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onmilitarymatters Sponsoring Member of TMP of On Military Matters writes:

Muskets & Tomahawks product line due into the shoppe in early March, but other items due to arrive in mid-February.

Muskets & Tomahawks…

MUSKETS AND TOMAHAWKS

OMM offers the full range of M&T Nickstarter Level bundles (from Level 1 to Level 6) and separate items – see the OMM website for details and prices. Here are the ones we believe will be most popular:

Muskets & Tomahawks Level 2: Captain One copy of the Muskets & Tomahawks rulebook, one copy of the Redcoats & Tomahawks supplement book, one Redcoats and Tomahawks card deck, and one set of Muskets and Tomahawks tokens. $85.00 USD

TMP Special Offer: Save 15%. New Price: $72.25 USD

Muskets & Tomahawks Core Rules 2nd Edition rules. Focuses on the small wars of 18th Century North America during the French-Indian Wars and the American War of Independence. Games can be played with any number of figures, from 20 to 100 a side. $39.00 USD

Muskets & Tomahawks: Redcoats and Tomahawks Supplement Covers the armies that fought in the French-Indian War, American War of Independence, and the War of 1812. Supplement to Muskets and Tomahawks rules. $20.00 USD

Other 17th-18th Century Rules…

SONG OF DRUMS AND TOMAHAWKS: French & Indian War Skirmish Rules

Song of Drums and Tomahawks: French & Indian War Skirmish Rules Skirmish-level ruleset for warfare in the 18th Century Eastern Woodlands of America. Players will generally control less than a dozen figures in multi-player games, perhaps more in one-on-one contests. Rulesbook also includes: Historical background detailing the Native American tribes and their Europeans foes (and sometimes allies); map showing the locations of the major Native American tribes; timeline covering the major and minor wars from European arrival in North America until the 2nd Seminole War; army lists for the Native Americans, French, and British; complete list of Traits to individualize your troops and reflect the various fighting styles of tribal warriors, European soldiers, or frontiersmen; suggestions on how to set-up games and scenarios; and description of warfare in this period. $15.00 USD

Song of Drums and Tomwhawks: Beaver Wars (Campaign Rules & Scenario) Set of campaign rules to refight this 17th-18th Century conflict between Native American tribes in colonial North America. Includes: 18 scenarios with maps for campaign skirmishes; extensive, well-researched history on the Beaver Wars time period; four campaigns covering different phases and theaters, each tailored for two to seven players; tribal histories of 14 major Native American nations that took part in the wars; templates for all cards and components needed; and easy campaign resolution system that tracks player progress and determines victory. $20.00 USD

Song of Drums and Tomahawks: Pequot War (Scenario Book for Pequot War) Booklet contains 12 scenarios of the Pequot War in New England, July 1636 to September 1638, with maps, orders of battle, special rules, and victory points. Includes narrative retelling of the history by stages of the war through scenario introductions; new or modified Traits to Song of Drums and Tomahawks for this war; more detailed treatment and rules for early black-powder weapons; map charting the location of battles of the Pequot War; and campaign rules for two sides to re-fight the war and determine victory. $15.00 USD

For King and Empress: Seven Years War Big Battle Rules Big-battle miniatures game for re-fighting the Seven Years War, 1756-62. Everything you need to play is here, including: rules illustrated with diagrams and photographs; definitive resolution system; scenario design from march-on attacks against a deployed defender to a positional grand-tactical system conducted before the battle; terrain generation; point system; army lists for all the major (and several minor) combatants of the Seven Years War, often broken into early and late-war periods; two tiers of army sizes, which allow you to field small forces quickly or expand them to major armies; myriad of optional rules to tweak just the right feel for your games, or put them in a historical campaign context; and a flexible basing system, allowing you to use troops you already own or guide those just starting out. $15.00 USD

Modern-Era Rules…

WARS OF INSURGENCY: Modern Skirmish

Wars of Insurgency: Modern Skirmish Man-to-man modern skirmish warfare rules system includes six faction types drawn from 20th and 21st century events; points system for balanced battles between Elite, Regular, or Militia troop types; rules for political scheming and permanent institutions (like radio stations); three scenarios; and complete campaign system allowing rival factions to war for control of their fictional or historical country. $15.00 USD

RED STAR BURNING STREETS: The Allied Defense of West Berlin – November 1983

Red Star, Burning Streets: The Allied Defense of West Berlin – November 1983 Background, orbats, scenarios, maps, and more for The Zone skirmish rules. However, this scenario booklet is compatible with any Cold War Gone Hot skirmish ruleset. Excellent city warfare scenarios. $28.00 USD

Ancient Rules…

ANCIENT WAR GAME

Ancient War Game Full facsimile reprint of the original edition of these Charles Grant rules, plus seven accompanying wargames articles. The author provides twelve battles from the Age of Chariots to Legion V's Phalanx era. Includes black-and-white maps and illustrations. $40.00 USD

Victorian Sci-Fi Rules…

FOR QUEEN & PLANET: The Imperial Wars of Earth and Mars 1845-1930

For Queen & Planet: The Imperial Wars of Earth and Mars 1845-1930 All rules necessary to play either a Colonial or Victorian Science-Fiction (VSF) version of the game. Aimed at 15mm to 28mm scale with one to five figures per stand and four to five stands per unit. This set contains Core Rules and 'Historical Mahdist' campaign theme. New lower price. $15.00 USD

Wargames…

AMERIKA BOMBER: Evil Queen of the Skies – Strategic Bombing of America, 1947-48

Amerika Bomber: Evil Queen of the Skies – Strategic Bombing of America, 1947-48 In another timeline, England stands alone in Europe: beaten down but not completely destroyed. The Soviet collapse in 1944 combined with an armistice allows the Germans to rest and refit their armies and deploy back to the west. The Americans have finally decided to declare war on Germany, but it seems to be a somewhat futile gesture, as any attempt to liberate Europe would have to face the full might of the Wehrmacht and Luftwaffe. In 1946, the Amerika Bomber becomes a reality. The German Atomic bomb project is almost complete. In 1947, the first missions begin against the American homeland.

Product Information: Complexity: 4 out of 10; Solitaire Suitability: 10 out of 10; Time Scale: Weekly turns (individual sorties, 4 per month); Map Scale: Abstract; Unit Scale: Individual aircraft, weapon systems, specific crew members, and ammo rounds; Players: One (with option for two or more); Playing Time: 60-90 minutes

Components: One Counter Sheet of 9/16-inch unit-counters; Three Aircraft Display Mats; Five Player Aid Cards; One Combat Display Mat; One Pilot Awards Display Mat; One Air Operations Mat; Rules Booklet featuring extensive Alternate History Background; One Logsheet; Two 6-sided dice and one 10-sided die. $69.00 USD

TMP Special Offer: Save 15%. New Price: $58.65 USD

Family Dice Game…

SCURVY DICE: Family Game

Scurvy Dice: Family Game Prepare to set sail for fortune and fame on the ocean's blue! As a newly recruited captain in Scurvy Dice, you will outfit your ships with sails, cannons and men to battle your way to the mythical Parrot Island. Once you're sure you've had your fill of gold, it's time to race to Monkey Grove and secure your haul. Legendary captains may even be willing to temporarily join your crew for a chance at the booty! Game for two to four players, aims for 15-30 minutes a game. $30.00 USD

And Don't Forget the Magazines…

MINIATURE WARGAMES: Issue #443

Miniature Wargames: Issue # 443 Articles include: Viva La Revolucion! Viva Mexico!: Early 20th Century Mexican Revolution scenario with a painting guide and Black Powder rules adaptation (with downloadable tactical cards); War in the Far East: Seven Black Powder scenarios for fighting the Boxer Rebellion; Tuttlingen, a 30 Years War scenario using the snow-terrain boards built in issue 442; The Lost Morddhic Killing Fields: Scenario for Warmachine and Hordes; The Dragon and the Eagle's Egg? Iwo Jima-based scenario for Bolt Action; Minnows Against Sharks: Black Seas scenario; The Boxroom: Scenario for Infinity; The Great Train Heist: Scenario for Malifaux; Command Decision: Marshal Ney at Quatre Bras scenario; Send Three and Fourpence: Guide to Coarse Painting; Scratch build a 28mm Thatched Hovel plus free card gothic watch towers; Club Spotlight: The Bexley Reapers; Quartermaster: Reviews of accessories; Defence in Depth: Figures and rules reviews; Forward Observer: News; Recce: Book reviews; and Last Word: Mike Hutchinson. $9.00 USD

VAE VICTIS #149: Narvik 1940

Vae Victis #149: Narvik 1940 Articles include: Boardgames: Napoleon Saga (Ouf Cube); QMG-Cold War (PSC); Aachen 1944 (FT); Last Hundred Yards (GMT); MacArthur's Defeat 1941 (MMP); OP Commando 2 (Ajax); Death Valley (GMT); A Gate of Hell (AtO); Miniatures: SPQR; Black Seas extension France; Adaptation Tercios pour les Samourai; Panorama des regles Osprey SF et Fantastique; La Marine FNFL pour Cruel Seas; Comparatif des regles d'escarmouches medieval/renaissance; Bir Hakeim avec Bolt Action; Scenarios: Advanced Squad Leader; Memoir 44; What a Tanker: Fury; Hobby: OPJH 2019; Art of War: Narvik 1940; Battle of Tourcoing 1794; and a Wargame: Narvik 1940 – Narvik 1940 is a game for two players that simulates the tactical combats around Narvik in May and June 1940 between the French (Alpine fighter planes, ski scouts, and legionaries) and the Germans (mountain fighter planes, marine survivors, and their sunk destroyers and paratroopers). The rule is an evolution of the system En Pointe Toujours (At the Cutting Edge). Several scenarios are presented, both on the French attacks and the terrible German counter-attacks. Complexity: 6/10; Solo playability: 4/10; Duration: 2 – 3 hours; One turn = 10 minutes; One unit = 4 – 10 men. [French text, but with rules in English] $26.00 USD

More on the Website…

Visit onmilitarymatters.com for all our stock in the shoppe. If you need additional information, don't hesitate to email militarymatters@att.net or phone 609-466-2329. We are also offering used books and wargames (usually one copy each) on our website. Note that if you subscribed to our e-Flyer, you would have had first crack at them. Just drop an email to us to be put on our email list.

For more information

Text edited by Personal logo Editor in Chief Bill The Editor of TMP Fezian
Graphics edited by Personal logo Editor in Chief Bill The Editor of TMP Fezian
Scheduled by Personal logo Editor in Chief Bill The Editor of TMP Fezian