By Philip Sabin
Over the previous fifty years, many hundreds of thousands of clash simulations were released that deliver the dynamics of earlier and attainable destiny wars to lifestyles.
In this publication, Philip Sabin explores the speculation and perform of clash simulation as an issue in its personal correct, in accordance with his thirty years of expertise in designing wargames and utilizing them in educating. Simulating War units clash simulation in its right context along extra primary recommendations similar to video game thought and operational research. It explains intimately the analytical and modelling concepts concerned, and it teaches you ways to layout your personal simulations of conflicts of your selection. The booklet offers 8 easy illustrative simulations of particular old conflicts, entire with principles, maps and counters.
Simulating War is key examining for all leisure or specialist simulation players, and for a person who's attracted to modelling warfare, from lecturers and scholars to army officers.
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Additional info for Simulating War: Studying Conflict through Simulation Games
PART I Theory 1 Modelling war So what exactly is a wargame? James Dunnigan, who founded Simulations Publications Incorporated in the 1960s and has been the hobby’s leading designer and commentator ever since, wrote pithily that: ‘A wargame is a combination of “game,” history, and science. It is a paper time machine. 1). I went on to explain that: ‘They are based on the military capabilities of some past or present antagonists, and entail a degree of research to ascertain the key characteristics involved.
Com � Philip Sabin 2012 All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording or any information storage or retrieval system, without prior permission from the publishers. First published 2012 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ] A Second year BA students using the Hell’s Gate simulation in class B Left section of the Big Week map C Centre section of the Big Week map D Small template for the Fire and Movement map E Right section of the Big Week map F Small template for the Block Busting map G Counter panels for Roma Invicta?
Chapter 5 discusses how the inordinate complexity of real terrain and military forces may be reduced to a manageable level using generic weightings and categorisations, a grid system, and an appropriate level of unit subdivision. Chapter 6 explains how the physical processes of movement, combat and logistics may be modelled by techniques such as quantification, random variation and the division of time into successive ‘turns’. Chapter 7 asks whom the players represent, and outlines how good and poor generalship, command delays, intelligence and the fog of war may be modelled through judicious use of the sequence of play, hidden units, and artificial intelligence.