2 Game Days of the Battle for Toto (Wars of Ozz)

I have been developing a Wars of Ozz scenario to use at upcoming gaming conventions, especially at Fall In!® in Pennsylvania in November. The genesis of the idea for it came to me when I painted up the Adventurers of Ozz figures. The Kansas Farmgirl figure (probably “Dorothy”😁 ) had a small dog in a basket on her waist – and there was yet an extra separate Toto figure in the group. Well, I decided that I could use the other separate Toto as an objective marker – which led to my wanting a scenario for that use. And here we are!

The scenario title is “The Battle for Toto” – I’ll get you my pretty, and your little dog too!”. My flyer with the game description is below.

The scenario involves two converging – yet potentially opposing -attacking forces and one defender. On one side, are the Gillikins under Arella the Witch with two reinforced brigades. On the other side, under Evora the Witch, are the combined Winkie/Great Land of Harvest forces consisting of two allied brigades.

Meanwhile, a single reinforced Munchkin brigade is holed up in a nearby small town and some surrounding defensive cover outside of that town. Also hidden in that town – in an unknown location – is the Kansas Farm Girl’s little dog, Toto – the object of the game of course.

The Gillikins and the Winkies can choose to fight each other or collaborate and go for the Munchkins. To simulate the “sibling rivalry” aspect of the game, I allowed Victory Points for the two attackers differently. If the attackers took out a Munchkin base, it was worth 1 point, while taking out a sibling’s base was worth 1.5 points. While collaboration between the attackers is possible, I created an incentive here for sororicidal tendencies to assert themselves (never used that word before!). The point values for the game are shown below:

The biggest point value is possession of Toto at the end of the game at 10 points. Toto is placed randomly and secretly under one of the buildings using playing cards face down. Even I, as the GM, won’t know where Toto is.

I have GM’ed this game twice. I ran it at a Mass Pikemen game day back in July on the 22nd, and also at the Hobby Bunker Game Day event on August 26th. I took a few pictures but as always when you’re the GM it’s difficult to be a great photographer and run the game effectively. I always prefer to be an effective GM and as good a photographer as possible. Still, I think you’ll find these pictures interesting – and this post will be photo-heavy.

As is my wont, after each game, I tweak it a bit for the next iteration based upon player feedback my own observations. In both of the games here, I acted as the GM and the Munchkin commander. If I had more players, I would defer. As I would expect the Munchkins to take advantage of their initial hard cover, little movement on their part is expected. This leaves more game time for the attackers, as the Munchkin’s actions during their activation tends to be over pretty quickly for the most part.

A quick aside – I needed to determine a special order of play with three sides. Normally, in Wars of Ozz, for activation purposes, there is an activation deck of cards with 12 cards: 1-6 red and 1-6 black. They determine the order in which a side can activate a unit or individual based on a dice pool controlled by the brigade commander. The number of dice in a brigade commander’s dice pool corresponds to the number of units or individuals that the player controls. So if a 6 is pulled on a card – the player can choose a unit to activate with any available sixes on the dice. For this three-way game, to see who would go first, I needed to set up a special order of play. I used red cards for the Munchkins (which would let them go first on a red card) and odd black-numbered cards for the Gillikins and even black-numbered cards for the Winkie/Harvest brigades. Each turn, all get activated, it’s just the order of activation that is affected. For example, if a black 3 card was pulled, all Gillikin 3’s would activate, followed by Winkie/Harvest 3’s, followed by Munchkin 3’s. If the next card was a red 6, the activation order of play would then be Munchkin 6’s, followed by Winkie/Harvest 6’s (as an even number), followed by Gillikin 6’s (who only go first on odd numbers). As all 12 cards are played each turn – it does evens out.

I will share the pics below and give some descriptions – though it is far from a complete battle report to be sure. I just thought you folks would enjoy the photos and the flavor of the games.

Mass Pikemen Game Day – July 22nd

Here is the game as set up:

Winkie/Harvest on the left – Gillikins on right, Munchkins in town and behind walls on right and left of the town.

Close ups of the attackers are shown below at the start of the scenario – the Winkies are screening their flank with zilk cavalry, while the Gillikins are doing the same with a regiment of giant Dire Bears.

The Munchkins are in good cover – with Colonel Tik Tok and a medium battery both in defensive positions on the town’s flanks in a walled positions. In the town are a light cavalry regiment with carbines, the Munchkin Guard infantry, a wizard, and the Aerostat providing overwatch musketry. In reserve are the Great Owls. In this first game, I used 4 buildings in the town as possible Toto locations, so there was a 25% chance that Toto was in any one building.

Now, some play shots:

The start of the game – would the attackers join forces or would sibling rivalry take precedence?

Very quickly, sibling rivalry did take over as the Winkie Light Cavalry got the initiative and attacked the Gillikin longbows once the Dire Bears moved forward and left them open.

Winkie Cavalry drives back the Gillikin longbows while the Dire Bears wait to counterattack.

This move also left open the cavalry’s flank, and the Dire Bears subsequently hit them on that flank. In short order, after a few rounds the Winkie cavalry was routed by the Dire Bears and was eventually driven off the board. The loss of this key unit would haunt the Winkies, but now there was definitely a 3-way fight on the tabletop.

The Dire Bears successfully drive the Winkie cavalry from the field of battle.

At the town, the Munchkin Aerostat kept up covering fire from a safe location, as Harvest melee troops hit the defenders in waves. One such attack triggered the Munchkin Light Cavalry to charge out of the town and hit the Mushroom Regiment.

Munchkin cavalry sortie – this was caused by a Reaction test that went an undesired way for the Munchkins.

Similarly, Colonel Tik Tok was hit with multiple frontal melee assaults by the Great Pumpkinheads, the Carrot Creatures, and the Lesser Pumpkinheads. All failed to dislodge them from their walled position.

The Carrot Creatures Regiment routs after a failed assault on Colonel Tik Tok’s Regiment. Eventually, the Harvestland Artillery (pumpkin chucker) would pummel Tik Tok, causing them to flee, and notably also take out the Kansas Farmgirl when a base loss occurred. Yes, she did indeed buy the farm..

Meanwhile, on the Munchkin’s left flank, the Munchkin medium battery took a toll on multiple Gillikin units. The Gillikins sent out their Dire Wolves to flank the battery, and the Munchkins countered with their mobile reserve – the Great Owls.

Dire Wolves threaten the medium battery and the Great Owls respond.

With the main objective in mind, the Dire Wolves ran around the Great Owls to the town (Dire Wolves are FAST), where they prepared to search a building for Toto.

Would the card underneath show that Toto was there? It was a 1 in 4 chance…

Similarly, the regrouped Mushrooms stormed a gap in the town’s defenses (left by the undesired sortie of the Munchkin Light Cavalry who kept charging away at other enemies). The Mushrooms prepared to search yet another building.

Mushrooms make it to another building.

The next activation, the Dire Wolves found Toto – and carried him away.

Toto is found!

The game ended, with the Gillikins winning, the Munchkins in second place, and the Winkies/Harvest in third. I think the points were Gillikins 28 (with 10 for Toto), Munchkins 19, and Winkies/Harvest 18.

After this game, I added some 12 mm Pendraken dice square frames to some of the Gillikin regimental commanders and to one base apiece of regiments that do not have regimental commanders. I got the Gillikin regiments from an estate sale in the UK. I had wanted to have a number of Gillikins, so they were not painted by me – but were quite good. I also made MDF placard holders for the Gillikin regiments with commanders and glued them to their bases as it would have been too impractical and time consuming to rebase the figures. This would make play easier because having the placards on the regimental commanders’ bases negates having them fall off during movement. I also updated some player charts to one piece of card stock. I was then ready for the:

Hobby Bunker Game Day – August 26th

Matt of the the Hobby Bunker store in Wakefield ran a game day on August 26th. I ran an Aztec game here last year but did not do a blog post on it, but it was well-attended. For this one, I volunteered to run the Battle for Toto scenario twice – once at 10 AM and again at 2 PM.

Unfortunately, turnout was a bit low, and we also started late, so I ended up running the game just one time across both time slots. That is to say, I kept the tabletop as it was at 2 PM and rotated in new players. It saved time as the game was still developing, and resetting the game was not a good option for the time we had left. In the end, it worked.

The game went similarly to the previous iteration – but not totally. I did modify some of the troops initial locations within the brigades, plus the table was of a slightly different size than I had in July.

Once again, at the start, witch sibling rivalry took over – though this time it was the Gillikin’s Dire Bears hitting first instead of the Winkies. And once again dice rolls favored the Gillikins and saw the Winkie Cavalry being routed and ultimately driven off of the board! (As Boston Bruins fans know – don’t poke the bear). Also, that cavalry rout went through several other Winkie units, disordering them and slowing their initial movements in the game.

Matt controlling his 2nd Gillikin Brigade, while Brad controls the Winkie/Harvest forces.
The Winkie cavalry (upper right in this photo) rout disordered multiple Winkie units.
Colonel Tik Tok’s Infantry Regiment faces an onslaught of waves of Greater and Lesser Pumpkinheads and other vegetable regiments.
The Winkies responded with furious musketry from their Sharpshooters, as well as a spear volley from their allied Corn Creatures. This took out two Dire Bear bases and heavily damaged a third.

Meanwhile, on the Munchkin’s left flank, the Gillikins moved up their forces into an effective attack formation with their musket-armed infantry in line (for better musketry) and melee forces in column (for better movement towards the town0. They detailed a small force to hold the Winkies at bay on their left flank.

Gillikin attack formations.
Evan, commanding the Gillikin 1st Brigade, moves his troops.
A view of the Gillikins movement and alignment from the opposite angle.
Meanwhile, back on the right flank, waves of Greater and Lesser Pumpkinhead attacks fail to dislodge Colonel Tik Tok’s Regiment.
Unfortunately, a subsequent Reaction test causes the Munchkins to break discipline and leave their nice protected wall and countercharge the Lesser Pumpkinheads – with the Kansas Farmgirl in tow as she was attached.
Back on the left flank, the Munchkin medium battery – assisted by the attached Scarecrow -kept up fire at the units of the advancing Gillikin horde – but there were a lot of them. The Great Owls moved up to secure the left flank of the battery – with nothing on the right of the battery. The Gillikins noticed this!
Back in the center of the table, the fight between the Winkies and the Gillikins continued as both sides had settled into a flank-protecting action while going after the Munchkins with their other forces.
Back on the Munchkin’s left flank, the Harvesters move quickly in single column towards the unprotected side of the medium battery…

After this movement, the Harvesters activated again, and were able to change formation and hit the medium battery – wiping it out completely.

The Harvesters eliminate the medium battery. As GM, I should have left the gun on the tabletop – oh well, I forgot.
Back on the right flank, the Great Flying Apes took advantage of Colonel Tik Tok’s departure from the wall, and fly over and behind them in anticipation of a devastating hit in their rear. The Munchkins managed to do an about face towards the Apes, but were not able to fire. They would then be attacked in melee.

The fight went badly for Tik Tok. The Regiment lost two bases and a third was heavily damaged. Even the Kansas Farmgirl took damage.

The Great Flying Apes hit devastates Colonel Tik Tok’s Regiment (And the Kansas Farmgirl). And now they were in sights of the Harvestland Artillery (pumpkin chucker)…

The Harvestland Artillery activated, and hit the Munchkins, eliminating yet another base, and routing the unit. Alas, the Kansas Farmgirl also took damage, and yes, again, sadly bought the farm…

Both Munchkin flanks had now been compromised – and as the Gillikin Goat Riders were in the process of routing the Great Owls, things were not looking up for the Munchkins. At 2 PM we rotated in new players to take over.

The Great Owls flee, and the Harvesters move up to search the town.
New players join the fray.
As the Munchkin’s right flank was gone, the remaining survivors of the Mushroom Creatures regiment and the Great Flying Apes eye a building for search for Toto. The Carrot Creatures Regiment changes its target from the Gillikins and would wheel towards the Munchkin Light Cavalry in the town’s front.

The Carrot Creatures decided to fire their bows at and then charge the Munchkin Light Cavalry. The Munchkin Light Cavalry’s Reaction test to that fire dictated that they would countercharge the Carrots – with impetus and double hits…the result was massive damage to the Carrots, who also quickly fled the battlefield in a hurry.

A dramatic and somewhat desperate charge of the Munchkin Light Cavalry against the Carrot Creatures Regiment.

The Munchkin cavalry then took a reaction test, which made them continue to attack the nearest unit – which ended up being the Gillikin Longbows. The bowmen damaged the cavalry and broke up their attack with little damage. Subsequently, Evora successfully hit them in the rear with a fireball, taking out a base. A terrible Reaction test die roll then sent the Munchkin Cavalry fleeing.

Here the Munchkin cavalry hits the Gillikin Longbows, and Evora is ready with her fireball.
The Aerostat fired muskets at the Dire Wolves, which then turned and fled. But, the Harvesters were able to then make it to the building shown here unmolested – and search for Toto. On the other flank, the Mushroom Regiment was prepared to search for Toto in another building, so three of the five buildings remained in Munchkin hands and were not searched.

In the end, Toto by chance was in the building searched by the Harvesters. The little dog was seized, and put under the control of Arella and the Gillikins.

The final scores were:

  1. Gillikins 37.5 (including 10 points for Toto)
  2. Munchkins 25
  3. Winkies/Harvest 24

Obviously, possession of Toto by any of the three sides would have resulted in victory. Yet again, the Gillikins won, but it was definitely a different battle. I like the scenario and will tweak it for Fall In!®. I am hoping to realign the forces a bit and add a few surprises. I will also have some new terrain and possibly a new gaming mat. The core of the scenario will remain as I think it works and I think is fun.

At Fall In!® I will be running the game in the HAWKS room twice – on Friday morning and also on Saturday morning. I will also team up with Chris Palmer on Friday night for another Ozz game – featuring the Harvest folks seeking seasonal revenge – “The Vegetables are Revolting”.

Thanks for looking at this longer post. Next up (hopefully by this weekend) will be a special post on the Challenge Ogres “Paint What We All Have” painting challenge organized by Roger from “Rantings from Under the Wargames Table” in conjunction with Dave Stone of “Wargames Terrain Workshop” . Dave sculpted the figures and Roger set out the painting challenge.

Any feedback from you – let me know!

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.

Author: Mark A. Morin

This site is where I will discuss stuff that I find interesting and that includes family, friends, golf, gaming, and Boston sports!

12 thoughts on “2 Game Days of the Battle for Toto (Wars of Ozz)”

  1. Great looking scenario Mark, and looks like it was lots of fun to play, in the games you’ve alraedy run, and from the scores finding Toto, is key to victory ! LOL

    Liked by 2 people

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