HAVOC 2025: Exciting Wars of Ozz Games Recap

HAVOC XXXIX (aka HAVOC 2025) was held on the weekend of April 4-6, 2025 in Marlborough, Massachusetts. It is the annual tabletop wargaming convention for Battlegroup Boston (BGB). There were 36 4-hour games scheduled at the event. I ran 5 games of Wars of Ozz (one game on Friday, three on Saturday, and one on Sunday). Overall I think I had 27 players across my games.

The HAVOC XXXIX game line up

The Wars of Ozz games that I ran were titled:

  • Friday evening: Munchkins versus Lions and Tigers and Bears – OH MY!
  • Saturday morning: Battle for the Magic Mushrooms & the Ancient Crystals of Power
  • Saturday afternoon: Rear Guard Action – The Pursuit of the Fleeing Gillikins
  • Saturday evening: The Desert Wars of Ozz
  • Sunday morning: The HAVOC XXXIX Wars of Ozz Tournament

Running so many games is indeed a challenge. I wish I could have posted about the other conventions I attended in February. These included COLD BARRAGE (3 games), TotalCon (10 games), and COLD WARS (3 games). These were done on three consecutive weekends in a row! So my apologies- blogging took a back seat. I hope to upload some photos of those events on Facebook. Yes hope.

For now, let’s take a look at each game at HAVOC 2025. Russ Dunaway had kindly supported my efforts with some prizes and giveaways that you’ll see.

Munchkins versus Lions and Tigers and Bears – OH MY!

The Munchkins are fighting the Gillikin’s Lions and Tigers and Bears (OH MY!). This is a quick session of Wars of Ozz suitable for all ages, new players and experienced ones. Will move very quickly!

The set up. There were 3 Munchkin brigades (left side) versus 3 Gillikin brigades (right side). Each Gillikin Brigade was dominated by units of Dire Lions, Dire Bears, and Dire Wolves. The Gillikins had only 1 regiment with muskets. However, the Munchkins had artillery and excellent musketry. All brigades were small – 11 to 13 points each, with each side worth 35 points.
The 6 players strategize.
The Gillikins assault the Munchkins directly with their regiments of dire beasts. One regiment of musketry moves to move around a town to hit their right flank (at bottom of photo).
The Munchkin Sharpshooter Regiment takes up position behind a river, flanked by a medium battery.
The Gillikin 1st Infantry and the Mystic Crone (a witch) make their move to flank the sharpshooters. The town screened their approach.
Colonel TikTok’s regiment was on the medium battery’s left. They watch as the first Dire Bear regiment approaches…their fire halts them…
…but the Dire Tigers make contact!
Both the Tigers and Bears take hits coming in. The Munchkin infantry takes heavy damage. They hope one of the two artillery batteries will act quickly!
Alas, a Dire Bear regiment dispatches the Munchkin Light Battery. Their gun is left behind to be torn asunder.
The medium battery is now threatened! It too would be destroyed…
…as shown here.

All the Munchkins had left was an intact infantry regiment. That unit was on the far left flank and had been successful at holding off Dire Lions and Dire Wolves. Meanwhile, the sharpshooters position was finally taken by the Gillikin Infantry (commanded by Dan Eustace). Dan’s flanking maneuver had been one of the keys to their final victory. The final score was 13-11 in favor of the Lions, Tigers, and Bears of the Gillikins. Dan was awarded a set of the Wars of Ozz rules for his efforts!

Congrats Dan!

Battle for the Magic Mushrooms & the Ancient Crystals of Power

The world of Ozz is nothing if not magical – and there are many talismans & powerful weapons that spring up everywhere.  In a remote section of Ozz, a wonderful magical find of a field of Magic Mushrooms near some rare Crystals of Power – has led to an Ozzian “Gold Rush”.  Here, several Ozzian nations are scrambling to take seize & control of them.  Factions have teamed up & are ready to fight to get these valuable resources and deny their capture by their enemies, but what will happen?  Beginners are welcome.  Rules will be taught.  Players under 13 only with a playing adult.

I set this game up for 8 players. I ended up with two brigades being unused and two players acting as a team. So, 6 brigades competed here against each other. Here is a video of the set up:

Players checking out their forces at the start.
Charles moves his Impkins towards the objectives. They are menaced by Professor Nitpik’s advance to their left, and the Gillikin’s advance to their right.
Carter’s Pollywomp brigade moves towards the objectives, while Gillikins and Quadlings try to catch up.
The Nitpik cavalry takes flanking artillery fire from both the Impkins and the Gillikins – and routs away!
In revenge, the Elite Axemen move towards the Impkin infantry, who form line.
Meanwhile, the 1st brigade of Gillikin’s Tigers seize a cache of crystals. They are shot at by Nitpik artillery, and rout – dropping their crystals. Their compatriot Lions grab a stash of mushrooms and hope to escape with their booty.
Across the table, Carter deftly deploys a blocking force of Pollywomp infantry against the approaching 2nd Gillikin brigade. The Quadlings try to sneak through the woods unmolested.
Carter’s block worked – and his cavalry seizes crystals while his infantry grabs mushrooms.
On the other side of the table, the Tigers recover quickly. They grab mushrooms dropped by the Lions, who had been routed. The Gillikin’s skeletons grab the crystals previously dropped by the Tigers.

At that point the game ended due to time. Crystals were worth 10 points and mushrooms 5. Carter’s (on the left) Pollywomps and Tim and his wife’s Gillikins were tied for the win(they played together). Carter chose a Zoraster the Wizard miniature for his win, and the couple got a set of the rules.

Rear Guard Action – The Pursuit of the Fleeing Gillikins (Wars of Ozz)

This is one of my favorite scenarios.

The Gillikins have recently been defeated by the Munchkins and their allies in a major battle.  The remnants of the Gillikin forces are desperately trying to withdraw to the safety of their lands.  The Gillikins Empress, Arella the Witch, has her Summoning Bell to call up the Undead to join her troops in retreat.  Their Munchkin enemies – as well as their Nitpik and Impkin allies – are in hot pursuit.  Can the Gillikins make it to safety, or will the Munchkins prevail?  Beginners are welcome.  Rules will be taught.  Players under 13 only with a playing adult.

A full table for the start!
Brad moves his Nitpik troops towards the Gillikins.
The fleeing Gillikins and their Summoning Bell move forward towards safety.
Slow-moving Munchkins do their best to catch the Gillikins on their left flank.
Brad’s Nitpik cavalry wipes out a skeleton regiment and moves to hit the bell. The bell would not survive the encounter.
Meanwhile, the Gillikins had successfully exited multiple regiments off the table. The Munchkin alliance had destroyed many Gillikins as well. The Munchkins moved to block the road to safety, leaving a Dire Bear regiment’s remnants to be destroyed.

The game ended in a tie! 26 bases were saved by the Gillikins and 26 bases were destroyed by the Munchkin Alliance! What a nail-biter!

The Desert Wars of Ozz

Ozz has vast deserts, but they are not uninhabited.  In fact, several races such as the Whim Whim and their mortal enemies the Temujicans vie for supremacy over these sandy tracts.  Join this sweeping desert battle to control the deserts of Ozz and their hidden marvels and treasures.  Will you be successful and prevail over your enemies – find out!  Beginners are welcome.  Rules will be taught.  Players under 13 only with a playing adult.

This Saturday night game was set up to accommodate 8 players. I only had 4 – so I scaled it down. The game’s objective was control of a single oasis. The contestants were a Temujican Brigade and a Gillikin brigade versus 2 Whim Whim brigades.

Brad moves his Whim Whim up, while teammate Mark and opponents Mike and Richard watch.
The game became a mini-slugfest. In the end, the Temujican/Gillikins controlled the oasis for the win!

The HAVOC XXXIX Wars of Ozz Tournament

This was the final game of the convention.

At this tournament, players will be tested to see who is the best general in the Wars of Ozz.  This is a playoff of evenly-valued brigades.  This will be fast-paced.  New players and old are welcome – but experience is a BIG plus – and there will be glory for the winner (and possibly prizes)!  Do you have what it takes?  Find out!

I can accommodate 8 players here, but only had 5. Each gets a 21-22 point brigade from a different faction at random. Each enemy base taken out is worth a point, with routed ones being worth half a point.

So based on a die roll, 4 players went into round one with 1 player getting a bye.

Each round lasted two turns. The winners in round one were the top three brigades so 1 player was eliminated. The player with the bye would face the strongest survivor from round 1. Bases would be made even in that match. Round two would reduce 4 players to just 2 players for the final championship. Lost bases would be lost forever and not make it into subsequent rounds.

The tournament begins!

Here is a video of the set up (not all brigades were used as described previously):

These were the match ups in Round 1:

  • Pollywomps (Gregg) versus Gillikins (Eric). Gregg defeats Eric.
  • Gillikins (Rich) versus Nitpik (Brad). Rich defeats Brad.
  • Bye – Ken (Winkies)

After round 1, Rich graciously asked Brad to command his Gillikins in Round 2. Gregg and Eric were left to a rematch with their damaged units. However, Gregg was able to raise a number of Undead units with his spellcasters to offset his losses.

In Round 2, the match ups were:

  • Pollywomps (Gregg) versus Gillikins (Eric). Gregg defeats Eric again.
  • Gillikins (Brad) versus Winkies (Ken). Ken defeats Brad.

This set up the final round between Gregg’s Pollywomps and Ken’s Winkies – to the DEATH.

After a tough fight, Gregg’s Pollywomps came out on top! Congrats!

To the VICTOR! Gregg received the trophy – which I had made with a Dire Lion figure donation from Russ Dunaway!
Gregg’s winning prize!

As a side note, there will be similar prizes awarded at HUZZAH 2025.

Thanks to all at Battle Group Boston for a great event and to Russ Dunaway for his support. Thanks to ALL the players.

Special thanks to Brad Gosselin for being an outstanding wingman for the ENTIRE convention…you rock buddy!!

Next up is MAYHEM, where some of these games will be run – then HUZZAH!

Thanks for looking – and feel free to share this post and or comment!

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

For my earlier posts on Wars of Ozz games, view this page. It includes figures, units, and other related projects.

10 Games of Wars of Ozz at TotalCon 38!

TotalCon 38 was held in Marlborough, Massachusetts between February 22nd, and February 25th, 2024.  I was a GM there for 10, count them, 10 games of Wars of Ozz

It was wonderful – the games were sold out quickly and the players were excited to play the game.  I even had more players than I had slots (I let extras in when I could).  I have some photos and a brief synopsis – but if you think I can remember all the details of 10 four-hour games over 4 days, well, you have greater faith in me than I have! 

I had 67 players over the weekend. Some came ready to play!

Big thanks to the TotalCon38 staff, especially Bryan Clauss, Steve Parenteau, and Gregg Belevick.  Extra special thanks to ALL the players.  And EXCEPTIONAL thanks to Leif Magnuson, Bradley Gosselin, and Chris Comeau for all their assistance above and beyond the call of duty.

Thanks also to David DeVeau and Ken Howe for some photos.

With that said, here are some photos and descriptions of the games that you might enjoy.

Game 1 – Thursday Morning, February 22nd, at 8 AM

Scenario: “Learn to Play Wars of Ozz.”  6 players out of 6 slots – lining up 3 brigades per side.

Opposing forces:  3 brigades of Gillikins vs. 3 brigades of Munchkins

Objective:  Take out more of their bases than they take out of yours.

Duration: 4 Hours

Final Score: Munchkins eke out a 17-15 victory

Game 2 – Thursday Afternoon, February 22nd, at 1 PM

Scenario: “Learn to Play Wars of Ozz.”  5 players out of 6 slots – lining up 3 brigades per side.

Opposing forces:  3 brigades of Gillikins vs. 3 brigades of Munchkins

Objective:  Take out more of their bases than they take out of yours.

Duration: 4 Hours

Final Score: Munchkins got a major victory over the Gillikins, 22-8

Game 3 – Thursday Evening, February 22nd, at 7 PM

Scenario: “Rear Guard Action – Pursuit of the Fleeing Gillikins.”  5 players out of 6 slots. 

Opposing forces:  4 Brigades (2 Munchkin, 1 Harvest, 1 Impkin) pursue a retreating force of 2 Gillikin brigades.

Objective:  Pursuers – destroy as many bases as possible of the Gillikins.  Gillikins – escape and save as many troops as possible to fight another day.

Duration: 4 Hours

Final Score: Gillikins manage a narrow victory over the attackers, 23-20, by having a light battery abandon its gun to save the crew – yielding a 4-point swing on the last turn of the game.

Game 4 – Friday Morning, February 23rd, at 8 AM

Scenario: “Learn to Play Wars of Ozz.”  8 players out of 8 slots – lining up 4 brigades per side.

Opposing forces:  2 brigades of Winkies and 2 brigades of Gillikins vs. 2 brigades of Munchkins and 2 brigades of Harvest

Objective:  Take out more of their bases than they take out of yours.

Duration: 4 Hours

Final Score: Munchkins eke out another narrow victory, 25-23.

Game 5 – Friday Afternoon, February 23rd, at 1 PM

Scenario: “Heavy Meeting Engagement” 7 players out of 6 slots (worked in an extra and I played to round out the game) – lining up 4 brigades per side.

Opposing forces:  4 brigades of Winkies and Harvest vs. 4 brigades of Munchkins and Impkins

Objective:  Take out more of their bases than they take out of yours.

Duration: 4 Hours

Final Score: The Munchkin/Impkin alliance got a major victory over the forces of Winkies and Harvest by a score of 38-27.

Game 6 – Friday Evening, February 23rd, at 7 PM

Scenario: “Attack on the Border Post.”  Again, 7 players out of 6 slots – they shared.

Opposing forces:  1 brigade of Munchkins is holding up in a town, attacked by 4 brigades (2 Winkie and 2 Gillikins).  Another Munchkin brigade is moving in as a relief force.

Objective:  The Winkies and Gillikins need to clear all Munchkins from the town and be in the town at the game’s end.  Also, points are awarded for each base taken out on both sides.

Duration: 4 Hours

Final Score: The attackers nearly succeeded in clearing the town, which would have gotten them 6 points.  However, the spirited defense by the Munchkins exacted a heavy toll on the attackers.  The final score was 42-30 for the Munchkin defenders.

Game 7 – Saturday Morning, February 24th, at 8 AM

Scenario: “Learn to Play Wars of Ozz.”  8 players out of 8 slots – lining up 4 brigades per side.

Opposing forces:  2 brigades of Winkies and 2 brigades of Harvest vs. 2 brigades of Impkins and 2 brigades of Gillikins (this was a “Munchkin-free zone”).

Objective:  Take out more of their bases than they take out of yours.

Duration: 4 Hours

Final Score: This was the bloodiest game of the weekend with 73 bases taken out.  The Winkie/Harvest team won by 41-32 over the Gillikins.

Game 8 – Saturday Afternoon, February 24th, at 1 PM

Scenario: “Heavy Meeting Engagement.”  8 players out of 8 slots– lining up 4 brigades per side.

Opposing forces:  4 brigades of Winkies/Harvest/Impkins vs. 4 brigades of Munchkins and Gillikins

Objective:  Take out more of their bases than they take out of yours.

Duration: 4 Hours

Final Score: The Munchkin/Gillikin temporary alliance got a major victory over the forces of Winkies/Harvest/Impkins by a score of 36-23.

Game 9 – Saturday Evening, February 24th,  at 7 PM

Scenario: “The Battle for Toto.”  5 players out of 8 slots. 

Opposing forces:  10 brigades are involved here on three sides.  The Winkies are allied with the Impkins (2 brigades each on opposite sides of the tabletop longways).  They are vying with the team of the Gillikins and Harvest forces (also with 2 brigades each on opposite sides of the tabletop longways).  In the middle, in a town with Toto in a secret location, are 2 Munchkin brigades.

Objective:  Possession of Toto is worth 10 points.  Each base taken out is worth a point for the appropriate force.

Duration: 4 Hours

Final Score: The Impkins found Toto – gaining the bonus – and ended up with a final score of 19.  The Munchkins dispatched 19 bases, so despite the loss of Toto they tied the Winkie/Impkin team.  The Gillikin/Harvest alliance got 14 points in third place – despite turning on the Winkies with a sneak attack by Dire Bears on the Winkie artillery.

Game 10 – Sunday Morning, February 25th,   at 10 AM

Scenario: “The Battle for Toto.”  8 players out of 8 slots. 

Opposing forces:  10 brigades are involved here on three sides.  The Winkies are allied with the Impkins (2 brigades each on opposite sides of the tabletop longways).  They are vying with the team of the Gillikins and Harvest forces (also with 2 brigades each on opposite sides of the tabletop longways).  In the middle, in a town with Toto in a secret location, are 2 Munchkin brigades.

Objective:  Possession of Toto is worth 10 points.  Each base taken out is worth a point for the appropriate force.

Duration: 4 Hours

Final Score: The game went slowly – and was called at 3 hours as players needed to leave.  In the end, the score was not close, with the Munchkins keeping Toto, and getting 18 points total.  The Winkies/Impkins got 8, and the Gillikins and Harvest got 0.

That’s all for now – I’ll be silent for a bit here as far as posting for a bit – but I will be back! To those whose blogs I follow, I will be checking them out while I am out.

Hope you enjoyed these photos – if you like them let me know – I’ll be running more of these games at HAVOC, MAYHEM, and HUZZAH!

My TotalCon 37 wrap up – 5 games of Feudal Patrol in 4 days! Lots of pics too!

This was a fun convention. I promised that I’d share some photos and some descriptions of the 5 games that I ran here at TotalCon 37. The five games were all Feudal PatrolTM  games using my Civilizations Collide supplement. Check out the photos to see what it was all about – and if you played you might just recognize yourself! There are a LOT of photos – hell I ran 5 games!

It’s not easy to both run a game and take pictures. Let me add a caveat – it’s not easy to do both and do justice to the game and to the players’ needs. I was fortunate this time that a lot of the players had experience with Feudal PatrolTM  and were very helpful to the new players. It’s been a week since the end of TotalCon 37 – so without further ado, let me get into the games that I ran.

Raid to Satisfy Huitzilopochtli

This game took place on Thursday the 24th at 1 PM. It pits the Aztecs against the Tlaxcalans before the Spanish Conquest. I have run this game many times – and it has won awards at both HUZZAH! and Fall In in 2022. I had not run it at TotalCon, so I thought it appropriate to do so.

I had 8 players for the game.

Happy gamers ready for battle. The Aztec players are on the right, the Tlaxcalan players are on the left.

The Aztecs assault in the middle faltered due to accurate bow shots of the Tlaxcalans. On the Aztec left, a force of Arrow Knights and Jaguar Warriors took the long way around hoping to flank the defenders. On the Aztec right, a veteran/novice force moved up – reinforces by the elite Shorn Ones – and also took some casualties before making it to the very gates of the Temple and the Tlaxcalan leader Xayacamach.

At this point, the Tlaxcalan leader Xayacamach sortied with his signaler, put himself at personal risk, and engaged the Aztecs. His actions reversed the Aztec elites’ attack. The Tlaxcalans also held off the Aztec veterans who were on their left flank and threatening a food resource. back on the Aztec left, the long march of the Arrow Knights and the Jaguar Warriors reached a critical juncture with a threat to the Tlaxcalan corn supply and the rear of their bowmen. With the middle assault no longer a threat, the Tlaxcalan bows redeployed to face the new threat. Loosing a deadly barrage, they killed the Aztec Warband Leader and scattered the remaining attackers.

The final score was 95-41 in favor of the defending Tlaxcalans.

La Noche Triste – Bloodbath on the Tacuba Causeway

I had 7 players for this game which took place on Friday the 24th in the morning.

The game set up.

The Tlaxcalans on the mainland managed to drive the Shorn Ones away from the causeway entrance. Meanwhile, the Spanish took a long time to get the bridge installed – and by that time the war canoes were hitting them with missile fire from two sides. The rear guard lost a couple of cavalrymen, but managed to perform their role well against a surge of Jaguar Warriors.

The war canoes made an effort to harry the Conquistadores.

After Turn 4 the bridge is automatically installed and the Spanish get a “Burst of Exuberance” move as they try to make it to the mainland! This was an important objective as getting as few as 1 figure to the mainland would negate a 100 VP for the Aztecs.

On the last card of the last turn, the Spanish had one chance to get at least one figure to the mainland – Cortes’ Catholic priest. The priest had 11″ to sprint – and made 14″! (Good thing he had no armor to weigh him down!).

That effectively took away 100 free points for the Aztecs and won the game for the Conquistadores at the last possible moment. The final score was 71-22. Had the Spanish failed, the score would have been 122-71.

The Battle of Lake Texcoco

On Saturday the 25th, I ran two massive games of the Battle of Lake Texcoco, one in the morning, and one in the afternoon.

Morning Game

The morning game was all mayhem – lots of boarding, canoe ramming, and cannon fire. I had seven players.

Game set up from the Aztec side.
Game set up from the Spanish side.
Close up of El Dolar and the dashboard for this brigantine.

El Dolar ran aground and was swarmed by Aztec boarders. The other vessels continued towards their goal of shelling the Aztec capital (at the end of the mat where the Aztec players were).

El Gregorio, El Marcos, and El Perro de Guerra moved up to the city (well El Gregorio slammed into it at full speed but got lucky on damage). Cannon fire from El Marcos and El Gregorio rocked Tenochtitlan for 50 points apiece.

Fire at the city from El Gregorio!
At the end of the game.

The battle was cinematic to be sure. In the end, the Spanish won 383-269 – with their successful artillery fire gaining the win.

Afternoon Game

I then reset and ran this game again with 8 players – unfortunately with fewer photos.

I brief the gamers for game two (photo by Peter Bostwick).
At the start of the second game.

In this game, there was a lot less boarding by the Aztecs and a lot more ramming of war canoes – sinking a lot of them. As a result, it was a bigger Spanish victory – 391-145. The brigantines El Conquistador, El Perro de Guerra, and El Marcos all hit Tenochtitlan with solid shot for 150 VP.

At the game’s end.

Arofan Gregory took a very nice photograph of El Marcos (thank you sir) and put it on Facebook – and I’ll share it below:

Arofan Gregory’s photo of El Marcos.

The Battle of Centla

This was a very full game – 12 players on Sunday!

The battlefield set up.

The Maya were fighting a delaying action – they needed to keep the Spanish from reaching the city or incapacitate half of them. The Spanish needed to incapacitate half of the Maya or reach the city. The Maya can randomly get reinforcements from the dead pile – making it harder for the Spanish to reach that 50% Maya killed level. The Spanish get no reinforcements.

Meanwhile, Tabscoob’s (the Maya chieftain) leadership held his forces together – but taking on the Spanish directly in melee did not go their way.

In the end the Maya were unlucky with reinforcements and the Spanish were effective in their onslaught – resulting in a historical repeat – a Conquistador win.

I really want to thank all the players and especially Leif Magnuson, Brad Gosselin, and Chris Comeau who went above and beyond. I also want thank the whole staff – its a big convention and takes a lot of work. I want to highlight the work of Steven Parenteau and all his staff. Lastly, a big thanks to the incredibly helpful Bryan Clauss who headed up the miniatures section and who assisted in getting me the right table sizes.

Leif, myself, and Brad

Painting Contest

Finally, like last year, there was a painting contest. This year, I entered my Conquistador cavalry in the unit category – and won! Yay!

That’s it for TotalCon 37!

Going forward, I’ll be bringing “The Battle of Lake Texcoco” and “The Battle of Centla” to HMGS Cold Wars next week, plus “The Surprise Raid on the Spanish Outpost”. At the end of March, at HAVOC, I’ll be bringing “The Battle of Lake Texcoco” and “The Battle of Centla” as well as two “Wars of Ozz” games. I need to submit my games for HUZZAH! in May – and I’ll be doing that shortly.

I hope that you enjoyed this post – it’s been hectic with preparing for these conventions all so closely spaced together – but in the end I was very happy with how TotalCon 37 went – and I hope to repeat this at the other two planned gaming conventions.

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