HUZZAH! Con 2024 – Part 1 – my recap on Friday’s Wars of Ozz Games

The “HUZZAH! Con 2024” was held between Friday, May 17th and Sunday, May 19th, 2024 at the Doubletree by Hilton in South Portland Maine. The theme for this year was “HUZZAH 2024 GOES HOLLYWOOD”, so games with an association with movies or TV shows were categorized as theme games. I have run many games at previous HUZZAH! conventions, it is one of my favorite conventions. With that said, it was a no-brainer for me to submit Wars of Ozz games for the convention with its association with Baum’s books and the 1939 movie that they inspired.

As has been my (admittedly somewhat insane) habit this year, I submitted games to run in every time slot – that being two on Friday, three on Saturday, and one on Sunday, for a total of six 4-hour games.

I took a lot of photos worth sharing here – but to do so all at once in just one post seems a waste and probably overwhelming for you the reader (let alone for me trying to write such a behemoth-like tome).

Therefore, I will share my HUZZAH! Con 2024 experiences in three parts – one for each day. This post – part 1 – will cover Friday’s games – during which I ran one game in the afternoon and one game in the evening.

Friday Afternoon – Learn To Play Wars of Ozz

I had 6 player slots available for this game – and it quickly sold out. It was listed on the registration website as follows:

Wars of Ozz Battle – Learn to Play Wars of Ozz

Take part in this big battle set in the horse & musket/black powder fantasy world of Ozz. This is definitely not Kansas anymore.  Various factions, including Munchkins, Winkies, Gillikins, Impkins, Quadlings and others will fight for victory in this fast-paced and easy-to-learn fun game.  Beginners are very welcome.  Rules will be taught. Players are invited to bring their own 25-point brigades of official Wars of Ozz figures if they have them or they can use one of the several brigades that we will have available for play.  Players under 13 only with a playing adult.

I ended up using 21-22 point brigades – and the gamers were a mix of new players and experienced ones. There were 6 brigades facing off on the tabletop as you’ll see below. The forces were, from nearest to farthest in the photo:

Black side (on left side in photo from nearest to farthest):

  • One Gillikin Brigade
  • One Winkie Brigade
  • One Harvest Brigade

Red side (on right in photo from nearest to farthest):

  • One Quadling Brigade
  • One Impkin Brigade
  • One Munchkin Brigade

Victory is determined by scoring. One point is earned for each enemy base destroyed or routed off of the board. A half point is earned if an enemy base is routing and not rallied when the game ends.

The players are ready to go – black side on the left, red side on the right.
Glenda the Sorceress and the Quadlings face off against the Gillikins.
Gillikin infantry and Dire Bears next to their Lesser Witch.
The Gillikins maneuver their Dire Lions (with the Lion as an attached hero figure) and their Dire Wolves forward against the Quadlings.
A view past the Gillikin forces shows the center of the black side – with the Winkie Brigade moving up through a field toward the Impkins.
Both sides close.
The Harvest Brigade was reinforced by an allied Winkie Light artillery battery – shown here with noted artillerist hero Boom-Boom Palmer attached. They faced the Harvest Brigade. They would not survive the day.
Both the Dire Lions and the Dire Wolves took damage from the Quadling muskets and artillery, and found it difficult to get the gumption up to subsequently charge them. In the rear of the photo, you can see the Impkins successfully getting into line formation to maximize firepower and to hold off the attacking Winkies.
The Dire Bears decided that it would be more fun to attack the Impkins instead of the Quadllings. This led to a series of morale results that led them to charge multiple units of both Impkins and Quadlings on a mad rampage across the tabletop. These bears almost single-handedly turned the tide of battle, until they were wiped out.

In the end, the Quadling/Munchkin/Impkin alliance inflicted slightly more casualties on the Winkie/Gillikin/Harvest forces. The final score was 33.5 to 27.5. The black side’s loss of both their Dire Bears and the Winkie artillery (with Boom-Boom as well) were instrumental – and not evened up by the destruction of the Munchkin Aerostat by the Harvest forces.

Friday Evening – Attack on the Munchkin Border Post

I had 6 player slots available for this game – and it also sold out. It is a scenario design that is in the rulebook. I redesigned and reworked it for 6 players, and listed it on the registration website as follows:

The Munchkin Border has been quiet, but terrifying storm clouds are brewing.  The Munchkins are determined to defend their frontier by fortifying a series of small villages & positions along their border.  Shockingly, their unknown enemies are launching a surprise attack!  The local Munchkin commander has sent runners up to division to request reinforcements.  Will the Munchkins stop their foes?  Will help save the day?  Will the border be protected?  Beginners are welcome.  Rules will be taught.  All miniatures/brigades will be provided for play.    Players under 13 only with a playing adult.

In a town there is one brigade of Munchkins reinforced by Admiral Jinjur’s Female Pirates and Admiral Jinjur’s Personal band. A relief column in the form of a sister brigade of Munchkins is on the way. Attacking are four brigades – two each from the Winkies and the Gilikins. The Munchkins and Jinjurs are all in strong defensive positions. An additional rule for this scenario is that if the attackers are routed and cross the river, an additional base is lost.

Victory is determined by scoring here again. One point is earned for each enemy base destroyed or routed off of the board. If the attackers can drive all Munchkins from the town at the game’s end AND have at least one base in the town – they would earn an additional 6 points.

The players – on the left are the two Munchkin Brigade commanders. On the right, from nearest to farthest are the two Winkie Brigade and two Gillikin Brigade commanders.
Gillikins begin their movement.
A Gillikin Skeleton Regiment moves up to the Jinjur’s wall and attempts to flank, while the band plays a rousing tune. The band can be shot at but not engaged in melee.
The Munchkin relief column is approaching on the left, led by light cavalry.
The Winkie Zilk-rider cavalry and infantry move up to intercept the Munchkin pony riders.
A view from the back of the Munchkin relief column.
Gillikins and Winkies swarm across the battlefield towards the town, while the defenders fire away at the attackers.
The Munchkin and Winkie cavalry meet in battle. The Winkies took slightly more casualties than the Munchkins despite the advantage of the Winkies.
Winkie infantry brave the dedicated rifle fire of the Munchkin Sharpshooters and assault the town.
The Winkie’s advantage in Melee proves too much for the defenders, and the Sharpshooters are pushed back with heavy losses. The Winkies enter the town.
Meanwhile, while trying to retreat to a safer location (away from the flanking skeleton attack), the Pirates become the target of the Winkie’s Great Flying Apes. The GFA fly over and launch a vertical envelopment to try to hit the Jinjur’s in the rear. The female pirates manage to make an about face just in time. Now they are wedged between the skeletons and the GFA. And the band plays on…
The Winkie cavalry, though damaged, interrupt the relief column effectively.
The best Winkie infantry – Evora’s Body Guard – hits Colonel Tik-Tok’s infantry hard. This Munchkin unit would not survive the day.
Admiral Jinjur’s Female Pirates lose all taste for the fight as the Gillikin forces stream over the south side of the town. And the band played on…
Gillikin troops breach the town’s defenses.
Some Munchkin relief column troops (Zoraster’s Guard Infantry) reach the extreme edge of the town as the Munchkin cavalry attempt to screen their approach. The Sharpshooters have been able to stop the Winkie infantry’s progress and hold on desperately.
Gillikin Dire Lions and skeletons devastate the Munchkin Medium Battery.
Gillikin infantry move through the town to eject the Munchkin Sharpshooters and finish what the Winkie infantry started.
The Munchkin players worriedly survey the merciless attackers savagely over-running them.
A view at the end of the game – the Munchkin relief column was arriving but the defenders were badly outnumbered, though they held a sliver of the town.

In the end the Munchkin players denied the attackers the bonus 6 points for the town. They also exacted a total of 21 enemy bases, but lost 30 in the process. So it was a victory for the Winkie/Gillikin team 30-21 in the end.

After the game, I reset and prepared for Saturday’s three games, which I will share in my next post. I do believe this last game was a runner up as best in time slot at the convention.

I do want to acknowledge the great help and assistance of Bradley Gosselin and Leif Magnuson in helping me set up and take down the games.

I also want to thank the Maine Historical Wargamer’s Association (MWHA) for running HUZZAH! and doing it so very well.

There are more surprises coming – and I will pace these posts out. Please let me know if you like the post (or if you do not) in the comments section.

Thanks for looking!

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.

As you may want to check out the excellent Wars of Ozz figures’ range – there are two places to get them and to get your own copy of the rules. 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.

May 2024 Tour of the Brookfields Golf Tournament – The Still Harts Open

Our second regular season TOB event – the May 2024 Tour of the Brookfields Tournament – the Still Harts Open – was held on Saturday, May the 25th at Quail Hollow Golf and Country Club in Oakham, MA. It was a BEAUTIFUL DAY!!!

We sincerely thank Still Harts Cafe in North Brookfield for their longtime sponsorship of the event. This TOB always has a big turnout, and this one was no exception.

We were maxed out at 27 teams (108 players)! With so many players, we broke the field into 4 divisions/flights. Three of the divisions had 7 teams and one had 6.

As is becoming the norm for the TOB, all of the flights were very competitive. We had not one playoff – but two three-team playoffs (in the Nicklaus and Palmer Flights). The other two flights were narrow one or two stroke victories. There were only 3 skins!

Because of the addition of a 4th flight, this time there was no addition of a second place prize in each flight, but we did add a second closest-to-the-pin consolation prize – so two other teams won those.

The results table and some photos that I took will follow the narrative and some notes below.

As mentioned earlier, in the Nicklaus Flight, there was a three-team tie for first place at -7. The teams played off on the 18th hole – and the team of Mike Ellis, Ken Begin, Keith Tytula, and Brian Leveille were victorious with a birdie in the playoff! Congratulations to all – and of note this was Mike Ellis’ second win in a row as an A-player. The other two teams in the playoff (who got par and tied for second in the playoff) were the team of Jim Kularski, Dan Foley, Mike Kularski, Matt McLeod and the team of Ryan Kularski, John Desimone, John McQuaid, Ed Sanborn. (There certainly were a lot of Kularski’s in that playoff!).

In the Player Flight, the team of Gary Ward, Mark A. Morin (yup me), Wyatt Alm, and Jeff McLeod narrowly won with a score of -7. The team of Adam Kettles, Amanda Pierce, Jim McKeon, and Deb Durgin came in at second one stroke back at -6. 

In the Palmer Flight, we had another three-team playoff on holes 16-18. Two of the teams tied after the three holes at seven under par – that being the team of John Markey, Dave Ashworth, Paul Wyman, and Pete Stafford and the team of Ryan Auger, Paul Davis, Bill Gaudette, and Mark Bruso. Both these teams finished the three playoff holes at -1. The other playoff team was the team of Dave Daoust, Brandon McEvoy, Jason Mcarthy, and Christopher Thibaud, who came in one stroke back in the playoff.

In the Daly Flight, the team of Jack Dorman, Kevin Kokansky, Dave Fiske, and Barbara Orszulak shot the low round of the tournament at -9 to take a two-stroke win over the second place team of Rich Johnson, Stan Nolin, Brian Chaffee, and Lisa Persson. Nicely done!

There were only three skins – all Eagles on holes , 7, and 12. See the chart below for those results.

Lastly – the closest to the pin on was won by Jim Wilson (1′ 7.5″) and on the 17th by Ryan Kularski (13’0″).

Now for the results table…

2024 Still Harts Open Results

The results – and some photos I took – are below – and click on any of the photos for a bigger image. Congrats again to the winners!

And now, a few photos…my phone was a bit smudged so these are less clear (sorry):

Brad Earle and Mike Kularski sign in Ed Sanborn
Marc Kokansky and Jeff Bennett
Lots of folks to sign in!
Paul Boulette, Jeff Bennett, and Jim Lovett
Ron and Tara mugg for the camera – well mostly Ron!
Tom Orszulak and my wife Lynn Morin get ready.
Mark Bruso and Tim Nason, Jr.
Ken Dorman and Keith Tytula
Anne Jette and Jim Lovett

The Next Tournament and some notes

Thanks again to all the players, to Still Harts Cafe for sponsoring this event, and to Gary and Debbie Donlin, Jim LeBlanc, and all the staff at Quail Hollow who work so hard to make the Tour of the Brookfields possible.

The next tournament is in June coming up FAST on Saturday the 15th of June. It will be the famous Toomey-Lovett Open.

Sign ups for the Toomey-Lovett Open will come down on Sunday, June 9th at noon.

Registration starts at 7:00 AM on June 15th. This event will also likely be VERY well-attended, so sign up early at Still Harts, at Quail Hollow, or on the Tour of the Brookfields Facebook page!

REQUESTS AND FYI

  1. If there is a playoff, your team will need you! All playoff teams PLAY TOGETHER AT THE SAME TIME ON THE SAME HOLE!
  2. Today was better, but PLEASE we need you to arrive WELL-BEFORE the shotgun start timeIf you are showing up at 7:55 AM for an 8 AM shotgun – YOU ARE LATE!!! This is very inconsiderate, and just not fair to the committee members at the sign-in desk. PLEASE you MUST arrive BY the registration time – we have a lot of players to sign in.
  3. Not showing up does carry with it a likely suspension for the TOB – just a reminder.
  4. Scorecard accuracy is the A-player’s responsibility – please work with your team to ensure it is correct before turning it in – after that it is official and no changes can be made
  5. A reminder, once a ball is holed out, that score counts – so if you tap in a ball at the edge of the hole before another player gets his turn to putt, the hole is over.

If you have any feedback or comments on this blog post – there is a comment section that you can use below. I will continue to put up these events on Facebook – with results posted here on this blog.

This blog is titled, “Life, Golf, Miniatures, and Other Distractions”. I do post other stuff here – mainly around miniature toy soldiers and tabletop wargaming (my other passions). Feel free to subscribe as an email follower! (and it is free and you’ll get instant updates).

A consolidated list of 2024 Golf Posts is here.

Wars of Ozz at MAYHEM 2024

MAYHEM 2024 was held in Lebanon, NH from Friday, April 19th to Sunday April 21st. I attended and had signed up to run 4 Wars of Ozz games there – 2 on Friday and 2 on Saturday as I had a golf commitment on Sunday.

Before too much time had passed – I wanted to give a photo summary of my experiences there. It was my first MAYHEM and came quickly on the heels of HAVOC two weeks before. I packed up the car Friday morning and headded up through Western Massachusetts and Vermont and into New Hampshire.

Upon arriving, I was able to get a luggage cart and move all of my stuff into the convention hall in one move.

The convention was held at the Hilton Garden Inn in Lebanon, NH. Below you will see the layout of their small convention ballroom and the gaming tables. I got to stay at . The diagonal table set ups were a bit strange – but probably used to maximize the space. As you can see there were tables in the hallway and even in the hotel lobby.

The convention set up and Friday afternoon’s games listed.

I set up my tables similar to the previous conventions, with 6 brigades deployed 3 to a side.

Friday Afternoon “Learn to Play Wars of Ozz” game

My first game was sold out – and went well.

Friday afternoon game at the start – I asked for “happy gamer faces”. Results varied!

The players were all newbies to Ozz, and picked up the game quickly. What follows is some of the mayhem at, well, MAYHEM…

Dire Lions (Gillikin Brigade) and Quadlings clash – with casualties on right.
Having suffered two bases of losses, the Dire Lions rout.
The Great Owls (allied with the Munchkins here) attempt to move behing the Gillikin’s Skeleton regiment while the Munchkin Landwehr and Sharpshooters deploy.
The Great Owls hit the Skeletons from the rear and drive them into a town.
The lesser Evil Witch “The Soothsayer” (Winkie Brigade) traps the Munchlin’s Guard infantry with a “Poppies” spell. Meanwhile, the Winkie player also maneuvers the Winkie Sharpshooters onto the Guard’s flank.
It was rough on the Quadlings – here the Gillikin’s Dire Bears (reinforced by the Lion)overrun a Quadling Light Battery and rout it – while hero Wood the Courier takes damage.

In the end, the game was actually very close, with the Quadlings and Munchkins eking out a 26-24 victory over the Winkies and Gillikins.

Friday Night “Heavy Meeting Engagement Wars of Ozz” game

My Friday night game was surprisingly not well-attended – I had only 2 players. Usually my games had been full or close to full at previous conventions. I guess I was due. Luckily, my set-up allows for this possible situation. I had one player play the Quadlings (Ken – his second Ozz game) and another (sorry I failed to write down his name but he was a nice guy for sure) played the Winkies. With only two players, it went fast.

Below are the two opponents:

And here are some action photos:

Quadlings deploy into line but their artillery was decimated by the Winkie muskets of the Sharpshooter regiment.
The Quadling Infantry took heavy casualties and Wood the Courier was dispatched as well.
A big firefight.
The firefight led to routing Quadlings and command of the battlefield for the Winkies.
Ken took this shot of me as GM.

The game ended amicably, although the Winkies won 11-3.

I ended Friday with a couple of pics of a nice challenge coin given to me (army guy) by a Navy veteran Frank Preziosa. Very cool and thanks Frank!

Saturday morning was extremely disappointing as I had zero players. It happens. I left my tabletop set up for the Saturday afternoon game and joind a Napoleonics homebrew rules game of the Battle of Marengo on the Austrian side. The GM ran the game twice, in two parts. The morning results would be the basis of the afternoon game – which I could not join as I did have players on Saturday afternoon. The GM was gracious and the game was fun – and my Austrians did pretty well.

After lunch, I ran my last game – as I had set up for the morning with 6 players.

Saturday Afternoon “Heavy Meeting Engagement Wars of Ozz” game

Well, this was with smaller brigades, but still a fun game.

The players.
The “bad guys” deploy.
Dire Wolves (Gillikin Brigade) and Great Owls (Munchkin allies) fight it out while behind them Munchkin Sharpshooters rout away from the Gillikin Dire Bears and Dire Tigers.
Quadlings deploy into a town for safety – well, they thought so…
…the Great Flying Apes had other ideas – and hit them from the rear and wiped the Quadlings out.
At the other end of the table was a fiesty Gillikin versus Munchkin scrum.
Gillikin Dire Lions hit the Munchkin Landwehr.
Quadlings get slowed down by a “Poppies” spell setting them up for a Great Flying Apes envelopment. To their left, another Quadling regiment seeks safer ground by routing away from the enemy.

In the end, The Winkies and Gillikins solidly defeated the Quadlings and Munchkins 34.5 to 19.

I want to thank the players who participated in my games, as well as the MAYHEM staff for running the convention. I hope that you readers enjoyed these photos. I will be running many of these games at the “HUZZAH Goes to Hollywood” convention in May.

Hopefully, I can share a couple of new units with you shortly. Thansk for looking!

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.

As you may want to check out the excellent Wars of Ozz figures’ range – there are two places to get them and to get your own copy of the rules. 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.

Admiral Jinjur’s Personal Band (Wars of Ozz)

Admiral Jinjur is a female pirate who has gathered females from all of the various main factions of Ozz. As I wrote in my post on my two Admiral Jinjur regiments that I painted up:

In the world of the Wars of Ozz, Pirate-General (Admiral) Jinjur is said to:

…sail on the (Great Nonastic Ocean). She commands a flotilla of ships big and small, all crewed by female pirates. Her pirates board ships and raid seaports, ruthlessly overwhelming any resistance.Wars of Ozz, Section2.6.6, The Lands Beyond Ozz, pages 45-46

Her pirate forces are composed of females from all over Ozz – so her troops are made up of Gillikins, Munchkins, Winkies, and Quadlings – all the main races of Ozz. 

There is, however, one other unit that is affiliated with her – Admiral Jinjur’s Personal Band. It is SKU#OZZ-517, and is composed of 7 figures. The unit has no combat capability and can take 4 hits before it is removed. Otherwise it has no Melee, Marksmandship, Resolve, or Elan values. The unit costs 3 points. It has this ability:

The Band may play a rousing tune when it activates instead of moving. All units, friendly or enemy, within 9″ of the band increase their Elan by 1 during its next actvation.

Wars of Ozz unit stats

This ability would be very helpful to get either timid troops or those that have been previously routed to get up the gumption to get into Melee (or at least to stop routing away).

I built out mine as follows:

  1. Band Leader (Quadling)
  2. Trumpeter (Gillikin)
  3. French Horn player (Quadling)
  4. Drummer (Munchkin)
  5. Flautist (Quadling)
  6. Fiddler (Winkie)
  7. Concertina player (Quadling)

Let’s get into the build and painting. First, some:

WIP Shots and Discussion

I started working on the unit on April 9th in conjunction with more stuff (units and individuals that I’ll post about soon). In my collection of potential bases, I had a leftover hexagonal 4″ basswood base that I had made when I painted my Minifig “The World Of Greyhawk 9 Cavemen” waaaay back on April of 2015. I’m glad I saved it, as I did not want to use an artillery MDF base for the band. As this unit only takes 4 hits, having 7 figures on a single base would not make any sense to use (as the artillery bases allow for figure removal to equal hits).

Then, it was on to filing off the flash, mold lines, and giving the figures a quick wash before priming. The figures are great and have a lot of character. No assembly was required.

Instead of using my airbrush to prime the band, I mixed some old grey and white primer that was no longer airbrush-suitable – but that was certainly fine for hand brushwork.

Cleaned up and awaiting priming.

I did (and do still) have other issues and projects going on as I stated earlier. As you may have noticed, I also am part of a committee that runs the monthly Tour of the Brookfields golf tournament here in Central Massachusetts (the latest one is here). So, in between that, attending and running games at MAYHEM in New Hampshire (which went from April 19-20 for me and for which I still need to do a blog post), other golf, and other units/individuals, I worked on the band with the hope of having the unit done for HUZZAH Goes Hollywood in May. Yeah, retirement is busy!

Back to the band – by April 22nd, I had made some progress.

April 22nd progress.

And by the 28th of April, I had the figures painted and ready for varnishing, basing, and flocking. Chris Palmer’s Pi-Rats that he had painted had inspired me to go back and paint a few of these band member’s pants with stripes. As I did this before with my Conquistadores, it was a nice flashback to many of my previous fond projects.

By April 30th, I had finished the band for April as you can see below!

Admiral Jinjur’s Personal Band Eye Candy

Photographing the unit was a bit difficult given the configuraton that I chose. First some close ups – these ladies of Ozz are all in fine form:

And here is the entire base flocked and done:

I also decided that with my new WordPress plan that I should try to add a video – as that might be of interest as I get to describe more and rotate the unit:

A brief video of the Admiral Jinjur’s Personal Band

I’m probably going to add this unit to a brigade that already has the other Jinjur pirates. We’ll see how I can work that into HUZZAH!

Lastly, Jinjurs in the Jungle:

With apologies to Jethro Tull – Jinjurs in the Jungle, that’s all right by me!

So why the jungle shot? Well, first, pirates are known for hiding out on jungle-infested islands, no? Second. well, this is a tease for my next unit post. Though my next post will likely be a MAYHEM wrap up. To my fellow bloggers, I look forward to more of your stuff too – I have been remiss in commenting, but not in reading. WordPress is intermittenly still not allowing me to “like” your comments on my PC! Grrr…

As always, much thanks for looking!

And yes, I still have much more Ozz 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 ADMIRAL JINJUR’S PERSONAL BAND:

  1. Homemade 4″ hexagonal base made of 1/8″ basswood
  2. 5/16″ Everbilt steel washers (ACA)
  3. Black Sharpie pen
  4. Green Sharpie pen
  5. Poster Tack
  6. Vallejo Surface Primer “Grey”
  7. Vallejo Mecha Primer “White”
  8. Wargames Accessories FOW (1.25″ X 1″ steel base)
  9. Elmer’s PVA Glue
  10. Army Painter “Dark Tone” (wash)
  11. Vallejo Model Color “White”
  12. Army Painter “Speed Paint – Peachy Flesh 2.0”
  13. Citadel “Contrast Paint – Ork Flesh”
  14. Citadel “Contrast Paint – Talassar Blue”
  15. Citadel “Contrast Paint – Baal Red”
  16. Citadel “Contrast Paint – Aggaros Dunes”
  17. Vallejo Mecha Color “Off White”
  18. Army Painter “Speed Paint – Purple Swarm 2.0”
  19. Reaper MSP “Pure Black”
  20. Vallejo Mecha Color “Magenta Fluorescent”
  21. Citadel “Contrast Paint – Imperial Fist”
  22. Vallejo Model Air “Chrome”
  23. Army Painter Speed Paint – Hoplite Gold 1.0
  24. P3 “Midland Flesh”
  25. Vallejo Model Color “Brown Rose”
  26. Citadel “Contrast Paint – Apothecary White”
  27. Citadel “Squid Orange”
  28. Citadel “Contrast Paint – Basilicanum Grey”
  29. Citadel “Contrast Paint – Bad Moon Yellow”
  30. Army Painter “Speed Paint – Shamrock Green 2.0”
  31. Army Painter “Speed Paint – Murder Scene 2.0”
  32. Citadel “Contrast Paint – Snakebite Leather”
  33. Vallejo Model Air “Wood”
  34. Vallejo Model Air “Black ” (metallic)
  35. Citadel “Dryad Bark”
  36. Citadel “Contrast Paint – Garaghak’s Sewer”
  37. Army Painter “Speed Paint – Dusk Red 2.0”
  38. P3 “Blazing Ink”
  39. Citadel “Drakenhof Nightshade” (wash/shade)
  40. Vallejo Model Air “Gun Metal”
  41. Polly Scale WWII “German Armor Dark Olive Green”
  42. Citadel “Agrax Earthshade GLOSS” (wash/shade)
  43. Citadel “Nuln Oil GLOSS” (wash/shade)
  44. Vallejo “Airbrush Thinner”
  45. Vallejo Mecha Varnish “Gloss Varnish”
  46. Vallejo Mecha Varnish “Matte Varnish”
  47. Vallejo “Flow Improver”
  48. Gorilla Glue
  49. Woodland Scenics “Blended Turf”
  50. Army Painter “Moss Green” (flocking)
  51. Army Painter “Grass Green” (flocking)
  52. Army Painter “Brown Battleground” (flocking)
  53. Pendraken 12mm dice frames
  54. Army Painter “Battlefield Field Grass” (flocking)
  55. Pendraken 12mm dice frames
  56. Shadow’s Edge Miniatures “6mm Wildflowers – Primrose” (flocking)
  57. Gamers Grass “Yellow Flowers” (flocking)
  58. Shadow’s Edge Miniatures “6mm Dark Forest Blue” (flocking)
  59. Shadow’s Edge Miniatures “6mm Dark Forest Purple” (flocking)
  60. Gamers Grass “Wild Shrubs” (flocking)

As you may want to check out the excellent Wars of Ozz figures’ range – there are two places to get them and to get the rules (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.

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An account of fictional adventures on the North West Frontier - and other times and places, real or imagined

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Ein Blog über Tabletop und Miniature Wargames.

Frank Tank Rants

musings of a fat old bloke on tanks and wargames

Dragons of Lancasm

Games, miniatures, painting, books and more games

Tiny Painted Heroes

The Adventures of a lifelong Tabletop Gamer, Game Design hobbyist, and full-time Software Engineer

Steve's Paint Brush

Grimdark model making and mini painting

Wargamesculptors Blog

Life, Golf, Miniatures, & Other Distractions

Dead Dick's Tavern and Temporary Lodging

Life, Golf, Miniatures, & Other Distractions

Guru Pig - the gaming Guru

Guru's thoughts on wargaming, life, and the universe!

Wisely lead... without a head!

History, Miniatures and Wargaming

Kuribo's Painting

Fallout Wasteland Warfare, Warhammer, and Hellboy Painting, Terrain, Dioramas, and Battle Reports

Don't Give Greg Ideas

Seriously, just don't

War Across the Ages, and other dark horrors

A discussion of miniatures collecting, painting and gaming.

Classic Warhammer 40K

Painting diary focused on Warhammer 40K 2nd ed., 5th ed. WHFB, related GW games, and miscellaneous whimsy

Colonel Mustard

WW2 Modelling in 1/72 Scale

Bogenwald

Random painting and terrain making.

Pat's 1:72 Military Diorama's

Scale diorama tips and ideas

Arcade Dreams

Building the Arcade Dream

P.B.Eye-Candy

Phil's 20th century wargame pages

SP's Projects Blog

A futile fight against entropy or 'Every man should have a hobby'? Either way it is a blog on tabletop wargames, board games and megagames

30mmdave

Wargaming Plausible reality?

The Imperfect Modeller

Miniature Figure Painting and Diorama Modelling

Double Down Dice

Painting miniatures and rolling dice!

Just Needs Varnish!

My ongoing wargames projects!

miniaturepopcorns

Sculpting some worlds

Despertaferres

Wargaming with the ability of a dull nine year old

Dawn of the Lead

Miniature wargaming and the occasional zombie

Rantings from under the Wargames table

Wargames, Figures, Sculpting and Converting Miniatures

Simple as War

Miniatures & Terrains

Buck's Blog

Life, Golf, Miniatures, & Other Distractions

IRO aka Imperial Rebel Ork

- I model - therefore I am -

Azazel's Bitz Box.

Painting, Modelling, Miniatures, 1:6, Games... Whatever else I find interesting.

diggingforvictoryblog

Smallholding and Wargaming.......not always at the same time!

Shamutantis

Nørdblog numero uno