Huzzah! 2023 – my recap and photos of my 3 Wars of Ozz and 2 Feudal Patrol Games

As I wind down from Memorial Day weekend activities, I wanted to share some of my photos from the Huzzah! 2023 gaming convention. I ran 5 games there – two Wars of Ozz games on Friday, two Feudal Patrol games based on the Spanish Conquest in Mesoamerica games on Saturday, and a final Wars of Ozz game on Sunday. Each game slot was 4 hours long.

As usual, setting up and running a convention game (let alone 5) takes away from being a photographer. In the end, I want the games to take priority – and find a moment or two to take some shots for you, my readers. I do not have a good play-by-play to share, but I will give you the general gist of the games and hopefully the pics will suffice – there are a lot here.

If you like wargames photos – or you were at Huzzah! 2023 – this post is up your alley!

As background, the Huzzah! 2023 gaming convention was held in South Portland, ME, from May 19th to May 21st. It is run annually by the Maine Historical Wargamers Association (MWHA). There are two Facebook pages associated with the group, one is for the MWHA and one for the Huzzah! convention that you can access.

I arrived early Friday the 19th – around 11 AM – so that I could check into my hotel and move all my stuff from my very full car into my room and get my first game set up for 2 PM. Unfortunately, the hotel would not let ANYONE check in before 3 PM – and yes, that was during my game slot. The staff of the hotel claimed that they needed to keep rooms free for flight crews (not the fault of MWHA btw). In any case, my car was not packed such that I could just grab stuff and go – and after a bit of transloading in the parking lot I got my stuff into the convention space and set up my first 6-player Wars of Ozz game. The table was smaller than I had planned – and had a lot of figures on it, but with all of the scrambling, I made it work.

Friday Afternoon Wars of Ozz Game

I set up all of my Ozz games as “meeting engagements”. The idea was to expose the players to the rules and for them to have a fun and straightforward game. In the first game, on the “bad guys side” I had a brigade of Gillikins (loaned to me for the convention by my friend Chris Comeau), my brigade of Winkies, and another Winkie brigade (loaned to me for the convention by my friend Chris Palmer of the Maryland HAWKS club). On the other side I had my Great Land of Harvest Brigade, my Munchkin Brigade, and a Quadling Brigade (also from Chris Palmer), At future conventions, I should have enough of my own Ozz troops, but thanks to the two Chris’s, and Eric Schlegel (the HAWK who brought the Maryland-based figures m to the convention), I was set. Each player had a brigade – and here below are some shots of the action.

The players ready to play. The bases with more than 1 building represent towns.
Brad advances his Lesser Apes and Winkies.
A view of “the good guys” side – from nearest to furthest are the Great Land of Harvest Brigade, the Quadling Brigade, and the Munchkin Brigade. Some of the units will be the subject of future posts (I had not had enough time before HUZZAH!).
A Winkie zilk-riding regiment is disordered after fighting and routing the Great Pumpkin Heads. Moving up to challenge the Winkie cavalry is the Carrot Creature Regiment – supported by both Mushroom Creature and Corn Creature regiments. You can also see the Great Pumpkin Heads routing to their right.
Carrot Creatures and Winkie cavalry are disordered after melee. A Harvest Witch prepares a spell.
The Great Owl regiment attacks and disrupts the Gillikin goat-riding cavalry in front of Munchkin infantry. The Gillikin cavalry had just routed the Munchkin Light Cavalry at the top of the picture.
Munchkin infantry and artillery move up – while Munchkin cavalry continues to flee the battle.
Later, the Winkie cavalry broke the Carrot, Corn, and Mushroom Creature regiments. Unfortunately the Harvest player’s dice were set on rolling badly – very badly.
In the middle of the battle, Quadlings and Lesser Apes collide – while the other Winkie cavalry moves forward.
The aftermath of the Quadling/Ape scrum was a routed Quadling infantry.

The first game was an overwhelming bad guy victory. I reset the game, finally got checked into my room, and prepared for the next band of players. As for dinner – a bag of crackers and a Coke had to suffice for the time being.

Friday Night Wars of Ozz Game

When I reset the game, I removed some of the terrain to alter it a bit. I also deployed the forces closer to each other. Here below are some shots of this game.

The game 2 players – and yes the gentleman on the left middle (James) played again – in fact he played in all 5 of my games! This game had several of the “Berkshire Boys” playing, as well as Sam and Matt who are veterans of many of my convention games.
As before, the Great Pumpkin Heads made contact with the enemy first, and again they were routed! This time though the Harvest troops fought better.
An overview of the battlefield.
Some Winkies advance – while others are routed…
The battle develops – and the casualties (on the blue tablecloth) mount.
Forces of good and evil collide!
With a bold move, Sam fly’s her regiment of Great Flying Apes towards the Quadlings and Munchkins.
The Munchkin Light Cavalry hits the Great Flying Apes.
The end of the game (due to the hall closing!).

At the game’s end, the bad guys had the advantage – but the tide was (in my opinion) turning in favor of the good guys. All had fun in these first two games.

At this point, I grabbed another Coke, a bag of Goldfish crackers, and a microwaveable frozen mini-pizza for the room, and crashed.

Saturday Morning Feudal Patrol Game – The Battle of Centla

The next morning, I got in early and set up my next game – the Battle of Centla. This is a Feudal Patrol skirmish game based on the first encounter between the Conquistadores and the Maya (Cortes would later fight the Aztecs).

I again sold out! It was nice to have a full table.

The players assemble on Saturday morning.
Leif and Brad – veterans of the game – brief their teams and strategize.
The Spanish advance towards the Maya city. Their victory conditions were to get to the city, or inflict excessive casualties on the Maya, or to incapacitate their leader, Tabscoob. To win, the Maya needed to inflict excessive casualties on the Conquistadores, incapacitate Cortes, or just avoid any Spanish victory conditions being met by the game’s end.
Brad advances his warband led by Alvarado.
Alvarado (red hair at bottom left) sends his war dog at the Maya in the bushes.
Maya atlatls hit the Spanish advancing on the middle road.
The Spanish players coordinate their actions.
As the Spanish move toward the city, the Maya take up a defensive position astride the jungle path.
The Maya get timely (and lucky) reinforcements to confront the Spanish bringing a smile to Michelle.
The Spanish under Alvarado try to hack their way through the Maya, but are stunned by atlatl fire, slowing their advance.
In desperation, Alvarado hurls himself at the Maya, but is stunned by an atlatl hit.
Back in the middle of the table, the Spanish are near a breakthrough as well.
However, the Maya hold.
The game ends with a narrow Maya victory – the Spanish nearly succeed!

Thankfully, I was able to get this game dismantled (with a lot of help especially from Leif and Brad) and put away and moved to my final table of the weekend. Fortunately, this was going to be a BIG table – five 6′ x 3′ tables of watery battlefield – Lake Texcoco – where the Aztec capital used to be.

Saturday Evening Feudal Patrol Game – The Battle of Lake Texcoco

This game would be in the evening on Saturday – so I set up during he afternoon – all 23 war canoes (with 5-6 Aztecs inside) and 5 Spanish brigantines (with 13 or so figures in each ship). Each side gets Victory points differently. The Spanish get points for successfully firing their primitive lombards and falconets (cannon) at the city. The Aztecs get points for successfully boarding each brigantine. Both sides get points for inflicting casualties on the enemy – with the Aztecs getting more points for inflicting them than the armored Spanish do. There were 9 players.

At the start – Spanish on the right, Aztecs on the left.
The Aztec players advance their war canoes,
The Spanish players try to advance their brigantines.
The Aztecs move quickly as the Spanish do not raise their sails and instead rely on rowing.
Close up of the war canoes.
Another shot of the war canoes as they advance.
Long view of the battlefield from the other side of the table.
El Dolar is boarded!
James eyes the approaching war canoes and fires his lombard (in the stern castle obscured by the sail) at an approaching canoe.
It’s a bad scene on El Dolar – half the crew was killed or jumped overboard – plus it got damaged hitting an island.
Near the end of the battle.
The massive number of Morale pips on the dashboard of El Marcos tell a sad tale…

In the end the Spanish lost the game – as not a single shot hit the Aztec capital of Tenochtitlan. The Spanish players were somewhat cautious in their advance but also too willing to fire valuable cannon opportunities at war canoes. While they inflicted a lot of casualties, the lack of cannon hits doomed their chances at victory. Meanwhile, the Aztecs boarded all of the brigantines, and that was the difference in points.

After a cleanup, I had help setting up Sunday morning’s upcoming Ozz game on this same table.

Sunday Morning Wars of Ozz Game

I only used 4 brigades this time as I dropped the Winkie and the Quadling brigades that I had borrowed from Chris Palmer. There was a LOT more maneuver space and several of the players were from Friday’s Ozz games. Also there was lot of action in this game as you will see below!

Ready for action!
Stephen advances the Gillikins.
The Harvest Brigade here – with the Munchkin Brigade to their right. The two opposing forces were deployed at opposite corners of the tabletop.
The Mushroom Creature Regiment enters a town.
A view of the Munchkin Brigade.
Gillikins move through and around a town with their skeleton allies.
Harvest forces try to get into the town before the Winkies.
Munchkin forces advance.
The Munchkin Medium artillery battery safely in the hard cover of the town with their infantry on the right flank.
An amazing Ozz scene as Union Civil War reenactors watch the Ozz game unfold – black powder weapons on the table and around it!
Forces close on the town.
The Harvestland artillery (the pumpkin chucker) is wiped out to a man (or pumpkinhead) by Winkie Infantry. Meanwhile, the Great Pumpkin Heads seek revenge and deploy into line.
The Great Pumpkin Heads repel the Lesser Apes.
The Great Flying Apes manage to get behind the Great Pumpkin Heads and attempt a rear hit. The GPH manage to turn to face them, but now have enemies to the front and to the rear.
A Great Pumpkin Head base close up as they are surrounded.
The GPH have had enough and rout…
On the Munchkin front, the Winkie zilk-riders attempt to charge the Munchkin Medium battery – and fail to make it – and are staring at the business end at point-blank range.
Meanwhile, Evora the Witch cast “poppies” in front of her Winkie Light battery to deter any assaults on the gun.
Gillikins have turned the flank of the Harvest left side,
The Harvest center begins to weaken.
Forces converge.
The zilk riders are smashed by the Munchkin battery and flee, pursued by the Great Owls.
The Lesser Pumpkin Heads form line, and turn to face the rear attack of the Great Flying Apes.
The Harvest left flank crumbles!

That was the end of the game as time expired. It was not really over as the Munchkins were still intact and the Winkies had taken losses too. Had it gone on longer, I expect that it would have been very close – but as it ended the Winkies and Gillikins made it a three for three weekend.

I hope that you enjoyed the photos – and I want to thank all of the MWHA folks for all of their hard work – and I want to thank the players as well. I do believe that everyone had a very good time at my games – plus I think I will see some of them at future Mass Pikemen games – and I really look forward to that!

As always, I appreciate any feedback from you in the comments section. Thanks for looking!

Corn Creatures of the Great Land of Harvest (Wars of Ozz)

I have been continuing to build and paint up regiments for my Wars of Ozz Great Land of Harvest Army. This time, I might get a bit corny…

Ok, that was really bad. Mea maxima culpa.

Anyways, in preparation for the upcoming HUZZAH gaming convention in Maine, I have managed to finish off four regiments, plus some leaders and individuals. I will post each group going forward – starting with this one – a regiment of Corn Creatures, yet another anthropomorphic Ozz unit. I already called the Carrot Creatures Regiment the CCR in my last post – so let’s just refer to these as the Corn Creatures, or CC. The CC are part of the forces of the Great Land of Harvest and their SKU# is OZZ518, and can be seen here.

Similar to the Carrot Creatures Regiment, the unit is comprised of 10 metal figures, and each is armed with a combination of two weapons – spears, pitchforks, rakes, axes, sickles, and scythes – but in this case one in each arm. These guys look quite crazy with two weapons (even if one is a rake).

I needed to assemble the unit insofar as assigning a weapon to each of the two arms for Melee.

They also have a “kamikaze”-style missile attack – a “popping” attack:

Popping Attacks:
Once per game one unit of corn creatures can conduct a popping attack against an enemy to their front within four inches. The corn unit makes an attack as if firing light artillery at short range. This is the unit’s firing action for the turn. After conducting the popping attack, the corn unit receives two hits (all those popped corn creatures are less effective now). Typically, this is done to pop at the enemy and then either withdraw or charge.

Wars of Ozz addendum with new factions

Now that is a different missile attack to be sure – short range artillery fire to boot!

The bigger-than-people figures are just the kind of vegetables to give you nightmares. As with the other 10-figure Harvest regiments, they are based in the game on five 2″ square bases without a Regimental Commander. Their melee value is 5 out of 10, as is their one-time marksmanship rating – so very average. Their Elan and Resolve values are the same as the Carrots at 6 out of 10.

Here, my goal was to get the right shade of yellow on them – and as with orange, most of us understand that this can be difficult. Similar to my other Harvest units, I mixed up their weapons and flocking such that no two of the five bases looked exactly alike – and to match my other Harvest troops, I did paint the eyes with a glowing yellow-green (Tesseract Glow). Like the Carrots, the figures are great – they look like berserking ears of corn to be sure (but you can judge for yourself).

As is my habit, I’ll share a few WIP shots and then some eye candy of the Corn Creature regiment. I’ll start with assembly of the figures and then move to describing the painting process.

Here again I used a number of contrast and speed paints, but did also use highlights and washes. To get the right shades of yellow – and I hope that I did achieve that – took a few iterations. All of the paints that I used will be listed at the end as I normally do for those interested – and selfishly for my own future reference should I need that information – I do forget things!

WIP Shots…

The Corn Creatures as received showing the 4 poses and weapons variety – as well as the filings I made on them on the paper towel – I hate mold lines and I give the bases a good filing as well so that they stick to the washers.
After assembly and mounting to 1.25″ washers.

I then primed the CC in white and started with working on the yellow. My first try was Army Painter Speed Paint (new version) “Maize Yellow” – which ought to be just perfect – but was a bit too dark for my tastes for the corm kernels (remember I said iterations – plural). It did help as a base with shading for later additions.

After assembly mounted the Corn Creatures on the specimen jars with poster tack. This is the first yellow – “Maize Yellow”.

The choice that I made for the leafy corn stalks was a yellowy-green Citadel Contrast Paint “Striking Scorpion Green”. I liked it – but in contrast it made me really want to upgrade the corn color.

Adding the “Striking Scorpion Green”.

I also found that highlighting each kernel in white and then adding yellow helped, as did Army Painter washes. To lighten and brighten the yellow on the corn, I went with another Citadel Contrast Paint – “Bad Moon Yellow”. Then I made the eyebrows orange, and the lips “Panther Yellow”. Lastly, it was time to make the eyes glow an evil green.

Painting progress on the yellow. So much yellow…

Then it was onto painting the weapons, which I tried to make look a bit varied as well in terms of the handle colors and the metallics. Lastly I did the hands in the same green leafy color as the bodies and made the corn “hair” the original “Maize Yellow” washed with Army Painter “Light Tone”.

All painted and ready for varnish.

I varnished once again with a coat of gloss followed by one of matte. Then I flocked the bases with the same color themes as my other Harvest troops.

Time for some (no, not popcorn) – some…

Eye Candy

Stand 1

Stand 2

Stand 3

Stand 4

Stand 5

Group Shot

That’s all for the Corn Creatures Infantry Regiment. I hope that you liked their corniness as much as I did. This makes 118 figures that I have painted for Ozz this year!

Thanks for taking a look and any feedback, especially on the yellow colors – I am again curious as to your thoughts.

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 THIS CORN CREATURES INFANTRY REGIMENT:

  1. Gorilla Glue
  2. 1.25″ steel fender washers
  3. Poster tack
  4. 2″ square steel base from Wargames Accessories (#21)
  5. Vallejo “Flow Improver”
  6. Vallejo “Airbrush Thinner”
  7. Vallejo Mecha Surface Primer “White”
  8. Vallejo Premium Surface Primer “White”
  9. Army Painter Airbrush Primer “White”
  10. Army Painter “Speed Paint – Maize Yellow”
  11. Vallejo Model Color “White”
  12. Citadel “Contrast Paint – Striking Scorpion Green”
  13. Citadel “Contrast Paint – Bad Moon Yellow”
  14. Tamiya “Orange”
  15. Citadel “Contrast Paint – Baal Red”
  16. Battlefront “Panther Yellow”
  17. Tamiya “X-20A Thinner”
  18. Citadel “Tesseract Glow”
  19. Vallejo Model Air “Brown”
  20. Vallejo Model Air “Wood”
  21. Citadel “Skrag Brown”
  22. Vallejo Model Color “Wood Grain”
  23. Vallejo Model Air “Steel”
  24. Vallejo Mecha Color “Dark Steel”
  25. Citadel “Ironbreaker”
  26. Vallejo Model Air “Black” (metallic)
  27. P3 “Blazing Ink”
  28. Vallejo Model Air “Chrome”
  29. Citadel “Nuln Oil GLOSS” (wash/shade)
  30. Army Painter “Light Tone” (wash/shade)
  31. PS Model Color “British Brown Drab”
  32. Elmer’s PVA Glue
  33. Vallejo Mecha Varnish “Gloss Varnish”
  34. Vallejo Mecha Varnish “Matte Varnish”
  35. Army Painter “Battlefields Grass Green” (flocking)
  36. Army Painter “Battlefield Field Grass” (flocking)
  37. Army Painter “Battlefields Field Grass” (flocking)
  38. Army Painter “Battlefields Meadow Flowers” (flocking)
  39. Shadow’s Edge Miniatures “6mm Dark Forest Orange Tufts” (flocking)
  40. Gamer’s Grass “Orange Flowers” (flocking)
  41. Small stones (flocking)
  42. Small oak twigs (flocking)

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.

Carrot Creatures of the Great Land of Harvest (Wars of Ozz)

In my last post I said that I was next going to share a “surprise unit” – and I hinted that it was actually devoid of any Vitamin A…and here it is – the Carrot Creature regiment of the Great Land of Harvest.

Well, as far as I know, metal figures are not nutritious – so that was an easy claim. Please, as a public service announcement…don’t eat your figures!

Back to the figures! The Great Land of Harvest not only has produced the Great Pumpkin Heads and the Lesser Pumpkin Heads. There are many other mutations and oddities that have armed themselves and organized for the defense of their homeland – or to attack their neighbors – or alternatively mercenary service in other factions’ armies. This regiment is one of them, and I have several more Harvest units that I will be able to share shortly. But, let’s focus on the Carrot Creatures Regiment (we’ll shorten that to CCR but that has nothing to do with Creedence Clearwater Revival…).

Initially, when I looked at the Wars of Ozz website, there were not any photos of the CCR. That since has been remedied and now you can see the website shot of them here. The CCR are part of the forces of the Great Land of Harvest and their SKU# is OZZ532.

The unit is comprised of 10 metal figures, and and is physically armed with axes, shovel handles, shovels, and scythes. The unit required no assembly other than assigning the arm holding the weapons. I said “physically”, because in the rules the CCR is also armed with bows (which are treated as carbines). Rather than either ignore that aspect, or modify the figures, I chose to modify the bases to reflect this weaponry as you will see below. I really did not want to modify the figures for the bows – and I believe specifically bow-armed Carrot Creatures will eventually be made available for purchase. As I wanted my Harvest troops to have a few more missile troops, this choice was ideal.

From the addendum showing the CCR data. From left to right, Marksmanship, Melee, Resolve, Elan, maximum per brigade, Movement Modifier in inches, Regimental Commander (Y/N), point cost, and notes.

The figures are larger (as befits big monster-sized carrots) and are based in the game on five 2″ square bases without a Regimental Commander. Their melee value is 5 out of 10, but their marksmanship is 7 out of 10 (remember why your Mom said to eat your carrots!). Their Elan and Resolve values are at 6 out of 10 – a reasonably stout unit.

My goal was to get the right shades of orange on them – and we all know how painting miniatures either colors of orange or yellow can be challenging. I thought they should be a bit ruddy – to reflect their subterranean lifestyles (I am assuming here, I don’t personally hang out underground).

Similar to my other Harvest units, I mixed up their weapons and flocking such that no two of the five bases looked exactly alike. To match the other Harvest troops, I did paint the eyes with a glowing yellow-green. The figures are great – with a suitably cartoony and menacing look. I thought they looked quite like Tasmanian devil-inspired carrots.

As before, I’ll share a few WIP shots and then some eye candy of the CCR regiment. I’ll start with assembly of the figures and then move to describing the painting process. I used a number of contrast and speed paints, but did also use highlights and washes. Orange is not a simple process. All of the paints that I used will be listed at the end as I normally do for those interested (and for my own reference in the future should I need that information – I forget things!).

WIP Shots…

Filed and washed, the CCR awaits assembly.
Close up of a figure before assembly.

As with the pumpkin heads, I primed the orange parts of the figures in black, then dry brushed them in white, followed by a dry brush of a couple of oranges, and then highlighted and shaded them. For the leafy “hair”, I primed that in green, then moved to highlights and shading. I mocked the unit up on their bases to make sure that they would fit both vertically and horizontally. This has both an aesthetic purpose and a practical one – as I did want them to look good without having their weapons in the other figures’ faces or hanging off of the bases to get wacked in a game.

The CCR mocked up and primed. The figures are actually on smaller 3/4″ square steel bases for attachment to my poster tack-covered specimen jars. Attachment to the 2″ larger bases would come later.
Showing the figure dry brushed white on the specimen jar. Turned out priming the hair green was not overly relevant!
A “conga line” of orange dry brushed carrots. I would need a good amount of color tweaking to get the orange where I wanted (which was not what you see here). But, it’s a process…
Next, I did the “hair”. Note I label the jars to show where each one will go on their final bases, right, left, front, back.
Progress on adding highlights and washes shown here.

After varnishing (gloss, then matte), I flocked the bases with the same color themes as my other Harvest troops. Additionally, I added some small crossbows that I had lying around to the fronts and backs of the bases. I painted these crossbows a brighter green – and hopefully they can serve as player reminder that the CCR actually has a missile capability!

The CCR completed, and ready for…

Eye Candy

Stand 1

Stand 2

Stand 3

Stand 4

Stand 5

Group shot…

That’s all for the Carrot Creatures Infantry Regiment. I hope that you liked their quirkiness as much as I did. This makes 108 figures that I have painted for Ozz this year!

Thanks for taking a look and any feedback, especially on the orange colors – I am curious as to your thoughts.

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 THIS CARROT CREATURES INFANTRY REGIMENT:

  1. 2″ square steel base from Wargames Accessories (#21)
  2. 3/4″ square steel bases from Wargames Accessories (#A9)
  3. Gorilla Glue
  4. Vallejo Mecha Surface Primer “Black”
  5. Vallejo Mecha Surface Primer “Russian Green”
  6. Vallejo “Airbrush Thinner”
  7. Poster tack
  8. Vallejo Model Color “White”
  9. Tamiya “Orange”
  10. Vallejo Model Color “Light Orange”
  11. Vallejo Model Color “Clear Orange”
  12. Battlefront “Gunship Green”
  13. Vallejo Model Air “Escorpena Green”
  14. Battlefront “Sicily Yellow”
  15. Vallejo Model Air “Brown”
  16. Vallejo Model Air “Dark Brown”
  17. Vallejo Model Air “Dark Steel”
  18. Citadel “Ironbreaker”
  19. Vallejo Model Air “Light Steel”
  20. Citadel “Hellion Green”
  21. Army Painter “Mid Brown” (wash/shade)
  22. Citadel “Nuln Oil GLOSS” (wash/shade)
  23. Citadel “Contrast Paint – Magmadroth Flame”
  24. Citadel “Tesseract Glow”
  25. Army Painter “Green Tone” (wash/shade)
  26. PS Model Color “British Brown Drab”
  27. Elmer’s PVA Glue
  28. Vallejo “Flow Improver”
  29. Vallejo Mecha Varnish “Gloss Varnish”
  30. Vallejo Mecha Varnish “Matte Varnish”
  31. Army Painter “Battlefields Grass Green” (flocking)
  32. Army Painter “Battlefield Field Grass” (flocking)
  33. Army Painter “Battlefields Field Grass” (flocking)
  34. Army Painter “Battlefields Meadow Flowers” (flocking)
  35. Shadow’s Edge Miniatures “6mm Dark Forest Orange Tufts” (flocking)
  36. Gamer’s Grass “Orange Flowers” (flocking)
  37. Small stones (flocking)
  38. Small oak twigs (flocking)
  39. Small metal crossbows (flocking)

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.

Harvestland Artillery of the Great Land of Harvest (Wars of Ozz)

I promised more troops to join my other my Wars of Ozz figures from the Lesser Pumpkin Heads – and here they are – the Harvestland Artillery and Crew.

In my last post I shared about the Lesser Pumpkin Heads infantry regiment, who joined their kin King Jack and the Great Pumpkin Heads of the Great Land of Harvest. These artillerists have – yes – a catapult to launch pumpkins at their enemies. Their catapult counts as “light artillery” and the crew are supposed to be armed with carbines as secondary weapons. The figures are metal and 28mm in scale. The SKU is #OZZ522 and it can be seen here. There are 5 Lesser Pumpkin Head (LPH) figures, a catapult, and a stack of pumpkin “ammo” for the model. I’m not sure that the ammo came from any intelligent source – but as of all the pumpkin heads, only King Jack can speak (and he won’t tell) – so the mystery continues…

Similar to my LPH infantry, I wanted these to appear to be a rabble-type force. Again I varied their clothing no two of the five figures would appear to be alike. I did use the basic colors of the Great Pumpkin Heads for this battery – especially the yellow-green eyes. And again, I also needed to show scarecrow straw stuffing coming out of the holes in their clothes and near their wrists.

As before, first I’ll share a few WIP shots and then I will show some eye candy. I worked on the LPH, GPH, King Jack and one other Harvest unit in various states of completion at the same time – (that other Harvest unit being my next post’s surprise).

I’ll start with assembly of the figures (which was easy) and then describe the painting process. I used a number of contrast and speed paints, but did also use highlights and washes. All of the paints that I used will be listed at the end as I normally do for those interested (and for my own reference in the future should I need that information).

My motivation to get these done was to have some relatively long-range fire capability for the Harvest Brigade. However, there is one other unique game aspect to this unit that is pretty cool:

Pumpkin Patches:

Before the Game begins, King Jack can convert one field to a pumpkin patch. When a lesser pumpkin unit is in the field and King Jack is in contact with the unit, he can use his activation to raise…up to two hits on the pumpkin head unit…

Wars of Ozz addendum

With this, the Harvest battery cannot get bigger than its original 5 figures, but if placed in a pumpkin patch effectively, this means that the unit would be very hard to kill. The LPH infantry could also take advantage of this similarly, but I think the main advantage is for the battery, which could recover up to two hits per turn. The question of LPH artillerist training is not addressed, I guess they just sprout ready right out of the ground – that certainly saves training resources!

WIP Shots…

The unit and movement base as received – started on April 5th.

I used the artillery sabot base (SKU #OZZ-BAS2) for the unit similar how I built my Munchkin and Winkie batteries.

After filing and washing, the battery dries.
As before, I drilled out the MDF base and glued small steel bases under the base and inserted 1/8″ round neodymium magnets into the holes. I also glued another set of 1/2″ square steel bases under the figures’ round MDF bases. This will allow them to both stay in place and be easily removed during a game. For the catapult, I did a similar action with a larger steel base under the catapult, so that it could show either “limbered” or “unlimbered” status.

By April 11th, I had primed the unit and started working on the component figures. I primed the catapult green and the figures black. I also painted in the wells of the sabot base and the LPH eyes with the glowing green color I’d been using. In my view, it is supposed to be the color of the Harvestland figures inner animation – or their blood – or both – you pick.

April 11 progress

By April 19th, the unit was painted, varnished, flocked, and its base was done.

So it’s time for some Ozz-inspired…

Eye Candy

As you see, the battery is very colorful. These photo groups will be two image galleries for the figures.

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Group shots

That’s the Harvestland Artillery. Hope that you enjoyed seeing it and my processes. The next “surprise” unit that I will share for my Harvest Brigade is one that I had a lot of fun painting. Though it was actually devoid of any Vitamin A…I think you’ll enjoy seeing it shortly.

Thanks for taking a look and for sharing any feedback you’d care to write in the comments section.

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 THIS HARVESTLAND ARTILLERY BATTERY:

  1. MDF sabot base from Wars of Ozz miniatures, OZZ-BAS2
  2. Elmer’s PVA Glue
  3. 1/8″ neodymium magnets
  4. 1/2″ square steel base from Wargames Accessories (#16)
  5. 1.25″ x 1″steel base from Wargames Accessories (#FOW1)
  6. Gorilla Glue
  7. Poster tack
  8. Vallejo “Airbrush Thinner”
  9. Reaper “Black Primer”
  10. Vallejo Mecha Surface Primer “Black”
  11. Vallejo Mecha Surface Primer “Russian Green”
  12. Army Painter “Green Tone” (wash/shade)
  13. Battlefront “Gunship Green”
  14. Vallejo Model Color “White”
  15. Citadel “Tesseract Glow”
  16. Vallejo Game Air “Escorpena Green”
  17. Army Painter “Speed Paint – Sand Golem”
  18. Vallejo Game Color “Moon Yellow”
  19. Vallejo Mecha Color “Green Blue”
  20. Army Painter “Speed Paint – Pallid Bone”
  21. Citadel “Contrast Paint – Contrast Medium”
  22. Army Painter “Speed Paint – Gravelord Grey”
  23. Army Painter “Speed Paint – Camo Cloak”
  24. Citadel “Contrast Paint – Striking Scorpion Green”
  25. Citadel “Contrast Paint – Magmadroth Flame”
  26. Army Painter “Speed Paint – Grim Black”
  27. Vallejo Model Air “Brown”
  28. Vallejo Model Color “Wood Grain”
  29. Vallejo Model Air “Green Brown”
  30. Vallejo Model Color “Light Orange”
  31. Tamiya “Orange”
  32. Army Painter “Mid Brown” (wash/shade)
  33. Vallejo Model Air “Dark Steel”
  34. Vallejo Model Air “Light Steel”
  35. Vallejo Model Air “Dark Brown”
  36. Army Painter “Speed Paint – Purple Alchemy”
  37. Army Painter “Speed Paint – Holy White”
  38. PS Model Color “British Brown Drab”
  39. Vallejo “Flow Improver”
  40. Vallejo Mecha Varnish “Gloss Varnish”
  41. Vallejo Mecha Varnish “Matte Varnish”
  42. Army Painter “Battlefields Grass Green” (flocking)
  43. Army Painter “Battlefield Field Grass” (flocking)
  44. Army Painter “Battlefields Field Grass” (flocking)
  45. Army Painter “Battlefields Meadow Flowers” (flocking)
  46. Shadow’s Edge Miniatures “6mm Dark Forest Orange Tufts” (flocking)
  47. Gamer’s Grass “Orange Flowers” (flocking)
  48. Small stones (flocking)
  49. Small oak twigs (flocking)

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.

Lesser Pumpkin Heads of the Great Land of Harvest (Wars of Ozz)

In my last post I shared about King Jack and the Great Pumpkin Heads of the Great Land of Harvest. I’m sure that some of you thought – hey – are all of their inhabitants that big? Surely, to have greater pumpkin heads – there must indeed be lesser ones, right?

Indeed there are!

There are several units of lesser pumpkin heads and individual pumpkin head generals – more human-sized ones anyways. I have completed a couple that I will be sharing, starting with this post on my regiment of Lesser Pumpkin Heads. The lesser pumpkin heads are pretty skinny dudes. They can move effortlessly (without cost) through woods, but otherwise they are an average unit.

The Lesser Pumpkin Heads (let’s shorten that to LPH) are part of the Wars of Ozz figures and their SKU# is OZZ506 and can be seen here. The unit is comprised of 20 metal figures, appropriately armed with hatchets, axes, sickles, and scythes – but the unit required no assembly. As with all standard Ozz units the figures are based 4 at a time on five 2″ square bases, but there is no Regimental Commander here.

My goal was to organize them to appear to be a rabble-type force. Unlike the disciplined units of the Munchkins or even the Gillikins, I don’t see these as being very organized in battle with regards to uniforms and drill. I also mixed up their clothing colors, weapons, and flocking such that no two of the five bases looked exactly alike. I did use the basic colors of the Great Pumpkin Heads for the LPH – and especially the yellow-green eyes. Here though, I also needed to show straw (like the stuffing of a scarecrow) coming out of the holes in their clothes and near their wrists.

I’ll share a few WIP shots and then some eye candy. These were also worked on (especially due to the need for orange) simultaneously with King Jack and 4 of his other units in various states of completion at the same time.

I’ll start with assembly of the figures and then move to describing the painting process. I used a number of contrast and speed paints, but did also use highlights and washes. All of the paints that I used will be listed at the end as I normally do for those interested (and for my own reference in the future should I need that information).

WIP Shots…

The Lesser Pumpkin Heads here all cleaned up and ready for priming.

I chose to “pre-base” the LPH on 3’4″ square steel bases for three reasons. First, so that I could more easily attach them to my poster tack covered specimen jars, second so that they would be easier to paint, and third to make it easier to affix the LPH to their final resting place – the 2″ square steel bases – done later in the process.

The LPH are primed in black here and are on the 3/4″ steel bases with a couple of 2″ square bases in front for reference.
Early painting progress on April 11th.

By April 17th, I had made some progress on the LPH.

April 17th progress.
By 4/20, the LPH regiment was done.

As you can see, the regiment has a lot of color – which will be better viewed in the next section. Some of these photo groups will be four image galleries and some three.

Eye Candy

Stand 1

Stand 2

Stand 3

Stand 4

Stand 5

Group shot…

That wraps up the Lesser Pumpkin Heads infantry. I also have a unique artillery unit of theirs next that I think you’ll enjoy. Thanks for taking a look and any feedback.

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 THIS LESSER PUMPKIN HEAD REGIMENT:

  1. 2″ square steel base from Wargames Accessories (#21)
  2. 3/4″ square steel bases from Wargames Accessories (#A9)
  3. Gorilla Glue
  4. Poster tack
  5. Vallejo “Airbrush Thinner”
  6. Vallejo Mecha Surface Primer “Black”
  7. Vallejo Model Color “White”
  8. Citadel “Tesseract Glow”
  9. Vallejo Game Color “Moon Yellow”
  10. Battlefront “Gunship Green”
  11. Vallejo Mecha Color Green Blue”
  12. Citadel “Contrast Paint – Contrast Medium”
  13. Army Painter “Speed Paint – Pallid Bone”
  14. Army Painter “Speed Paint – Gravelord Grey”
  15. Tamiya “Orange”
  16. Vallejo Model Color “Light Orange”
  17. Army Painter “Speed Paint – Camo Cloak”
  18. Citadel “Contrast Paint – Striking Scorpion Green”
  19. Army Painter “Speed Paint – Highlord Blue”
  20. Citadel “Contrast Paint – Gryph-Hound Orange”
  21. Army Painter “Speed Paint – Hive Dweller Purple”
  22. Citadel “Contrast Paint – Magmadroth Flame”
  23. Army Painter “Speed Paint – Grim Black”
  24. Army Painter “Speed Paint – Absolution Green”
  25. Vallejo Model Air “Dark Steel”
  26. Vallejo Model Air “Light Steel”
  27. Vallejo Model Color “Wood Grain”
  28. Vallejo Model Air “Green Brown”
  29. Vallejo Model Air “Dark Brown”
  30. Army Painter “Speed Paint – Sand Golem”
  31. Army Painter “Speed Paint – Purple Alchemy”
  32. Army Painter “Speed Paint – Holy White”
  33. Army Painter “Mid Brown” (wash/shade)
  34. Army Painter “Green Tone” (wash/shade)
  35. PS Model Color “British Brown Drab”
  36. Elmer’s PVA Glue
  37. Vallejo “Flow Improver”
  38. Vallejo Mecha Varnish “Gloss Varnish”
  39. Vallejo Mecha Varnish “Matte Varnish”
  40. Army Painter “Battlefields Grass Green” (flocking)
  41. Army Painter “Battlefield Field Grass” (flocking)
  42. Army Painter “Battlefields Field Grass” (flocking)
  43. Army Painter “Battlefields Meadow Flowers” (flocking)
  44. Shadow’s Edge Miniatures “6mm Dark Forest Orange Tufts” (flocking)
  45. Gamer’s Grass “Orange Flowers” (flocking)
  46. Small stones (flocking)
  47. Small oak twigs (flocking)

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.

King Jack and the Great Pumpkin Heads of the Great Land of Harvest (Wars of Ozz)

Since I returned home from the HAVOC convention, I have been busy trying to complete a new faction for games of The Wars of Ozz. This faction will consist of several regiments from “The Great Land of Harvest” and features many anthropomorphic troops – especially of the garden variety. This post will focus on their leader, King Jack, and the scariest unit in Ozz – the Great Pumpkin Heads.

According to The Wars of Ozz the Great Land of Harvest was spared the destructive forces of the Last Great War – primarily because of the need to protect its fertile lands…

However, the same could not be said for the inhabitants. Madness bombs, plague gases, and mutagenic viruses were unleashed on soldiers and civilians alike. By the time the war ended, the natives of the Great Land of Harvest were twisted and raving mockeries of what they once had been…Most of the mutations were grotesqueries, little more than piles of mewling flesh that died quickly. Some clung on, just viable enough to survive for a few generations. Fewer still thrived. Most successful of these are the pumpkinheads. Were they once humans who developed bizarre pumpkin-like heads – or did the pumpkin plants suddenly stumble up on new legs, dumbfounded by their new forms? Nobody remembers and the pumpkinheads have no language to explain themselves, only wordless moans and roars. Still, they are intelligently wonderful mimics who learned how to survive and fight by watching and copying their neighbours…One among them developed the ability to speak and with that proclaimed himself the King of the Pumpkinheads…so the reign of King Jack began…under his guidance, the pumpkinheads have formed several organized warbands that he hires out to whatever general will hire them.

Wars of Ozz, section 2.6.2 The Great Land of Harvest, Page 42

The figures in this faction are wonderful – and I will be sharing several of them in separate posts. I’ll share a few WIP shots and then some eye candy. Given that all pumpkinheads needed a lot of orange, it made sense to combine the painting – so unusually for me – I simultaneously had King Jack and 4 of his units in various states of completion at the same time.

King Jack’s SKU# is OZZ504 (I bought the unmounted version) and can be seen here. For the Great Pumpkin Heads, The SKU# is OZZ505 and can be seen here. The figures come in multiple pieces (two pieces for the heads, a lower torso and two arms with various weapons). The unit consists of are 5 relatively large figures based on five 2″ square bases, but there is no Regimental Commander. The figures are metal – 28mm scale – but giants!

In the game, any unit fighting the Great Pumpkin Heads does so with a point loss of Resolve and Elan!

I’ll start with assembly of the figures and then move to describing the painting. I decided that I would work with subcomponents and then do a final assembly and touch up.

WIP shots…

The figures as received. King Jack is on the right.
I drilled out the torso bases so as to have a better fit for the giant heads. The bottoms of these holes would need to be sculpted with green stuff afterwards.
All figures washed and drying – you can see the holes in the torsos.

I then decided that I did not want the eyes to be simple vacant pits of darkness. The origin of the creatures of the Great Land of Harvest suggests some strange way that they were animated to life. To represent this, and for ALL of my future Harvest troops, I decided that glowing yellow-green eyes would look great. For the Great Pumpkinheads, that meant sculpting their eyes with green stuff before assembling them.

The green stuff eyes in place.

Under the torso holes, I also sculpted and shaped the wells to match the rest of the legs.

Here you see the resculpted torsos.

Usually I prime my figures with an airbrush and in white. This time, I brush primed them in black. I would then dry brush serially white then orange on the figures and keep the shape of the recesses of the pumpkin looking darker. Similarly, I could make sure that the arms and the legs looked the same. If I had assembled then painted – it would have been more difficult – especially given the weight of the heads.

I primed all except the eyes and the weapons which would come later. For King Jack, I just primed him with black all over.
Next, I brush primed the teeth and eyes in white, and the weapons in black. The arms and torso were primed in green.

Then it was time to give the teeth and the eyes some starting color.

Giving the teeth and eyes some starting color.

Once I assembled the heads – it was clear to me that I’d need to cover up some mold lines with green stuff. As these are big metal models, this task was not a surprise. I did my best to mirror the pumpkinheads shape and recesses. I’m not Roger, but I did try my best to do what I thought he’d do.

The pumpkinheads upside down showing the arm holes and the green stuff filling on the mold lines. The pointy sections are designed to go in the torso holes. After this, I brush applied a second coat of black primer.

After the primer had dried, I dry brushed with white then orange – Tamiya Orange – that I bought for one of my daughter’s school projects in 1996! (It was a Trojan horse diorama we built together).

Dry brushed white.

After the orange dried, I applied Army Painter Mid Brown wash, and then after that dried I highlighted the pumpkinheads with Vallejo Light Orange (I list all paints used at the end of the post for those who might want to know). Then I affixed the heads to the torsos and arranged a suitable mix of weapons/arms for variety.

Got heads and torsos now – need arms!

Then I attached the arms and removed the assembled figures from the specimen jars – and put them on 4″ square steel bases with Gorilla Glue.

Finally on bases.
Ready for varnish!

I airbrush varnished the figures with a gloss then a matte coat.

Varnished – but we need flocking they cry!

I used a lot of flocking for the bases (I love making bases complex).

Ready for eye candy!

King Jack was finished about the same time. He would need to go on an MDF base.

King Jack painted.

Now, for some…

Eye Candy…

King Jack

Stand 1

Stand 2

Stand 3

Stand 4

Stand 5

Regimental Shot

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 THIS GREAT PUMPKINHEAD REGIMENT & KING JACK:

  1. Green Stuff
  2. Gorilla Glue
  3. Regimental MDF base from Old Glory/Wars of Ozz Miniatures
  4. 2″ square steel base from Wargames Accessories (#21)
  5. Mounted Brigade Commander MDF base from Old Glory/Wars of Ozz Miniatures
  6. Elmer’s PVA Glue
  7. Reaper “09214 Black Primer”
  8. Vallejo Surface Primer “Russian Green”
  9. 1 1/4″ x 1″ steel base from Wargames Accessories (#FOW1)
  10. Poster tack
  11. Vallejo Mecha Surface Primer “White”
  12. Vallejo “Airbrush Thinner”
  13. Army Painter “Green Tone” (wash/shade)
  14. Citadel “Contrast Paint – Imperial Fist”
  15. Citadel “Tesseract Glow”
  16. Battlefront “Gunship Green”
  17. Vallejo Model Color “White”
  18. Battlefront “Black”
  19. Tamiya “Orange”
  20. PS Model Color “British Brown Drab”
  21. Vallejo Model Air “Green Brown”
  22. Vallejo Model Air “Dark Brown”
  23. Vallejo Model Air “Brown”
  24. Vallejo Model Air “Dark Steel”
  25. Citadel “Ironbreaker”
  26. Vallejo Model Air “Light Steel”
  27. Citadel “Nuln Oil GLOSS” (wash)
  28. Vallejo Game Color “Livery Green”
  29. Army Painter “Mid Brown” (wash/shade)
  30. Vallejo Game Air “Escorpena Green”
  31. Army Painter “Speed Paint – Grim Black”
  32. Army Painter “Speed Paint – Holy White”
  33. Citadel “Contrast Paint – Contrast Medium”
  34. Vallejo Model Color “Light Orange”
  35. Martha Stuart Crafts “Pale Bronze”
  36. Vallejo “Flow Improver”
  37. Vallejo Mecha Varnish “Gloss Varnish”
  38. Vallejo Mecha Varnish “Matte Varnish”
  39. Army Painter “Battlefields Grass Green” (flocking)
  40. Army Painter “Battlefield Field Grass” (flocking)
  41. Army Painter “Battlefields Field Grass” (flocking)
  42. Army Painter “Battlefields Meadow Flowers” (flocking)
  43. Shadow’s Edge Miniatures “6mm Dark Forest Orange Tufts” (flocking)
  44. Gamer’s Grass “Orange Flowers” (flocking)
  45. Small stones (flocking)
  46. Small oak twigs (flocking)

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.

My Wars of Ozz Meeting Engagement Game at HAVOC through the Eyes of One of my Players

At the HAVOC gaming convention in Marlborough, Massachusetts I ran four games – two Wars of Ozz and two Feudal PatrolTM games between March 31st and April 2nd. Hopefully shortly, I will be sharing some of my own pictures and a few links about HAVOC in future posts – BUT FIRST

My first Ozz game was on Friday night, and I had a full table of 6 players – all new first-timers to the game. During that game, one of my players, my friend Bradley Gosselin, took copious notes and photos of that game. I noticed him doing this and assumed that he wanted to really learn the rules. To my humble surprise, he said, no, he was hoping to do a battle report and that I would be welcome to using it in my blog! It’s not often that one of my players does me such an awesome honor – and so – thanks Brad – here is your wonderful report – I could not have done better!

Game Set Up

There were two brigades facing each other – Winkies and Munchkins. Each base/stand of troops or artillerist taken out is worth 1 point to the other side. The deployment is randomly determined.

Turn 1

Turn 2

Turn 3

Turn 4

So, in the end the Munchkins prevailed over the Winkies! Thanks Brad for all the work on this (and he might have more on other HAVOC games – stay tuned). The players had a good time and really picked up the rules quickly.

The game was quick and bloody (as it’s supposed to be). Though both sides did well – the Munchkins did a wee bit better.

Winkie Light Cavalry Regiment & Winkie Brigade Commander (Wars of Ozz)

With it being my late winter-early spring “wargaming convention season”, I have been working on multiple projects simultaneously. As I mentioned in my last post Jungle Bases from Wargames Terrain Workshop, I’d be sharing a post on my Winkie cavalry which I finished recently – along with the Winkie Brigade Commander on his specially-shaped MDF base.

All are riding Zilks, which are carnivorous huge birds. The SKU# is OZZ305 and can be seen here. The figures come in two pieces (rider torso and a zilk combo rider’s legs combo). I had ordered/selected OZZ304 during the Kickstarter a while back, but got shipped OZZ305. The OZZ304 SKU is for the Winkie Heavy Cavalry – but they are the same price and I had no problem with having them in my brigade. There are 10 figures based on five 2″ square bases, plus the Regimental Commander on his own MDF base.

The Winkie Light Cavalry costs one point less than the Winkie Heavy Cavalry (6 vs 5) – and only loses one point of Melee (8 versus 9) and Elan (8 versus 9), so it’s still a pretty potent unit to have. Plus, I needed a Brigade Commander which came in the Kickstarter, so all is good by me.

According to “The History of Ozz”, after the Madness Bombs fell at the end of the Last Great War, Ozz was founded. East of the Emerald City, Evora the Wicked Witch of the East, conquered and molded the Winkies into her own fighting force. Winkies are believed to be mutated humans, perhaps even descended from genetically-created super soldiers at the end of the Last Great War.

As for the Winkie Cavalry, according to The Wars of Ozz:

After Evora lost her first battle to goat-riding raiders from the Great Endless Desert, she suddenly wanted cavalry. Perhaps inspired by the Madness, she had a vision of zilk-riding lancers sweeping down on her enemies. There were only two problems with this. First, the Winkies were not a mounted people. Second, nobody had ever thought of riding a zilk – – and with good reason. Zilks or “terror birds”, weren’t ridable – they were giant, carnivorous, two-legged birds of the high mountain valleys. Simply getting close to one was risking death.

Of course, after a few executions, nobody wanted to tell Evora it couldn’t be done. An expedition was mounted and a herd of zilks was corralled and broken to saddle. The Winkie survivors had the honour of being the first commanders of the Zilk Squadrons. For the rank and file soldiers being promoted to Zilk trooper is seen as a punishment rather than an honour. Everyone knew a terror bird would find a way to kill its rider sooner or later. Since drilling was almost impossible and the riders could barely get their mounts to cooperate on the field, Zilk regiments were and are poorly trained. Still, if the riders can get them to go in a straight line, the Zilks can land a charge with a powerful impact.

Wars of Ozz, section 2.2.2.3, page 25

I designated this Zilk Regiment the 20th Winkie Light Cavalry Regiment (WLCR). It, and the Brigade Commander, joins Evora, the 21st Winkie Infantry Regiment (WIR), the Winkie Sharpshooters, and the Winkie Light Artillery Battery in my Brigade. Plus the Brigade has available the Lesser Apes and the Great Flying Apes.

As discussed on previous posts, the Winkies (the orcs of the Ozz world) consider melee as their preferred means of combat. No missile weapons here!

I began prepping the unit back on Monday, February 13th by cleaning up and filing off as many mold lines as I could without taking off any details. I then washed the figures with soap and water to remove any oils left over from the casting process. I decided to paint the riders and the mounts separately as I thought that might be easier given the proximity that the Winkie lances would be to the Zilk mounts. After drilling with a pin vise, I carefully put small balls of poster tack into the wells where the riders would be affixed – so as to prevent any primer from compromising future glue adhesion when I was assembling them. I then applied primer with an airbrush, followed by a wash of Citadel “Nuln Oil”. As usual, I will list all the paints I used on this project at the end of this post for those interested in that sort of thing. There were 82 this time!

One different approach that I took on for this project was to have every zilk be painted totally differently from every other zilk in terms of a painting scheme. To accomplish this, I chose a range of pastel craft paints from Michaels and mixed them with Vallejo Thinning Medium. These are shades that I would not normally use – and I used these pastels for the legs and necks, and married those to other paints (mainly contrast and speed paints) on the beaks, claws and feathers. I used a lot of different paints here! For that reason, I definitely needed another Excel spreadsheet – like this one:

Let’s move on to some WIP. Click any picture to get a better view.

WIP shots…

The Winkie Light Cavalry Regiment and the Brigade Commander at the start of the project.
Here the figures are prepped for priming – note I used some ad hoc drilled out popsicle stick jigs (with poster tack in the holes) to hold and work on the riders until their mounts were done and I had painted the lances.

Below is my progress through 2/20:

With TotalCon37 looming, I pushed as far as I could before I needed to pack the car with all my Aztec, Maya, and Conquistador stuff. When I returned, I jumped back into working simultaneously on them and the Jungle Bases.

By 3/1 I had the riders mounted and had readied the figures for varnishing.
The varnished (and dried) figures are glued to their bases and ready for flocking.

I chose a variety of tufts and grasses for flocking – plus some small rocks from near my driveway that I washed. After that, all I needed to add was the 20th colors – purple just for Roger!

I finally found a way to glue the guidon close to the pole – with these tweezers as clamps.

Now that you have seen the WIP, how about some…

Eye Candy

Winkie Brigade Commander

This figure had its own mount – and is free to have in your force in the game. The Brigade commander will have attribute tabs (which is why there is a tab well at the back of the figure). Early on I decided to freehand the stripes on all of these zilk-mounted warriors. His colors are unique in the brigade – I went with a red and yellow theme here.

2oth Winkie Light Cavalry Regiment

There are 5 stands of 2 figures each plus a regimental commander – and I tried to pose, paint, and arrange them as differently as possible. As with all zilk-mounted regimental commanders the one here goes on an MDF stand with a removable tab for an attribute tab in the game if needed. All have white hats per The Wars of Ozz.

Regimental Commander Stand

Stand 1

Stand 2

Stand 3

Stand 4

Command Stand

Group Shots

The WLCR in line with the Regimental Commander in front and the Brigade Commander in the rear.
Side view or the WLCR in column with the regimental commander up front.
Angled shot of the group giving an idea as to the color variations when grouped together.

I thought by having these with a lot of color that they would be wonderful attacking the Munchkin Light Cavalry!

This completes (for now) my Winkie Brigade. Next, I will be moving on to the Land of Harvest faction as well as some terrain for Ozz. But first, I am going to Cold Wars – where these Winkies will see battle!

Winkie Brigade (less apes) in a box
Yes, another spreadsheet showing what I have for Winkies.

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 THIS WINKIE LIGHT CAVALRY REGIMENT & THE WINKIE BRIGADE COMMANDER:

  1. Regimental MDF base from Old Glory/Wars of Ozz Miniatures
  2. Mounted Brigade Commander MDF base from Old Glory/Wars of Ozz Miniatures
  3. Elmer’s PVA Glue
  4. Paper clip wire pieces
  5. Gorilla Glue
  6. 1 1/4″ x 1″ steel base from Wargames Accessories (#FOW1)
  7. Poster tack
  8. Vallejo Premium Primer “White”
  9. Vallejo “Flow Improver”
  10. Vallejo “Airbrush Thinner”
  11. Citadel “Nuln Oil” (wash)
  12. Vallejo Model Color “Glossy White”
  13. Vallejo Model Color “White”
  14. Vallejo “Thinner Medium”
  15. Citadel “Contrast Paint – Ironjawz Yellow”
  16. Americana “Bubblegum Pink”
  17. Vallejo Mecha Color “SZ Red”
  18. Craftsmart “Natural Buff”
  19. Citadel “Daemonette Hide”
  20. Citadel “Tesseract Glow”
  21. Citadel “Contrast Paint – Doomfire Magenta”
  22. Vallejo Game Air “Hot Orange”
  23. Craftsmart “Neon Yellow”
  24. Citadel “Contrast Paint – Black Legion”
  25. Vallejo Mecha Color “Fluorescent Magenta”
  26. P3 “Sulfuric Yellow”
  27. Vallejo Model Color “Light Orange”
  28. Craftsmart “Neon Pink”
  29. Craftsmart “Grape Taffy”
  30. Craftsmart “Lilac”
  31. Craftsmart “Wisteria Blue”
  32. Craftsmart “Robin Egg Blue”
  33. Craftsmart “Beach Glass”
  34. Craftsmart “Bright Mint”
  35. Craftsmart “Light Pistachio”
  36. Craftsmart “Rose”
  37. Citadel “Contrast Paint – Snakebite Leather”
  38. Citadel “Contrast Paint – Contrast Medium”
  39. Battlefields “Black”
  40. Citadel “Contrast Paint – Space Wolves Grey”
  41. Army Painter “Speed Paint – Holy White”
  42. Citadel “Contrast Paint – Baal Red”
  43. Citadel “Contrast Paint – Asurman Blue”
  44. Citadel “Contrast Paint – Volupus Pink”
  45. Citadel “Contrast Paint – Gryph-Charger Grey”
  46. Citadel “Contrast Paint – Shyish Purple”
  47. Citadel “Contrast Paint – Sigvald Burgundy”
  48. Citadel “Contrast Paint – Terradon Turquoise”
  49. Citadel “Contrast Paint – Aethermatic Blue”
  50. Citadel “Contrast Paint – Striking Scorpion Green”
  51. Citadel “Contrast Paint – Dark Angels Green”
  52. Citadel “Contrast Paint – Iyanden Yellow”
  53. Vallejo Model Air “Bright Brass”
  54. Vallejo Model Color “Wood Grain”
  55. Citadel “Seraphim Sepia” (wash)
  56. Citadel “Ironbreaker”
  57. Vallejo Model Air “Gun Metal”
  58. Citadel “Contrast Paint – Ork Skin”
  59. Vallejo Model Air “Armour Brown”
  60. Vallejo Model Air “Steel”
  61. Secret Weapon Washes “Parchment”
  62. Citadel “Lamenters Yellow” (glaze)
  63. Citadel “Nuln Oil GLOSS” (wash)
  64. Vallejo Game Ink “Black Green”
  65. Vallejo Game Ink “Red”
  66. PS Model Color “British Brown Drab”
  67. P3 “Blazing Ink” (ink)
  68. Army Painter “Purple Tone” (wash/shade)
  69. Citadel “Contrast Paint – Imperial Fist”
  70. Vallejo Model Color “Light Brown”
  71. Citadel “Contrast Paint – Skeleton Horde”
  72. 2″ square steel base from Wargames Accessories (#21)
  73. Vallejo Mecha Varnish “Gloss Varnish”
  74. Vallejo Mecha Varnish “Matte Varnish”
  75. Black Sharpie pen
  76. Army Painter “Battlefields Grass Green” (flocking)
  77. Army Painter “Battlefield Field Grass” (flocking)
  78. Army Painter “Battlefields Field Grass” (flocking)
  79. Shadow’s Edge Miniatures “6mm Dark Forest Red Tufts” (flocking)
  80. Small stones
  81. Army Painter “Battlefields Meadow Flowers” (flocking)
  82. 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 Rematch (Wars of Ozz)

As you saw in my last battle report, there was a game of Wars of Ozz between the Munchkins and the Gillikins. Chris’ Gillikins won 21-15. I wanted a rematch, and Chris Comeau agreed to one. We agreed to again use the meeting engagement scenario with random deployment zones as before. This post will show how this game went this time, mostly with pictures and a bit of narrative. It had a lot of excitement to be sure! We ended up playing in my cellar as opposed to the nice garage – as my wife was not feeling well and I wanted to be nearby in case she needed me.

As a side note, yes, this is a late post, but my wife Lynn and I had a subsequent unwanted medical “adventure” the day after this game – which I will describe at the end.

Back to the game – the forces were the same as last game. I did, however, end up drawing excellent characteristics for my two infantry regiments. The Zoraster’s Guard Infantry Regiment (ZGIR) was already the best musketry unit on the table – and I the “Well-Drilled” attribute which gained me an additional 2″ of range to both my long and short firing ranges. For Colonel Tik-Tok’s regiment – I got the “Impatient” characteristic which gave me first hit capability in melee. My Munchkin cavalry got the “Charismatic” attribute which only affects routing distance. My brigade commander drew the “Magical Protection” attribute which helps when your enemy has a witch nearby. My opponent was slightly less fortunate – as one of his two regiments drew the “Blind” attribute which hurt his marksmanship. His other infantry regiment drew a good attribute, “The Fortunate”, which allowed a reroll of a bad result during the game. His goat riders got “The Impetuous” attribute which improved their elan. I don’t remember his brigade commander’s attribute, but it was moderately positive. By the way, artillery batteries, allied units (like skeletons), and witches and wizards don’t get these bonuses.

The deployments were as shown below. The Munchkins are on the left and the Gillikins are on the right. I had my two Munchkin infantry regiments at opposite ends of the tabletop – one near my wizard and my medium battery – and one next to my cavalry. My opponent had a skeleton regiment screening one of his Gillikin infantry regiments on one end and his goat riders, medium battery, and the other infantry regiment on the other end.

The start – Munchkins to the left and Gillikins to the right.
Chris again used his skeletons to screen his Gillikin infantry. Here they advance with Arella the witch close by.
This time, I moved closer to the enemy. Here the ZGIR advances to engage the skeletons with musketry. Normally, skeletons are less vulnerable to musketry – lacking, well, organs.
The Gillikin Medium battery unlimbered and faced both the Munchkin cavalry and Colonel Tik-Tok. The “blind” Gillikin infantry shouldered their muskets in column and moved up quickly, with the goat riders to their left flank.
The Gillikin infantry moved up and into line formation, while the goat-riders went into column trying to close with the Munchkins quickly.
Meanwhile, I moved both the Munchkin Light Cavalry and Tik-Tok into line.

Then I decided to try to improve the ZGIR’s marksmanship with an “Uncanny Marksmanship” spell from Zoraster. This would raise my already strong marksmanship from a 7 to a 9 out of 10 hit probability at short range (on top of the increased range bonus)! As you may remember, a spell needs to roll under a spell level on a D10. Zoraster, with a level of 8, needed only to roll anything but an 8, 9, or 10. A 10 is a critical failure (which last game caused his head to explode). Sometimes a critical failure has a bizarre result that can be positive. In this game, I rolled a 10 no less than 7 times out of 12. With different dice!!!!

Luckily, this time the critical failure did not cause a head explosion, and I even got some good results. Below, I rolled my first of 7 critical failures (the zero) and got a 17 for the following result roll. This let the spell work, but lowered my spell rating to 7 for the remainder of the game. Which, when you roll 10, is largely irrelevant! In any case, my ZGIR was even more deadly – even to the point of negating the skeletons’ advantage versus my musketry.

A critical spell failure with a positive result – my best unit now hit 80% of the time (70% versus skeletons).
My Munchkin cavalry attempts to hit the Gillikin cavalry on the flank – exposing their flank to the Gillikin “blind” infantry and the Gillikin battery. They get only one hit and disorganize the goat riders.
Overview of battle at this point. The Munchkin Medium Battery aims to take out the Gillikin battery. You can see the other two fights here as well.
The Gillikin cavalry reacts and turns to face the Munchkin cavalry, which shortly after this got hit by both flanking infantry “blind” fire and in the rear from the Gillikin artillery. Not good for me.
After firing, the Gillikin infantry then tried to hit the Munchkin cavalry in the flank – and they moved away to the left to escape the trap before it could close – however now the enemy medium battery had another flank shot – which succeeded in routing the Munchkin pony riders for the second game in a row. This left Tik-Tok alone on this end of the tabletop facing three enemy units (but in a ray of sunshine as an omen perhaps?).
Flanking fire hitting the cav…
…and Munchkin cavalry routs yet again…
Meanwhile, the ZGIR was doing massive damage to the skeletons with musket fire.
In response, Arella the Witch successfully cast a “Raise the Dead” spell and raised a new and separate base of skeletons (from the casualty pile) to engage the Munchkin Medium Battery before it could hurt their own battery.
Undeterred, the ZGIR continued to pour lead down range and routed the skeletons through the close-following Gillikins, disorganizing them.
An overview of the battle at this point. The new skeleton base damaged the Munchkin battery, but it was also wiped out in the melee attempt. Arella then hit the battery with successive fireballs, and the Gillikin battery also pivoted and hit the enemy battery. Shortly thereafter, the Munchkin Battery would be wiped out. Shown here routing away are the both the Munchkin cavalry and the skeletons on opposite ends of the tabletop.

At this point in the game, I was down to my two infantry regiments, plus my wizard. The Gillikins had two infantry regiments, plus a medium battery, a damaged goat-rider regiment, and a witch.

Then, the Gillikin infantry tried to engage the ZGIR in a firefight. The ZGIR sent the Gillikins high-tailing after the already routed skeletons. Both Gillikin units would then would leave the game for safer places. Then Arella moved in to throw a fireball at the ZGIR from the rear. The Munchkins activated and performed an about face. Arella then activated and threw her fireball and missed. The ZGIR returned fire and took her out with one volley.
Arella right before her demise. Zoraster tried to throw a “Poor Luck” spell on her and – yes – rolled a 10. However, this critical failure resulted in a the gaining of a new one-base unit for the Munchkins – a giant bear! The bear immediately turned towards the beleaguered Tik-Tok regiment which was holding but getting surrounded.
Colonel Tik-Tok’s regiment with Gillikin Infantry to the front and badly damaged goat riders to the rear. The bear would aim to engage the goat riders.
The bear is coming to the rescue, oh my!

This move took the pressure off of Tik-Tok. The Gillikin cavalry was in no shape to close with the bear, but decided that that was better than being hit in the rear and routed. In the end, the bear base did its job before being eliminated, but the Gillikin Goat Riders routed nonetheless – having had enough for the day. The two infantry regiments got into melee with Tik-Tik getting the better of the exchange (being “Impatient” and getting the first hits in help a lot too). The Gillikin infantry now routed as well. This left only the Gillikin Medium Battery on the battlefield facing the two Munchkin infantry regiments – which closed in on it.

Rout the “‘blind” Gillikins! Tik-Tok holds!
An overview of the battle at this point – all Gillikins are routing away except the battery – which has two Munchkin Infantry regiments on each side of it – and bent on revenge.

In the end, it was the ZGIR which wiped out and overran the Gillikin battery, and won the game 21-18.

The Gillikin battery is wiped out and overran.

It was a good game – and I feel I was lucky to pull out the victory. Certainly the magic critical failures had us both laughing. I will be running two games similar to this at HAVOC in late March/early April.

As for our adventure, I had travelled to Shrewsbury (45 minutes away) for a 7 AM car service – while Lynn got a 10 AM doctor’s appointment at UMASS (40 minutes away) to see why she was having shooting pains in her back. My car took a while. Around 11 AM she texted me that the doctor ordered a “blood clot test” for her as that was a worry for her lungs. By the way, I hate texting but the lab was too crowded for her to speak clearly with me at that point. With my knowledge and background, I texted to ask what the name of the test was (she was unsure) and to ask/tell her not to leave the hospital until she got her results. Unfortunately, when Lynn asked the phlebotomist how long the results would take, and was told maybe an hour, maybe a day. I knew that a potential blood clot in the lung was a STAT situation, and that likely the test was a d-dimer (which I have had myself). In any case, she left and drove home – as I did and we arrived at home about 5 minutes apart around 1 PM.

Within 5 more minutes, she got both an email and a call to go to the ER as the d-dimer test was elevated. So we drove together to UMASS Memorial in Worcester, arriving at 1:51 PM in the waiting room or the ER. It was SWAMPED. We did not get into the medical area of the ER and a bed for her until after 6 PM. We waited for a CAT scan until 11:30 PM, and then a read. It was not sure if she was going to be admitted or not but the diagnosis was pneumonia. At this time they started IV antibiotics – BUT as I recently had had a bad sinus infection I was on and needed to take my own antibiotic dose (which was of course at home). So I left her, drove home, got my own pills, then got a call from Lynn that she was being discharged. I then drove back to Worcester, got her, got her late night McDonald’s (she had not eaten since the morning). We got home about 3:30 AM, at which point I’d been up for nearly 24 hours.

So, good news, she’s already better! Not a fun story, but one I’m glad worked out.

Anyways, I hope you liked the battle report – I should have a couple more posts for you this week on a couple other playtests and some jungle terrain that I built for a Maya convention game.

Lesser Apes & Great Flying Apes (Wars of Ozz)

Whenever I think of seeing the classic 1939 movie The Wizard of Oz, on TV in the ’60’s as a kid, I think the most striking aspect for me was appearance of the Flying Monkeys. Of course back then, our TV’s were not always in color, so I did not even know that most of the film was even in color for a few years! Still, those aviator primates were impressively done for 1939 movie and scary enough for me at 4 or 5 years old.

Now, the world of the Wars of Ozz is not the same as that tread by Dorothy. In this world, the Winkies have allies in the form of Lesser Apes and Great Flying Apes due to the efforts of Evora:

One of Evora’s diplomatic coups was convincing the King of the Flying Apes to send her tribute in exchange for leaving his land in the Cold Barren Mountains unmolested. By their agreement each year he sends a number of Great Flying Apes and their cousins, the Lesser Apes, to serve in her armies and follow her commands for the course of the year. While it might seen like a very unfair arrangement, it has kept the rest of the apes safe from her armies, provided an easy way to train his soldiers, and given the old ape king a convenient way to manoeuvre his rivals out of his lands.

Wars of Ozz, section 2.2.2.4, page 25

Both of these ape regiments are available to any force in Ozz, BUT they are cheaper to incorporate into Winkie Brigades. Therefore, I just had to add both to my current Winkie forces – and potentially others in the future if they can pay. The Lesser Apes and Great Flying Apes cost the Winkies 4 and 6 points respectively, while costing other factions an additional 2 points each for each. The Great Flying Apes ignore any terrain effects, and can of course fly over an enemy, land, and try to hit the enemy’s rear. They also will be useful in attacking the Munchkin’s Aerostat Corps Balloon (mine is in the painting queue as well). The Lesser Apes move through woods with no penalty.

As they are kin, I thought it made sense to share both of these together in one blog post.

I decided to paint both regiments at the same time so that their colors could be somewhat aligned. The color theme that I chose for both was purple. While Gillikins are very purple, I thought that a bunch of “grape apes” would look decidedly different on the tabletop versus plain old brown or grey. I ended up experimenting with two paints a lot here – Citadel “Dreadful Visage” and “Ratling Grime” contrast paints. I found that “Dreadful Visage” used over white left a nice shade of purple – more like a light glaze. I also used it over other shades of purples and the “Ratling Grime”. The “Ratling Grime” is more of a cross between dirty black and brown – and I liked it as a base to dry brush over with “Warpfiend Grey”. I also used purple contrast paints and inks. Overall, this gave me the purplish look I wanted.

Besides, the Lesser Ape figures have tails – yet look otherwise like gorillas. They are deployed on 5 two-inch square bases in groups of four figures. The Lesser Apes are SKU #OZZ309, and are made up of twenty 28mm ape figures in several different poses.

The Great Flying Apes are SKU #OZZ308. The figures are large 28mm scale figures deployed one per each two-inch square base. Their faces and poses are varied – but are more dog-like or baboon-like. They needed assembly (two pieces). As you’ll see, I took the approach of painting prototypes for each type of ape and adjusting their looks to suit me.

Neither regiment gets a separate regimental commander or command stand/flag. These two regiments join Evora, the 21st Winkie Infantry Regiment, the Winkie Sharpshooters, and the Winkie Light Artillery Battery in my Brigade.

And, importantly, I am entering both of these Ape Regiments for Dave Stone’s “Paint What You Got 2022/2023” challenge!

Below you will see some WIP shots, and then some eye candy diorama-type shots. The units were both primed earlier on January 7th, but the painting and flocking mainly went from January 20th to January 27th. This was again was a good pace for me (25 figures in 7 days). Below you’ll see the WIP shots – click on any to get a better view.

WIP shots…Lesser Apes

My process for the Lesser Apes was to try to paint up a few and see what I liked and what I did not with end results. I ended up going with a mandrill look on their cheeks – which I liked a lot better than my initial more monocolor try – though painting vermilion and white lines on little ape cheeks is a bit tedious (but rewarding too). As I painted these, I also started one of the Great Flying Apes so as to align their color schemes. I used a various assortment of purples and purplish grays – all are listed at this post’s end if you’re interested in that.

January 20th progress on prototype stand – no cheeks yet.
By Jan 21st, I had 6/20 painted – but I thought they needed more than the yellow fangs…
White and red mandrill cheeks and brows were added on Jan 21st and I went back and corrected the previously painted figures to this scheme.
January 22nd progress – 6 fully done and 4 more partially.
January 24th progress – 14/20.
Jan 25th – all are painted minus varnishing
After varnishing a few figures in this pose I added some “earth” texture paint under their left legs.
January 27th – done and ready for eye candy shots!

Lesser Apes Eye Candy

I arranged these such that each stand had different poses in different positions. There are 5 stands of 4 figures each.

Stand 1

Stand 2

Stand 3

Stand 4

Stand 5

Lesser Apes Group Shot

The Lesser Apes in line formation.
The Lesser Ape Regiment in column formation.

On to the WIP shots for the Great Flying Apes – click on any to get a better view.

WIP shots…Great Flying Apes

These are very large figures!

January 23rd work.
January 25th progress – note the different poses.
Close up of January 25th progress on one figure.
Later on January 25th, I collected rocks from near my driveway (the non-frozen ones), and began to add them and some texture paint to the bases.
Then on Jan 26th I applied the varnish to the model. I used a craft metallic purple paint for the armor – and I like how it came out.
A panoramic shot of the finished figures before I removed them from the poster tack/specimen jar combos.

Now for more eye candy – this time for the Great Flying Apes!

Eye Candy Great Flying Apes

Stand 1

Stand 2

Stand 3

Stand 4

Stand 5

Great Flying Apes Group shots

Panoramic shot of the Great Flying Apes in line formation.
The Great Flying Apes in column formation.

Family Photo!

A gathering of Apes!

I appreciate your taking a look at this post – as always I appreciate your interest and readership – and hope that this kept you entertained. This makes 52 Wars of Ozz figures that I have painted for January, and 146 since November.

And yes, again, 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 THE LESSER APES AND THE GREAT FLYING APES:

Please note that any paints used on both Ape units in bold, otherwise they were just used on the Great Flying Apes except as annotated.

  1. Gorilla Glue
  2. 2″ square steel base from Wargames Accessories (#21)
  3. Poster tack
  4. Vallejo Premium Primer “White”
  5. Vallejo “Flow Improver”
  6. Vallejo “Airbrush Thinner”
  7. Citadel “Nuln Oil” (wash)
  8. Vallejo Model Color “White”
  9. Citadel “Contrast Paint – Sigvald Burgundy”
  10. Citadel “Contrast Paint – Contrast Medium”
  11. PS Model Color “British Brown Drab”
  12. Citadel “Daemonette Hide”
  13. Citadel “Contrast Paint – Dreadful Visage”
  14. Citadel “Contrast Paint – Ratling Grime”
  15. Citadel “Warpfiend Grey”
  16. Vallejo Game Ink “Red”
  17. Army Painter “Purple Tone” (wash/shade)
  18. Vallejo Game Ink “Violet” (on Great Flying Apes only)
  19. Citadel “Contrast Paint – Black Legion”
  20. Vallejo Game Ink “Yellow”
  21. Citadel “Seraphim Sepia” (wash/shade)
  22. Vallejo Model Air “White Grey”
  23. Citadel “Contrast Paint – Luxion Purple”(on Great Flying Apes only)
  24. Craftsmart “Amethyst” (on Great Flying Apes only)
  25. Vallejo Model Color “Vermilion” (on Lesser Apes only)
  26. Citadel “Contrast Paint – Snakebite Leather” (on Great Flying Apes only)
  27. Citadel “Blackfire Earth” (texture)
  28. Elmer’s PVA Glue
  29. Assorted small rocks and stones
  30. Vallejo Mecha Varnish “Gloss Varnish”
  31. Vallejo Mecha Varnish “Matte Varnish”
  32. Army Painter “Battlefields Grass Green” (flocking)
  33. Army Painter “Battlefield Field Grass” (flocking)
  34. Army Painter “Battlefields Field Grass” (flocking)
  35. Shadow’s Edge Miniatures “6mm Dark Forest Purple Tufts” (flocking)
  36. Army Painter “Battlefields Meadow Flowers” (flocking)

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.

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