New Ozzz Wargame Approaches.

 Well it has been delayed two days but I promise you that the battle For Ozzz will definitely be on tomorrow. The thing is the units I have been converting and painting needed some more work and the rules still need fine tuning, especially as I am combining elements of three or four rules sets; they are Wars of Ozz from which I am taking unit ideas and spell casting, Chainmail and Warhammer, translated into my medieval and Renaissance fantasy rules, from which I am taking much of the shooting and melee concepts, Funny Little Wars from which I am adapting my 1900 era American 'Red, White and Blue type (Amerigan army) and elements of my American Civil War rules that are very much influenced by Featherstone.

The thing is the troop types range through medieval, 18th century and 1900, era technology not to mention various beasts such as dire lions and harpies plus the use of magic. SO it is a LITTLE complex.

As yet I don't know which side I'll be playing as I leave it up to Mat to choose who he wants to be. The Amerigans are all armed with superior ranged rifles, can move a half move and shoot and fire from skirmish order. Most of the Ozzz troops have a choice of move or fire as befits troops armed with Napoleonic type muskets. However the Ozzz troops have some tough troops, including skeletons, dwarves, the halberd armed Winkies and even a giant. If they can use the cover of forest to get close enough they will mostly have melee advantages. But half their troops do not have firearms at all. The Amerigans also have two machineguns...

Both sides have 'air support' although of limited ability. The Amerigan plane has two bombs and the piulot a pistol, The Munchkin balloon has two snipers aboard. The Ozzz forces also have attack ravens and a 'deep striking' unit of harpies.

Both sides have artillery with most if the Amerigan guns more reliable and not open to misfire, except for their dynamite gun!

AMERIGAN UNPREDICTABILITY

Most of the Amerigan units will be made up of volunteers. For most of them their ability which ranges from militia to elite will not be revealed until they engage the enemy.

OZZZ ARMIES

OZZZ has four small armies, the Munchkins with wizard Zoraster, Glenda with Quadlings, and two bad witches with their wn assortment of men and creatures, one for Winkies and ne for Gillikins.  Can the coalition stay together long enough to defeat the interlopers? We will find out tomorrow. Expect full army lists and battle reports plus photo. You are not going to miss this.

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