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Books at On Military Matters


Updated as of 3/14`/2024

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

1-100020 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-saddle stitch softcover ......$24.00

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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-saddle stitch softcover ......$28.00

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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, 64 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$30.00

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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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