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Offers a historical perspective on military gaming and the evolution of the tools and tactics used in ancient times up through modern computer simulations and includes examples of one- and multi-sided games as well as free-play and rigid-style games.
Fundamentals of War Gaming provides an in-depth introduction to the basics of military gaming, and offers historical insights into the devewlopment of war gaming methodologies. It covers the evolution of gaming tools such as the ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminated with the introduction of computer support and simulations in the U.S. Navy.
Reprint of the third edition (1966) with a new foreword and minor corrections. Describes the fundamentals of war gaming, its history, and some of the techniques employed in war games. It is intended primarily for the use of resident students at the U. S. Naval War College. It should also provide a source of background information for other military officers and researchers concerned with war gaming.
The classic text, U.S. Navy Fundamentals of War Gaming, provides an in-depth introduction to the basics of military gaming and offers historical insights into the development of war gaming methodologies. It covers the evolution of gaming tools such as ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminates with the introduction of computer support and simulations in the U.S. Navy. Also presented is a comprehensive treatment of the various forms of war gaming, from manual games to computer-assisted games; from one-sided to multi-sided games; and from free-play games to rigid-style games. McHugh addresses every aspect of gaming imaginable, including data requirements, design, execution, and analysis. Even the use of probabilistic tables to emulate stochastic processing and the use of flow diagrams for decisions are included. McHugh was a member of the Naval War College staff when that institution became the forerunner of all U.S. military services for applying gaming technology to educate officers and to evaluate tactical situations, operations, and strategy. He traces the history of gaming at the College from Lt.William McCarty Little in the late 1800s to the employment of the NEWS (Naval Electronic Warfare Simulator) in the twentieth century.
"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."
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.
Understanding the potential synergies between computer simulation and wargaming Based on the insights of experts in both domains, Simulation and Wargaming comprehensively explores the intersection between computer simulation and wargaming. This book shows how the practice of wargaming can be augmented and provide more detail-oriented insights using computer simulation, particularly as the complexity of military operations and the need for computational decision aids increases. The distinguished authors have hit upon two practical areas that have tremendous applications to share with one another but do not seem to be aware of that fact. The book includes insights into: The application of the data-driven speed inherent to computer simulation to wargames The application of the insight and analysis gained from wargames to computer simulation The areas of concern raised by the combination of these two disparate yet related fields New research and application opportunities emerging from the intersection Addressing professionals in the wargaming, modeling, and simulation industries, as well as decision makers and organizational leaders involved with wargaming and simulation, Simulation and Wargaming offers a multifaceted and insightful read and provides the foundation for future interdisciplinary progress in both domains.
The Craft of Wargaming is designed to support supervisors, planners, and analysts who use wargames to support their organizations' missions. The authors focus on providing analysts and planners with a clear methodology that allows them to initiate, design, develop, conduct, and analyze wargames. Built around the analytic wargaming construct, organizations or individuals can easily adapt this methodology to construct educational and experiential wargames. The book breaks the wargame creation process into five distinct phases: Initiate, Design, Develop, Conduct, and Analyze. For each phase, the authors identify key tasks a wargaming team must address to have a reasonable chance at designing, developing, conducting, and analyzing a successful wargame. While these five stages are critical to the process of constructing any wargame, it should be understood that the craft of wargaming is learned through active participation, not by reading or watching. This craft must be practiced as part of the learning process, and the included practical exercises provide an opportunity to experience the construction of an analytical wargame. The authors also discuss critical supervisory tasks that are essential to manage the wargaming team's efforts. While the creators are focused on the design and development of the game itself, supervisors must set conditions for the wargame to be a success (best practices) and beware of the pitfalls that may set the wargame up to fail (worst practices). The book demonstrates using the analytical wargaming framework to create relevant and useful planning wargames. It also reinforces using the analytical wargaming framework for seminar wargames that, without rigor, are useless. The book demonstrates the benefits of using the analytical wargaming process to design educational and experiential games.
"The History and Theory of War Games throughout the United States and Internationally"--Provided by publisher.