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Wars of Ozz – Wave Two

Monday, 10 May 2021 08:20
Written by Mike
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Wars of Ozz is a fantasy miniatures game inspired by the marvellous world of Oz first chronicled by L. Frank Baum's books in 1900. This inspiration led to the creation of the totally unique mass battle tabletop experience that is Wars of Ozz.

Russ Dunaway 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 for several hundred years until the Wizard arrived. Wave one of Wars of Ozz introduced us to the Winkies, Munchkin, Gillikins and Quadlings.
Wave two introduces three brand new playable factions: The Land of Harvest, The Impkins and the Imperial Gnome Army together with the strategic board game Campaigns of Ozz that can either be played as a standalone board wargame with counters and map boards or used as a campaign management tool for generating exciting and meaningful tabletop encounters.
Campaigns of Ozz has been developed by the experienced board game development team of Peter Schutze and Bill Molyneaux from Fastplay Wargames. It was designed to be both a standalone board wargame and a fully compatible strategic level scenario generator for miniature focussed players. All seven historical wars from the Wars of Ozz rulebook lore are detailed as separate campaigns.

The board game is easy to learn and is highly suitable for both solitaire play and play with 2-4 players, with typical games lasting from 2-4 hours. Each Campaigns of Ozz board game includes:
• 280 full color, 1" square die cut counters
• 34"x22" campaign map
• 24 page rulebook
• Player reference chart
• Battleboard map

Wars of Ozz, Wave 2 introduces three completely new playable factions The Land of Harvest, Impkins and The Gnomes. All of the miniatures for these three new armies are sculpted now and are available as part of the Kickstarter campaign.
The Land of Harvest:
After being given life by Glenda the Sorceress, King Jack sets about creating an army to defend the Land of Harvest. The greater and lesser Pumpkin heads are joined by Pumpkin Cavalry and Pumpkin throwing catapult artillery together with animated scarecrows, corn and mushroom men, the outlandish Hammerheads and flock of crows and eagles.
Gnomes:
Somewhere to the west of Munchkinland are the hidden cave entrances to another realm, the underground empire of the Gnome King and his Gnomens. Virtually nothing is known of these secretive beings as they almost never ventured to the surface until that fateful day when a Gilikin force, attempting to mine under a Munchkin fortress stumbled into a Gnomish cave complex. The enraged King Ruggedo called together Gnomish forces from far and wide to attack surface dwellers who had violated his realm.
Impkins:
Impkins were created by the powerful sorceress Mother Ophelia as playthings for King Kittcut and Queen Garee. This explains their diminutive stature – even smaller than Munchkins – and doll-like appearance. For many years the Impkins lived in peace and prosperity on the island of Pingaree until a shipwrecked sailor from one of Admiral Jinjurs pirate fleet alerted them of a land beyond there island. King Kitticut, against Mother Opelias advice set off on an expeditionary adventure to visit the lands of Ozz, landing and doing battle with Evora and her Winkies. King Kittcut had had his first taste of battle, and he found it an exciting and enjoyable game, he cajoled Mother Ophelia to create more Impkins to fill his armies, who fought incessantly, not to capture lands and riches like the other nations of Ozz, but just to satisfy their perverted lust for battle.

LINK

Wars Of Ozz – Now Launched

Friday, 11 December 2020 14:48
Written by Mike
4 Comments

Wars of Ozz: Black Powder Mass Fantasy Battle in the Post-Apocalyptic Lands of Ozz is launched.

Wars of Ozz is a fantasy miniatures game, written by John R ‘Buck’ Surdu and set in the marvellous World of Ozz, first chronicled by L. Frank Baum in 1900, later turned into movies by MGM and Disney and now the inspiration for a totally unique mass battle tabletop experience.

Wars of Ozz is:
• A new genre for mass fantasy tabletop gaming
• Horse & Musket ‘Fantasy’
• Designed for solo, 2 player & team play
• Features a balanced Magic System
• Rulebook contains full background, army lists & painting guide
• Supported with over 70 packs of unique miniatures
• Backed with new factions and new releases for years to come
• Fun to play, streamlined, intuitive & based around reactive game play that keeps both sides continually involved
• Game length 2-3 hours

Wars of Ozz™ began as idea that Russ Dunaway of Old Glory had been planning for several years. He has often asserted that as a miniatures manufacturer, he wanted to do something new and different, but that just about every period and genre had already been done many times. In developing both the figures and the rules, we wanted to steer away from copyright infringement, and there have been whole books written on the legal maneuverings of Disney and MGM over Oz rights. That is why we spell Ozz with to z’s. Wars of Ozz™ is based on the Oz of the L. Frank Baum novels (in the public domain), but it is different.

Ozz is set in a horse and musket, massed battle, post-apocalyptic world (what isn’t these days?). In the “last great war,” the Madness Bombs were released, and as biological and chemical weapons are wont to do, the effects grew out of control very quickly. The war ended, but no one even remembers who won or what the war was about. For hundreds of years the survivors were beset by manias of all sorts. The effects of the Madness Bombs also caused mutations such as, but not limited to, pumpkin-headed men, giants and trolls, witches and wizards, and Gillikins and Winkies. After hundreds of years of tribalism and chaos, Zoraster the Wizard arrived and began to reestablish order based loosely on the Baum books. The Munchkins under Zoraster and Quadlings under Glenda established a solid alliance, defending themselves from desert nomads, screamers from the Forbidden Lands, Gillikins under the Witch Arella, and Winkies under the Witch Evora. Caught between these frequent wars of conquest by the Winkies and Gillikins, King Jack of the Land of Harvest did his best to keep his lands free of Gillikins and Winkies. This is the setting for Ozz, one of frequent, small wars between the four major nationalities and their assorted allies.

Wars of Ozz is supported by an active Facebook Group.
Many new releases are planned for Wars of Ozz over the next few years including complete new factions and additional units for existing factions. Buck and the rules development team are already working on companion rulesets that use the streamlined, intuitive and reactive games mechanisms developed for ‘Ozz’and apply them to ‘traditional fantasy’ in Wars of Orcs and Dwarves and historical ‘horse and musket’ in Wars of Colum, Line and Square.

LINK

Wars Of Ozz – Kickstarter

Friday, 24 July 2020 09:33
Written by Mike
0 Comments

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

Wars of Ozz is a fantasy miniatures game set in the marvellous world of Ozz first chronicled by L. Frank Baum's in 1900, later turned into movies by MGM and Disney 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.

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.

LINK

Wars Of Ozz Kickstarter

Wednesday, 24 June 2020 09:29
Written by Mike
0 Comments

Wars of Ozz Kickstarter Live Saturday 27th June 15:00 BST

Wars of Ozz is a fantasy miniatures game set in the marvellous world of Ozz first chronicled by L. Frank Baum's in 1900, later turned into movies by MGM and Disney 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 Miniatures

Wars of Ozz miniatures have been expertly designed, sculpted and cast by 'Old Glory' one of the world’s longest established and prolific figure manufacturers. The miniatures are characterful, with crisp detail and are a joy to paint (and I should know, I've painted several hundred over the last few months!). All figures are supplied unpainted, some require minor assembly using super-glue (for examples cannons are typically four pieces, riders and their mounts are typically cast separately). All models are cast in a lead/tin alloy that is easy to work with and are supplied as unit packs which include appropriate command figures.

The Rules

The 'Wars of Ozz' rules have been developed by John 'Buck' Surdu, an established and prolific rules author whose previous works include Gaslight, Combat Patrol, ACP164 and many more great rules. The rules have been designed from the start to provide an enjoyable two player, multi-player or solo gaming experience. A typical unit consists of 20 miniatures, mounted on five bases. A typical 'Brigade' (a single player command) contains around five units and an Army would contain two or three 'Brigades' with an overall commander to facilitate team play. A game can be played to its conclusion in 2-3 hours, once units are committed to battle, melees are resolved decisively by the rule’s mechanisms.

Wars of Ozz features a unique activation mechanism which gives Brigade and Army Commanders a role to play while providing a random activation sequence. Combat resolution is quick and brutal; games come to a clear conclusion and are fun to play as the rules use streamlined mechanics that provide drama and excitement, magic has a part to play in the game... this is after all 'Ozz',  but magic is balanced and does not overpower the game.

The World of Ozz

The rulebook also details the unique background, geography and history of our 'Ozz'. The world is populated by at least four major nations, The Munchkins, Quadlings, Winkies and the Gilikins, but who knows what other nations are waiting to be discovered? Everything that you need to know to start gaming in these lands has been included down to descriptions of personalities, army organisation, famous units, uniform painting notes and flags and standards that can be copied or printed to complete your units. Ozz, however is a dangerous and chaotic land and these 'civilized' nations share the world with a fantastical bestiary of creatures including Giant Flying Apes, Greater & Lesser Pumpkin Men, animated Tin-men and Scarecrows, Dire Wolves, Bears, Lions & Tigers, undead skeletons and screamers, Trolls, Giants and Pollywomps and other too numerous to mention.

The Campaign

The Kickstarter Campaign launches at 1500 BST on Saturday 27th June and runs for 28 days until Saturday 25th July. Early bird deals are available which include additional free miniatures.

LINK

News Update From Sally 4th

Monday, 30 March 2020 14:45
Written by Mike
0 Comments

Coronavirus Update 30th March 2020

Ann & I are still at work and dispatching orders, we are short staffed so it is taking longer to turn orders around. We have a good stock of third party products, however once they have been depleted it will take longer to get them replaced. To reduce unnecessary contact we have reduced postal runs from daily to twice a week. We are doing our best in the circumstances, so please bear with us if it is taking slightly longer to dispatch your order.

LINK

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