Wargaming can be a very expensive hobby, but it needn't be. Iain Dickie, one of the best-known names in the hobby shares dozens of hints and tips on how to cut the cost of your gaming and get 'more bang for your buck'. He offers sound practical advice on buying and building your armies (should you opt for metal, plastic, or even card, and in which scale?), gaming tables, terrain, buildings and even storage solutions. As well as purely financial constraints, Iain Dickie also recognizes the fact that available space is another major restriction for many gamers and tackles this issue too. Now you've got no excuse not to get wargaming!
The authors evaluate wargaming tools as the U.S. Marine Corps invests its next-generation wargaming concept. The authors describe wargaming processes, facilities, and skill sets and recommend courses of action.
Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.
Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.
This report depicts a path to the future for system autonomy in the Air Force. It describes an evolutionary progression that obtains the best benefits of autonomous software working synergistically with the innovation of empowered airmen. This vision is both obtainable and sustainable, it leaves the authority and responsibility for warfare in the hands of airmen while creating tools that enhance their situation awareness and decision-making, speed effective actions, and bring needed extensions to their capabilities. Rather than attempting to design the airman out of the equation, the Air Force embraces the agility, intelligence and innovation that airmen provide, along with the advanced capabilities of autonomy, to create effective teams in which activities can be accomplished smoothly, simply and seamlessly. In this first volume, a summary of the challenges of automation and autonomy for airman interaction are presented, based on some four decades of experience and research on this issue. These include (1) difficulties in creating autonomy software that is robust enough to function without human intervention and oversight, (2) the lowering of human situation awareness that occurs when using automation leading to out-of the-loop performance decrements, (3) increases in cognitive workload required to interact with the greater complexity associated with automation, (4) increased time to make decisions when decision aids are provided, often without the desired increase in decision accuracy, and (5) challenges with developing a level of trust that is appropriately calibrated to the reliability and functionality of the system in various circumstances. Given that it is unlikely that autonomy in the foreseeable future will work perfectly for all functions and operations, and that airman interaction with autonomy will continue to be needed at some level, each of these factors works to create the need for a new approach to the design of autonomous systems that will allow them to serve as an effective teammate with the airmen who depend on them to do their jobs.
An extensive reference guide to the exciting hobby, for beginners as well as longtime players. Wargaming is a fascinating, engrossing, and exciting pastime that encompasses a wide range of different talents. The average wargamer uses the skills of artist, designer, sculptor, illustrator, historian, librarian, researcher, mathematician, and creative writer, as well as the more obvious ones of general, admiral, or air marshal for large games, or perhaps lieutenant, commodore, or squadron leader for skirmishes. Aside from calling upon many skills, wargaming also covers many aspects of combat, spanning the history of Earth. With science fiction gaming, we plunge into imagined worlds many thousands of years into the future, and a fantasy gamer, of course, deals with eons of imagined history, as anyone who has read The Lord of the Rings will know. A wargamer may find themselves recreating an encounter between a handful of adversaries one day, or a massed battle involving perhaps hundreds of miniature troops the next. Moreover, it is possible to play wargames that recreate warfare on land, on sea, in the air, or even in outer space. This book demonstrates the wonderfully varied hobby of wargaming with miniatures, looking at the broad scope of what it has to offer as well as detailed explanations of how to get involved, including comprehensive rules for gladiator combat, Wild West skirmishes, and the horse and musket era, as well as lots of advice for anyone new to wargaming. Whether you’re a complete newcomer to the hobby, or a veteran of many years, you’ll find plenty in The Wargaming Compendium to entertain and inspire you.
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
A look at wargaming’s past, present, and future—from digital games to tabletop games—and its use in entertainment, education, and military planning. With examples from Call of Duty: Modern Warfare, Harpoon, Warhammer 40,000, and more! Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming’s ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice.
A selective review of modern decision science and implications for decision-support systems. The study suggests ways to synthesize lessons from research on heuristics and biases with those from "naturalistic research." It also discusses modern tools, such as increasingly realistic simulations, multiresolution modeling, and exploratory analysis, which can assist decisionmakers in choosing strategies that are flexible, adaptive, and robust.