I received an Email recently from Les, who is a fan of Combat Patrol(R) that he was going to be in Florida near where I live for a few days. We took the opportunity for him to come over and try Wars of Ozz for the first time. I had planned on a rather large game including Zoom and in-person players, but a number of people had to cancel at the last minute. We played a two-player Ozz game with Dave playing Nomes and Les playing Munchkins.
The scenario involved the Nomes and Munchkins vying for control of a key crossroad. It was a simple scenario to introduce Les to the rules. Each side had 25 points.
As usual, turn one consisted mostly of both sides maneuvering into contact.
Dave charged with his Nomes and gained some initial success against the Munchkin Landwehr, with their poor Melee attributes. The Landwehr counter attacked against he blunderbuss men. In FIVE consecutive Reaction Tests at close range, Dave’s blunderbuss men never decided to fire. The blunderbusses have an advantage at close range, and Dave’s poor Reaction Tests on his right flank probably contributed most to his eventual defeat.
Despite dismal die rolling by Dave, I think that both players had a good time. Les’ dice were about average, some good rolls and some bad. I don’t think Dave rolled less than 9 on a Reaction Test the whole game.
This was Les’ first experience with the rules, and he seemed to like them. He is working on his own rules for the American Revolution. I have sent what I think is the final draft of Wars of Orcs and Dwarves to the publisher for layout. Soon I will begin work on Wars of Eagles and Empires (for black powder era warfare). The initial rules will focus on the Napoleonic Wars, and I’ll be looking for folks to write supplements for other periods, such as the Seven Years War, Jacobite Rebellion, and AWI. I am talking to Les about writing that supplement.
Last night, I hosted a Wars of Ozz game. The game involved three 20-point Munchkin brigades attacking two 25-point Gillikin brigades. The Gillikins were defending a village that the Munchkins sought to capture. We had two guys who were familiar with the rules, and one newcomer who quickly grasped the rules. We played four turns. We probably needed a fifth turn to come to a conclusion, but the consensus was that the Munchkins would have captured the town.
As I said, the consensus was that the game would have been a Munchkin victory if we had been able to play one more turn, but it was a “school night,” and we quit about 2200. The game was fun.
I recently ordered this vehicle from an outfit called RealityAtWork. Even without instructions it assembled easily. There were some really nice features about how this kit, all 3D printed, assembled with printed clips. I like the way I was able to assemble it so that the roofs came off easily for play.
The trailer was optional. The door/hatch came already assembled and hinged. The ladder is supposed to go up and down, but it is a very tight fit, and after painting, it probably won’t move any more.
The figures in these pictures are 28mm figures.
This vehicle will be the centerpiece of a science fiction skirmish scenario using the under-development Star Patrol(TM) version of Combat Patrol(R).
And this is something unrelated, but I picked it up last weekend at Hurricon in Orlando. Yes, we are holding gaming conventions here.