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Books at On Military Matters


Updated as of 11/16/2017

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
rct - recent arrival or pending publication, spc - OMM Special Price

1-198831 Simon, Wally; edited by Russ Lockwood SECRETS OF WARGAME DESIGN: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics From the Center for Provocative Wargaming...

For decades, Wally Simon helped shape miniatures wargaming through Potomac Wargamers Review -- his monthly photocopied newsletter that analyzed the mechanics of wargame rules. First published in the 1970s, PWR ran monthly through August 2002, delving into the nuts and bolts of how rules worked -- and how they did not. Published rules, home-grown rules, and even his own rules came under scrutiny as he created, destroyed, and tweaked rules mechanisms to try and 'produce a game which keeps all players continually busy and interested in what's going on.'

In Volume 1, we offer an introduction to 'Wally Rules' and a dozen of his best articles pulled from the pages of PWR. Stuffed full of ideas, concepts, and rules mechanics covering wargaming action across all eras, they offer provocative wit, wisdom, and imagination to help you tweak an existing set of rules or create your own rules to make a better wargame.

Contents:

* Wally Rules: The Search for Tabletop Perfection
* ACW Telescoping Battlefield: Battleline Melee, Reaction Points, and the d6 Crowd
* Renaissancing The Rules: Support, Rally Zones, and River Crossings
* Revolutionary Morale: Reaction Levels, Cards, and AWI Battles
* The Parade Ground Indian Mutiny: Loyalty Quotients and Rally Points
* Pushing Panzers in WWII: Barbarossa Ho! Thunder From The Sky Artillery
* The Theory Of Melee: Routs, Rallies, and 'Rithmetic
* Card Movement Systems: Wild West Gunfights and British Colonials
* Ancient City Fight: Gridded Play, Reinforcements, and a Melee Template
* Ancient Country Fight: Nodes, Battle Boards, and Command Points
* Great Napoleonic Thoughts: National Characteristics and Quantitative Playability
* Big Picture Siege Game: A Variable Time Strategy Idea
* Sixth Sense For Sequences Of Play: Options, Consequences, and the Future

Wally Simon was one of the founders of HMGS, hosting the first meeting in his basement. A statistician by trade, he used his mathematical skills to analyze probabilities within wargame mechanics. Wally's Basement is named after him. Edited by Russ 'MagWeb' Lockwood.

EXCERPTS FROM REVIEW FROM MINIATURES WARGAMES 355 (pg 64)

'It does contain some valuable insights that have a deceiving subtlety at times: it contains much in a series of nutshells ... It contains a lot of very experienced gamer's know how. I will be reading this again and again for inspiration and purely for entertainment ... If you are looking for an injection of fresh enthusiasm and something to make you see the hobby with fresh eyes, this first volume is what you are looking for. Very Highly Recommended.' 1 vol, 60 pgs 2012 US, LOCKWOOD PROJECTS
NEW-softcover ......$19.00

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1-100020 Kershner, Tod WARFARE IN THE AGE OF NAPOLEON 8.5x11, an intermediate complexity and tactical simulation of Napoleonic Warfare by the same team that brought you Warfare in the Age of Reason. No need to rebase. Tactical level game, play aids. 1 vol, 36 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$22.00

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1-100021 Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF NAPOLEON:Battle Scenarios #1 This first supplement includes 11 scenarios with corresponding army lists for each. Fleuros 1794, Haslach 1805, Saalfeld 1806, Hoff 1807, Raab 1809, Busaco 1810, Albura 1811 and Borodino 1812. 1 vol, 60 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$25.00

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1-190320 Lockwood, Russ SNAPPY NAPPY: Simple, Subtle & Ultrafast Napoleonic Rules Brilliant, simple, and subtle rules for 2 to 20 players, covering multi-corps actions. Excellent step by step introduction for those new to Napoleonic wargaming. Morale based (no figure removal) for fog of war. Uses any basing system. Play the big battles and campaigns you always dreamed of. Excellent to introduce kids to Napoleonics miniatures. 1 vol, 60 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$29.00

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1-59930 Parker, Chris DAY OF BATTLE - The Middle Ages 2nd Edition full color Great set of medieval rules allows you to field medieval armies as a great warlord. Choose your style of play via your warlord type (Raider, Mercenary, or Chivalric) and the clever honor mechanism rewards your actions -- and punishes your failures -- in every battle. The higher the honor, the more capable and prestigious your leader. Makes for a great campaign-style series of battles every time you play a one-off game.

Summon your forces through simulated feudal system using deck of regular playing cards. Stand-based system, variable moves, special formations such as shield wall and wedge, and 10 domains (Army Lists) allow you build armies for Normans, Anglo-Saxons, feudal English, feudal Scots, feudal French, feudal Germans, Crusaders, Seljuk Turk, 100 Years War French, 100 Years War English, and Wars of the Roses.

8.5x11, well-illustrated, two card-stock reference cards included. 1 vol, 56 pgs 2012 US, OMM PUBLISHING
NEW-wire bound softcover ......$24.00

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1-197290 Sowers, Lee COMBAT ACTION COMMAND: WWII Miniatures Rules for 10/12mm, 15mm, & 20mm A clever set of rules written by Sowers, who adapted his modern version that taught tactics to Delta Force, NY City SWAT, and various army units into a WWII set of rules. Can be played with nail-biting gusto on a 4x6-foot table (or as small as a 2x2-foot table). Data cards carry all the necessary info -- newbies learn quick how to play, grognards use historical tactics to achieve victory. This is more simulation than game.

Most of all, YOU control the action. Forget dice- or card-controlled activations or IGo-UGo 'gotcha!' sequences. YOU and only YOU decide when to engage or retreat, when to open fire or lay low, and when to charge or maneuver. Of course, the enemy has the exact same control, so victory comes down to a battle of skill -- and knowing how to use the unique capabilities of your units.

* Geared for 15mm, but can use 10mm, 12mm, and 20mm figures - NO REBASING!
* Each Team stand equals one troop squad or a single tank, vehicle, or gun -- play platoon to company sized battles with ease.
* Asymmetric turn sequence with CAC interrupt allows you to size up the situation, seize initiative, and coordinate small unit attacks and defense.
* Clever Data Cards for each unique Team account for training, morale, experience, and weaponry so you spend more time commanding, not stat counting!
* Includes 24 Data Cards covering major US, German, and Soviet units, plus artillery, aircraft, AA, snipers, HQs, mortars, and specialty weapons like Molotov cocktails and sticky bombs.
* Points system for tournaments and balanced scenarios.
* Two 1944 scenarios included -- Saving Private Ryland (West Front) and Saving Feld Marshall Model (East Front).
* Requires six-sided dice, twenty-sided dice, a scatter die, and ruler.
* Full color, with detailed explanations of key concepts and necessary markers. Supplements with more data cards available.
* Website support offers lots more scenarios, free data cards, other playing aid downloads, AARs, strategy tips, and an exchange of ideas with the designer via e-mail and blog.


1 vol, 72 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$39.00

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