ZONES OF CONTROL PERSPECTIVES ON WARGAMING GAME HISTORIES

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Zones Of Control

Author : Pat Harrigan
ISBN : 9780262033992
Genre : Games
File Size : 35.13 MB
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Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts.
Category: Games

Debugging Game History

Author : Henry Lowood
ISBN : 9780262034197
Genre : Games
File Size : 61.91 MB
Format : PDF
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Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.
Category: Games

Simulating War

Author : Philip Sabin
ISBN : 9781441162267
Genre : History
File Size : 76.29 MB
Format : PDF, Mobi
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Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.
Category: History

Lost Battles

Author : Philip Sabin
ISBN : 9780826422002
Genre : History
File Size : 73.69 MB
Format : PDF, ePub, Docs
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From the author's introduction: Ancient battles seize the modern imagination. Far from being forgotten, they have become a significant aspect of popular culture, prompting a continuing stream of books, feature films, television programs and board and computer games... there is a certain escapist satisfaction in looking back to an era when conflicts between entire states turned on clear-cut pitched battles between formed armies, lasting just a few hours and spanning just a few miles of ground. These battles were still unspeakably traumatic and grisly affairs for those involved - at Cannae, Hannibal's men butchered around two and a half times as many Romans (out of a much smaller overall population) as there were British soldiers killed on the notorious first day of the Somme. However, as with the great clashes of the Napoleonic era, time has dulled our preoccupation with such awful human consequences, and we tend to focus instead on the inspired generalship of commanders like Alexander and Caesar and on the intriguing tactical interactions of units such as massed pikemen and war elephants within the very different military context of pre-gunpowder warfare. Lost Battles takes a new and innovative approach to the battles of antiquity. Using his experience with conflict simulation, Philip Sabin draws together ancient evidence and modern scholarship to construct a generic, grand tactical model of the battles as a whole. This model unites a mathematical framework, to capture the movement and combat of the opposing armies, with human decisions to shape the tactics of the antagonists. Sabin then develops detailed scenarios for 36 individual battles such as Marathon and Cannae, and uses the comparative structure offered by the generic model to help cast light on which particular interpretations of the ancient sources on issues such as army size fit in best with the general patterns observed elsewhere. Readers can use the model to experiment for themselves by re-fighting engagements of their choice, tweaking the scenarios to accord with their own judgment of the evidence, trying out different tactics from those used historically, and seeing how the battle then plays out. Lost Battles thus offers a unique dynamic insight into ancient warfare, combining academic rigor with the interest and accessibility of simulation gaming. This book includes access to a downloadable computer simulation where the reader can view the author's simulations as well create their own.
Category: History

Greek And Macedonian Land Battles Of The 4th Century B C

Author : Fred Eugene Ray, Jr.
ISBN : 9781476600062
Genre : History
File Size : 55.94 MB
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"Drawing from ancient accounts, with suitable analogs, this work offers reconstructions of 187 of the 4th century's most significant land engagements, considering tactical patterns, evolving trends, and the lasting impact of the era's most influential military minds. By separating myth from reality, these recreations provide incredible insight into past ways of war that continue to influence combat today"--Provided by publisher.
Category: History

War Games

Author : Philipp von Hilgers
ISBN : 9780262300377
Genre : Technology & Engineering
File Size : 84.89 MB
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For centuries, both mathematical and military thinkers have used game-like scenarios to test their visions of mastering a complex world through symbolic operations. By the end of World War I, mathematical and military discourse in Germany simultaneously discovered the game as a productive concept. Mathematics and military strategy converged in World War II when mathematicians designed fields of operation. In this book, Philipp von Hilgers examines the theory and practice of war games through history, from the medieval game boards, captured on parchment, to the paper map exercises of the Third Reich. Von Hilgers considers how and why war games came to exist: why mathematical and military thinkers created simulations of one of the most unpredictable human activities on earth. Von Hilgers begins with the medieval rythmomachia, or Battle of Numbers, then reconstructs the ideas about war and games in the baroque period. He investigates the role of George Leopold von Reiswitz's tactical war game in nineteenth-century Prussia and describes the artifact itself: a game board--topped table with drawers for game implements. He explains Clausewitz's emphasis on the "fog of war" and the accompanying element of incalculability, examines the contributions of such thinkers as Clausewitz, Leibniz, Wittgenstein, and von Neumann, and investigates the war games of the German military between the two World Wars. Baudrillard declared this to be the age of simulacra; war games stand contrariwise as simulations that have not been subsumed in absolute virtuality.
Category: Technology & Engineering

Wargames

Author : Martin van Creveld
ISBN : 9781107355637
Genre : Political Science
File Size : 38.62 MB
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Where did wargames come from? Who participated in them, and why? How is their development related to changes in real-life warfare? Which aspects of war did they capture, which ones did they leave out, how, and why? What do they tell us about the conduct of war in the times and places where they were played? How useful are they in training and preparation for war? Why are some so much more popular than others, and how do men and women differ in their interest? Starting with the combat of David versus Goliath, passing through the gladiatorial games, tournaments, trials by battle, duels, and board games such as chess, all the way to the latest simulations and computer games, this unique book traces the subject in all its splendid richness. As it does so, it provides new and occasionally surprising insights into human nature.
Category: Political Science

The Art Of Wargaming

Author : Peter P. Perla
ISBN : 0870210505
Genre : Games
File Size : 34.64 MB
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The author discusses fundamental principles and techniques governing the design and use of war games.
Category: Games

Playing At The World

Author : Jon Peterson
ISBN : 0615642047
Genre : Computer games
File Size : 47.47 MB
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Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Category: Computer games

Numbers Predictions And War

Author : Trevor Nevitt Dupuy
ISBN : STANFORD:36105016756830
Genre : Social Science
File Size : 25.23 MB
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Category: Social Science