New Research Into the History, Theory and Practice of Naval Wargaming
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4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
Donald Featherstone's Air War Games: Wargaming Aerial Warfare 1914
Donald Featherstone’s Air War Games Wargaming Aerial Warfare 1914-1975 Revised Edition Edited by John Curry This book was first published in 1966 as Air War Games by Stanley and Paul. This edition 2015 Copyright © 2015 John Curry and Donald Featherstone Sturmstaffel: Defending the Reich is copyright of Tim Gow; Rolling Thunder is copyright Ian Drury, and On a Wing and Prayer is copyright John Armatys. All three sets of rules are reproduced with permission. With thanks to all three of these people who kindly contributed to this new edition. The right of John Curry and Donald Featherstone to be identified as Author of this Work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the prior written permission of the authors in writing. More than 30 books are currently in the History of Wargaming Project Army Wargames: Staff College Exercises 1870-1980. Charlie Wesencraft’s Practical Wargaming Charlie Wesencraft’s With Pike and Musket Donald Featherstone’s Lost Tales Donald Featherstone’s War Games Donald Featherstone’s Skirmish Wargaming Donald Featherstone’s Naval Wargames Donald Featherstone’s Advanced Wargames Donald Featherstone’s Wargaming Campaigns Donald Featherstone’s Solo Wargaming Paddy Griffith’s Napoleonic Wargaming for Fun Sprawling Wargames: Multi-player wargaming by Paddy Griffith Verdy’s ‘Free Kriegspiel’ including the Victorian Army’s 1896 War Game Tony Bath’s Ancient Wargaming Phil Dunn’s Sea Battles Joseph Morschauser’s How to Play War Games in Miniature And many others See The History of Wargaming Project for other publications. -
Naval Postgraduate School Thesis
NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS INSURGENT UPRISING: AN UNCONVENTIONAL WARFARE WARGAME by Jeremy J. Arias Chad O. Klay December 2017 Thesis Advisor: Robert Burks Second Reader: Jeffrey Appleget Approved for public release. Distribution is unlimited. THIS PAGE INTENTIONALLY LEFT BLANK REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704–0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington, DC 20503. 1. AGENCY USE ONLY 2. REPORT DATE 3. REPORT TYPE AND DATES COVERED (Leave blank) December 2017 Master’s thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS INSURGENT UPRISING: AN UNCONVENTIONAL WARFARE WARGAME 6. AUTHOR(S) Jeremy J. Arias and Chad O. Klay 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) 8. PERFORMING Naval Postgraduate School ORGANIZATION REPORT Monterey, CA 93943-5000 NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S) AND 10. SPONSORING / ADDRESS(ES) MONITORING AGENCY N/A REPORT NUMBER 11. SUPPLEMENTARY NOTES The views expressed in this thesis are those of the author and do not reflect the official policy or position of the Department of Defense or the U.S. Government. -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
History of Wargames
History of Wargames: Toward a History Based Doctrine for Wargaming as of 6 Jan 2000 By Matthew Caffrey Send comments to [email protected] - A Congressman with a national reputation as a defense expert opposes the President's plan for military action because of the casualty levels predicted by war games. - One weapons program is canceled and another accelerated, both largely due to the results of war games. - An air component commander convinces an area CinC to change the deployment plan of a major regional plan due to problems anticipated through a war game. Our expectations of the future shape that future. Those who concern themselves with the future of warfare develop their expectations in many ways, from the study of history to the building of complex mathematical models, to the integration of both these approaches using the medium of wargaming. Without question war games shape those expectations, hence they help shape the future. Ever more powerful computers appear to promise ever better war games. Yet is the Emperor really wearing clothes? Or to use a more contemporary expression, isn't the validity of "garbage in garbage out" independent of computing power? Will war games lead or mislead us in the future? As several historians have observed, "I know of no guide to the future but the past." For almost 200 years modern war games have been providing life saving insights and fatal mirages. If these different outcomes were random there would little use in studying that history. However, as the Caffrey Cycle illustrates, history provides the raw material for anticipating cause and effect. -
Transforming Naval Wargaming: a Framework for Operational- Level Wargaming
CRM D0010807.A2/Final September 2004 Transforming Naval Wargaming: A Framework for Operational- Level Wargaming CNA: Peter P. Perla, Michael C. Markowitz, Christopher A. Weuve Naval War College: Stephen Downes-Martin, Michael Martin, CDR, USN Paul V. Vebber, CDR, USNR 4825 Mark Center Drive • Alexandria, Virginia 22311-1850 Approved for distribution: September 2004 Dr. Peter P. Perla Director, Interactive Research Production Office of the President This document represents the best opinion of CNA at the time of issue. It does not necessarily represent the opinion of the Department of the Navy. Approved for Public Release; Distribution Unlimited. Specific authority: N00014-00-D-0700. For copies of this document call: CNA Document Control and Distribution Section at 703-824-2123. Copyright 2004 The CNA Corporation Contents Summary: Transforming Naval Wargaming . 1 Wargaming and transformation . 2 A scientific foundation for wargame design? . 4 The way ahead . 5 Transforming naval wargaming: the task before us . 7 Concepts and postulates for operational-level design . 15 Clausewitz: friction and chance . 17 Herman: Entropy-Based Warfare . 19 Van Creveld: command and uncertainty . 23 Vebber: wargaming network effects . 30 The framework connecting war and wargame . 35 From war to wargame . 35 Theoretical view of gaming the operational level of war . 38 Command topology. 39 Information topology. 46 Operational topology . 50 Timing is everything . 53 A different view of time: the Road to Baghdad game . 58 The end of the beginning . 61 A science of wargame design? . 61 Moving onward . 62 Prospective projects . 65 Apply social network analysis to wargaming information operations . 66 Wargame antisubmarine warfare (ASW) for 7th Fleet 67 Develop work-flow models of innovative concepts . -
The Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s. -
All Guns Blazing! Newsletter of the Naval Wargames Society No
All Guns Blazing! Newsletter of the Naval Wargames Society No. 250 – AUGUST 2015 EDITORIAL Tin pieces from a Battle of Coronel and Falkland Islands Game dating from 1915. The Game was included for free in “Chums” a newspaper for boys. (And a Schneider Trophy winning seaplane for some reason. Designed by Mitchell, who went on to design the Spitfire of course). The Imperial War Museum has a set of the pieces and many other artefacts relating to the battles. They also have photographs taken by officers during the sea fight and oral histories from men who were there. My memory of late 1982, early 1983 is that a Falkland Island War Game was in the shops; I saw it but dithered on buying it, as it came with a paper map. I’m from the generation that believes “board games” should have a board. There was controversy at the time, as the Game, so soon after the Falklands War was thought to be, “in bad taste”. It was withdrawn for sale (in the UK at least) and I forgot all about it. 30 plus years later and with the help of the internet, I came upon it by chance. He who hesitates is lost, so I took the plunge and bought a copy. An introductory level game from Mayfair Games which covers the events of the Great War plus those of 1982. It’s good fun and should you come across it, I suggest you buy it. By the way; “Chums” 500 plus pages for 1d. (For you youngsters that’s one old penny and there were 240 pennies in a Pound) 1 The following is an excerpt from Mensun Bound’s notes in the “Penguin News”; the Falkland Islands’ weekly newspaper. -
Guns Blazing! Newsletter of the Naval Wargames Society No
All Guns Blazing! Newsletter of the Naval Wargames Society No. 287 – SEPTEMBER 2018 Monday 6th August was International Naval War-Gaming Day, celebrating the birth of Fred Jane, father of naval wargaming. Last year games were played all around the world (the first started in Australia at just after midnight), ancient to ultra-modern, solo players to big groups. I hope this year was as good or better but as yet I have not seen anything to support it. Rob Morgan regularly brings to my attention articles in newspapers with naval links. Like the €1bn Spanish submarine that is too long for the dock at Cartagena resulting in additional expenditure for dock works and infrastructure. Another article was about the Australian invitation to China to join in the biennial Kakadu exercises and wargames. See also the book review about the “Indianapolis” which will be in next month’s AGB. WW2 shipwrecks are being plundered for scrap metal in Indonesia and Malaysian waters. The ten ships consist of HMS Prince of Wales, SS Loch Ranza, HMS Tien Kwang, HMS Banka, HMS Repulse, HMS Encounter, HMS Electra, HMS Exeter and HMS Thanet. The UK government absolutely condemns the unauthorised disturbance of any wreck containing human remains, and always has done. A military wreck should remain undisturbed and those who lost their lives on board should be allowed to rest in peace. The UK will work closely with the Indonesian and Malaysian Governments and local authorities to investigate. Somewhere in the world, the sun is over the yardarm. Norman Bell EAST CHINA SEA (Aug 2018) A Mark 45 5-inch gun weapon system fires ordinance during a live-fire weapon training exercise aboard the Ticonderoga-class guided-missile cruiser USS Antietam (CG 54). -
The Utility of Narrative Matrix Games—A Baltic Example
Naval War College Review Volume 73 Number 2 Spring 2020 Article 6 2020 The Utility of Narrative Matrix Games—A Baltic Example John Curry Follow this and additional works at: https://digital-commons.usnwc.edu/nwc-review Recommended Citation Curry, John (2020) "The Utility of Narrative Matrix Games—A Baltic Example," Naval War College Review: Vol. 73 : No. 2 , Article 6. Available at: https://digital-commons.usnwc.edu/nwc-review/vol73/iss2/6 This Article is brought to you for free and open access by the Journals at U.S. Naval War College Digital Commons. It has been accepted for inclusion in Naval War College Review by an authorized editor of U.S. Naval War College Digital Commons. For more information, please contact [email protected]. Curry: The Utility of Narrative Matrix Games—A Baltic Example THE UTILITY OF NARRATIVE MATRIX GAMES A Baltic Example John Curry he long contribution of war gaming to military training, operational analy- sis, and military planning has been well documented by numerous authors.1 TWar games have been used for many purposes, and there are numerous different methods and types from which to choose, depending on the stakeholders’ aims. For example, war colleges have used war games as an integrated part of their curricula as part of the experiential learning cycle.2 The Pentagon wargames to develop and test new doctrine and war plans. Think tanks have used war games to generate new insights. The respective interests of these different users of war games determine the focus of their gaming efforts.3 The focus of professional gaming has shifted over time from the kinetic so as to include wider aspects of confrontations beyond war fighting, such as nation- al will, social media, economics, and the laws of war. -
THE G EN CON'xiv Convention Caugusi
THE G EN CON'XIV coNvENTION cAugusi- 1.5-16'61.981 PROGRAM at SCHEDULE OF EVENTS- U_WPARKSIDE Oen Con' and -the Gen ConComyass Logo are registered Service marks of TSIZI-tobbics,Iac. THE GEN CON° XIV (about 150 yards south of the main com- GAME CONVENTION AND plex). TRADE SHOW The Student Union contains the two cam- AUGUST 13.16, 1981 pus cafeterias (one fast food type and a tra- INFORMATION BROCHURE ditional cafeteria), a 400 seat theatre, and a recreation room with a twelve lane bowling The Gen Con Game Convention is the alley, pool tables, ping pong tables, foosball We've taken the oldest in America, dating back to 1967, tables, and pinball machines. when a group of garners from the Milwau- Dungeons & Dragons game kee-Chicago area got together for a week- end devoted to nothing but gaming. They all Convention Registration out of the Dark Ages. enjoyed it so much that in 1968 they decid- ed to invite everyone for the fun; the result Fees was the Gen Con I Game Convention—a At the door, 4 days $15.00 one day event which, despite its short dura- At the door, 3 days $15.00 tion, drew hobbyists from both the East and At the door, 2 days $12.00 West Coasts, Texas and Canada. From that At the door, 1 day $ 7.00 beginning the Gen Con Game Fair has grown as a national convention year by year Upon paying the convention registration —and when the International Federation of fee you are entitled to: Wargaming was no longer able to sponsor 1. -
The Compl Si'raiegist You Won't Rnd It Anywhere!
IF YOU CAN'T RND IT AT THE COMPL SI'RAIEGIST YOU WON'T RND IT ANYWHERE! At THE COMPLEAT STRATEGIST you'll be you can't wait to get home to start playing.* able to find everything you'll ever need or We are happy to announce the opening of want for your wargaming hobby, from books another store that caters particularly to the to brigands! We carry historical books, refer historical wargamer, located at: ence books, boardgames, all the historical 320 West 57th Street wargame magazines, at least 50 different New York, N~ historical wargame rules from ancients to Opening Date: moderns. We have over 3 ,000 figures and On or about June 1, 1981 a complete line of paints, brushes and If you're unable to visit one of our accessories. locations, we also accept mail AND phone You'll enjoy the friendly casual atmosphereSample orders file. Mail orders are accepted ONLY at our at THE COMPLEAT STRATEGIST and our 33rd Street location; or by phone during staff will be happy to answer any questions business hours at (212) 685-3880-1. Please you may have and assist you with your use VISA or MASTERCHARGE for purchases. There are phone orders. Write to even game rooms located THE the store nearest you for a in our stores just in case --OMPLFAT free Catalog. JR4TEGI5T WE'VE GOT IT ALU • No game room at the 57th Street store. In New York: In New Jersey: In Florida: 11 E. 33rd St. 209 Glenridge Ave. 5406-8 Stirling Rd. N.Y.C.