreadnought Armageddon. We have fought this twice before, including one extended session over a Friday night and all day Sunday where we went to the final destruction of the High Seas Fleet. It featured some memorable moments, with both Iron Duke and Frederiche der Grosse blowing up from turret penetrations, allowing Scheer and Jellicoe to argue out the battle in Valhalla. The Deutschlands went toe to toe with the 2nd Battle Squadrons Orions, with Pommern slugging it out for a good 15 minutes before succumbing. At the end of the battle, the High Seas Fleet was gone, and the British would have been able to muster 10 dreadnoughts in reasonable condition (half 12" gunned) plus the ships that missed the battle.