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This historic book may have numerous typos and missing text. Purchasers can usually download a free scanned copy of the original book (without typos) from the publisher. Not indexed. Not illustrated. 1879 edition. Excerpt: ...that denoting the effective strength is in advance of 1.0 referring to the Table of Multipliers on the left, when necessary to ascertain this point. Remove the first peg. 104. Multiply by the time of firing. Ascertain from the number and position of the arrows how many minutes the fire has lasted, and advance the count by putting the first peg as many points ahead of the second as required to multiply by the number of minutes. 105. To modify the result, move the pegs, according to the indications of the line in Table III., headed "Number of Points," back as many holes as shown by the numbers on the left, and forward as shown by those on the right of the column in the centre, which corresponds to the reading of the scale. Consider first the formation and position of the troops fired upon; these give the most important factors. The former is shown by the blocks, and the latter by the topography indicated on the plan. It is always assumed that troops lie down whenever they are not in motion and can deliver their fire to advantage from that position. The fortification blocks will show whether the troops are protected by abattis, earth-works, etc., and if a minute mark shows that the works are still in progress Table X. B. (c) must be consulted; so also if a shelter trench is fired upon from a distance of 1,000 yards or more. If cavalry or artillery are fired upon, the number of points by which the result is modified will be found from Table III. 106. If at this stage of the calculation it appears that the losses are slight, it is better to leave the arrows upon the plan and postpone the computation for a while. In an unimportant skirmish this estimate will suffice unless there be some very obvious reason for...
This Is A New Release Of The Original 1879 Edition.
These comparative studies focus on the relationship between war and games in an effort to achieve an understanding of the phenomenon of war, in order ultimately to avoid it. Out of the ten studies on war and games in this volume, the first five are historical, the next two are by anthropologists, and the last three concern modern war games. The purpose of this comparative study is to focus on the relationship between war and games by highlighting their differences and similarities in an effort better to understand the phenomenon of war. Americans and Europeans contribute studies on war and games in ancient Greece, the lack ofmilitary games in Byzantium, jousts in the middle ages, 'flower wars' and the Aztec and Maya ball game, games in pre-industrial societies and their relation to war, and aspects of computer and video games. Contributors T.B.ALLEN, T.J. CORNELL, M. HERMAN, BRUCE M. KNAUFT, C.M.MAZZUCCHI, P.A.G. SABIN, A.A. SHELTON, DAVID TURTON, T. ZOTZ.
An extensive reference guide to the exciting hobby, for beginners as well as longtime players. Wargaming is a fascinating, engrossing, and exciting pastime that encompasses a wide range of different talents. The average wargamer uses the skills of artist, designer, sculptor, illustrator, historian, librarian, researcher, mathematician, and creative writer, as well as the more obvious ones of general, admiral, or air marshal for large games, or perhaps lieutenant, commodore, or squadron leader for skirmishes. Aside from calling upon many skills, wargaming also covers many aspects of combat, spanning the history of Earth. With science fiction gaming, we plunge into imagined worlds many thousands of years into the future, and a fantasy gamer, of course, deals with eons of imagined history, as anyone who has read The Lord of the Rings will know. A wargamer may find themselves recreating an encounter between a handful of adversaries one day, or a massed battle involving perhaps hundreds of miniature troops the next. Moreover, it is possible to play wargames that recreate warfare on land, on sea, in the air, or even in outer space. This book demonstrates the wonderfully varied hobby of wargaming with miniatures, looking at the broad scope of what it has to offer as well as detailed explanations of how to get involved, including comprehensive rules for gladiator combat, Wild West skirmishes, and the horse and musket era, as well as lots of advice for anyone new to wargaming. Whether you’re a complete newcomer to the hobby, or a veteran of many years, you’ll find plenty in The Wargaming Compendium to entertain and inspire you.
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.