These are treated as separate, self contained, mini-articles. The time line. That is, a description of what happened when and who did what to whom and with what means. This is the familiar narrative or descriptive history that is more common. Ideally, you put as much graphic design talent into a an analytical history article as you put into a game.
Analytic history is as much an organized, graphic device as a wargame is.
Selectivity and Conciseness. Just as the games provide value by compressing a lot of information into a small space, so must analytic history. Just as a well done game is selective about which elements of the historical events are covered, so must analytic history. This selection process is probably the one thing most wannabe analytic history authors and editors have trouble with. I suppose the best way to hone your selectivity skills is to design a number of games.