Author: JOHN. CARLSON CURRY (CHRIS.)
Publisher:
ISBN: 9780244128722
Category :
Languages : en
Pages : 168
Book Description
The famous Unites States Naval War College wargames have been seen as an important part of the US Navy's preparation for war with Japan. The actual naval commanders took lessons from these wargames into the conflict in the Pacific 1941-45. This book makes the 1936 edition of the tactical rules readily accessible for the first time to the public. It includes the detailed rules for movement, gunnery, damage and other aspects of real naval warfare from the big gun era. The object of these games was to aid students of strategy and tactics in the comprehension of these complex subjects. The book includes: Original guidance from 1922 on how to play the game. Sample gunnery tables. Torpedo fire cards. Rules for visibility and smoke. Details about speed and fuel. Sample ship cards to illustrate how the rules worked. The book is published by the History of Wargaming Project. It is part of a series to document key steps in the development of modern wargaming.
The United States Naval War College 1936 Wargame Rules
Winning a Future War
Author: Norman Friedman
Publisher:
ISBN: 9781782669074
Category : History
Languages : en
Pages : 276
Book Description
"To win in the Pacific during World War II, the U.S. Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the transformation should go to the war gaming conducted at the U.S. Naval War College. Conversely, as we face further demands for transformation, the inter-war experience at the War College offers valuable guidance as to what works, and why, and how."
Publisher:
ISBN: 9781782669074
Category : History
Languages : en
Pages : 276
Book Description
"To win in the Pacific during World War II, the U.S. Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the transformation should go to the war gaming conducted at the U.S. Naval War College. Conversely, as we face further demands for transformation, the inter-war experience at the War College offers valuable guidance as to what works, and why, and how."
Donald Featherstone's War Games
Author: John Curry
Publisher: Lulu.com
ISBN: 1409216764
Category : Crafts & Hobbies
Languages : en
Pages : 159
Book Description
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk
Publisher: Lulu.com
ISBN: 1409216764
Category : Crafts & Hobbies
Languages : en
Pages : 159
Book Description
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk
U.S. Navy Fundamentals of War Gaming
Author: Francis J. McHugh
Publisher: Skyhorse Publishing Inc.
ISBN: 1620876418
Category : History
Languages : en
Pages : 257
Book Description
Offers a historical perspective on military gaming and the evolution of the tools and tactics used in ancient times up through modern computer simulations and includes examples of one- and multi-sided games as well as free-play and rigid-style games.
Publisher: Skyhorse Publishing Inc.
ISBN: 1620876418
Category : History
Languages : en
Pages : 257
Book Description
Offers a historical perspective on military gaming and the evolution of the tools and tactics used in ancient times up through modern computer simulations and includes examples of one- and multi-sided games as well as free-play and rigid-style games.
Naval Safety Supervisor - Navedtra 14167f
Author: U. S. Navy
Publisher:
ISBN: 9781387964925
Category : Reference
Languages : en
Pages : 172
Book Description
We designed this training manual to help acquaint you with the Navy's safety and occupational health programs, their setup, management, and supervision. In addition to the Safety and Occupational Health (SOH) Program, we will discuss the Shore Safety Program, the Afloat Safety Program, the Aviation Safety Program, and your duties as a naval safety supervisor. We have provided the appropriate references for specific safety standards throughout this manual and various safety terms and acronyms. You will also find information on the following program elements: - Safety program promotion and attitudes - Mishap causes and prevention - Mishap investigation and reporting - Safety program evaluation - SOH Program elements - Traffic safety - Explosives safety - Athletic, recreation, & home safety programs
Publisher:
ISBN: 9781387964925
Category : Reference
Languages : en
Pages : 172
Book Description
We designed this training manual to help acquaint you with the Navy's safety and occupational health programs, their setup, management, and supervision. In addition to the Safety and Occupational Health (SOH) Program, we will discuss the Shore Safety Program, the Afloat Safety Program, the Aviation Safety Program, and your duties as a naval safety supervisor. We have provided the appropriate references for specific safety standards throughout this manual and various safety terms and acronyms. You will also find information on the following program elements: - Safety program promotion and attitudes - Mishap causes and prevention - Mishap investigation and reporting - Safety program evaluation - SOH Program elements - Traffic safety - Explosives safety - Athletic, recreation, & home safety programs
The Matrix Games Handbook
Author: John Curry
Publisher: Lulu.com
ISBN: 9780244992132
Category : Games & Activities
Languages : en
Pages : 300
Book Description
Matrix Games are an established way of running seminar type narrative games in the professional environment. This handbook is the most comprehensive set of papers to date on their use in education, training, research and innovation. The book starts by exploring the origins of Matrix Games, with contributions on the development of the method. It includes a sample game about NATO and Russian posturing on the Baltic Sea. Many wargames explore war in this contested area of sea, but a Matrix Game is used to explore a conflict short of kinetic. In the theory section, some of the underpinning philosophy of Matrix Games is outlined by Chris Engle, the inventor of the method. Education has applied Matrix Games in teaching. This section includes examples from around the world from language training to military education. The final section outlines operational analysis problems, innovation and using a Matrix Game to explore contemporary conflict by Professor Rex Brynen.
Publisher: Lulu.com
ISBN: 9780244992132
Category : Games & Activities
Languages : en
Pages : 300
Book Description
Matrix Games are an established way of running seminar type narrative games in the professional environment. This handbook is the most comprehensive set of papers to date on their use in education, training, research and innovation. The book starts by exploring the origins of Matrix Games, with contributions on the development of the method. It includes a sample game about NATO and Russian posturing on the Baltic Sea. Many wargames explore war in this contested area of sea, but a Matrix Game is used to explore a conflict short of kinetic. In the theory section, some of the underpinning philosophy of Matrix Games is outlined by Chris Engle, the inventor of the method. Education has applied Matrix Games in teaching. This section includes examples from around the world from language training to military education. The final section outlines operational analysis problems, innovation and using a Matrix Game to explore contemporary conflict by Professor Rex Brynen.
Defeating the U-boat
Author: Jan S. Breemer
Publisher:
ISBN:
Category : Submarine warfare
Languages : en
Pages : 87
Book Description
"In Defeating the U-boat: Inventing Antisubmarine Warfare, Newport Paper 36, Jan. S. Breemer tells the story of the British response to the German submarine threat. His account of Germany's 'asymmetric' challenge (to use the contemporary term) to Britain's naval mastery holds important lessons for the United States today, the U.S. Navy in particular. The Royal Navy's obstinate refusal to consider seriously the option of convoying merchant vessels, which turned out to be key to the solution of the U-boat problem, demonstrates the extent to which professional military cultures can thwart technical and operational innovation even in circumstances of existential threat. Although historical controversy continues to cloud this issue ... Breemer ends his lively and informative study with some general reflections on military innovation and the requirements for fostering it."--Foreword.
Publisher:
ISBN:
Category : Submarine warfare
Languages : en
Pages : 87
Book Description
"In Defeating the U-boat: Inventing Antisubmarine Warfare, Newport Paper 36, Jan. S. Breemer tells the story of the British response to the German submarine threat. His account of Germany's 'asymmetric' challenge (to use the contemporary term) to Britain's naval mastery holds important lessons for the United States today, the U.S. Navy in particular. The Royal Navy's obstinate refusal to consider seriously the option of convoying merchant vessels, which turned out to be key to the solution of the U-boat problem, demonstrates the extent to which professional military cultures can thwart technical and operational innovation even in circumstances of existential threat. Although historical controversy continues to cloud this issue ... Breemer ends his lively and informative study with some general reflections on military innovation and the requirements for fostering it."--Foreword.
Playing War
Author: John M. Lillard
Publisher: U of Nebraska Press
ISBN: 1612348254
Category : History
Languages : en
Pages : 194
Book Description
Between the First and Second World Wars, the U.S. Navy used the experience it had gained in battle to prepare for future wars through simulated conflicts, or war games, at the Naval War College. In Playing War John M. Lillard analyzes individual war games in detail, showing how players tested new tactics and doctrines, experimented with advanced technology, and transformed their approaches through these war games, learning lessons that would prepare them to make critical decisions in the years to come. Recent histories of the interwar period explore how the U.S. Navy digested the impact of World War I and prepared itself for World War II. However, most of these works overlook or dismiss the transformational quality of the War College war games and the central role they played in preparing the navy for war. To address that gap, Playing War details how the interwar navy projected itself into the future through simulated conflicts. Playing War recasts the reputation of the interwar War College as an agent of preparation and innovation and the war games as the instruments of that agency.
Publisher: U of Nebraska Press
ISBN: 1612348254
Category : History
Languages : en
Pages : 194
Book Description
Between the First and Second World Wars, the U.S. Navy used the experience it had gained in battle to prepare for future wars through simulated conflicts, or war games, at the Naval War College. In Playing War John M. Lillard analyzes individual war games in detail, showing how players tested new tactics and doctrines, experimented with advanced technology, and transformed their approaches through these war games, learning lessons that would prepare them to make critical decisions in the years to come. Recent histories of the interwar period explore how the U.S. Navy digested the impact of World War I and prepared itself for World War II. However, most of these works overlook or dismiss the transformational quality of the War College war games and the central role they played in preparing the navy for war. To address that gap, Playing War details how the interwar navy projected itself into the future through simulated conflicts. Playing War recasts the reputation of the interwar War College as an agent of preparation and innovation and the war games as the instruments of that agency.
The Fred Jane Naval War Game (1906) Including the Royal Navy's Wargaming Rules (1921)
Author: John Curry
Publisher: Lulu.com
ISBN: 1409244091
Category : Technology & Engineering
Languages : en
Pages : 213
Book Description
RULES FOR THE JANE NAVAL WAR GAME A SEA KRIEGSPIEL SIMULATING ALL THE MOVEMENTS AND EVOLUTIONS OF EVERY INDIVIDUAL TYPE OF MODERN WARSHIP, AND THE PROPORTIONATE EFFECT OF EVERY SORT OF GUN AND PROJECTILE. PART I. TACTICAL PART II. STRATEGICAL INVENTED BY FRED T. JANE AUTHOR OF "ALL THE WORLD'S FIGHTING SHIPS," ETC., ETC. This edition includes: Introduction to the rules Background to the Jane War Game Fast-play summary of the sules The original 1906 rules The Royal Navy 1921 War Game Rules The complete book, 'Your Navy as a Fighting Machine' by Fred T Jane (1914) Printed as part of the History of Wargaming Project www.johncurryevents.co.uk
Publisher: Lulu.com
ISBN: 1409244091
Category : Technology & Engineering
Languages : en
Pages : 213
Book Description
RULES FOR THE JANE NAVAL WAR GAME A SEA KRIEGSPIEL SIMULATING ALL THE MOVEMENTS AND EVOLUTIONS OF EVERY INDIVIDUAL TYPE OF MODERN WARSHIP, AND THE PROPORTIONATE EFFECT OF EVERY SORT OF GUN AND PROJECTILE. PART I. TACTICAL PART II. STRATEGICAL INVENTED BY FRED T. JANE AUTHOR OF "ALL THE WORLD'S FIGHTING SHIPS," ETC., ETC. This edition includes: Introduction to the rules Background to the Jane War Game Fast-play summary of the sules The original 1906 rules The Royal Navy 1921 War Game Rules The complete book, 'Your Navy as a Fighting Machine' by Fred T Jane (1914) Printed as part of the History of Wargaming Project www.johncurryevents.co.uk
Fletcher Pratt's Naval Wargame Wargaming with Model Ships 1900-1945
Author: John Curry
Publisher: Lulu.com
ISBN: 9781447518556
Category : Games
Languages : en
Pages : 170
Book Description
The Fletcher Pratt Naval Wargame was one of the most successful naval wargames of the 20th century. The straightforward rules, based on the innovation of estimating the range in order to hit, have an enduring fascination as a simulation of the 'big gun era' 1900-1945. As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt. Optional rules as agreed by Fletcher Pratt. The previously unpublished strategic game. Solo wargaming rules. Guidance on how to play the game. Updates for the rules as suggested by Donald Featherstone. A sample scenario by Fletcher Pratt, The Action off Murmansk. An in-depth evaluation of the rules versus naval reality featuring contributions from experts such as James Dunnigan, Commander Bothwell, Fletcher Pratt and Phil Barker.
Publisher: Lulu.com
ISBN: 9781447518556
Category : Games
Languages : en
Pages : 170
Book Description
The Fletcher Pratt Naval Wargame was one of the most successful naval wargames of the 20th century. The straightforward rules, based on the innovation of estimating the range in order to hit, have an enduring fascination as a simulation of the 'big gun era' 1900-1945. As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt. Optional rules as agreed by Fletcher Pratt. The previously unpublished strategic game. Solo wargaming rules. Guidance on how to play the game. Updates for the rules as suggested by Donald Featherstone. A sample scenario by Fletcher Pratt, The Action off Murmansk. An in-depth evaluation of the rules versus naval reality featuring contributions from experts such as James Dunnigan, Commander Bothwell, Fletcher Pratt and Phil Barker.