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Books at On Military Matters


Updated as of 9/12/019

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
10 results found for keywords containing secrets wargame design
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
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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
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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
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1-198834 Simon, Wally; edited by Russ Lockwood

CAMPAIGN SECRETS OF WARGAME DESIGN: Volume 4: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 4th volume in the series offers 12 different rules systems for running campaign wargames, each of which can be used with tactical rules of your choosing. Run them via snail mail (as Wally did with friends across US and in the UK) or e-mail (the modern equivalent), using the historical background provided or adapt to your own historical or imagi-nation campaign.

If you've ever thought of running a campaign, large or small, among friends or for your club, this is the how-to booklet that brings together experience and shortcuts from a dozen campaigns. Adaptable to many eras. Includes maps, diagrams, and explanations of concepts and mechanics.

The Clever Dozen:

* Dot Wars: Armies on the Move
* Solo Campaign: Zulus Against British
* Simplified Campaigning: Napoleonics and Status
* Campaign Anyone? British Colonial Era Ideas
* Ancients Campaign: Army and Commander Points
* American Civil War Campaigning: Styles and Substances
* Zulu Uprising: A Mini Campaign
* England vs. Colonies: American War of Independence Campaign
* Lost Napoleonic Campaign: Planned Moves and Victory Boxes
* Rhombusia Campaign: Colonization and Rebellion
* Campaign Trail: Play by Mail Wargaming
* A Map Exercise: Tiered Movement 1 vol, 52 pgs 2014 US, LOCKWOOD PROJECTS
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2-198834 Simon, Wally; edited by Russ Lockwood

CAMPAIGN SECRETS OF WARGAME DESIGN: Volume 4: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 4th volume in the series offers 12 different rules systems for running campaign wargames, each of which can be used with tactical rules of your choosing. Run them via snail mail (as Wally did with friends across US and in the UK) or e-mail (the modern equivalent), using the historical background provided or adapt to your own historical or imagi-nation campaign.

If you've ever thought of running a campaign, large or small, among friends or for your club, this is the how-to booklet that brings together experience and shortcuts from a dozen campaigns. Adaptable to many eras. Includes maps, diagrams, and explanations of concepts and mechanics.

The Clever Dozen:

* Dot Wars: Armies on the Move
* Solo Campaign: Zulus Against British
* Simplified Campaigning: Napoleonics and Status
* Campaign Anyone? British Colonial Era Ideas
* Ancients Campaign: Army and Commander Points
* American Civil War Campaigning: Styles and Substances
* Zulu Uprising: A Mini Campaign
* England vs. Colonies: American War of Independence Campaign
* Lost Napoleonic Campaign: Planned Moves and Victory Boxes
* Rhombusia Campaign: Colonization and Rebellion
* Campaign Trail: Play by Mail Wargaming
* A Map Exercise: Tiered Movement 1 vol, 52 pgs 2003 HOPEWELL, OMM PUBLISHING
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1-198835 Simon, Wally; edited by Russ Lockwood

MASTER SECRETS OF WARGAME DESIGN: Volume 5: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The fifth volume in the series offers 13 articles detailing the nuts and bolts of wargame design, with suggestions for scenario balancing, rules ideas, and rules mechanics to punch up your wargaming in all eras. These can be used as is or adapted for published and home-brew miniatures and boardgame rules.

The Thought-Provoking 13:

* Viking Hex: Skirmish Rules on a Grid
* Catchy Cromwell: ECW Morale and Firing
* WWII Battle Rules: Supply, Aircraft, and Damage
* Ancient Impact: Combat Values, Morale, and Rally
* ACW Rules Experiment: The Perils of Rallying
* Renaissance Warfare: Hits, Bits, and Markers
* WWI Trench Assault: Kill Dice and Casualties
* AWI Bemis Heights: A Morale Game
* Modern Island Invasion: Action Cards and Areas
* Medieval Campaign Ideas: Towns, Provinces, and Revenues
* Napoleonic Concepts: Areas, Scale, and Weird Design
* What's An Officer to Do?: Orders, Morale, and Casualty Transfer
* Skirmish Melee Odds; They Did Not Die in Vain1 vol, 44 pgs 2015 US, LOCKWOOD PROJECTS
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1-198836 Simon, Wally; edited by Russ Lockwood

SKIRMISH SECRETS OF WARGAME DESIGN: Volume 6: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 6th volume in the series of wargame design booklets offers a cornucopia of rules, scenarios, and nuts & bolts mechanics used in skirmish wargames. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the above.

Improve your creativity with the following articles:

* Gladiators Behaving Badly: Bluffing, Buffers, and a Quick Arena Campaign
* Goin' Commando: Falklands Raid: Stealth, Detection, and Demolition -- British commandoes attack an Argentinian airfield
* Victoria Colonial Skirmish Rules: Attributes, Cards, and d100s
* Samurai Skirmish: Archery, Windage, and Melee Bands
* Von Vorren's Machine Gun Duel: WWII East Front Skirmish -- Germans hold a farmhouse against the Soviets
* House-to-House Modern Skirmish: Reaction Deck, Wounded, and Response Deck -- a card system long before today's modern re-discovery
* Swath Fire: Volley Fire Variation: For Muskets Through Lasers
* Bash and Crash Medieval Melee: Agility, Strength, and Reactions
* Command and Control Cards: Activation with a Twist
* Hey Pilgrim! You Forgot Your Popgun: Wild, Wild West Shootout -- Posse tracks down the gang
* Zgroshk Modern Skirmish: Clocking, Wounds, and Reserve
* Ragnar's Viking Raid: Fast, Simple, and Chartless Rules
* 23rd Century Urban Uprising: Dicing, Reaction, and Rally Rolls -- The people revolt against tyranny1 vol, 48 pgs 2016 US, LOCKWOOD PROJECTS
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1-198837 Simon, Wally; edited by Russ Lockwood

WWII SECRETS OF WARGAME DESIGN: Volume 7: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 7th volume in the series of wargame design booklets offers a cornucopia of World War II rules, scenarios, and nuts & bolts mechanics. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the below.

Rules blitz at your fingertips:

* The Zen of Armor Combat: To Hit or Not to Hit
* WWII Battalion Skirmish: Casualty Filter, Rally Areas, and Reinforcement Cards
* Armor Firing and Damage: Single Die Throw System
* US Invasion of Vladivostock: Goofettes A Plenty
* Skirmishing with 54mm Figures: Poses, Actions, and Sustained Fire
* A Trio of Bridges: Time as Command and Control Increments
* Command Strike at Dawn: Skirmish Raid
* Pacific Carrier Battle: Quick, Simple, and Random
* Oregon Beach: Solo Landing Scenario
* City Fight: Block by Block in Stalingrad
* Island Invasion: Naval Bombardment, Efficiency, and Reaction Points
* Town Skirmish: Suppression Fire and Reaction Chart
* Two 15mm Battles: Dispersal, Initiative Ploy, and Clock Die Op Fire1 vol, 48 pgs 2017 US, LOCKWOOD PROJECTS
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1-198838 Simon, Wally; edited by Russ Lockwood

NAVAL SECRETS OF WARGAME DESIGN: Volume 8 -- A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 8th volume in the series of wargame design booklets offers a cornucopia of Naval rules, scenarios, and nuts & bolts mechanics. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the below. Be a better gamer. Be a better GM.

Rules salvo at your fingertips:

* Pirates and Treasure Islands: Strategic Grid, Tactical Cards, and Gold
* Solo WWII Sea Battle: Pip Ideas Combined
* Seven Seas Battle: Rhombustian Age of Sail Naval Rules
* Attack on Chimpanzee Island: WWII Double Blind Fog of War
* Rams, Rammers, and Ramees: American Civil War Harbor Attack
* Sink the Tirpitz: An Undertable, Undersea Adventure
* Modern Ship Lock-On: Damage and Repair
* Double Blind Convoy Game: Raids, Routes, and Patrols
* Russo-Japanese 1904 Naval Battle: De Bellis Navalis Recap and Modifications
* Simon WWII Ship Game: Firing in an 8-Inch Diameter
* Age of Sail Cards: Command and Control Decks
* Triremes and Ancient Memes: Impulses, Movement, and Oar Confusion
* Classic Fletcher Pratt: US vs. Japan WWII Battle
* Truk Island WWII Battle: Air-Sea Interaction1 vol, 48 pgs 2018 US, LOCKWOOD PROJECTS
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1-916356 various

MINIATURE WARGAMES: #356 December 2012
Cover Story: Morale in wargames (using the American War of Independence as an example) -- this is an excerpt from: Secrets of Wargame Design Vol. 1 (OMM item code: 198831)

Also:

* Figure Showcase: The Cossacks.
* Show Reports: Colours in Newbury and Attack in Devizes
* Figure Focus: Black Pyramid Gaming
* Mount Olympus: New regular historical wargames news, views, and reviews column
* Ancients: Building his Dark Ages army from scratch
* 19th Century: Battle of the Alma 1854 in the Crimean War
* WWII: Lessons learned from staging a Taranto participation game
* Sci-Fi & Fantasy: News and products, and a look at the role of the small squad in games
* Modeling: Tony Harwood concludes his project to recreate the Chapel of Rofenburg
* And more.1 vol, 68 pgs 2012 UK, ATLANTIC PUBLISHERS
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