Evora the Witch and a Winkie Infantry Regiment (Wars of Ozz)

Progress continues on my Winkie brigade. This time, I added both Evora the Witch and a Winkie Infantry Regiment to my Winkie forces.

Evora is a “named witch” in the game and costs 3 points. With that, she comes with her own advantages. First, she can act as an overall leader (at above brigade level) with the attributes of “Decisiveness” (this gets an additional activation die in the die pool which increases battlefield flexibility and options) and “Organizational Skill” (which allows her to give pre-game 4 extra points to a subordinate brigade for units or allies) . Second, she comes with free spells – four in fact:

  1. Fire Ball – as an offensive spell
  2. Blood Lust – allows her to force a unit to close with the enemy by automatically passing their next Test of Elan.
  3. Poppies – allows her to create a 6″ square field of poppies that would cause any unit passing through to lose half its movement.
  4. Fear – this is cast on an enemy unit and would cause that unit to lose either a point of Elan or Resolve (spell caster’s choice) on its next activation.

Having automatic spells is helpful as an “unnamed Wizard/Witch” costs 2 points and has to randomly roll for spells – or buy more with points if the rolled ones are not what the player wants. Evora is metal and 28mm, with a SKU of OZZ300.

According to “The History of Ozz”, after the Madness Bombs fell at the end of the Last Great War, Ozz was founded.

Sometime after Ozz was founded, things began to change. Rumours reached the West that a group of mysterious women had appeared in the east. By all accounts, they had powers to rival the Wizard (of Ozz)…The first witch to appear was Evora in the far east. With her power, especially her ability to raise legions of skeletal soldiers, she quickly dispatched the disunified Winkie warlords and forced the Winkies to submit to her rule…

Wars of Ozz, section 1.4, page 9

In addition to Evora, I also have added a Winkie Infantry Regiment (WIR), which I designated as the 21st. This 21st WIR joins Evora, the Winkie Sharpshooters, and the Winkie Light Artillery Battery in my Brigade.

As discussed on previous posts, the Winkies (the orcs of the Ozz world) consider melee as their preferred means of combat. As for most Ozz regiments, this Winkie Regiment (21st WIR) (SKU #OZZ302) has 21 figures in total. They are on 5 bases – 4 figures with spears per 4 stands, plus 4 figures on a single command stand, along with a regimental commander stand (MDF) riding on a zilk. The 21st WIR is 28mm in scale, and the figures are metal. It is worth 5 points.

I began prepping the unit back on Saturday, January 7th by filing off as many mold lines as I could without obliterating any details. I then washed the figures with soap and water, and then primed it. After this, applied a wash of Citadel “Nuln Oil” wash. As usual, I will list all the paints I used on this unit and Evora at the end of this post for those interested in that sort of stuff (and for my own use for later reference as well – I do like to refer back when I need to recreate a painting scheme).

The Ozz rules say that the WIR are:

“Very irregular, usually khaki trousers, but coats vary by regiment, but yellow is very popular. Armed with melee weapons only”

Wars of Ozz, Table 4-3, page 83

I decided that a few of the mold lines were too much for using khaki and so I decided a dark gray would work better. I also decided to go with black sleeves and yellow caps and shirts. For Evora, I went with a yellow and purple scheme. For the zilk, I went with a deep purple look. The 21st WIR figures had fur caps of two different types, plus three different kinds of armor – to include cotton armor like I had on my Aztecs and Conquistadores (and the Winkie Sharpshooters).

This time I did take more WIP shots), which I will share below, followed by some eye candy diorama-type shots. I managed to finish the unit to include flocking by January 16th, which was a good pace for me (22 figures in 9 days).

And, importantly, I am entering both Evora and the 21st WIR as my another individual and unit for Dave Stone’s “Paint What You Got 2022/2023” challenge!

On to the WIP shots – click on any to get a better view.

WIP shots…

The group after getting scrubbed and dried.

January 10th progress – trousers and sleeves.

More progress was made on January 12th below, especially on Evora and the zilk:

January 13th saw more work on highlighting, shading, and touch up. Evora still needed more paint too – all are as shown below:

On Saturday evening (January 14th , after my game with Chris), and on Sunday the 15th, I moved to finish the painting in preparation for varnishing and flocking:

Done and ready for glamor shots!

I ended up airbrush varnishing the 21st WIR with a both an initial gloss then a matte varnish so as to keep the colors bright but not shiny. I finished varnishing on January 15th, and mounting and flocking on January 16th. I chose the 21st Regiment flag for them because it was purple and 21 is 3 x 7 – so maybe three times lucky? Time will tell. As for mounting and flocking, I followed the same processes as I did for the Winkie Sharpshooters. The only real problem that I encountered was that the flags were a bit too big for the standard bearer’s staffs – but not so problematic that I felt the need to redo them. I used blue and brown sharpie pens to hide the cut white edges of the banners. Regarding the size challenge, yeah, I could have reprinted them, but I think the Winkies wanted not to have their banners smaller than the Munchkins (the Winkies subscribe to the “bigger being better” theory, especially with regards to the Munchkins). With that note, on to…

Eye Candy

Evora

I did enjoy painting her a lot. The yellow and purple gave her a distinct look, plus I love that she wears a Munchkin skull on her belt and has one on her staff.

21st Winkie Infantry Regiment

There are 5 stands of 4 figures each – 4 are similar and one is a command stand with an officer, 2 standard bearers and a drummer (for IRO our resident blog buddy drummer). Once again, I varied the flocking slightly but distinctly – with the hope of having some congruence among the bases and still some uniqueness for each individual base. The zilk-mounted regimental commander goes on an MDF stand with a removable tab for an attribute tab in the game if needed.

Regimental Commander Stand

Stand 1

Stand 2

Stand 3

Stand 4

Command Stand

Group Shots

The 21st Winkie Infantry Regiment in line formation with the Regimental Commander in the rear.
An angled shot of the 21st Winkie Infantry Regiment in line formation with the Regimental Commander in the rear.
The 21st Winkie Infantry Regiment in column formation with the Regimental Commander in the front.
The 21st Winkie Infantry Regiment in column formation with the Regimental Commander in the rear and accompanied by Evora the Witch.

Next, I will next deviate a bit from the Winkies and work on their notable allies, the Great Flying Apes and their cousins the Lesser Apes. Gotta have flying monkeys after all right? After that, I have the Winkie Cavalry (on zilks) to round out the brigade.

I appreciate your readership and hope that this was of interest.

And yes, I still have more to come…

Miscellaneous details and references for those interested in that sort of thing:

For all of my previous posts on Wars of Ozz games, figures, units, and other related projects – please see this page.

PAINTS, INKS, GLAZES, SHADES, WASHES, PIGMENTS, FLOCKING, GLUES AND MORE THAT I USED ON EVORA AND THIS WINKIE INFANTRY REGIMENT:

Please note that any paints used on both Evora and the infantry are in bold, otherwise they were just used on the infantry.

  1. Gorilla Glue
  2. Paper clip wire pieces
  3. 3/4″ steel washer (just Evora)
  4. 1 1/4″ x 1″ steel base from Wargames Accessories (#FOW1)
  5. Regimental MDF base from Old Glory/Wars of Ozz Miniatures
  6. Poster tack
  7. Vallejo Premium Primer “White”
  8. Vallejo “Flow Improver”
  9. Vallejo “Airbrush Thinner”
  10. Citadel “Nuln Oil” (wash)
  11. Vallejo Model Color “White”
  12. Citadel “Contrast Paint – Black Legion”
  13. Citadel “Contrast Paint – Contrast Medium”
  14. Vallejo “Thinner Medium”
  15. Vallejo Model Color “Wood Grain”
  16. Citadel “Contrast Paint – Gryph-Charger Grey”
  17. Army Painter “Speed Paint – Hardened Leather”
  18. Army Painter “Speed Paint – Holy White”
  19. Vallejo Model Air “Gun Metal”
  20. Citadel “Contrast Paint – Ork Skin”
  21. Army Painter “Speed Paint – Runic Grey”
  22. Vallejo Model Air “Armour Brown”
  23. Citadel “Contrast Paint – Ironjawz Yellow”
  24. Vallejo Game Ink “Yellow”
  25. Citadel “Daemonette Hide”
  26. Vallejo Model Air “Bright Brass”
  27. Vallejo Model Air “Steel”
  28. Americana “Bubblegum Pink”
  29. Citadel “Contrast Paint – Luxion Purple”
  30. Citadel “Contrast Paint – Sigvald Burgundy”
  31. Vallejo Mecha Color “Fluorescent Magenta”
  32. Citadel “Contrast Paint – Striking Scorpion Green”
  33. Vallejo Mecha Color “Green Fluorescent”
  34. Army Painter “Purple Tone” (wash/shade)
  35. Citadel “Cryptek Armourshade Gloss” (wash)
  36. Citadel “Nuln Oil GLOSS” (wash)
  37. Vallejo Model Air “White Grey”
  38. Citadel “Contrast Paint – Skeleton Horde”
  39. Vallejo Model Air “Sand/Ivory”
  40. Vallejo Game Ink “Black Green”
  41. Citadel “Lamenters Yellow” (glaze)
  42. PS Model Color “British Brown Drab”
  43. Vallejo Mecha Varnish “Gloss Varnish”
  44. Vallejo Mecha Varnish “Matte Varnish”
  45. 2″ square steel base from Wargames Accessories (#21)
  46. Elmer’s PVA Glue
  47. Army Painter “Battlefields Grass Green” (flocking)
  48. Army Painter “Battlefield Field Grass” (flocking)
  49. Army Painter “Battlefields Field Grass” (flocking)
  50. Army Painter “Battlefields Meadow Flowers” (flocking)
  51. Shadow’s Edge Miniatures “6mm Dark Forest Red Tufts” (flocking)
  52. Black Sharpie pen
  53. Blue Sharpie Pen
  54. Brown Sharpie Pen
  55. Winkie Flags from Buck Surdu printed on card stock

Again, as you may want to check out the Wars of Ozz figures’ range – there are two places to get them (and I make no money from this btw). The game rules and the figures are available from the following two places:

In the US Old Glory has a site – Wars of Ozz Miniatures.

In the UK go to Sally 4th.

Meeting Engagement – Munchkins vs. Gillikins (Wars of Ozz)

Last Saturday (January 14th) I was lucky to be able to have a game of Wars of Ozz with my friend Chris Comeau. We had each built brigades for the game – I had a Munchkin brigade of 27 points, and Chris had a Gillikin Brigade of 27 points. It was my first Ozz game outside of a convention, and it was Chris’ first ever. We decided to use the “Meeting Engagement” scenario on page 93 (section 6.1.4) with no terrain so that we could focus on playing the game and familiarizing ourselves with the rules. As I said, I have played several Ozz games with others who are more familiar with the rules, but I thought we could get more out of a simple set up. We had hoped to play in the new garage, but a nasty coating of ice on the stairs outside forced us into my cellar.

For scoring, each infantry or cavalry base lost would count as a point for the opposition, as would each artillery or individual figure taken out.

I will attempt here to provide a “cinematic” account of a pretty cool game – pictures do it best – though my cellar’s lighting was not optimal. Click on the pictures for a better view.

The Order of Battle

Chris’ Gillikin Brigade consisted of 5 units, 1 individual (Arella), and a Brigade Commander:

  1. Arella the Witch (individual figure) – 3 points
  2. Gillikin Brigade Commander (free)
  3. Less-Well Trained Gillikin Infantry Regiment – 4 points
  4. Less-Well Trained Gillikin Infantry Regiment – 4 points
  5. Gillikin Medium Artillery Battery – 5 points
  6. Gillikin Cavalry Riding Goats – 6 points
  7. Skeleton Infantry Regiment – 5 points

Mark’s Munchkin Brigade consisted of 4 units, 1 individual (Zoraster), and a Brigade Commander (Munchkin Mayor):

  1. Zoraster the Wizard – 3 points
  2. Munchkin Brigade Commander (Munchkin Mayor) – free
  3. Zoraster’s Guard Infantry Regiment – 8 points
  4. Colonel Tik-Tok’s Infantry Regiment – 6 points
  5. Munchkin Light Cavalry Regiment – 5 points
  6. Munchkin Medium Artillery Battery – 5 points

The deployment instructions call for each side to roll a die for each unit and individual, with the Brigade Commanders being placed in any desired zone. These units and individuals are then deployed on each side of the tabletop in six 10-inch deployment zones. The zones are centered on the middle of the tabletop, and no more than two units can be deployed in each zone (if you roll a number a thirds time you re-roll). We elected to have all of my units deploy first, then Chris’, but we could have also alternated our units. The results are seen below.

The initial deployment.

Both of our cavalry units by chance ended up on the far end of the tabletop. Munchkins are great marksmen, but not so great in melee – and they move somewhat slowly (short legs!). So, I decided to try to organize my forces around my firepower, but realigning my troops took a few turns as my two infantry regiments were in line and next to each other. Of course, there was no defensible terrain.

Chris decided to close on my positions while I reorganized.

This is the north end of the tabletop. On the left, one of Chris’ Gillikin Regiments moves up – it had luckily received a “Swift” characteristic at the game start – so it moved fast and Chris had them in column which gave them additional movement versus being in line. He moved up his medium battery to extreme range. His Skeleton Regiment moved up in front of his second Gillikin Infantry Regiment, which had his witch, Arella, close and behind the skeletons.
Meanwhile, I tried to align my forces on the north end to maximize firepower. My wizard, Zoraster, was on the far southern end with my light cavalry. This realignment went slowly.
The swiftly advancing Gillikin Infantry Regiment went straight for my artillery battery, while in the background, his battery prepared to fire at long range. I was not too concerned as at long range he needed to roll a “1” on each of his 5 D10 shots to hit me. My ease was misplaced as you’ll see.
Full view of initial movements.
The Gillikins charged my gun, but failed to have enough movement. This left them out of breath and disordered at close range. My gun was at this point however aimed at the Gillikin battery, but the prospect of disordered enemy infantry in column right in front of me was too tempting.
I rotated the battery and fired at the Gillikin infantry, immediately destroying one of its five bases (each base takes 4 hits before being destroyed). The Regimental Commander does not count as a combat base. That action only pushed them back and kept them disorganized.
I subsequently activated again, and this fire at the Gillikin infantry exacted three hits on another base.

On the southern end of the tabletop, a cavalry battle ensued. Chris similarly moved up his cavalry, while I kept mine ready to screen and engage with their carbines. I was able to fire at his approaching goat-riders, and that disrupted that effort.

My cavalry carbines disrupt the Gillikin goat-riders attack.

next

A mid-battle tabletop view. My forces are consolidating – if slowly. So far, I am holding my own.

Then, the Gillikins managed to reform their cavalry and with a good activation roll were able to charge my cavalry – my reaction test was to countercharge at reduced efficiency. The Gillikins lost another base, and damaged mine slightly, but as I was near the tabletop edge, I was in danger of having them eliminated. The Gillikins managed to hold it together, reform again on yet another activation, and hit my now-disorganized cavalry, routing them. They had one chance left to rally, but that would depend on the activation sequence of the dice. I had Zoraster nearby, and one of his spells was an automatic rally – I just needed him to act before the Gillikin goat riders hit the fleeing Munchkin cavalry…

That did not happen in time. The Gillikin cavalry hit the Munchkins, and my cavalry ran away and headed for greener and safer pastures. This left my right flank open to a weakened but still deployed Gillikin cavalry – that Chris kept at a safe distance from any of my remaining musketry for most of the rest of the game.

My cavalry is pushed back to the tabletop end.
The Munchkin Light Cavalry is routed – one chance to reform. Then the Gillikins drove them away.
The Gillikin cavalry is on the right. Zoraster, having been denied the chance to rally the Munchkin cavalry, moved to the safety of the rear of his remaining infantry and the medium battery.
I managed to get the infantry regiments in adjoining line formation facing the approaching skeletons. Unfortunately, Chris’ medium battery began hitting my battery, taking out one of its 5 bases (on left).

Seeing this, Chris reformed his infantry that had previously taken damage from my battery. Chris kept up his attacks with his medium battery – and despite being at long range, took out another two bases – leaving my battery nearly wiped out (2 out of 5 figures left). My medium battery gunners routed, abandoning the gun. The Gillikins sensed victory, and advanced, hoping to spike the gun and gain another victory point. They made it to the very front of the battery base.

The Munchkin gunners rout, abandoning the gun.

This time luck went on my side. Zoraster successfully threw a rally spell and the gunners were able to reman the gun and fire at point-blank range at the Gillikin infantry, sending them skedaddling!

Before the rally, the Gillikins hope to spike the gun…
…but the Munchkins rally, reman the gun, and drive off the Gillikins, who would flee the battlefield for good.

Then, unfortunately for me, the Gillikin Medium battery finished off my Medium battery with another hit.

Munchkin Medium Battery, RIP. Only the gun remains – while the Gillikin Infantry that it had dispatched run away.

I was down to two infantry regiments, plus a brigade commander and Zoraster. Zoraster successfully cast an “Uncanny Marksmanship” spell on Colonel Tik-Tok’s Infantry Regiment – which made their fire more effective against the advancing skeletons. Eventually, the skellies routed and disordered through the Gillikin Infantry Regiment following behind them.

After multiple musket volleys, Colonel Tik-Tok’s Infantry routs the skeletons.

Chris then moved Arella around and threw three fireballs at Zoraster’s Guard Infantry Regiment’s flank, finally inflicting two casualties on one base (the first two shots failed). Zoraster, with a “Heal” spell, then attempted to recover these losses.

Zoraster moves behind Zoraster’s Guard Infantry Regiment to try to cast a “Heal” spell.

On a D10, he needed a 7. He rolled a 10, which is a “catastrophic spell failure” 8 or 9 just fail). Then I needed to roll a D20 on the “Spell Failure” for the catastrophic failure (i.e. rolling a 10). I rolled a 14, with the result :

“The spell fails but a friendly unit of woodland creatures joins the player’s army at the beginning of the next turn”.

Page 109, Wars of Ozz Spell Failure table

I had no idea how to adjudicate this – and I phoned Chris Palmer – who also had no idea if it was a joke result or not. In any case, as I had no stats for any such unit, we treated the failure as benign.

But Huzzah! I got another activation, to try the same action again! Good!!

ARGH!!! I rolled ANOTHER 10!!! Catastrophic failure #2 in a row!!!

Rolling on the “Spell Failure Chart”, I rolled a 20…the worst possible result..which said:

“Catastrophic failure: The spell-caster’s head explodes into a cloud of straw, bran, pins, and needles, killing him or her instantly. Remove the model from play.”

Page 109, Wars of Ozz Spell Failure table

Well, THAT was unfortunate!

The death of Zoraster.

The remaining Gillikin Infantry then charged into Colonel Tik-Tok’s Infantry Regiment in melee. After a couple of rounds, the casualties mounted on both sides. However, the Munchkins ended up taking too many casualties (including the now-attached Brigade Commander) and were wiped out. This left me with just Zoraster’s Guard Infantry, which tried to turn and avenge Tik-Tok’s loss.

Zoraster’s Guard Infantry (not well-named as now Zoraster was dead) tries to turn and hit the Gillikin Infantry.

It was not to be. Arella successfully hit the last regiment with another fireball in its rear and the resting goat riders finally made their move and charged into the rear of the regiment. This wiped out my last unit.

The games end – with my last regiment (Zoraster’s Guard Infantry) being driven down by goat riders.

Wow, what a game. It had more than a few twists and turns. In the end the score was 21-15, so the Gillikins were not unscathed. Still, it was a Gillikin victory over the Munchkins – nice job Chris! Hopefully we can throw down again soon and we can each get another brigade done too.

Postscript

After the game, I decided to take Dave Stone’s suggestion and add some blood to the wells of the artillery sabot bases for both the Munchkins (shown here in this game) as well as my Winkie Light Battery. The Citadel “Blood for the Blood God” paint did serve this purpose.

Munchkin Medium Battery with painted wells.
Winkie Light Battery with wells on sabot base painted for blood.

I hope you found this battle report fun!

2022 Hobby & Blogging Update

2022 was one hell of a busy year. Every year I try to recapture just what the hell I got done hobby-wise – both for miniatures/wargames and golf-wise. Then I try to assess (for my own purposes) what I set out to do at the year’s start and how well I achieved – or failed – to meet those goals. As another year has rolled by, it’s time to take that look in the old mirror. This blog, “Life, Golf, Miniatures & Other Distractions” covers my activities – and I do like to use the blog as an outlet to likeminded folks. So let’s take a retrospective look at 2022 AND a forward look into 2023.

Doing this is an old habit from when I actually worked full-time before retirement. Back then in “the dreaded private sector”, I had sales goals to hit every period – be it yearly, quarterly, thrice annually, or whatever. Of course, there was the inevitable review period where every manager would ask you what “stretch goals” you would “commit to” doing. This was a farce as the sales quotas you were given from corporate were never layups anyways. Plus, you needed to account for the previous year’s performance in any case.

Still, I’ve always set personal goals and found that it’s always good to have a plan and try your best. I also want to be honest with myself and be accountable to my own plans. How well did I do – let’s see…

I set out some goals for myself back last December for 2022. Some were around gaming, some around hobby production, some were around golf, and more.

How did I do versus my 2022 goals?

Paint 150 figures or more.

I did break this one with a strong push in November and December – (see pic below). I managed to finish 202 figures!

My 2022 production. I’ll be adding rebasing figures (mainly for Wars of Orcs and Dwarves games) as a new category in 2023.

Complete the remaining conquistador figures for Civilizations Collide.

I definitely did this! I have a page in my blog that catalogs all things Aztec/Conquistador/Maya/Tlaxcalan here.

Complete the remaining terrain for Civilizations Collide, to include the brigantines.

It was a big effort, but check!

Brigantines in action at the Battle of Lake Texcoco game at HUZZAH.

Complete the remaining Maya figures for Civilizations Collide.

I managed to get these done by November – and they will be on the tabletop soon. This capped 300 figures done for the period since I began.

Complete the scenario booklet for Civilizations Collide.

Not quite done – though I have completed fleshing out and writing 9 scenarios, plus I have 3 mostly completed, and 4 in concept mode. All have or will be used at conventions.

Complete my figures for Wars of Ozz, ok at least 40 of them.

Better late than never! This is now the project that I am into quite deeply. I managed to paint up 93 figures for Wars of Ozz in November and December alone. There is now a page in my blog that catalogs these here.

Paint up a platoon from Wargames Supply Dump for Combat Patrol™ .

Never got to this – but will try again in 2023 (sorry Roger).

Try to get my Nomonhan WaT project off the ground.

I did want to get to this, but not enough time.

Attend and run games at conventions or club nights or both, if possible. This would include TotalCon34, HMGS South Recon, HAVOC, HUZZAH!, Historicon, and BARRAGE .

I will give myself a good grade here. I did not go to BARRAGE due to a golfing tournament conflict, but otherwise I did all of these conventions PLUS HMGS Fall In! in November. Plus I won some awards at three conventions – HUZZAH, HAVOC, and at Fall In. My gaming club, the Mass Pikemen, met a few times – and hopefully will do more in 2023. For 2023, I am going to track my gaming progress as well as my hobby production progress.

The Battle of Lake Texcoco at Fall In!

Get the Mass Pikemen more active once the pandemic diminishes.

Could have been better – will work on in 2023.

Celebrate my wife’s retirement (and mine belatedly) with a nice trip.

Nailed this as I wrote here!

Fun in Florida!

Finish the garage+ and launch that baby successfully.

Well, it’s finished and we do enjoy it – just have not managed to play a wargame in it yet. Otherwise, yes indeed, it’s done!

Post on the blog 48 times or more – and in good quality.

As for the quality – the readers are the judge. However, I fell off a bit and only did 42 posts.

Be a good blog follower.

I hope I was this – but certainly not a measurable statistic!

Have multiple Zoom chats with fellow hobbyists.

Success here – if we got together you know who you are and thanks – great conversations and wonderful camaraderie. I’m always open to more!

Go to a golf school and get my golf handicap down below 18.

Mixed bag here – we did go to a golf school during our Florida trip. My handicap started the year at 20.7, peaked in July at 22.6, and I was able to improve to 18.9 by season’s end.

Play golf (in season) at least twice a week.

I played close to 80 rounds this year – and usually played 3-4 time a week in season – so hell yeah!

Win my flight in the Club Championship.

My biggest miss as I got hurt AND played horribly – coming in dead last.

Be a competitive golfer.

Despite the previous miss in the Club Championship, I did manage a few good showings in other tournaments. I’d say in general I was competitive.

Personal Highs in 2022

  1. The Florida trip and golfing with my wife (she’s getting better)!
  2. Getting the garage DONE.
  3. Getting together with family especially my daughter Ellen and my granddaughter Tabitha.
  4. Finishing all of the figures and terrain for Civilizations Collide!
  5. Continuing to serve my Town (East Brookfield, MA) as the elected Board of Health Chairman during the pandemic.
  6. Participating in multiple gaming conventions and winning awards at: HAVOC (the “Al Award” for the game with the most stunning visual appeal); two awards at HUZZAH (2 best in time slots), and a “Pour Encourager Les Autres” at Fall In.
  7. Getting going on my Wars of Ozz figures!
  8. Getting together with Dave Wood, Buck Surdu, Greg Priebe, Chris Palmer, and Duncan Adams, Eric Schlegel, and all of the other HAWKS in person.
  9. Being on the Committees for the Tour of the Brookfields tournaments and the New England Service Academy golf tournaments,
  10. Having fun Zoom chats.
  11. And again, being with my wife Lynn, every day (seriously, and she won’t likely read this).
Florida golfing.
My “Pour Encourager Les Autres” Award at Fall In.
My last Mesoamerican figures – the Maya!

Gaming with Buck and Dave.
Two old USMA 1984 roommates (Dave Wood and some out of shape guy).
Tabitha!

Personal Lows for 2021

  1. Losing Caesar. Still hurts but that’s life.
  2. Sinus surgery – though that’s a long-term plus (I hope).
Caesar and Lynn.
Sinus surgery aftermath day 1. I’m getting much better than this now!

My goals for 2023

Well, its time to set my goals for 2023.

  1. Paint 250 figures or more.
  2. Complete a brigade of Winkies for Wars of Ozz.
  3. Complete a brigade of Land of Harvest creatures for Wars of Ozz.
  4. Run and play more games – track them too.
  5. Attend and run games at conventions or club nights or both, if possible. This would include TotalCon37, HAVOC, HMGS Cold Wars, HUZZAH!, BARRAGE (possibly if golf allows), and Fall In.
  6. Complete the scenario booklet for Civilizations Collide.
  7. Complete my terrain for Wars of Ozz, games.
  8. Paint up a platoon from Wargames Supply Dump for Combat Patrol™ .
  9. Try to get my Nomonhan WaT project off the ground. Note I said “try”.
  10. Get the Mass Pikemen more active.
  11. Have another nice trip to Florida.
  12. Post on the blog 48 times or more – make them of good quality.
  13. Be a good blog follower – still a goal but one that I cannot measure!
  14. Have multiple Zoom chats with fellow hobbyists.
  15. Go to a golf school and get my golf handicap down below 18. This time.
  16. Update my golf tournament progress on my blog – either as posts or a page or both.
  17. Play golf (in season) at least twice a week.
  18. Win my flight in the Championship.
  19. Be a competitive golfer.

As far as my figure total for Wars of Ozz, here is my progress so far on that:

My progress – white are completed, yellow started, and red not started yet. 257 figures planned in total – that is unless I buy more…

Again, thanks to all who make the time to read this blog and comment on my madness – Happy 2023 and what do you think?

Winkie Light Artillery Battery (Wars of Ozz)

Any good brigade in Wars of Ozz games will need a bit of artillery. As I mentioned in my last post on the Winkie Sharpshooters, Winkies (the orcs of the world of Ozz) are much more interested in fighting hand-to-hand in melee with a foe versus shooting a weapon at one. Winkies are not overly bright in general, and certainly are not very educated. According to the Wars of Ozz rulebook,

“…Winkie artillery is something of an afterthought. Numerous battles and sieges have shown the usefulness of a strong artillery arm, but it is simply not a glorious or honourable role according to the Winkie mindset. Few Generals are chosen from the ranks of the artillery. Chieftains’ sons would much rather be leading a regiment of spearmen or jaegers. The artillery requires too much thinking, the guns can’t compete with the workshops of the Munchkins, and there is too much heavy lifting to be glorious. Consequently, the commanders of the batteries are an eccentric lot. They range from brilliant to simply odd. Except for the master gunners, most of the crew are conscripts secretly happy to be well back from the front line.”

Wars of Ozz by John R. “Buck” Surdu, Section 2.2.2.5, page 25

I therefore decided to have a Winkie Light Artillery Battery (WLAB) for my Brigade, and save some points for other troops. This unit (#OZZ306) has 5 figures plus the gun in total. I use an MDF sabot base for all of the figures and the gun similar to the Munchkin Medium Artillery Battery that I completed earlier. The WLAB is also 28mm in scale, and the figures are metal. It is worth 4 points versus a regular Winkie infantry unit which costs only 5. In the game, light artillery has a short/long range combination of 6″/18″ versus that of a medium battery which is 8″/24″.

The WLAB are supposed to have red coats, with white vests and trousers. Of course, being Winkies, the carriage of their gun had to be yellow. To me, their uniforms evoked a British look with the red coats. I again felt that the Winkie fur caps HAD to be black (but I think I’ll be changing some future Winkie units’ headgear on that score).

I began prepping the unit back on December 22nd in anticipation of my end of year surgery. My goal for the mass priming was to have some more units ready for painting in early 2023. I started painting the WLAB in earnest on New Year’s Day – and managed to complete the battery on January 5th.

This unit also qualifies as my second entry for for Dave Stone’s “Paint What You Got 2022/2023” challenge. As is my custom, I will list all the paints I used on this unit at the end of this post for those interested. This list really is mostly for my own use for later reference as well – I do forget stuff on occasion – and this listing has saved me on multiple occasions when I need to repeat a painting process! First, I’ll share some (well a few) WIP shots, then some eye candy of the WLAB.

WIP shots…

I mostly followed my usual process – but here are some photos of the WIP below. I primed back on December 22nd in a mass-priming exercise as noted earlier. The rest of the WIP photos are from January 1-January 3rd.

Primed on December 22nd. I waited until New Year’s Day to work on them.
January 2nd progress.
January 3rd progress
January 4th progress – almost done with flocking here.

I finished the flocking on January 4th, which left me only to add a wisp of smoke (a shred of painted pillow batting from one of my smoke markers) – to the match wielder on January 5th – and the WLAB was done. On to…

Eye Candy

The WLAB is on an MDF sabot base – that I also magnetized for easy transport and playability.

Group shots

The WLAB with the gun in limber position (facing backwards) and a crew member removed to show the neodymium magnet. Each crew member lost results in a combat die being lost.
Top view with the gun unlimbered.
Head-on view.
Front right view.
Front left view.
Rear view.
Good view of the WLAB.

I am definitely going to continue to build my brigade of Winkies in 2023, as well as more Ozz goodness. I have now completed 104 of my 268 planned figures for the game – so I have a ways to go. It’s only slightly fewer figures than my Spanish Conquest/Mesoamerican period stuff, but hopefully it will go quicker.

And note to Roger of Rantings from under the Wargames Table, yes, Roger, I do have an Excel spreadsheet for all these figures! Like Roger, I hope that you will stay with me on this path. And also check out Roger’s blog too.

As a second side note – and another recommendation – coincidentally my Aussie buddy Luke (IRO – the Imperial Rebel Ork) is also working on some black powder fantasy stuff for his Turnip28 project. Think anthropomorphic marsh rutabaga trolls (try to say that three times quickly)and Napoleonic zombies. So, he’s doing black powder fantasy as well. He’s even getting into sculpting for it – so I recommend you check him out. He’s done some cool artillery that you can see here and here is his sculpt post – both of which are outstanding, but there is a lot to see on his blog. His stuff is more grim dark than Ozz, but very cool, and it’s quite interesting that we are on a similar wavelength at the same time cross-globally.

Lastly, I had planned for this post to be about a 2022 roundup and my 2023 goal setting – but that will be the next one sometime this week (sorry Roger – but I do promise at least one Excel shot next time for both you and John from Just Needs Varnish! (another fine blog indeed).

I that roundup post, I’ll review and hold myself accountable for my 2022 predictions and goals of a year ago. I did fall short in some areas, which I am hoping to improve upon in 2023. I will set my 2023 goals in “blogging stone” as well. I am really going to push myself to finish as many Ozz figures as I can until preparing for conventions or even (shudder) playing a game take up more time – after all I need to game sometimes…

And I still have more Ozz stuff to come…

Miscellaneous details and references for those interested in that sort of thing:

For all of my previous posts on Wars of Ozz games, figures, units, and other related projects – please see this page.

PAINTS, INKS, GLAZES, SHADES, WASHES, PIGMENTS, FLOCKING, GLUES AND MORE THAT I USED ON THIS WINKIE LIGHT ARTILLERY BATTERY:

  1. Gorilla Glue
  2. 1/2″ x 1/2″ square steel bases from Wargames Accessories (#16)
  3. Artillery Battery MDF sabot base from Old Glory/Wars of Ozz Miniatures
  4. 1 1/4″ x 1″ steel base from Wargames Accessories (#FOW1)
  5. Poster tack
  6. Vallejo Premium Primer “White”
  7. Vallejo “Flow Improver”
  8. Vallejo “Airbrush Thinner”
  9. Citadel “Nuln Oil” (wash)
  10. Vallejo Model Color “White”
  11. Citadel “Contrast Paint – Ork Skin”
  12. Citadel “Contrast Paint – Contrast Medium”
  13. Citadel “Contrast Paint – Black Legion”
  14. Vallejo Model Air “Bright Brass”
  15. Citadel “Contrast Paint – Ironjawz Yellow”
  16. Createx Airbrush Colors “Pearlized Black”
  17. Vallejo “Thinner Medium”
  18. Citadel “Contrast Paint – Baal Red”
  19. Citadel “Cryptek Armourshade” (wash/shade)
  20. Army Painter “Speed Paint – Holy White”
  21. Citadel “Seraphim Sepia” (wash/shade)
  22. Vallejo “Gloss Varnish”
  23. Army Painter “Speed Paint – Runic Grey”
  24. Citadel “Contrast Paint – Striking Scorpion Green”
  25. Vallejo Game Air “Black”
  26. Citadel “Ironbreaker”
  27. Vallejo Model Color “Wood Grain”
  28. Citadel “Contrast Paint – Snakebite Leather”
  29. Citadel “Warpfiend Grey”
  30. Vallejo Model Air “Gun Metal”
  31. Vallejo Model Air “Steel”
  32. PS Model Color “British Brown Drab”
  33. Army Painter “Red Tone” (wash/shade)
  34. 1/8″ neodymium magnets
  35. Elmer’s PVA Glue
  36. Army Painter “Battlefields Grass Green” (flocking)
  37. Army Painter “Battlefield Field Grass” (flocking)
  38. Army Painter “Battlefields Field Grass” (flocking)
  39. Army Painter “Battlefields Meadow Flowers” (flocking)
  40. Shadow’s Edge Miniatures “6mm Dark Forest Red Tufts” (flocking)
  41. Pillow batting (for smoke)

Again, as you may want to check out the Wars of Ozz figures range – there are two places to get them (and I make no money from this btw). The game rules and the Wars of Ozz figures are available from the following two places:

In the US Old Glory has a site – Wars of Ozz Miniatures.

In the UK go to Sally 4th.

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