The War Game Rules


Book Description

Following on from his father's great wargaming classic The War Game Charles Grant Jr. has collated years of rule development, alteration and additions to make this, the updated and complete set of rules. This set of rules is all you will need to fight wargames covering the armies of the eighteenth century and will do very well even for later periods. The rules help you to organise your armies, then cover play sequence, movement rates for all troop types, firing infantry and artillery, how to melee, fighting in built up areas, morale, engineers, river transport, special soldier types, scaling down and much more! These are the master rules from the master wargamer. Colour photographs




War Game


Book Description

A special lavishly illustrated new edition of Michael Foreman's classic story. It's 1914 when everything changes for a group of bys growing up and playing football in the Suffolk countryside. Far away, in a place called Sarajevo, an Archduke has been killed and a web of global events results in a call for all British men to do their duty 'for King and Country' and join the army to fight the germans overseas. The boys sign up for what sounds like an adventure and a chance to see the world. After basic training the boys sail to France where they find themselves fighting on the front line. Living in the trenches in constant fear for their lives is nothing like they expected and only a bombed-out wasteland, no-man's-land, separates their trences from those of their German enemies. Then, on Christmas Day, something remarkable happens as the German and British armies stop fighting and meet in the middle of no-man's-land. The enemies talk, play football and become friends. But the war isn't over, the two sides resume fighting and the group of Suffolk lads are ordered to charge across no-man's-land...




Wargames


Book Description




The War on Football


Book Description

We've all been hearing rumors about sacking America's beloved game of football—and it's time someone spoke out against the witch hunt. In The War on Football: Saving America's Game, Dan Flynn debunks the haters and tells us why America needs football.




The War Game


Book Description

War gaming has become a characteristic feature of modern life. From amateur clubs to professional academicians playing the war game in the company of military circles, we have come up against the phenomenon of the "robotization" of human life. Irving Louis Horowitz argues that those who protest the idea that war is a game do so on moral grounds that leave unanswered tough questions: What is the alternative to playing the game? What will become of us if we allow the opponent to become the better "player" in an all-or-nothing game of extinction? Horowitz provides answers in a logical manner while focusing on facts and ethical alternatives to risky ethics. The work is divided into three sections: The New Civilian Militarists, Thermonuclear Peace and Its Political Equivalents, and General Theory of Conflict and Conflict Resolution. Included are such topics as arms, policies, and games; morals, missiles, and militarism; and conflict, consensus, and cooperation. Horowitz concludes that it is time to register the fact that the basic option to destructive uses of science is not traditional morality, but better science a science of survival. With a new introduction by Howard Schneiderman along with a major essay and other materials not included in the original edition, this classic work is a worthy contribution to intellectual debate in the twenty-first century and a must read for military strategists, sociologists, and historians.




War Games


Book Description

Startling and disturbing, this is an up-to-date look at today's high-tech rehearsals for war. Political scenarios, military strategies and frightening, true-to-life maneuvers--all the games played by today's leaders are here, based on information gained through the Freedom of Information Act.




War Games


Book Description

Deep in the control room the nation's chiefs watch with alarm as their computers show imminent missile attack. Could this be it? Or is the truth funnier, though almost as alarming.Romanen er baseret på den succesrige film "WarGames" om, hvordan en und computer hacker sætter nationens forsvar i alarmberedskab.




War Games


Book Description

The convergence of military strategy and mathematics in war games, from medieval to modern times. 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.




A Game of Birds and Wolves


Book Description

As heard on the New Yorker Radio Hour: The triumphant and "engaging history" (The New Yorker) of the young women who devised a winning strategy that defeated Nazi U-boats and delivered a decisive victory in the Battle of the Atlantic. By 1941, Winston Churchill had come to believe that the outcome of World War II rested on the battle for the Atlantic. A grand strategy game was devised by Captain Gilbert Roberts and a group of ten Wrens (members of the Women's Royal Naval Service) assigned to his team in an attempt to reveal the tactics behind the vicious success of the German U-boats. Played on a linoleum floor divided into painted squares, it required model ships to be moved across a make-believe ocean in a manner reminiscent of the childhood game, Battleship. Through play, the designers developed "Operation Raspberry," a counter-maneuver that helped turn the tide of World War II. Combining vibrant novelistic storytelling with extensive research, interviews, and previously unpublished accounts, Simon Parkin describes for the first time the role that women played in developing the Allied strategy that, in the words of one admiral, "contributed in no small measure to the final defeat of Germany." Rich with unforgettable cinematic detail and larger-than-life characters, A Game of Birds and Wolves is a heart-wrenching tale of ingenuity, dedication, perseverance, and love, bringing to life the imagination and sacrifice required to defeat the Nazis at sea.




War Is Not a Game


Book Description

On July 23, 2004, five marines, two soldiers, and one airman became the most unlikely of antiwar activists. Young and gung-ho when they first signed up to defend their country, they were sent to fight a war that left them confused, enraged, and haunted. Once they returned home, they became determined to put their disillusionment to use. So that sultry summer evening, they mounted the stage of Boston’s historic Faneuil Hall and announced the launch of Iraq Veterans Against the War. War Is Not a Game tells the story of this new soldiers’ antiwar movement, showing why it was born, how it quickly grew, where it has struggled, what it accomplished, and how it continues to resonate in the national conversation about our military and our wars. Nan Levinson reveals the individuals behind the movement, painting an unforgettable portrait of these working-class veterans who refused to be seen as simply tragic victims or battlefront heroes and instead banded together to become leaders of a national organization. Written with sensitivity and humor, War Is Not a Game gives readers an uncensored, grunt’s-eye view of the occupations in Iraq and Afghanistan, while conveying the equally dramatic struggles that soldiers face upon returning home. Demanding to be seen neither simply as tragic victims nor as battlefront heroes, the Iraq Veterans Against the War have worked to shape the national conversation. This book celebrates their bravery, showing that sometimes the most vital battles take place on the home front.