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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.
Often called the ”Pulp Era”, the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the “Great Game” in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the “Very British Civil War”. This gaming trend has sprung up in recent years, following a “what-if” scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. Written by a life-long wargamer, A World Aflame focuses on the daring and heroism of battles fought in the last great era of adventure.
"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."
The Balkan Games resulted on the one hand from the growth of modern European sport and the unsatisfactory performances of the Balkan athletes at national and international level, and on the other hand, from a desire to bring the Balkan peoples together in peace and concord. The Games were initiated in Athens in 1929 and increasingly became an integral part of the political, cultural and social life of the area. The common global reality is that when an athletic event is staged, attempted friendship seldom receives priority. In the 1930s, however, the Balkan Games provided a rare example of an international athletic event bringing antagonistic states together in friendship. This consideration of the significance of the Balkan Games as an instrument of political optimism provides clear evidence of the occasional positive influence of sport in politics. The work is a case-study of interest to political and social scientists and to historians of Europe and sport. This book was previously published as a special issue of the International Journal of the History of Sport.
A study of major military innovations in the 1920s and 1930s.
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.
How and when do military innovations take place? Do they proceed differently during times of peace and times of war? In Winning the Next War, Stephen Peter Rosen argues that armies and navies are not forever doomed to "fight the last war." Rather, they are able to respond to shifts in the international strategic situation. He also discusses the changing relationship between the civilian innovator and the military bureaucrat. In peacetime, Rosen finds, innovation has been the product of analysis and the politics of military promotion, in a process that has slowly but successfully built military capabilities critical to American military success. In wartime, by contrast, innovation has been constrained by the fog of war and the urgency of combat needs. Rosen draws his principal evidence from U.S. military policy between 1905 and 1960, though he also discusses the British army's experience with the battle tank during World War I.
When Gail Harris was assigned by the U.S. Navy to a combat intelligence job in 1973, she became the first African American female to hold such a position. Her 28-year career included hands on leadership in the intelligence community during every major conflict from the Cold War to Desert Storm to Kosovo, and most recently at the forefront of one of the Department of Defense's newest challenges: Cyber Warfare. At her retirement, she was the highest ranking African American female in the Navy. A Woman's War: The Professional and Personal Journey of the Navy's First African American Female Intelligence Officer is an inspirational memoir that follows Gail Harris's career as a naval intelligence officer, sharing her unique experience and perspective as she completed the complex task of providing intelligence support to military operations while also battling the status quo, office bullies, and politics. This book also looks at the way intelligence is used and misused in these perilous times.
The Soviet boycott of the 1984 Olympic Games is explained as the result of a complex series of events and policies that culminated in a strategic decision to not participate in Los Angeles. Using IR framework, D'Agati developes and argues for the concept of surrogate wars as an alternative means for conflict between states.
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.