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English Civil War Secrets of Wargame Design: Volume 9

English Civil War Secrets of Wargame Design: Volume 9 Printed Version. Another in the Wally Simon series helps you design games and add spice to scenarios – this time for English Civil War battles, but applicable to other eras as well – with 16 how-to articles stuffed full of ideas, concepts, and innovative mechanics. Use a few or use many, but these can help energize and enliven your ECW games. Articles: Ye Chippe: Battle Bidding (Adding Bidding Chips with Color); Rebel Cause: ECW Area Campaign (Movement Rates, Treasury, and Sequence); Simple Rules for Solo ECW Gaming (Casualty Figures and Victory Points); Campaign: Will the King Reach London? (Card Bidding, Victory Points, and Officer Effects); Encounter at Lennard Manor (Loss Threshold); Thoughts on ECW Bases & Card Systems (T-Shaped Bases and More); Exploration of Card-Driven Mechanics (Four-Card Activation); The Push of Pike (Command Points and Card Decks); The Epic Engagement at Crutchton Manor (Melee and Destruction Points); For God, King, and Country (Rules Playtest); For God, King, and Country (A Re-Evaluation); My ECW Rules Disaster (Staff Officers); Catchy Cromwell Rules (Variation Using Morale Levels); Active-Sector Approach (Inspiration and Army Morale Points); 54mm ECW Rules and Battles (Thoughts on Fire Factors); and 2mm Battles at Crutchton Manor (Three Battles). $20.00 USD

English Civil War Secrets of Wargame Design: Volume 9 PDF Version. $16.00 USD

Five Parsecs From Home: Solo Adventure Wargaming

Five Parsecs From Home: Solo Adventure Wargaming Solo adventure wargame where you assemble a ragtag crew of galactic trailblazers and head out to explore the stars, pick up jobs, and every now and then – engage in some action-packed, sci-fi combat! Battles are procedurally generated with huge combinations of enemies, weapons, battlefield circumstances, and objectives. With each encounter, you earn experience and loot, progressing your crew and story as you send your crew to look for contacts, trade, explore the colony, recruit replacements or train up their skills. The game is playable with any miniatures you have on hand and requires only a small number to get started, making it ideal for both experienced and new science-fiction gamers. All you need is a few six-sided dice and a couple of ten-sided dice. Create a wide range of characters, whether human, alien or robot. After each battle, your crew may die from their injuries or level-up and find new items and information. Upgrade your starship with expansion modules. Generate a huge array of possible missions, with more than 50 enemy types. Random tables for towns, trade, character events, and starship travel. Five difficulty settings, including super-hard Black Zone and Red Zone jobs. Seven-stage narrative solo campaign. Hardback book. $43.00 USD

Mythic Americas Warlords of Erewhon: Rulebook. New version still keeps at its heart a singular objective in mind – to allow for fast-paced and exciting miniature battles upon a standard-sized table between rival forces known as Warbands. A Warband represents your own band of warriors – courageous humans, blood-thirsty monsters, legendary heroes, and mythological entities from the depths of the darkest myths. Contains all the rules you need to get playing, a wealth of scenarios, and four full army lists for the Tribal Nations, The Aztecs, The Mayans, and The Incas. It also includes background with tactical tips and painting tips for each of the four Warbands. $40.00 USD

OMM Discount 10%: Now $36.00 USD.


Bavarian Army During the Thirty Years War 1618-1648: The Backbone of the Catholic League

Bavarian Army During the Thirty Years War 1618-1648: The Backbone of the Catholic League Updated second-edition version, with completely new color plates within a large color section. This book covers not only the Bavarian Army's organization, but also has chapters on recruitment, officers, clothing, weaponry, pay and rations of a soldier during the Thirty Years War. $40.00 USD

OMM Discount 15%: Now $34.00 USD.
The Armies and Wars of the Sun King 1643-1715: Volume 4 – The War of the Spanish Succession, Artillery, Engineers and Militias

The Armies and Wars of the Sun King 1643-1715: Volume 4 – The War of the Spanish Succession, Artillery, Engineers and Militias. This fourth and final part of our study concentrates on the early 18th Century War of Spanish Succession. Campaigns, battles, armies, and the economic and the serious climactic effects notably brought about by the awful winter of 1708-1709 in France that was also severe in other countries. $60.00 USD

OMM Discount 15%: Now $51.00 USD.
Crisis at the Chesapeake: The Royal Navy and the Struggle for America 1775-1783

Crisis at the Chesapeake: The Royal Navy and the Struggle for America 1775-1783 By the end of 1780, the war for American independence appeared to be approaching a stalemate. After five years of war, Washington's armies remained in the field. Once France, and then Spain, joined the war, Lord Sandwich as First Lord of the Admiralty was faced with a constant struggle to balance the forces needed at home and overseas, while facing constant hostile pressure from the opposition. Covers the campaign on land and sea and the Battle of the Chesapeake. Includes 18 black-and-white illustrations and six black-and-white maps. $40.00 USD

OMM Discount 15%: Now $34.00 USD.

Congress's Own: A Canadian Regiment, the Continental Army, and American Union Colonel Moses Hazen's 2nd Canadian Regiment was one of the first national regiments in the American army. Created by the Continental Congress, it drew members from Canada, eleven states, and foreign forces. Congress's Own was among the most culturally, ethnically, and regionally diverse of the Continental Army's regiments – a distinction that reflects the process of union. Tracks key battles and traces debates that raged within the Revolution's military and political borderlands. Discloses how the regiment embodied the dreams, diversity, and divisions within and between the Continental Army, Congress, and the emergent union of states. Includes seven maps. $45.00 USD

Surviving the Winters: Housing Washington's Army During the American Revolution Documents the growth of Washington and his subordinates as military administrators, and offers a telling new perspective on the commander's generalship during the Revolutionary War. At the same time, the book demonstrates that these winter encampments stand alongside more famous battlefields as sites where American independence was won. $35.00 USD

The War of the Two Brothers: The Portuguese Civil War 1828-1834

The War of the Two Brothers: The Portuguese Civil War 1828-1834 The Portuguese Civil War of 1828-1834, also known as the War of the Two Brothers, chronicles the succession struggles between D. Pedro de Bragan‡a, former Emperor of Brazil, King of Portugal, and a moderate Liberal, and his brother Miguel I, an resolute absolutist. It split the country in two at all levels – social, ideological and military – and spilled over into European affairs. $40.00 USD

OMM Discount 15%: Now $34.00 USD.

Forgotten Victorian Generals: Studies in the Exercise of Command and Control in the British Army 1837-1901. The generals featured in this book represent different types of general, and offer insight into generals of this era and the way in which they exercised command. Includes Field Marshal Sir George White, Field Marshal Robert Napier, Brigadier General Robert Loyd-Lindsay, General Sir Archibald Allison, and others. $50.00 USD

OMM Discount 15%: Now $42.50 USD.

Egypt 1801: The End of Napoleon's Eastern Empire Covers the 1798 French expedition led by Bonaparte to seize Egypt and consolidate French influence in the Mediterranean, plus open up a direct route to India and provide an opportunity to destroy the East India Company and fatally weaken Great Britain. Bonaparte returned to France to mount a coup which would eventually see him installed as Emperor of the French, but behind him he abandoned his army, which remained in control of Egypt, still posing a possible threat to the East India Company, until in 1801 a large but rather heterogeneous British Army led by Sir Ralph Abercrombie landed and in a series of hard-fought battles utterly defeated the French. $43.00 USD

OMM Discount 15%: Now $36.55 USD.

New York's War of 1812: Politics, Society, and Combat Covers the performance of the state militia, provides a more accurate account of the conflict's impact on the state's diverse population, and details New York's decisive contribution to the War of 1812. Popular memory of the War of 1812, caroms from the beleaguered Fort McHenry to the burning White House to an embattled New Orleans. But the critical action was elsewhere, as Richard V. Barbuto tells us in this clarifying work that puts the state of New York squarely at the center of America's first foreign war. Includes ten black-and-white illustrations, six maps, and one table. $40.00 USD


NATO: Designer Signature Edition (Wargame)

NATO: Designer Signature Edition (Wargame). Updated reprint of the wargame classic by Bruce Maxwell. Simulates a potential NATO/Warsaw Pact conflict in Central Europe during the Cold War years of the 1980s. First published in 1983, this game was Victory Games' best-selling title, purchased by over 75,000 gamers worldwide. This new edition is based on an exhaustive two-year study by the designer of the records that have come to light since the fall of the Berlin Wall. Super-sized components feature 9⅙-inch counters and two game maps with larger hexes. Game map information has been updated and includes all-new map artwork. New units have been added, unit information has been updated, and all units produced with new artwork. Existing scenarios have been updated and two new scenarios added. Orders of Battle are provided for all scenarios, both 1983 and 1988, allowing players to see the impact of the Reagan-era rearmament programs. Product Information: Complexity: 7 out of 10; Solitaire Suitability: 7 out of 10 (no hidden units); Time Scale: 24 hours per turn; Map Scale: 15 miles per hex; Unit Scale: Regiments, brigades, and divisions, abstract air and naval forces; Players: One to four, best with two; Playing Time: 3 to 8 hours depending upon scenario. Components: One Rules Booklet; One Play Booklet with Scenarios & Designer's Notes; Two 22 x 34-inch Maps; Four Counter Sheets (9⅙-inch size playing pieces); One WP Player Charts & Tables Card; One NATO Player Charts & Tables Card; One WP Sequence of Play Card; One NATO Sequence of Play Card; One Warsaw Pact Strategic Surprise Reinforcement Schedule Card. $85.00 USD

OMM Discount 15%: Now $72.25 USD.

Magazines With Wargames…

Vae Victis #157: Nachod and Skalitz 1866

Vae Victis #157: Nachod and Skalitz 1866 magazine contains French text, but with wargame rules translated into English. Boardgames: Great Crisis of Frederick II; This War without an Enemy; Soisson; Deadly Nothern Lights; Iron Curtain (N. Sevaux); Samourai Battles; 1866; 300; Bayonets & Tomahawks. Scenarios: Advanced Squad Leader; Memory 44; DBA. Figurines: Rise of the Raj troisieme partie; The Baron's War; Gettysburg; Campagne modern. Hobby: CR Storms in the West; La guerre de 14 dont vous etes le heros. Art of War and Wargame: Nachod et Skalitz 1866 – Game turn: One hour. Counters: Regiments and battalions; Map: One hex = 750m; Complexity: 5/10; Solo playability: 7/10; Duration: 2 to 4 hours depending on the scenario. $28.00 USD

Vae Victis Board Game #28: Typhoon Over the Pacific

Vae Victis Board Game #28: Typhoon Over the Pacific Simulates WWII between the Japanese Empire and the U.S. and Allies from December 1941 to August 1945. The game does not cover the China Incident of 1937, the Soviet offensive of August 1945, or the attack on Pearl Harbor, which is accounted for in the Allied set-up. Primarily a one-player game since only one side had the initiative at any given time in this war. The Japanese struck first and occupied much of the area, but after the Solomons, they never really acted offensively again. Then the Allies, after a disastrous start, launched their reconquering offensive until Japan's surrender. It is simplest to put the player in the role of the active side and let the rules determine the actions of the non-active side. Game Components: One 59 x 41 cm map; 216 die-cut counters and markers; One rulebook including scenarios; One color player-aid. $35.00 USD

World at War #79: Rising Sun Over China: Japan vs China 1931-1937 Two-player operational – strategic-level wargame covering the campaigns in northern China, 1931 to 1937. These campaigns revolved around the regions of Manchukuo (Manchuria) and Menjiang (Inner Mongolia), and culminated in the Japanese invasion of China proper, taking the capital at Peiping (Peking). There was also the possibility of Soviet intervention. The Japanese objective is to gain control of northern China to provide a strategic advantage for the ensuing Sino-Japanese War that commenced in July 1937. The Chinese objective is to retain control of strategic regions of northern China, thereby forestalling a larger Japanese invasion. Each hex on the map represents 75 kilometers across. Each turn of play represents one year of operations. Japanese ground units are divisions and brigades. Allied Japanese as well as most Chinese units are at the army and corps level, representing shifting arrays of forces. Air units represent various numbers of sorties needed to accomplish missions. Components: One 22 x 34 inch map; 176 counters; and magazine with historical background. $40.00 USD

OMM Discount 10%: Now $36.00 USD.

Strategy & Tactics #330 Mediterranean Empires: The Struggle for the Middle Sea 1281-1350 Low to intermediate complexity, two-player, strategic-level wargame simulating the fight for the Western and Central Mediterranean during the turn of the 13th-14th centuries. Players control either the French/Anjou forces and their allies, or Aragon and their allies. The map shows the Western and Central Mediterranean as it was during the 13th-14th centuries, and is divided into its geopolitical regions or areas with units moving across the map from area to area. There are seven game turns. Each game turn (GT) represents a decade. Units represent from 500 to 2,000 men. Components: One 22 x 34-inch map, 176 counters, and the magazine. $40.00 USD

OMM Discount 10%: Now $36.00 USD.

And Don't Forget the Magazines…

Wargames Soldiers & Strategy #115: Technology During the American Civil War

Wargames Soldiers & Strategy #115: Technology During the American Civil War Theme: Innovation and Development in the American Civil War: War is Cruelty; The Battle for Island Number Ten, February-April 1862: Running the Mississippi Gauntlet; The Taking of Fort Harrison, 29 September 1864 – The Key to Richmond; A Teaser View of Cavalry in the American Civil War: Adapt and Survive; The Battle of Allatoona Pass, 5 October 1864: Rails and Repeaters at Rowett's Redoubt; A Look at American Civil War Ranges: Get There First with the Most; Bringing out the Really Big Guns: Don't Smile for the Camera. Features: The Greatest Decisive Battle You've Never Heard Of: The Battle of Ipsus, 301 BC; The Franco-Castilian raid on the Isle of Wight in 1377: Violence on Vectis; U.S. Destroyers Versus Japanese Cruisers: The Battle off Samar; The Joy of Asymmetric Games: Making Fun Scenarios: Turning the Tables; Painting Soviet Camouflage in 15mm: The Red Army in Amoeba Green; Making Versatile Structures for Arid Settings – Adobe Buildings. Departments: Miniature reviews; This Gaming Life: Richard Halliwell, 1959-2021; The Irregular: Historical Revisionism and Wargaming; Let's Play a Complete Ancient and Medieval Ruleset: Art de la Guerre V4; The New Supplement for Muskets & Tomahawks: Let's play Shakos & Bayonets; Game Reviews: The War on the Ground, In Deo Veritas, and D-Day: U.S. Sector Bolt Action Campaign Book; Book reviews; and Parting shots. $11.00 USD

Medieval Warfare: Volume 11.2 Holy Wars in the Middle Ages

Medieval Warfare: Volume 11.2 Holy Wars in the Middle Ages Theme: Holy Wars in the Middle Ages: Medieval Holy Wars Around the World – Fighting for the Faith; Female Warriors in Early Islam – Women's Jihad?; As One Misfortune Often Follows a Worse – Battle of the Field of Blood; Religion in the Norman Conquest of Sicily: Not a Holy War; and Campaigning in Medieval Iberia: How to Carry Out Jihad. Features: The two Battles of Konodai – Fathers and Sons at War; Perspectives from Byzantine Military Manuals: A Good Military Leader; The X to XII of Medieval Swords: The Oakeshott Typology; The Story of John Neville, Marquess of Montagu – In the Kingmaker's Shadow; Charging an Enemy in the Eleventh Century: The Norman Knight; What was Around the Tower House: Beyond the Walls. $12.00 USD.

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Text edited by Personal logo Editor Dianna The Editor of TMP
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