I would point out that Russ Lockwood has edited and republished eight volumes (so far) of Wally Simon's rules, variants, and other wargaming mechanics thoughts. Each volume is an 8.5x11-inch booklet, about 40-50 pages each, 13 or so articles each, b&w interior, $19 USD each, and currently in stock here at the OMM shoppe.
Volumes and Table of Contents listed below:
Vol. 1: Secrets of Wargame Design (OMM# 198831)
* 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
Vol. 2: More Secrets of Wargame Design (OMM# 198832)
* 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
Vol. 3: Solo Secrets of Wargame Design (OMM# 198833)
* 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
Vol. 4: Campaign Secrets of Wargame Design (OMM# 198834)
* 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
Vol. 5: Master Secrets of Wargame Design (OMM# 198835)
* 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 Vain
Vol. 6: Skirmish Secrets of Wargame Design (OMM# 198836)
* 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 tyranny
Vol. 7: WWII Secrets of Wargame Design (OMM# 198837)
* 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 Fire
Vol. 8: Naval Secrets of Wargame Design (OMM# 198838)
* 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 Interaction