The Munchkins are a diminutive people, one of several types of Neo-Men who populate Ozz.
They have long hidden from men. The great Baum is the only historian who mentions them in the ancient days and even then, he only provided a brief but insightful description of their lands. It is only after the Last Great War that Munchkins appeared openly in the land.
At the eastern reaches of Ozz is the land of the Winkies. Ruled by the Empress Evora the Yellow Witch, the Winkies are sworn foes of the Great Alliance of the West, the Wizard, and the Munchkins in particular. The armies of the Winkies often fight shoulder-to-shoulder with those of the Gillikins as part of the Witches’ Alliance.
The Winkies, being a brutish and simple people, favor the power of bloody melee over the more complicated maneuvers of musketry. Their soldiers are strong and numerous but not overly clever. They have artillery and sharpshooters, but it is the massed charge of spear-wielding Winkies that wins the day.
South of the Munchkin townships, just across the river is the imposingly-named Kingdom of the Quadlings. In truth, there is no king, just three princes each in charge of one province. Furthermore all three princes are loyal and adoring subjects of the Most Noble and Gracious Witch of the South, Her Highness, the Lady Glenda.
Although it is officially listed as Gillikin Country on the maps of Ozz, this northern land is better known as Gillikin Wilds or the Black Forest of the North. These woods are a fearsome place, filled with bears, lions, and other great beasts – and Gillikins. Now, no one will claim the Gillikins are fearsome or great beasts. Quite the opposite, individual Gillikins are considered skulking and untrustworthy,
The Impkin's are one of the three new factions being released as the Wars of Ozz Wave Two Kickstarter.
Find out about them here!
Allies can be taken by every faction in Wars of Ozz. Each brigade can pick two characters or units from the allied army list. These include Dire creatures, Giants, Trolls, Pumking Heads and many more
This section includes all of the bits and pieces that are useful when playing Wars of Ozz including bases, movement trays, dice, dice bags etc
The countries of the Munchkins, Gillikins, Winkies, Quadlings, and all lands in between them are
part of the Great Kingdom of Ozz; however, that is little more than a meaningless technicality
since the Great Kingdom of Ozz has not been united under a single King since well before the
witches arrived. Indeed, it has been so long that the oldest living Ozzites only dimly remember
there being a king in the days of their childhood. When the last King of Ozz died, the kingdom
split into the five countries of today: Munchkin Country to the West, the Great Black Forest to the
north, the Winkie Lands to the East, the Quadling Country to the South-West, and King Jack’s
Great Land of Harvest in the center.
Today each of these lands has its own ruler, people, armies, and alliances. The Wizard and
Glenda hope to unite the lands once more under the rule of a wise and benevolent leader. The
dark witches have a different goal, one of conquering and enslaving all Ozz before marching on
the lands beyond its borders. It is these dreams that wrack the Lands of Ozz with the tramp of
soldiers and the steady clatter of battle.
Photos of Miniatures & Games of 'Wars of Ozz' the 28mm Fantasy Miniatures game from Old Glory
Wars of Ozz is a 28mm Mass Fantasy Battle Game inspired by the ‘Oz’ series of books written by L. Frank Baum between 1900 and 1920. The inspirational literature has been greatly expanded by Russ Dunaway, to form a unique new fantasy gaming world to battle over, populated with Munchkins, Quadlings, Winkies and Gillikins combined with Witches, Wizards, Pumpkin Men, animated Scarecows and Tinmen, Giants, Trolls, Skeletons and much, much more.
The miniatures range has been designed, sculpted and manufactured by Old Glory.
The ‘Wars of Oz’ rules are written by Buck Surdu, author of Gaslight and Combat Patrol among many more published works. The game is a mass battle rather than a skirmish game. Infantry units are 20 strong, mounted 4 to a base. Two or more units of Infantry, Cavalry or Artillery are formed into a Brigade and an Army is comprised of one or more Brigades. The game is designed to be played on a standard 6’ x 4’ wargames table, with a typical game reaching its conclusion in two to three hours. The rulebook covers the background and history of Ozz, army building, movement, melee, ranged combat, magic and morale together with points lists for tournament play, scenarios, maps, campaign and painting guides.
Sally 4th are publishing the rules and distributing the miniature range under licence in the UK & Europe, in partnership with Old Glory who will be shipping to USA and the rest of the world.
The February edition of Miniature Wargames has a great article on Wars of Ozz, written by Buck Surdu it includes a Scenario 'The Battle of Three Bridges'. Click here or on image to download article.
Wars of Ozz was covered in the Wargames Illustrated, January 2021.
Click on each image to download a higher resoloution PDF copy of the pages.
I'd highly reccomend buying copies of both magazines as they are filled with useful, informative articles, but in the mean time you can take a look at the article by clicking images above.
Wargames Illustrated have reviewed the Infantry figures of the four factions in Prime Time on 21st January 2021. If you are a Prime Time Subscriber, you can click here to read the review on Wargames Illustrated Website,
If you are not a Prime Time Subscriber, we have made acopy of the article available to download as a PDF by clicking here..
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