A ground-breaking approach to history where YOU choose the fate of WWII - perfect for readers of Bletchley Park Brainteasers and The GCHQ Puzzle Book. ''An original and exciting approach . . . Buckley is one of our very finest historians.' JAMES HOLLAND ________________________ TAKE THE HOTSEAT Assume the role of real Generals, Leaders, Soldiers and Intelligence Officers in the Allied Forces during WWII, including Winston Churchill and President Eisenhower. EXAMINE THE INTELLIGENCE Explore eight key moments of the war with real contemporaneous intelligence: Britain's Darkest Hour, 1940; The War in North Africa; Stalin's War on the Eastern Front; The Pacific Battle of Midway; The Dresden Bomber Offensive; Casablanca; Arnhem and Operation Market Garden; The Bomb and Hiroshima. CONSIDER THE SCENARIO & MAKE YOUR DECISION From battlefields to war cabinets, each tactical and strategic decision you make leads to a different outcome. Will you follow the path of the past - or shape a new history? ________________________ 'Wonderfully original . . . putting readers at the heart of the decision-making process and allowing them, literally, to change the course of history. This is counterfactual history at its best.' SAUL DAVID 'A reminder that history is a never ending now, a relentless and endless present that comes without the luxury of hindsight.' AL MURRAY 'An original and exciting approach . . . Buckley is one of our very finest historians. The Armchair General adds enormously to our understanding of the conflicts.' JAMES HOLLAND 'A unique, enjoyable approach to evaluating military decision-making.' HISTORY OF WAR
‘The Armchair General team has done it again. An absorbing read for Christmas.’ Peter Caddick-Adams ‘Brilliant and immersive.’ Harry Sidebottom The second book in the Armchair General series, where YOU choose the fate of the First World War ________________________________ HISTORY IS WRITTEN BY THE VICTORS. WILL IT BE YOU? TAKE THE HOTSEAT Assume the role of real historic decision-makers: general, leaders, soldiers and intelligence officers of the Allied Forces during World War I. EXAMINE THE INTELLIGENCE Explore eight key moments from the First World War, using real contemporaneous intelligence: including the July Crisis, the Battle of the Somme, and the Russian Revolution. CONSIDER THE SCENARIO & MAKE YOUR DECISION From battlefields to the Royal Courts, each tactical and strategic decision you make leads to a different outcome. Will you follow the path of the past - or shape a new history...? ________________________________ PRAISE FOR THE ARMCHAIR GENERAL SERIES 'An original and exciting approach...The Armchair General adds enormously to our understanding of the conflicts' JAMES HOLLAND 'A reminder that history is a never ending now, a relentless and endless present that comes without the luxury of hindsight' AL MURRAY 'Wonderfully original...putting readers at the heart of the decision-making process and allowing them, literally, to change the course of history. This is counterfactual history at its very best' SAUL DAVID
Don't know D-Day? Don't stress surfing the web. We've got all the data here! The biggest WWII party in five years is about to begin and you don't want to be left out! Which celebs will be in Normandy for THE EVENT. American fliers' England pub crawl. French coffee houses. How to find a D-Day veteran in your family tree. Band of Brothers update.
The gripping account of one historian's hunt for answers as he delves into the surprising life of an ordinary Nazi officer. 'Totally exhilarating' Philippe Sands It began with an armchair. It began with the surprise discovery of a stash of personal documents covered in swastikas sewn into its cushion. The SS Officer's Armchair is the story of what happened next, as Daniel Lee follows the trail of cold calls, documents, coincidences and family secrets, to uncover the life of one Dr Robert Griesinger from Stuttgart. As Lee delves deeper, Griesinger emerges as at once an ordinary man with a family and ambitions, and an active participant in the Nazi machinery of terror whose choices continue to reverberate today. 'Gripping, it unfolds like a detective story as an obscured past emerges into the light' Hadley Freeman, author of House of Glass 'An absorbing work of historical detection... Riveting' Evening Standard
Airpower Over Gallipoli, 1915–1916, focuses on the men and machines in the skies over the Gallipoli Peninsula, their contributions to the campaign, and the ultimate outcomes of the role of airpower in the early stages of World War I. Based on extensive archival research, Sterling Michael Pavelec recounts the exploits of the handful of aviators during the Gallipoli campaign. As the contest for the Dardanelles Straits and the Gallipoli Peninsula raged, three Allied seaplane tenders and three land-based squadrons (two UK and one French) flew and fought against two mixed German and Ottoman squadrons (one land-based, one seaplane), the elements, and the fledgling technology. The contest was marked by experimentation, bravado, and airborne carnage as the men and machines plied the air to gain a strategic advantage in the new medium. As roles developed and missions expanded, the airmen on both sides tried to gain an advantage over their enemies. The nine-month aerial contest did not determine the outcome of the Gallipoli campaign, but the bravery of the pilots and new tactics employed foreshadowed the importance of airpower in battles to come. This book tells the lost story of the aviators and machines that opened a new domain for modern joint warfare. The dashing, adventurous, and frequently insouciant air commanders were misunderstood, misused, and neglected at the time, but they played an important role in the campaign and set the stage for joint military operations into the future. Their efforts and courage paved the way for modern joint operations at the birth of airpower.
"What's happened to our leaders and to our leadership?" Based on General Zinni's leadership experiences from the battlefield to the boardroom, Leading the Charge shows a new way through the significant leadership challenges of the 21st century. The times are changing at an ever-increasing velocity. Old systems, organizations, and ways of operating no longer work in our dynamic, complex and increasingly unstable new environment. Out of this chaos and confusion, a new and different leader must emerge. Old systems and methods will no longer work. Leading the Charge is a visionary leadership book that examines the trends that have reshaped our world and the ways in which visionary leaders and organizations can effectively respond. Tomorrow's successful leaders--in all fields, including the military, academia, politics, and business--must know how to create, operate, and thrive in very fluid, flattened, and integrated structures that are remarkably different from the traditional organizations we are used to seeing. They will have to manage rapidly changing technology and flows of information, and create faster and more far-reaching spans of control. Leading the Charge shows the way, and is an incisive and compelling guide to the new world of leadership, one that will prove indispensable for years to come. Organized around "Leading a New World," a revolutionary leadership course General Zinni developed and taught at the Terry Sanford Institute of Public Policy at Duke University, Leading the Charge makes a convincing case that leaders must . . . - change with the times to be relevant. - be ready for crisis mode at any given time. - have a moral compass and the ability to steer the company in the right direction. - be forward thinking, not reactive, to provide innovation and creativity. - develop great leaders.
The Armchair Reader series entertains and enlightens with little-known anecdotes, untold stories, and fascinating facts that make even the mundane fun. The Armchair Reader's innovative approach and witty style will capture the interest of all readers. Inside you'll find tantalizing tales of true hauntings, strange stories of otherworldly phenomena, and bizarre bits of human behavior. Learn how the testimony of a ghost got a man convicted of murder. Read about the fire that's been burning under a Pennsylvania town for more than 40 years. Uncover the mysteries of the Bermuda Triangle. Find out where America's most frightening monsters hang out. And much, much more. Pick up a copy today and start reveling in the lore, legends, and colorful characters that make up this weird and wacky world in which we live.
The Fields of Normandy is an accessible, portable, solitaire "hex and counter" style wargame in a book. Instructions and colour game maps are included; you just need to bring a pencil, 2 standard six-sided dice and an eraser. Nothing else is needed to play. Your task is to order your rifle squads, machine gun teams, mortar teams and PIAT teams across the map to achieve your objectives, countering any enemy threat which is found along the way. The game rules reveal, position and attack with enemy units whilst you focus on your objectives. Clear rules, 15 missions across varied maps with varied enemies provides plenty of replayability as you re-create the Allied push into Normandy in World War II. Good luck, your troops await your orders... Complexity: 2/5 Players: 1 Time: 10 to 40 minutes per mission
The German Generals who survived Hitler's Reich talk over World War II with Capt. Liddell Hart, noted British miltary strategist and writer. They speak as professional soldiers to a man they know and respect. For the first time, answers are revealed to many questions raised during the war. Was Hitler the genius of strategy he seemed to be at first? Why did his Generals never overthrow him? Why did Hitler allow the Dunkirk evacuation? Current interest, of course, focuses on the German Generals' opinion of the Red Army as a fighting force. What did the Russians look like from the German side? How did we look? And what are the advantages and disadvantages under which dictator-controlled armies fight? In vivid, non-technical language, Capt. Liddell Hart reports these interviews and evaluates the vital military lessons of World War II.
Author Paul Wright has written an "instant classic" already receiving wide praise from readers and hobby magazine editors. FLW both leads and follows the growing interest in 54mm (1:32) war games and figures. Written in part as a tribute to HG Wells' ground breaking "Little Wars," FLW is a much expanded and broadened modernization. There is a fascinating chapter devoted to Wells the Man and his journey with his "Little Wars" from inception to the day in 1916 when he put the game away for good. For Wells' fans, the author may surprise with information you did not know, or could even guess. Retaining many of Wells' original rules (spring-loaded toy cannon, etc), there are additional rules for Shell Bursts, machine guns, observation balloons and aircraft, field hospitals, supply wagons and dumps, spies, military bands, unit Colors and Standards, Brigade and Division Commands, hidden movement, skirmishers, snipers, signals, morale, variable effects of terrain and more. Infantry units are 20 figures strong, Cavalry 12, and Artillery can appear as single Guns with crews, or as Batteries up to three strong. From 2 to 4 such units typically form a Brigade, the perfect command for each Player. Two or more Brigades form a Division, allowing a Player to act as his side's C-in-C. Brigade and Divisional HQ's are represented by variable numbers of Staff and ADC's, marching on foot, mounted on prancing steeds, or even seated in Rolls Royce, Cadillac, Renault, or other grand Staff Cars from the Golden Age of Motoring. These HQ's send orders to the units on the firing line, and back to the Brigadiers and Generals, come reports from scouts--and desperate messages from the front delivered by Runners-- and even Pigeons! There is far less abstraction in "Funny Little Wars" on your lawn than on the traditional table top, yet games can be played there as well. Toy soldiers can range from antique and modern "Collectibles," to readily available plastics. There are detailed lists for 14 different Armies identified by their "Colors" ("Army Red," "Army Black," "Army Red/Gold," etc) with complete information to build your favorites. Each Army has unique strengths and weaknesses, and a personality suggesting its historical counterpart. FLW represents the years prior WW I, when war was still romantic, the uniforms were dashing, and the Generals still waltzed. The rules reflect the late Victorian/Edwardian spirit in both substance and his delightful writing style. Designed for "The Better Sort of Chap," the book contains suggestions for proper Dress during the game, etiquette on the field, and more. Nor are the Ladies and "Girls of the better sort" forgotten. The authors's Wife, Georgina, provides a charming account of a proper dinner served after an especially Gentlemanly game at Dover Castle during one golden Summer. The Basic Rules actually occupy only 10 pages, but the many Optional Rules allow players to set their own levels of play. There are lists of providers of toy soldiers in every price range, as well as accessories. Sections describe how to set up a yard, park, beach, etc, to be your Battlefield. Rules for basing figures are flexible, there are no complex rules, with only 6 sided dice and measuring tapes required--and a beautiful day under the shade of the trees. Childlike, but never "childish," FLW returns to the Hobby's roots as we play once more with toy soldiers as we did as kids. There are optional record sheets included, many color photos of toy soldiers at play throughout, and the author's wit, charm, unabashed love of toy soldiers. Read "Funny Little Wars" and relive a time when the world was young!