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An innovative study of the cult of the navy in the age of empire.
Naval warfare is the unsung hero of ancient Greek military history, often overshadowed by the more glorified land battles. Owen Rees looks to redress the balance, giving naval battles their due attention. This book presents a selection of thirteen naval battles that span a defining century in ancient Greek history, from the Ionian Revolt and Persian Invasion to the rise of external naval powers in the Mediterranean Sea, such as the Carthaginians.Each battle is set in context. The background, wider military campaigns, and the opposing forces are discussed, followed by a narrative and analysis of the fighting. Finally, the aftermath of the battles are dealt with, looking at the strategic implications of the outcome for both the victor and the defeated. The battle narratives are supported by maps and tactical diagrams, showing the deployment of the fleets and the wider geographical factors involved in battle. Written in an accessible tone, this book successfully shows that Greek naval warfare did not start and end at the battle of Salamis.
This book gives potential admirals advice on how to fight their table-top naval battles. No space is too small, nor area too large to accomodate a naval wargame with two contestants or twenty. This book contains rules that allow every sea battle in history to be refought with some of the classic rules of naval wargaming. It includes rules by Fletcher Pratt, Fred Jane, Tony Bath, Jack Scruby etc... This edition includes a new set of rules about Coastal Warfare 1939-45 by David Manley of the Naval Wargames Society
Foreword by Admiral Sir John Woodward. When published in hardcover in 1997, this book was praised for providing an engrossing education not only in naval strategy and tactics but in Victorian social attitudes and the influence of character on history. In juxtaposing an operational with a cultural theme, the author comes closer than any historian yet to explaining what was behind the often described operations of this famous 1916 battle at Jutland. Although the British fleet was victorious over the Germans, the cost in ships and men was high, and debates have raged within British naval circles ever since about why the Royal Navy was unable to take advantage of the situation. In this book Andrew Gordon focuses on what he calls a fault-line between two incompatible styles of tactical leadership within the Royal Navy and different understandings of the rules of the games.
"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."
From the sinking of the British passenger liner Athenia on September 3, 1939, by a German U-boat (against orders) to the Japanese surrender on board the Missouri on September 2, 1945, War at Sea covers every major naveal battle of World War II. "A first-rate work and the best history of its kind yet written".--Vice Admiral William P. Mack, U.S.N. (Ret.). 30 photos.
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.
Battleship Captain Warship Counters, 1890-1945 is a book designed for use with the Battleship Captain tactical naval combat game system. It contains 1,500 facsimile warship counters that may be photocopied and mounted to create ships to play the game. The ships are divided into three eras (Pred-dreadnought, Dreadnought, and World War II), and include historical ships from 20 national navies. Ship types include battleships, battlecruisers, pre-dreadnought battleships, heavy cruisers, armored cruisers, light cruisers, protected cruisers, destroyers, destroyer escorts, merchants, and armed merchant cruisers, all authentically and individually rated in various offensive and defensive categories according to the Battleship Captain standard. Instructions are provided allowing you to create warship counters in any of the popular scales. Designed by Gary Graber, published by Minden Games. Note: You must own Battleship Captain game rules to use the ships and ratings included in this book.
This epic naval history examines seven pivotal Mediterranean conflicts, from the Battle of Salamis in the fifth century BC to the Siege of Malta during WWII. This book tells the story of the Mediterranean as a theater of war at sea. Historian Quentin Russell covers seven major battles or campaigns, each of which changed the balance of power and shape the course of history. Chronicling each battle in vivid detail, Russell also provides essential background, covering the history of naval power in the Mediterranean and the effect of the development of naval architecture and design on the outcomes. Readers will learn that the Battle of Lepanto in 1571 was the last major battle fought between galleys; the Battle of Navarino in 1827 was the last to be fought entirely by sailing ships; and the Battle of Cape Matapan in 1941—where a young Duke of Edinburgh saw action—was the first operation to exploit the breaking of the Italian naval Enigma codes. The battles included are: Salamis (480 BC), Actium (31 BC), Lepanto (1571), the Nile (aka Aboukir Bay, 1798), Navarino (1827), Cape Matapan (1941), and the Siege of Malta (1940-42).