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Wars of Ozz

Wars of Ozz

Wars of Ozz Gallery

Wars of Ozz Gallery

Photos of Miniatures & Games of 'Wars of Ozz' the 28mm Fantasy Miniatures game from Old Glory

The World of Ozz

The World of Ozz

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.

The Munchkin

The Munchkin

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.

The Winkies

The Winkies

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 the
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.

The Quadlings

The Quadlings

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.

Gilikins

Gilikins

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 Wars of Ozz

Wars of Ozz Munckin Infantry

28mm Fantasy Gaming in the Lands of Ozz

Coming Soon via Kickstarter

Kickstarter

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 and when fully released will include 60 packs of miniatures.

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.

The plan is for Wars of Ozz to be launched via a four week Kickstarter in June 2020. Kickstarter backers will be sent a Playtest / Beta PDF version of the rules so that they can start playing straight away using proxies or miniatures from an initial limited release of 6 packs, released in advance to facilitate playtesting. Kickstarter pledges will be shipped 6 months after Kickstarter completion, at which time ‘Wars of Ozz’ will be made available as a general retail release. The Kickstarter will be run by Sally 4th who are also 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.

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Full range of miniatures including Munckins, Quadlings, Winkies, Gilikins, Wizards, Witches, Giant Apes, Flying Apes, Hot Air Baloons, Cavalry on Giant Boars, Dire Creatures, Pumpkin Men, Scarecrows, Skeletons, Goat Riders, Tinmen, Giants and Trolls and much, much more.

Miniatures Range from Old Glory. Mass battle rules by Buck Surdu

Last updated 3rd March 2020