Fletcher Pratt's Naval Wargame Wargaming with Model Ships 1900-1945

Fletcher Pratt's Naval Wargame Wargaming with Model Ships 1900-1945 PDF Author: John Curry
Publisher: Lulu.com
ISBN: 9781447518556
Category : Games
Languages : en
Pages : 170

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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 As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt.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 The previously unpublished strategic game.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.

Fletcher Pratt's Naval Wargame Wargaming with Model Ships 1900-1945

Fletcher Pratt's Naval Wargame Wargaming with Model Ships 1900-1945 PDF Author: John Curry
Publisher: Lulu.com
ISBN: 9781447518556
Category : Games
Languages : en
Pages : 170

Get Book Here

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 As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt.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 The previously unpublished strategic game.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.

Donald Featherstone's Naval War Games Wargaming with Model Ships

Donald Featherstone's Naval War Games Wargaming with Model Ships PDF Author: John Curry
Publisher: Lulu.com
ISBN: 1409249484
Category : History
Languages : en
Pages : 262

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Book Description
This book gives potential admirals advice on how to fight their table-top naval battles. No space is too small, nor area too large to accomodate a naval wargame with two contestants or twenty. This book contains rules that allow every sea battle in history to be refought with some of the classic rules of naval wargaming. It includes rules by Fletcher Pratt, Fred Jane, Tony Bath, Jack Scruby etc... This edition includes a new set of rules about Coastal Warfare 1939-45 by David Manley of the Naval Wargames Society

Zones of Control

Zones of Control PDF Author: Pat Harrigan
Publisher: MIT Press
ISBN: 0262033992
Category : Games & Activities
Languages : en
Pages : 845

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Book Description
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

Donald Featherstone's War Games

Donald Featherstone's War Games PDF Author: John Curry
Publisher: Lulu.com
ISBN: 1409216764
Category : Crafts & Hobbies
Languages : en
Pages : 159

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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

Winning a Future War

Winning a Future War PDF Author: Norman Friedman
Publisher:
ISBN: 9781782669074
Category : History
Languages : en
Pages : 276

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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."

Learning War

Learning War PDF Author: Trent Hone
Publisher: Naval Institute Press
ISBN: 1682472949
Category : History
Languages : en
Pages : 350

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Book Description
Learning War examines the U.S. Navy’s doctrinal development from 1898–1945 and explains why the Navy in that era was so successful as an organization at fostering innovation. A revolutionary study of one of history’s greatest success stories, this book draws profoundly important conclusions that give new insight, not only into how the Navy succeeded in becoming the best naval force in the world, but also into how modern organizations can exploit today’s rapid technological and social changes in their pursuit of success. Trent Hone argues that the Navy created a sophisticated learning system in the early years of the twentieth century that led to repeated innovations in the development of surface warfare tactics and doctrine. The conditions that allowed these innovations to emerge are analyzed through a consideration of the Navy as a complex adaptive system. Learning War is the first major work to apply this complex learning approach to military history. This approach permits a richer understanding of the mechanisms that enable human organizations to evolve, innovate, and learn, and it offers new insights into the history of the United States Navy.

The United States Naval War College 1936 Wargame Rules

The United States Naval War College 1936 Wargame Rules PDF Author: JOHN. CARLSON CURRY (CHRIS.)
Publisher:
ISBN: 9780244128722
Category :
Languages : en
Pages : 168

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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.

Playing with the Past

Playing with the Past PDF Author: Matthew Wilhelm Kapell
Publisher: Bloomsbury Publishing USA
ISBN: 1623568242
Category : Social Science
Languages : en
Pages : 493

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Book Description
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

The Legacy of Belleau Wood

The Legacy of Belleau Wood PDF Author: Paul W. Westermeyer
Publisher: Marine Corps Association
ISBN: 9780160944123
Category : Antiques & Collectibles
Languages : en
Pages : 368

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Book Description
In the summer of 2017, the newly arrived president of Marine Corps University, Brigadier General William J. Bowers, ordered a lecture series, "The Legacy of Belleau Wood: 100 Years of Making Marines and Winning Battles." The series would include four lectures, and it was to be supported by an anthology produced by History Division, providing readings to the students on the topics each lecture would cover. The intent was to produce an anthology of lasting worth to Marines, broadly depicting keystone moments in the history of the Corps during the century following the Battle of Belleau Wood. This volume presents a collection of 36 extracts, articles, letters, orders, interviews, and biographies. The work is intended to serve as a general overview and provisional reference to inform both Marines and the general public of the broad outlines of notable trends and controversies in Marine Corps history--Provided by publisher.

Dunn Kempf

Dunn Kempf PDF Author: John Curry
Publisher:
ISBN: 9780244569266
Category : Games & Activities
Languages : en
Pages : 80

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Book Description
Inspired by ideas of Phil Barker (of WRG fame), these rules were a tactical training game for the US Army for approximately twenty years. Written by Captains Dunn and Kempf, the rules aimed to accurately model potential battles between American forces in Europe and the Warsaw Pact. In addition to being fun to play, the game aimed to be worthwhile military training including: American and Warsaw Pact Tactics. Weapon capabilities and effects. Correct employment of indirect fire, such as artillery and mortars. Appropriate use of terrain. Defensive use of smoke. Creation of kill zones. This edition of the rules includes additional material that has emerged since the first edition. It is the Fort Leavenworth Combined Arms Training Center edition, plus the optional combat tables from the III Corps edition of the rules. These rules are published by the History of Wargaming Project as part of its work to document the development of professional wargaming.