Tuesday, April 6, 2021

Munchkin Artillery Batteries

      This past weekend I finished up a a pair of Munchkin artillery batteries for "Wars of Ozz", produced by Old Glory.  I painted one Medium Battery, and one Light Battery. 




Tuesday, March 30, 2021

Munchkin Mounted Officer Corps for "Wars of Ozz"

      This part month I've been working on completing my Munchkin forces for the "Wars of Ozz"rules, and painted up all my mounted Munchkin infantry officer figures.   I had painted up many of the infantry units last year, but because they were pre-public release figures made by Old Glory for us to run demo games with, none had their mounted officers, for the simple reason they hadn't been made into molds and cast yet.   Note that the officers all ride the distinctive Munchkin "Horses of a Different Color". 
    I have mounted these on the great Ozz officer MDF bases made by Sally 4th and distributed in the US by Old Glory.  The upright section in the back of the base is for an insertable label with the officer's characteristic on it.
The entire officer pool.
     For the divisional officer, I was lucky to have a left over cavalry sample figure that I used as a messenger or scout to put on the base with the officer to help make a little scene, and help his base look distinctive.
The Divisional officer.
Two Brigade Officers.  
The officers for my two Landwher regiments.  (Note one holds a large lollipop, since I say he is a member of the Lollipop Guild and volunteered for the army.)
The commanders for the various named regiments. L to R: Hardsole's Regt.,  Zoraster's Guard Regt., Tik-Tok's Regt., Sourdough's Regt.  
Named Regiment character commanders: L to R: Col. Sourdough, Col. Tik-Tok, Col. Hardsole.


Thursday, July 23, 2020

"Wars of Ozz" Kickstarter in Final 48 Hours!

     The Wars of Ozz Kickstarter is completely funded and closes Saturday, July 25 2020 3:00 PM BST

     Wars of Ozz is a fantasy miniatures game set in the marvelous world of Ozz first chronicled by L. Frank Baum's in 1900, and now the inspiration for a totally unique mass battle tabletop experience. Russ has taken Baum's world as an inspirational starting point for creating our own 'Ozz', a post-apocalyptic Earth where after the last 'Madness Bomb' fell in the 'Last Great War', survivors mutated and chaos reigned until several hundred years later the Wizard arrived.

The Campaign
     The Kickstarter Campaign closes Saturday, July 25 2020 3:00 PM BST
Wars of Ozz is completely funded and some great Free miniatures have been unlocked for Backers including female munchkin pirates from Admiral JinJars famous crew and the Adventurers of Ozz character set that includes Dorothy, Toto, The Tinman, Scarecrow and the Cowardly Lion.
Over 60 packs of miniatures are available in the wave one release including all the troop types needed to field a Munchkin, Quadling, Gilikin or Winkie Army.

     The rules written by Buck Surdu have been designed from the start to support solo, two player and team play. The rulebook contains everything needed to play a streamlined and intuitive ‘fantasy’ horse and musket mass battle game, together with full background of the world, it’s factions, scenarios and uniform guides.
There are just a few days left of the kickstarter campaign, so if it is of interest, check it out now!

Kickstarter Link: https://www.kickstarter.com/projects/blackstone/wars-of-ozz

Thursday, June 25, 2020

"Wars of Ozz" Kickstarter Launches this Saturday, June 27th!


     "Wars of Ozz" is a 28mm Mass Fantasy Battle Game inspired by the ‘Oz’ series of books written by L. Frank Baum between 1900 and 1920. The inspirational literature has been greatly expanded by Russ Dunaway, to form a unique new fantasy gaming world to battle over, populated with Munchkins, Quadlings, Winkies and Gillikins combined with Witches, Wizards, Pumpkin Men, animated Scarecows and Tinmen, Giants, Trolls, Skeletons and much, much more.
The miniatures range has been designed, sculpted and manufactured by Old Glory and when fully released will include 60 packs of miniatures.


     The ‘Wars of Oz’ rules are written by Buck Surdu, author of Gaslight and Combat Patrol among many more published works. The game is a mass battle rather than a skirmish game. Infantry units are 20 strong, mounted 4 to a base. Two or more units of Infantry, Cavalry or Artillery are formed into a Brigade and an Army is comprised of one or more Brigades. The game is designed to be played on a standard 6’ x 4’ wargames table, with a typical game reaching its conclusion in two to three hours. The rulebook covers the background and history of Ozz, army building, movement, melee, ranged combat, magic and morale together with points lists for tournament play, scenarios, maps, campaign and painting guides.

Check it out here: "Wars of Ozz" on Kickstarter  , and don't miss the kick-off on Saturdayt!


Monday, June 8, 2020

Three Munchkin Commanders for Wars of Ozz

     This past weekend I finished painting the three named Munchkin dismounted commanders for my "Wars of Ozz" Munchkin army.   They are, from left to right:  Colonel Tic-tok, Colonel Sourdough, and Colonel Hardsole.  Each commands their own regiment, and can take command of a Brigade as well.
      These were fun figures to paint and they have a lot of character.  For fun I added a loaf of bread to the top of Colonel Sourdough's hat by building up a mound of superglue gel.   I then painted the ribbon hanging from the hat as it it was the old family bread recipe.

Colonel Tic-tok

Colonel Sourdough


Colonel Hardsole

Friday, May 1, 2020

"Wars of Ozz" Big 4-Player Long Distance Discord Game

     This past Saturday the "Wars of Ozz" demo team (Greg Priebe, Zeb Cook, and I) got together along with "Wars of Ozz" UK Distributor, Chris Abbey, to play a long distance game via Discord, along with the rules' author, Buck Surdu, who acted as host and Gamemaster.
     We did the Meeting Engagement scenario from the rulebook, and each of us were assigned a force from one of the different main factions: Munchkin, Quadling, Winkie & Gillikin.


Gillikin Brigade

1) Brigade Commander, generic  0 point
2) 1st Regiment                           5 points
3) 2nd Regiment                          5 points
4) 3rd Regiment                           5 points 
5) Forrester Regiment                  5 points
6) Medium Artillery                    5 points

                      Total:                  25 points

Winkie Brigade*

1) Brigade Commander, generic 0 point
2) 1st Regiment                          4 points
3) 5th Regiment                          4 points
4)  Herku Regiment                    4 points       
5) Oogoboo Regiment                4 points
6)  Light Cavalry Regiment       5 points
7)  Medium Artillery                  5 points

                      Total:                  30 points

Munchkin Brigade

1) Brigade Commander, generic  0 point
2) Zoraster's Guard                      8 points
3) Col Sourdough's Regiment     6 points
4) Col Hardsole's Regiment        6 points
5) Col TicTok's Regiment           6 points


                      Total:                  26 points

Quadling Brigade

1) Brigade Commander, generic  0 points
2) South. Prov. Regiment             5 points
3) Cent. Prov. Regiment               5 points
4) North. Prov. Regiment             6 points
5) Light Cavalry                        5 points    (Note: We used a Munchkin unit for this, as Buck didn't                                                                 have a Quadling one, but we used the Quadling stats for it.)
7) Light Artillery                         4 points    (Note: We used a Winkie model for this, as Buck didn't                                                                   have a Quadling one, but we used the Quadling stats for it.)
  Total:                                       25 points

 * Note that through a math error the Winkies were assigned an extra Regiment.

    Buck set up a big 12'x5' table, and set the terrain as per maps generated from the rulebook. I was assigned the Quadling command, and faced off against Zeb as the Winkie commander across from me.  To my left was Chris Abbey with the Munchkins, and across from him was Greg with the Gillikins.  In the photo below you can see our initial set ups.  These were established using the random set-up generator from the rules. 
     This battle was so large, that I wasn't able to keep track of all that was happening, especially on the Munchkin-Gilliken front, and it was hard to get photos showing the whole table; so instead of my usual turn by turn reports, I will just show some photos below from throughout the battle. 
Initial Set-up

Opening moves; as the WInkies, in the foreground, launch their cavalry at my artillery.  Through a series of poor dice rolling, the cavalry had trouble coming to grips with the gunners, and were eventually decimated after several activations of point black cannon fire. 

The opening moves on the Gilliken-Munchkin front.  The Gillikens are in the foreground.

The Winkie cavalry still tries to come to grips with my artillery as their steamroller of infantry slowly advances.

Over on the other side of the battle, the Munchkins (on far side of table) begin to extend their lines in an attempt to outflank their Gilliken opponents.
The Winkies come to grips with my troops.  On the left of the photo, a Winkie infantry regiment is about to take out my cannon, succeeding at doing what their cavalry couldn't.  At the top right, two units of Gillikens pursue a broken Munchkin Regiment off the table, opening up my left flank to attacks from the Gillikens. 

Even as their right crumbles, the Munchkins (along top of photo) aggressively attack the rest of Gillikens, driving in the right of the green-skin line. 

As the game comes to an end, the Winkies have virtually driven my entire force from the table.

On the other end of the battle, the Munckins have badly mauled the Gillikens but with the loss of my force, it's too late for them alone to save the battle. 
     We managed to complete the game in 4 hours, which was pretty good considering we were all working long distance with just Buck to move all the troops.  Victory was based on stands eliminated, and in the end the Winkie-Gillikens had eliminated 27 of ours, to our side having eliminated 23 of theirs; a pretty close fight.  

Thursday, April 23, 2020

A DIscord "Wars of Ozz" Battle Report

     Last Saturday, the author of the "Wars of Ozz" rules, Buck Surdu, as well as fellow demo team member Greg Priebe, and I,  linked up through Discord to try another "social distancing" game using the "Wars of Ozz" rules and figures.  Buck set up the table, terrain, and figures in his home and acted as the gamemaster; then, using his cellphone on a tripod,  live-streamed the tabletop to Greg and me so we could view all the units and terrain. We then could instruct him how we each wanted to move our troops when one of our units activated, and he would conduct the actual movement on the table.  We rolled dice as necessary and reported the results of the rolls to him.  I viewed the proceedings on my laptop, and I believe Greg was using his iPad.
     Please note, the rules, point values, modifiers etc., are still being tinkered with, so all of those that you see mentioned here might not be exactly what's used in the final version. The general mechanics of game play should however remain the same.
     The rules can be played one on one, or with teams of multiple players on each side.  In general, each player commands a Brigade consisting of 25 points worth of troops.  Brigades are usually comprised of troops from one of the four main factions: Munckins, Winkies, Gillikins, or Quadlings, and these can be supplemented with an assortment of allied troop types.
     In this game we did the Attack/Defend scenario from the rulebook.  For this scenario, Greg, who would be in the roll of attacker, would command two 20 point Brigades; one Winkie and one Gilliken.  I, as defender, commanded a single 25 point Brigade of Quadlings.   The table layout was generated as per the rules outlined for this scenario in the rulebook, using the selection of 20 half-maps in the book.  Victory would be determined by points:  5 points for controlling the hill in the center with the wall, and 1 point for each enemy base eliminated.

Allied Force

Generic Overall Commander       0 points

Gillikin Brigade

1) Brigade Commander, generic  0 point
2) 1st Regiment                           5 points
3) 2nd Regiment                          5 points
4) 3rd Regiment                           5 points           
5) Medium Artillery                    5 points

                      Total:                  20 points

Winkie Brigade

1) Brigade Commander, generic 0 point
2) 1st Regiment                          4 points
3) 5th Regiment                          4 points
4)  Herku Regiment                    4 points         
5) Oogoboo Regiment                4 points
6  Thi Regiment                         4 points

                      Total:                  20 points

Quadling Brigade

1) Brigade Commander, generic  0 points
2) South. Prov. Regiment             5 points
3) Cent. Prov. Regiment               5 points
4) North. Prov. Regiment             6 points
5) Light Cavalry                        5 points    (Note: We used a Munchkin unit for this, as Buck didn't                                                                 have a Quadling one, but we used the Quadling stats for it.)
7) Light Artillery                         4 points    (Note: We used a Winkie model for this, as Buck didn't                                                                   have a Quadling one, but we used the Quadling stats for it.) 
  Total:                                       25 points

     Briefly, activation is handled in the following way: each Brigade Commander has a pool of d6 dice, one for each unit in his command. At the beginning of the turn these are rolled and placed by the leader in a dice pool for each unit within his command radius.  Each unit that is out of command radius rolls its d6 individually and places it by the unit's leader.  A deck containing cards numbered 1-6 in red and 1-6 in black is then shuffled and placed on the table face down. Play begins with flipping cards one at a time.  As the card numbers are revealed, if the commander has a die with that number, he can assign it to one of his units, and that unit can activate.  In cases where both sides have units with the same number in close proximity, each side should be assigned a color (red or black) at the beginning of the game, and what ever color the card is is the side that goes first.  (For this game I was assigned Red and the Winkie/Gilliken Alliance was Black.)  Movement is a set amount, plus the amount of the highest of a 2d10 dice roll.
     Like my previous reports, Buck took photos of the table at the halfway point (after 6 activation cards were drawn) and the end of each turn.
(Click any photo to view larger)
Set up positions at the start of the game.
      In the photo above, in the foreground,  you can see Gregs Gillikens to the left of the road and the Winkies to the right of the road.   In the distance is my Quadling force, defending the series of low hills on the far side of the table.  My plan was to spread my force out, with a unit on each hill, and hope he would attack along the whole front rather than concentrate on breaking one flank or the other and rolling up my line.  I placed the Lancers behind the woods on the right of my line, (left in the photo above) with the plan to launch them when I saw a good opportunity; hopefully to threaten or cripple their left flank  once it had advanced and engaged.
End of Turn 1, Part 1
 At the end of the first half of Turn 1, things were going well for my command.   The Winkie advance was already beginning to spread out as some units rushed forward and others dragged their feet.  The Winkie 5th Regiment raced for my cannon, and initial fire from my gun had already drawn blood.  Over on the other side of the battle, the Gillikens were getting bogged down in the rough terrain to their front, so things on that side were relatively quiet for the time being.  I was a little concerned though, as the Gilliken Medium Artillery was already nearing a position from which it could fire on my Southern Province Regiment and be out of range of my muskets.
Turn 1, Part 2
    In the second half of the turn,  the Winkies got right into it with their 5th Regiment charging my cannon, and their 1st Regiment charging the Central Province Regiment defending the farmstead.  The 5th was halted with close range fire, and sent routing; while the 1st came to grips after being hit with an initial volley, and actually eliminated a Quadling base in melee.  But the casualties were too many for the Winkies, and that 1st Regiment broke and ran as well.  The Quadlings, however, foolishly chased the Winkies back down the hill and out of the protection the farm offered.
     Over on the Gilliken front, as expected, their battery unlimbered and began to send rounds into my Southern Province Regiment.  Luckily, their initial shots had no effect.
Turn 2, Part 1
     In the first half of Turn 2, the Winkies continued to press the attack, with the Oogoboo Regiment moving into position to attack my battery, and the Herku Regiment going after my Central Province Regiment who had moved out of the cover of the farm.  Luckily, the Quadlings of the Central Province came to their senses and were able to reorder themselves and move back up into the farmstead.    
      Meanwhile, the Winkies of Herku caught my battery off guard, and the artillerists did not issue effective close range fire.  The green-skinned warriors closed into melee with their glinting spears and dispatched one of the gunners, while driving the rest back 4 inches in Disorder.  
Winkies move to attack the Quadling battery and the Central Province Regiment in the Farmstead.
     The Quadling gunners found the loss of their precious cannon unbearable, and in a fit of madness charged the WInkies to regain their gun!  The Winkies caught by surprise at the charge of the mad gunners, fought valiantly, but the Artillerists managed to drive them from the battery, and the green-skinned warriors themselves fell back 4" in Disorder.
     Over on my right front, I knew I could not let the Gilliken cannon shell my line with impunity, and the only resource I had to stop it was my Lancers. So I gave the order for them to charge forth from behind the woods.  It was a long distance, but I rolled well; they managed to reach the gun with barely an inch to spare.  The Gilliken artillerists let loose with a close range canister shot, and an entire base of cavalrymen evaporated.  However, the Lancers passed their test to close and they had at the gunners with their long steel-tipped weapons; killing four of the enemy crew, and driving the last one away in rout.   The Gilliken infantry regiments continued to press determinedly forward towards my Southern Province Regiment holding the hill on my right flank, and the Northern Province Regiment in the center.
Turn 2, Part 2
     I was now being pressed on both flanks as the second half of Turn 2 got underway.  Over at the farm, the Winkie Herku Regiment closed with the defenders of the farmstead, and after a deadly round of melee, pushed the Quadlings of the Central Province back into the farm, and the Winkies pursued them. Another round of melee was fought, and both sides dropped back in Disorder and licked their wounds.  My regiment was down to three bases now, and the chances of holding the farm were in doubt.
     As the Oogoboo regiment reordered themselves after being driven from the Quadling battery, the Thi Regiment came forward and charged the guns.  My fire as they closed was less than effective (I was down a gunner), and this time the green-skinned enemy was out for blood.  They took out three more of my gunners, and sent the sole survivor running.  The battery was lost for good this time.
Oogoboo Regiment makes an attempt to dislodge the Northern Province Regiment
     With a relatively fresh Winkie Regiment now directly on the flank of my Northern Province Regiment, I wheeled those troops back from the wall they defended, to deny their flank to the enemy.  The Oogoboo Regiment, now reformed, saw this as an opportunity and moved up on the hill to prepare a charge, as the Gilliken 2nd Regiment pressed in from the front.
     Over on my right, the Southern Regiment was being hard pressed by both the Gilliken Black Castle Regiment and the 9th Regiment, who took turns tag team charging me.  I'd drive one back then the other, and I had to give ground as well, falling back into the woods at the rear of the hill; but the Regiment held.  I was whittled down to just two bases, but I was still on the field, and both Gilliken units had gotten bloody noses.
     Meanwhile, my Lancers, reformed from having captured the enemy battery, and turning, saw the rear of the enemy Black Castle and 9th Regiments right before them; and the flank of the 2nd Regiment just a little further way.
Turn 3, Part 1
    Turn 3 began and everything hung in the balance.  The Winkie Thi Regiment swooped over the hill where the battery had been, and moved to hit my Northern Province Regiment in the flank.  The Oogoboo Regiment tried their luck agains my Northern Province troops, and were driven back with heavy losses from close range fire.
     My Lancers charged at the Rear of the Black Castle Regiment and showed no mercy, eliminating a base  and sending them falling back in Disorder.  Their dander up, the cavalrymen soon got their second activation, and targeted the flank of the 2nd Regiment.  A murderous few rounds of melee later, and the 2nd Regiment was chewed to pieces by the lances of the horsemen.  Both sides had come to grips, and neither wanted to let the other go.  Finally my Lancers had enough, and fell back 4 inches in Disorder.
   Sensing the initiative, the Southern Province Regiment marched from the cover of the woods and retook the edge of the hill, then fired down at the Gilliken 9th Regiment.
Turn 3, Part 2
(The only good shot we got of this part of the game was from the Quadling side of the table) 
    It was then the second half of Turn 3, and things were abut to go from good to bad very quickly for me.  Over in the farm, the Winkie Herku Regiment charged my Central Province Regiment, and after a brief couple of rounds of Melee, the Quadlings had had enough and ran for the table edge.  The Winkies, their blood lust up, pursued them, chasing them off the table.
     In the center, the Thi Regiment, charged the Northern Province, getting enough distance in their movement roll to hit my unit in the flank.  The green skin warriors fought like madmen, and sensing the end was near, the Northern Quadlings broke and ran for the hills, with the Thi fighters in hot pursuit.
     To add the final nail in the Quadling coffin,  a feeble volley of musketry from the Gilliken 2nd Regiment was enough to convince my Lancers that they had earned their pay for the day, and they too turned tail and ran.

     At that point we decided to call it a game.  It turned out to be a fun match, with the Winkie/Gilliken alliance getting the 5 points for the hill.  When the casualty bases were counted, and added with the points from the hill, it was 27 points for the Gilliken/Winkies and 24 points for my Quadlings.  A pretty close game.  It was also one of the most exciting games of "Wars of Ozz" I've played, with the fortunes of war going back and forth between the two sides.
     This game was such a success we're going to try something even bigger this weekend; doing a 4 player game.  Buck will once again act as gamemaster, and one of the players (Chris Abbey) will be taking part from England!  Stay tuned!