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Books at On Military Matters


Updated as of 5/16/2013

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
7 results found for author containing russ lockwood
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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1-201111 Aelred, Brother; edited by Russ Lockwood

AS PER MARGIN: Fleet Action Miniatures Rules for the Age of Sail
Command a fleet when ships of wood and men of iron ruled the waves!

Some of the most enlightened miniature rules came from the talented Brother Aelred, who wrote the Monk's Corner column in MWAN. As Per Margin: Fleet Action Miniatures Rules for the Age of Sail is the first of his rule sets to be revived, revised, and expanded to grace wargamers' tabletops.

Easily learned and quickly played, As Per Margin reflects a philosophy of offering enough flavor for a great game, but avoiding too much realism that would bog down the game.

Including the Seven Years War to the Napoleonic Era, As Per Margin's fast play action means you spend more time sailing and firing and less time fidgeting. Clever 'falling aboard' movement brings ships close enough to grapple and board -- and maybe even collide.

Optional rules include Red Hot Shot, Shore Batteries, Debris Fields, Elite Crews, and more.

* Graphical Ship Charts
* 1st Through 6th Rate Ships
* Merchant Ships
* NO Order Writing!
* Uses d6 dice
* Quick Reference Sheet with all tables
* Includes Scenario: Second Battle of Finisterre October 14, 17471 vol, 32 pgs 2012 US, LOCKWOOD PROJECTS
NEW-softcover, available mid March 2013 ......$19.00 rct
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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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1-190320C Lockwood, Russ

SNAPPY NAPPY:Music CD
Companion CD to Snappy Nappy rules offers classically inspired battle music to wargame/paint to. 1 vol, 1 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-CD ......$0.00
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1-190400 Lockwood, Russ

HYPERSPACE HACK: Ultrafast Spaceship Fleet Battles
Simple yet subtle rules for fleet-sized actions of 50+ ships per player, for 2-20 players. One-page Quick Reference Sheet. Crew quality rating system from raw to elite, with rules for ramming, boarding, etc. Optional rules for three-sided games, tournament point system, planet-busting lasers, and more. Great for kids.1 vol, 40 pgs 2009 US, L.M.W WORKS
NEW-softcover ......$29.00 discount: :15%
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1-198832 Simon, Wally; edited by Russ Lockwood

MORE 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.'

Volume 2 of Wally Simon's More Secrets of Wargame Design accents the best efforts of 'Wally Rules' with a dozen more top 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.

More Genius Within:

* Movement Procedures in Wargaming: Sequencing, Scales, and Splits
* Seven Years War Over Six Towns: Importance and Bloody Battles
* Seven Skirmishing Samurai: Card-Based Actions and Triangular Hit Rosters
* Pip, Pip, Hooray! An Alternative to Pip Systems Using Cards
* Points of Command: Attrition and Breakthrough in an ACW Battle
* Battle-Line Ancient Warfare: Actions, Re-actions, and Concepts in Progress
* Renaissance Warfare for the Beady Eyed: Distributing Orders, Combat Divisors, and Decisions
* An Altered WWII Mini-Campaign: Movement, Morale, and Airstrikes
* Probability and Ploys: Alternative Morale, Firing, and Melee Systems
* Napoleonic Slugfest in the Peninsula: Fire-Oriented Wargame with Card-Based Variable
* Fighting Swashbucklers of the Foreign Legion: Skirmish with a Hyper Twist
* Meet the Clock: A Variable Time Strategy Idea

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. 1 vol, 60 pgs 2012 US, LOCKWOOD PROJECTS
NEW-softcover ......$19.00
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1-198833 Simon, Wally; edited by Russ Lockwood

SOLO SECRETS OF WARGAME DESIGN: Volume 3: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The third volume of the SECRETS OF WARGAME DESIGN series concentrates on solo wargaming ideas. Peel back the layers of game theory to generate great solo games for a variety of periods. Delve into the real nuts and bolts of game mechanics to create a more compelling -- and often more entertaining -- tabletop battle.

* Simple Solo Guidelines: Morale, Data Sheets, and a Napoleonic River Line Attack
* Good Morning Vietnam: Cards, Squares, and Sequences
* WWII Efficiency: Too Much Damage, Loss Points, Reaction Points, and Combat Points
* Napoleonic Equality of Inequality: Simon's Theory of Fire Power
* Scenario Generation: A Line in the Terrain
* Speedy Solo Siege: Zones, Building Points, and the Passage of Time
* Third Time's Charm: Modern Solo Squad Skirmish
* Renaissance Squared: Grids, Groups, and Grinds
* Bad Blood in the Balkans: WWII Command, Control, Activation, and Quality
* Rules are Greener: American Revolution Response Chart and Efficiency Levels
* Solo Hastings: Flights of Fancy?
* NATO Rescue in Serbia: Pop-Up Squads, Prisoners, and Running Battles
* BONUS: The Wally Quadfecta: Universal Guidelines for Good Game Design

Volume 1 and 2 are still available!1 vol, 50 pgs 2013 US, LOCKWOOD PROJECTS
NEW-softcover, available in 1-2 weeks ......$19.00 rct
click here
for Reviews, Table of Contents and Feedback
..see our WARGAMING RULES page for more books on this subject
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