A few people have asked. I'll be preparing a nice little catalogue but for now, this will hopefully help answer some questions about the different games I offer.
FiveCore third edition
Setting: Generic system. Suitable for 20th century and scifi.
Figure scale: Individually based figures.
Game size: 8-12 figures per side typical.
Features: Full campaign rules included. Random scenario creation.
Notes: Flexible system with minimal stats. Suitable for solo gamers.
FiveCore first edition
Setting: Generic system. Suitable for 20th century and scifi.
Figure scale: Individually based figures.
Game size: 8-12 figures per side typical.
Features: Basic campaign rules included. No vehicle rules.
Notes: Earlier version offered as a cheaper option. Less feature-rich.
FiveCore Company Command
Setting: Generic system. Suitable for 20th century. Scifi supplement available.
Figure scale: Each stand is one squad or a single vehicle.
Game size: Reinforced company per side.
Features: Random force creation. Individual attachment system to customise squads.
FiveCore Brigade Commander
Setting: Generic system. Suitable for 20th century.
Figure scale: Each stand is one company.
Game size: Brigade per side.
Features: Random force creation. Campaign rules. Campaign can be combined with skirmish and company rules. Platoon sized attachment system and abstract "Asset" system to portray army doctrines.
Five Men in Normandy
Setting: WW2.
Figure scale: Individually based figures.
Game size: Squad or less per side.
Features: Full integrated campaign rules.
Notes: Original incarnation of FiveCore system. Offered cheap as simple, introductory package.
WW2 specific game system. Simpler, more stripped down compared to FiveCore 3rd edition.
No vehicle rules. Aimed at below-squad patrol actions.
Five Men at Kursk
Setting: WW2.
Figure scale: Individually based figures.
Game size: From squad to platoon.
Features: Full integrated campaign rules, detailed vehicles. Support tables for random force creation.
Supports troop characteristics and national characteristics. More detailed than other FiveCore systems.
No End in Sight
Setting: 20th century and contemporary.
Figure scale: Individually based figures.
Game size: Platoon with support per side.
Features: Multiple campaign systems. Quick mechanics focused on casualties, morale and mounting pressure.
"Gritty" realism rather than movie-realism.
No Stars in Sight
Setting: Science fiction.
Figure scale: Individually based figures.
Game size: Reinforced platoon per side.
Features: Multiple alien races. Points system. Variety of technology and weapons. Hard scifi military action.
Is not currently updated to 2nd edition of "In Sight" system. Update will be free but time is not known.
No Hope in Sight
Setting: Post apocalyptic.
Figure scale: Individually based figures.
Game size: Squad to platoon sized.
Features: Built for campaign scavenger play from the ground up. Variation of "In Sight" system.
Not currently updated to 2nd edition standards.
Trench Storm
Setting: WW1
Figure scale: Each stand is one squad or vehicle.
Game size: Battalion or so.
Features: Simple, conventional WW1 game mechanics. Easy to build armies for.
LaserStorm
Setting: Scifi.
Figure scale: Each stand is 5 men or 1 vehicle ("epic" scale)
Game size: Battalion and up.
Features: No markers or counters on the table. Full points formula. Multiple ways to construct units. Map-based campaign rules. Can support very large armies and very large robots.
War Story
Setting: Any.
Figure scale: Any.
Game size: Any.
Features: Narrative game rules for resolving military actions in a story-driven game.
Simple mechanics with several tools and options for resolution.
Well suited to gamemastered game or as attachment to an RPG campaign.
Clash on the Fringe
Setting: Space Adventure.
Figure scale: Individually based figured.
Game size: Platoon'ish.
Features: "Rogue Trader" replacement. Full points system, countless unit types or build your own. Campaign rules, random scenarios, psionics, robots and wildlife.
Chevauchee
Setting: Medieval. Has fantasy supplement.
Figure scale: Individually based.
Game size: 6-12 figures per side.
Features: Detailed weapon system, heroes and knaves. Campaign play and random fiefdom generator.
From Shako to Coalscuttle
Setting: 1805 to 1914
Figure scale: Abstract. Army is 8-12 units of 4 stands each.
Game size: Abstract.
Features: Combat system combines morale and casualties into one roll. Command/control system is based o nexceptional actions, rather than interfering with every single activity.
Leadership driven.
Rules currently in beta-testing.