Catalog Of Army War Games And Models
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Author | : DEPUTY CHIEF OF STAFF FOR MILITARY OPERATIONS (ARMY) WASHINGTON DC. |
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Total Pages | : 136 |
Release | : 1968 |
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The purpose of this catalog is to provide the Army staff, Army Commands, and the war gaming community with a source document which lists and briefly describes all available Army sponsored war games and war gaming models, as well as those that are currently being gamed or developed or are programed for future gaming or development. It is not intended to provide a detailed or exhaustive treatment of each game or model, but rather to provide the basic data to assist the war game or study action officer in his preliminary research. A secondary purpose of the catalog is to encourage and enhance the exchange of information and to promote increased coordination within the war gaming and study community. Additionally it is hoped that this catalog will assist in eliminating duplication of effort in the expensive field of model development and studies by providing a list of existing models and completed studies that may be used to meet current requirements. (Author).
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Total Pages | : 84 |
Release | : 1968 |
Genre | : Electronic data processing |
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Author | : United States. Department of the Army |
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Total Pages | : |
Release | : 196? |
Genre | : War games |
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Author | : United States. Joint War Games Agency |
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Total Pages | : 218 |
Release | : 1969 |
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Author | : Phil Yates |
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Total Pages | : 96 |
Release | : 2020 |
Genre | : Imaginary wars and battles |
ISBN | : 9781988558158 |
Author | : United States. Joint Chiefs of Staff. Studies, Analysis, and Gaming Agency |
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Total Pages | : 269 |
Release | : 1971 |
Genre | : War games |
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Author | : United States. Office of the Chief of Naval Operations |
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Total Pages | : 60 |
Release | : 1967 |
Genre | : War games |
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Author | : Garry D. Brewer |
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Total Pages | : 416 |
Release | : 1979 |
Genre | : History |
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This book is a fascinating examination of a subject that has enormous consequences but few initiates--the system of military combat simulations and their advocates in defense establishments. The scope and importance of this field may be hinted at each spring during budget debates, but until now no one has made a full public inquiry into the military studies, the analysis system, and the people behind these obscure enterprises. How did war games come into vogue? Who designs the models that test and measure weapons capabilities--tests whose outcomes their supporters want to use to determine the allocation of millions of dollars, not to mention the deployment of U.S. armaments, around the globe? How are the potential uses of weapons studied when empirical testing is prohibitive or impossible? And what is the state of the war-gaming art and profession? These are but a few of the crucial questions addressed and answered in this work. The authors interviewed and observed war-gaming professionals in depth, exploring the extent and status of gaming in the defense community and examining these in terms of purpose, means of production, operations, uses, benefits, and costs. Consequently, their book is not simply an analysis but a portrait of the profession. As such, it will serve not only as a blueprint for necessary improvements in the military area but also as the catalyst for future work in diverse areas, since the problems of largescale models examined in a war-game context are now being experienced in such newer fields as energy policy and urban planning.
Author | : John Curry |
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Total Pages | : 80 |
Release | : 2020-03-13 |
Genre | : Games & Activities |
ISBN | : 9780244569266 |
Inspired by ideas of Phil Barker (of WRG fame), these rules were a tactical training game for the US Army for approximately twenty years. Written by Captains Dunn and Kempf, the rules aimed to accurately model potential battles between American forces in Europe and the Warsaw Pact. In addition to being fun to play, the game aimed to be worthwhile military training including: American and Warsaw Pact Tactics. Weapon capabilities and effects. Correct employment of indirect fire, such as artillery and mortars. Appropriate use of terrain. Defensive use of smoke. Creation of kill zones. This edition of the rules includes additional material that has emerged since the first edition. It is the Fort Leavenworth Combined Arms Training Center edition, plus the optional combat tables from the III Corps edition of the rules. These rules are published by the History of Wargaming Project as part of its work to document the development of professional wargaming.
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Total Pages | : 155 |
Release | : 1992 |
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This catalog provides information on the primary war games, combat simulations and training games used by ABCA Armies to support studies and Analyses or drive Command Post Exercises (CPXs) and Field Training Exercises (FTXs). It is intended to facilitate the exchange of information by describing here key features of current combat modeling techniques. More detailed documentation is available from the designated Point of Contact. The types of combat models considered include both functional area models and force level models. Functional area models are primarily one-sided and focus on the detailed aspects of a particular battlefield functional system, such as the divisional field artillery system. Force level models are two-sided and attempt to represent all or most combined arms and support functions at a given echelon such as division and below.