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.
For my battle, I created a Munchkin Brigade and a Winkie Brigade, and tried to make them a little different than the ones I used in the last game. Here’s the order of battle:
1) Brigade Commander, generic 0 point
2) Zoraster the Wizard 3 points
3) Col Sourdough’s Regiment 6 points
4) Col Hardsole’s Regiment 6 points
5) National Guard Regiment 5 points
6) Light Cavalry 5 points
Total: 25 points
1) Brigade Commander, generic 0 points
2) Evora the Witch 3 points
3) Winkie Regiment 4 points
4) Winkie Regiment 4 points
5) Greater Pumpkin Heads 5 points
6) Skeletons 5 points
7) Light Artillery 4 points (Note: I used a Quadling model for this, as I didn’t have a Winkie one, but I used the Winkie stats for it.)
Total: 25 points
For this game I decided to use the scenario creation system from the rulebook. This system lets you randomly roll for a scenario type, i.e. Raid, Ambush, Attack/Defend, etc., but given I have a limited selection of figures to choose from, I picked the simple Meeting Engagement to do, as that best suited my collection.
My next step was to randomly roll for a map for each side. The rulebook provides 20 different half-maps to choose from. For my game, I rolled map 14 for the Munchkins and map 17 for the Winkies. Once generated these two maps would combine to form the tabletop layout, but first each side got to pick which edge they want to enter from. As the Munchkin player I decided to put the edge with the built-up area and woods closest to the center as I figured these would give me nice bases to fire from. As the Winkie player, my map was relatively symmetric, but I decided to orient it so the rocky outcroppings were closest to the center, as I figured these would help cover my approach and make it harder for the Munchkins to get line of sight to my units.
These chosen orientations gave us a map looking like this. With the Munchkins entering from the top, and the Winkies entering from the bottom.
|Each map half is laid out in a 2’x6′ grid, giving a final 4’x6′ tbale layout.|
(Click on any photo to view larger)
One of the fun things about War of Ozz is the leader characteristics table. Each 0-point Brigade and Regimental commander you have rolls on an attribute table before the game. This table assigns them a name, sobriquet, and a quality. This quality might bestow benefits or detriments to their units.
So, for my Munchkins, my Brigade Commander got the quality “Superior Drive”, which gave any unit he attached to a +2 Move. The Regimental Commander of Col Sourdough’s Regiment rolled “Hesitant” which gave the unit -1 Elan, Col Hardsole’s Regiment rolled “Stealthy” which gave the unit the ability to make anyone that shot at them re-roll one musketry die, and the National Guard Regimental Commander got “Zealous”, which made the unit charge anyone within 10″ that shot at them. The Light Cavalry Commander got “Impatient” which allowed the unit to attack first in Melee. Allies and Batteries don’t have such identified commanders.
My Winkies’ Brigade Commander got “Superior Fighting Skill” which gave a +2 Melee to any unit he attached himself to. The commander of the 1st Winkie Regiment got “Indecisive” which added or subtracted 1 from its move depending on if its Movement roll was odd or even, and the other Regimental Commander got “Poltroon” which gave the unit a -1 Resolve. Neither the Skeletons or Great Pumpkin Heads have regimental commanders.
Zoraster had these pre-assigned Spells: Uncanny Marksmanship, Rally, Heal, Good Luck, and Poor Luck. Evora the Witch had the following pre-assigned Spells: Fire Ball, Blood Lust, Poppies, and Fear.
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 my game I assigned Red to the Winkies and Black to the Munchkins.) Movement is a set amount, plus the amount of the highest of a 2d10 dice roll.
|Turn 1, Part A|
TURN 1, Part A: [Note: For each turn, I took a photo at the start of the new turn (or the end of the previous turn depending on how you want to look at it), and then I took a shot at the halfway point after the first 6 cards were drawn.]
Both sides set up their units in columns to try and get an early movement advantage in order to secure key terrain. The game then began with both 5 cards coming up in succession, which gave the Winkies a big early advantage, as the Munchkins had no 5’s in their command dice pool and the Winkies had two of them.
The Winkie 2nd Regiment quickly entered, then shook out into line once it had advanced past the nearby pond. The Great Pumpkin Heads also raced ahead, getting super movement rolls and actually getting a small toehold in the farm. The Munchkins then sprang into action with the Black 4 card; Hardsole’s Regiment advanced and got right to the far opposite edge of the farm. The National Guard Regiment also rushed forward and began to make their way through the woods on to their front right.
Next, the Black 2 was drawn, and the Munchkin Cavalry was ordered to head to their left to harass the enemy’s flank. Colonel Sourdough’s Regiment entered the field and headed left behind the cavalry. Over on the Winkie side of the table, the artillery entered and trundled up the small hill to their front and unlimbered just at the crest.
A Black 3 was next, and the Winkie 1st Regiment entered and advanced in column. Then the Black 6 was flipped and Zoraster jogged after the National Guard Regiment to help support them; while across the table the unit of Skeletons entered the field and and followed in the path of the Pumpkins.
|Turn 1, Part B|
TURN 1, Part B: A Red 1 card was drawn next, and Evora followed the artillery as the Winkie Brigade Commander moved forward and took cover in one of the large rocky outcroppings. Across the way, the Munchkin Brigade commander moved forward as well, to take up a position in the road near the farm. The next card was the Black 1, and Evora took up a position next to the artillery battery on the hill, while both Brigade Commanders held their position.
The Red 4 was now drawn. Colonel Hardsole’s Regiment realized the race to occupy the farm was fruitless now, as they didn’t want to get involved in a fight with the Great Pumpkin Heads where visibility and musket range was limited. So, the unit formed line and backed up; which would force the enemy to come out of the cover if they wished to close. Over on the far right of the Munchkin line, the National Guard slowly marched further into the woods and formed into line.
Next, the Red 3 was flipped, and the Winkie 1st Infantry advanced to a point directly behind the 2nd Regiment and then formed line. The Red 2 was drawn then, and the Winkie Artillery, with all targets out of range, and seeing the enemy cavalry (also a 2 activation die) just across the valley, held its position.
Over on the Munchkin side, the Munchkin Light Cavalry commander judged the distance to the enemy artillery battery across the valley, and knew if they were going have a chance to take it out, it was now or never. The first gamble would be if the unit could make it across the distance in one move. If they didn’t, they would wind up in Disorder in close range of the guns. They were 20″ away. Luckily, they rolled a 7, +3″ for cavalry, +6″ for column, and +6″ for charging, a total of 22″; and into the valley rode the Munchkin Light Cavalry. Half a league, half a league, half a league onward! They approached the gun and the Winkie Artillery rolled its Resolve test to receive a charge. The result was “Stand and Deliver: Fire and Melee”. The battery let loose with a close range shot, and 3 cavalry troopers were removed. The cavalry then needed to check their Elan to close with the enemy. They were already at a penalty for having lost a base, and having received close-range artillery fire (two shift down on the Elan table). Their Elan roll was only average, and combined with the shifts, the horsemen were forced to stop 4″ from the target, became Disordered, and lost another base. (Note: I made the error in this game of counting only two hits on each cavalry base, one for each actual figure. Cavalry bases actually take 4 hits like an infantry base, each figure taking 2 hits.)
Back in the Munchkin lines, Colonel Sourdough’s Regiment marched forward and formed line to the left of Hardsole’s unit.
The last card of the first turn was the Red 6. The Winkie Skeletons advanced to the right of the Great Pumpkin Heads, while across the table Zoraster advanced into the woods with the National Guard Regiment.
|Turn 2, Part A|
|The Winkie 2nd Regiment prepares to charge the Munchkin National Guard.|
|Turn 2, Part B|
TURN 2, Part B: The second half of the turn started with a Red 4 being drawn, and the Winkie Skeletons launched a charge at the Sourdough regiment. As the boney warriors closed in, the Sourdough regiment tested its Resolve. The unit rolled well, and got the “Give it to them!” result, meaning they got to fire at the incoming unit and roll two extra Marksmanship dice. With a blast of musketry, a whole base of skeletal troops collapsed into broken shards (4 hits). The Skeletons then tested their Elan to close, and despite the base lost, they rolled well and got “Close and Melee”. In the ensuing Melee, the Munchkins inflicted only 1 hit , and the Skeletons did 2 in return. Both units tested their Elan, and both stayed in the fight. The next round the Munchkins did 3 hits (another base gone), and the Skeletons did 2 more. With the loss of 2 bases, the Skeletons had had enough, and when they tested Elan they ended up having to drop back 4″ in Disorder. The Munchkin’s Elan test resulted in them getting to occupy the enemy’s now vacated position. Over by the rocky outcroppings, the Winkie Brigade Commander advanced to get closer to his units.
Elsewhere on the field, the Munchkin Light Cavalry formed up on the flank of the artillery; but they had taken too many casualties to risk trying to charge; so they instead prepared their carbines for short range fire. The Sourdough Regiment then quickly reformed itself, then wheeled its right flank back as it could see the Great Pumpkin Heads were nearing the edge of the farm. On the other end of the Munchkin line, the National Guard Regiment made a desperate roll to Rally. Miraculously, they rolled a “2”, and even with a 2 column shift for the loss of two bases, they Rallied, but on the downside, they remained facing away from the enemy.
Next, a Black 1 was flipped and Evora sprang into action, launching a “Fireball” spell at the Cavalry. It only did 1 hit, but it was enough to trigger a Resolve test for the half-sized horsemen. Luckily for the Munchkin troopers, they rolled really well, and held their ground (Steady, men! No Fire). As Evora worked her magic, next to her, the artillerist, rotated the gun to face the cavalrymen.
A Red 5 was flipped then, and over on the Munchkin side Zoraster cast “Uncanny Marksmanship on the Hardsole Regiment. With their magical enhancement, the soldiers of the Hardsole Regiment then let loose a volley at the Winkie 1st Regiment to their front, and scored 4 hits (a whole base!). The Winkies tested their Resolve, and the result was “Advance towards nearest enemy”. They rolled their movement dice, and it was enough to bring them into contact with the Hardsole Regiment. Their heart wasn’t in it though, because when they rolled to close the Winkies were able to engage the enemy, but earned a -2 in Melee modifier. The Munchkins were apparently caught off guard by the sudden Winkie advance as they had a mediocre roll as well, standing but not issuing any incoming fire. The two units met in a clash of spearpoint and bayonet, and each side did 3 hits to the other. The Winkies recoiled from the stiff Munchkin defense, as their Elan roll had them falling back 4″ in Disorder. The hearty Munchkins however, stood their ground and even advanced forward into the position the Winkies had just occupied.
|The Great Pumpkin Heads charge from the farm, hitting the right end of Sourdough Regiment.|
|Turn 3 Part A|
|Turn 3, Part B|
|Turn 4, Part A|
TURN 4, Part A: The Munchkin situation had become desperate now, with the enemy closing in on all sides. The first card drawn for the turn was the Red 5, and the Winkie Skeleton Regiment wheeled and charged into the flank of the Sourdough Regiment, their success guaranteed by Evora’s “Blood Lust” spell. Already battered, and now being attacked on the flank, the Munchkin Resolve test resulted in their Routing to near the table edge. The Skeletons continued their charge up to the maximum move, and then halted in Disorder.
The Black 4 was flipped next, and the Hardsole Regiment unleashed their volley under the influence of Zoraster’s “Uncanny Marksmanship” spell. The feisty little warriors split their fire, shooting two bases at the Pumpkins at short range doing 2 hits, and three bases at long range at the Winkie 1st Regiment approaching down the road, doing only 1 hit. This volley caused the Giant Pumpkin Heads to fall back 4″ in Disorder, while the advancing Winkie’s remained steady. While the Munchkins fired at their foes, behind them the Winkie 2nd Regiment, that had chased the National Guard off the table edge, turned about-face and reordered itself.
Next, the Red 1 came up, and both Evora and the Artillery advanced closer to the Munchkin lines. After that, Zoraster cast “Rally” on the Sourdough regiment, and they halted their Rout and turned around to face the enemy.
A Red 4 was drawn next, and the Winkie 2nd Regiment charged the Hardsole Regiment, hitting the right side of their line in the rear. A poor Resolve roll on the Munchkins’ part, combined with being hit in the rear, and the wee warriors fell back 4″ in Disorder. The Winkies seemed to lose their nerve as well, and closed with the enemy, but at a -2 Melee modifier. Nonetheless, he Winkies inflicted 4 hits with their initial charge, where as the Munchkins only handed out 2 hits. Both units tested, and the Hardsole Regiment fell back another 4″ in Disorder, while the WInkies simply charged ahead in Disorder after them. The next round of fighting and the Munchkins couldn’t manage even a single hit on the enemy, while the Winkies gave their opponents 2 more casualties. The Munchkins suddenly found their nerve with the following Elan roll, and got “Stand and Fight”, and the Winkies for their part were happy to oblige, dishing out 3 more hits, while taking only 1 in return. At that point, the Munchkins had reached their breaking point, and their Elan check had them Routing back down the road away from the enemy. The Winkies charged halfheartedly after them, but couldn’t catch them, and halted Disordered in the road just past the farm. The Hardsole Regiment then tried to Rally on their activation, and failed; Routing again and losing a base to entropy.
Next up was a Red 2, and the Sourdough Regiment took a Disordered long range shot at the Great Pumpkin Heads, and then reformed their line. The Pumpkins remained steady from the fire. A Black 5 was then drawn and both the Pumpkins and Skeletons Advanced closer to the Sourdough Regiment.
That was the final card of the first half of the turn, and I decided to end the game there. The Munchkin force was all but shattered and there was little point in going on.