The United States Naval War College Fundamentals of War Gaming

The United States Naval War College Fundamentals of War Gaming
Author: Francis J. McHugh
Publisher: Military Bookshop
Total Pages: 254
Release: 2010-05-01
Genre: History
ISBN: 9781907521256

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.

Fundamentals of War Gaming

Fundamentals of War Gaming
Author: Francis J. McHugh
Publisher: Government Printing Office
Total Pages: 260
Release: 1966
Genre: History
ISBN: 9781935352006

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.

Fundamentals of War Gaming: Francis J. McHugh

Fundamentals of War Gaming: Francis J. McHugh
Author: Army War College
Publisher: Independently Published
Total Pages: 320
Release: 2019-01-20
Genre: History
ISBN: 9781794448056

Fundamentals of War Gaming - Francis J. McHugh March 1966 This book describes the fundamentals of war gaming, its history, and some of the techniques employed in war games. It presents comprehensive treatment of the various forms of war gaming, including manual games to computer-assisted games, one-sided to multi-sided games, and free-play games to rigid style games. The author addresses every aspect of gaming imaginable, including data requirements, design, execution, and analysis. Even the use of probalistic tables to emulate stochastic processing and the use of flow diagrams for decisions are provided. Unfortunately, I was unable to find a clean copy so some of the pages are illegible. Where I could make out the text, I rekeyed the information, but some of it was missing. If you have a clean copy, please send me the missing pages and I will update the book. Why buy a book you can download for free? We print this book so you don't have to. First you gotta find a good clean (legible) copy and make sure it's the latest version (not always easy). Some documents found on the web are missing some pages or the image quality is so poor, they are difficult to read. We proof each document to make sure it's all there - including all changes. If you find a good copy, you could print it using a network printer you share with 100 other people (typically its either out of paper or toner). If it's just a 10-page document, no problem, but if it's 393-pages, you will need to punch 3 holes in all those pages and put it in a 3-ring binder. Takes at least a couple hours. It's much more cost-effective to just order the latest version from Amazon.com This book includes original commentary which is copyright material. Note that government documents are in the public domain. We print these large documents as a service so you don't have to. The books are compact, tightly-bound, full-size (8 1/2 by 11 inches), with large text and glossy covers. 4th Watch Publishing Co. is a HUBZONE SDVOSB. https: //usgovpub.com - Buy the paperback through Amazon.com any receive the eBook for FREE thru Amazon's Matchbook Program.

U.S. Navy Fundamentals of War Gaming

U.S. Navy Fundamentals of War Gaming
Author: Francis J. McHugh
Publisher: Skyhorse Publishing Inc.
Total Pages: 257
Release: 2013-07
Genre: History
ISBN: 1620876418

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.

The United States Naval War College 1936 Wargame Rules

The United States Naval War College 1936 Wargame Rules
Author: JOHN. CARLSON CURRY (CHRIS.)
Publisher:
Total Pages: 168
Release: 2019-06-12
Genre:
ISBN: 9780244128722

The famous Unites States Naval War College wargames have been seen as an important part of the US Navy's preparation for war with Japan. The actual naval commanders took lessons from these wargames into the conflict in the Pacific 1941-45. This book makes the 1936 edition of the tactical rules readily accessible for the first time to the public. It includes the detailed rules for movement, gunnery, damage and other aspects of real naval warfare from the big gun era. The object of these games was to aid students of strategy and tactics in the comprehension of these complex subjects. The book includes: Original guidance from 1922 on how to play the game. Sample gunnery tables. Torpedo fire cards. Rules for visibility and smoke. Details about speed and fuel. Sample ship cards to illustrate how the rules worked. The book is published by the History of Wargaming Project. It is part of a series to document key steps in the development of modern wargaming.

The Fundamentals of Naval Tactics (Classic Reprint)

The Fundamentals of Naval Tactics (Classic Reprint)
Author: Romeo Bernotti
Publisher:
Total Pages: 198
Release: 2015-08-06
Genre: Mathematics
ISBN: 9781332335145

Excerpt from The Fundamentals of Naval Tactics This work is a systematic codification in treatise form of the mathematical principles of Naval Tactics. The author is the instructor in the Art of Naval War at the Royal Italian Naval Academy, and his name is well known as the writer of a number of excellent articles of much original thought on naval tactics in the Revista Marittima. He is therefore well fitted for the task of reducing to the consecutive order and logical sequence, so necessary to the student, tactical principles and theorems. Tactics is an ever changing art; for while its scientific principles do not change, its rules necessarily change with changing conditions. No books on tactics will ever solve the problem finally, because the problem is forever changing; but if its methods are correct, these will ever be of value. Even if we do not agree with all the views of the author and of the other of his distinguished compatriots whose views he has here embodied, the work would be of value as expressing the Italian point of view; and Italy stands in the first rank of naval thought. As the title indicates, the book deals chiefly with the fundamentals, and approaches the subject more particularly from the mathematical side. About the Publisher Forgotten Books publishes hundreds of thousands of rare and classic books. Find more at www.forgottenbooks.com This book is a reproduction of an important historical work. Forgotten Books uses state-of-the-art technology to digitally reconstruct the work, preserving the original format whilst repairing imperfections present in the aged copy. In rare cases, an imperfection in the original, such as a blemish or missing page, may be replicated in our edition. We do, however, repair the vast majority of imperfections successfully; any imperfections that remain are intentionally left to preserve the state of such historical works.

United States Naval War College Manual Wargaming (1969)

United States Naval War College Manual Wargaming (1969)
Author: John Curry
Publisher: Lulu.com
Total Pages: 112
Release: 2019-10-09
Genre: Games & Activities
ISBN: 9780244517649

As part of the History of Wargaming Project's continuing wargaming 'archaeology', agreement was given to publish this set of rules as an example of the US Naval War College's use of wargaming as part of their curriculum in 1969. What is interesting about this set of rules is they are complete and they have a sample scenario which helps illuminate the thinking of the wargame designers. There are straightforward rules for surface-to-air missiles (SAMs), gunnery, air, torpedoes and mines etc. The use of these rules is clearly illustrated in the sample game. The rules were clearly written for others to play the game, even in the absence of the game designers. The sample game gives the background and briefings and the two sides ORBATs. Then it sets out the plans of the two sides. It goes on to set out how the game is setup, managed and played.