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Test of Resolve is an elegant & straightforward set of gaming rules for miniatures, which models the warfare in this period, and uses only one twelve-sided die (D12) per side. The game plays out with a small deck of cards for each army; these cards are designed to introduce an innovative, realistic and exciting unpredictability to the game flow *** If you also wish to purchase this in PDF form, and/or the high quality printed cards, you may prefer to buy a discounted Bundle with them at www.TestOfResolve.com.***
This paper focuses on the formulation of doctrine since World War II. In no comparable period in history have the dimensions of the battlefield been so altered by rapid technological changes. The need for the tactical doctrines of the Army to remain correspondingly abreast of these changes is thus more pressing than ever before. Future conflicts are not likely to develop in the leisurely fashions of the past where tactical doctrines could be refined on the battlefield itself. It is, therefore, imperative that we apprehend future problems with as much accuracy as possible. One means of doing so is to pay particular attention to the business of how the Army's doctrine has developed historically, with a view to improving methods of future development.
In this revised edition, Dr. Paul Braim analyzes the history of the Meuse-Argonne Campaign, the most significant challenge to the American Expeditionary Forces (AEF) in World War I. Delving into newly acquired sources, he details the great difficulties encountered by the fledgling AEF, sent to fight in cooperation with Allies in France. Deployed to France from an army hastily expanded twenty times over its peacetime strength, the AEF was forced to organize a theater of operations, train the hundreds of thousands of arriving U.S. troops, and commit its partially trained forces into battle prematurely. Braim recounts the commitment of the lesser trained soldiers of the AEF into positions for a major offensive into the Meuse-Argonne, the "test of battle" for the Americans in France. His description of the grim fighting evokes the sounds and smells of front-line battle, as the army drove north through the strong defenses in the Meuse-Argonne sector, and gained a bloody victory on the heights overlooking Sedan. Braim analyzes this costly victory by inadequately trained and inexpertly led forces as "learning to fight by fighting!"
A year-by-year examination of key WWI battles and how the ongoing advances in artillery shaped strategy, tactics, and oprations; includes battlefield maps! World War I is often said to have been an artillery war, yet the decisive role artillery played in shaping military decisions—and therefor the war itself—has rarely been examined. Artillery in the Great War traces the development of this all-important technology, the differing approaches to its use, the many innovations it underwent on both sides, and how those approaches and innovations in turn effected key battles such as the Battle of the Somme. This highly readable and informative history is perfect for any reader interested in understanding the legacy of World War I, or the evolution of modern warfare.
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The Great War meets the horrors of forgotten folklore in this occult skirmish wargame. 1916: A World Transformed. As the Great War raged, the Moon fell from its orbit. Seas shifted, uncovering new lands and revealing what tide and time had concealed. Long known as a potent occult power, the Moon's descent also heralded the terrifying resurgence of magic. Long-forgotten gods and spirits began to stir in hidden groves and caverns and old traditions found new strength. Soon, stone circles echoed once more with the chanting of ancient rituals and menhirs were again bedecked with wildflowers and presented with offerings of honey and blood. 1918: A War Transformed. Rival nations battle on new fronts, seeking dominance with weapons of spell, song, and sacrifice. Thrust to the surface, Doggerland, the ancient bridge between Britain and Europe, becomes a crucial battleground in the conflict. In this alien landscape, raiding parties pick through the ribs of wrecks and the ruins of lost villages, war machines festooned with totems and fetishes roll over the brittle bones of long-dead giants, and cavalry charge across plains made verdant by the vegetation returning to this new land with unnatural speed. A War Transformed is a skirmish wargame set in a world where World War I was utterly changed by forces far beyond human comprehension. Players command small forces of infantry, cavalry, artillery, and other... stranger... troops on the Doggerland Front. Fast-paced gameplay and a tense initiative bidding system are combined with authentic folk traditions and occult philosophies of the era – it is a game of rifle and relic, of bayonet and belief, of machine gun and magic.