Defense Technical Information Center, 1974. — 713 p. A compendium of developments in theater level war gaming, and of major problems in the effort to develop effective theater level models. Contains critiques by a number of high level users of major inadequacies in the U.S. effort at theater level war gaming, and describes possible methods of correcting these weakness. Agenda of...
Santa Monica, California: RAND Corp., 1985. — 46 p. This paper is the outgrowth of an invited speech to the German Strategy Forum in Bonn-Bad Godesberg, West Germany, on December 3, 1984. It is addressed to those who are already inclined to believe in the desirability, importance, and feasibility of conventional defense for NATO. The debate about NATO's defense options has...
Research Analysis Corp., McLean, VA, 1966. — 44 p. Contents: Basic Rules, Ground Movement Rules, Deployment Rules, Contact-Ground-Unit Detection Capabilities, Battles, Fire Support, Air Defense, Tactical (TAC) Air Fire-Support Operations, Army Air Operations, Engineer Operations, Ground Reconnaissance and Surveillance, Air Reconnaissance and Surveillance, Air Transport, United...
School of engineering of the air force institute of technology air university, 1980. — 119 p. The model developed in this study is a highly aggregated theater-level game comprised of interaction equations which utilize the allocation of aircraft to various missions on a daily basis to obtain the outcome of an offensive versus defensive systems engagement. The simulation which...
Naval History, 2019. — 276 p. To win in the Pacific during World War II, the U.S. Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the...
Army Concepts Analysis Agency, Bethesda, MD, 1974. — 81 p. This document reports an in-house study effort by USACAA to achieve greater distinction between combat modules in war games by developing a theater-level model of air and ground combat which is not force ratio dependent. Several approaches were explored. The most fruitful proved to be that of a model hierarchy which...
Potomac Books, 2016. — 224 p. Between the First and Second World Wars, the U.S. Navy used the experience it had gained in battle to prepare for future wars through simulated conflicts, or war games, at the Naval War College. In Playing War John M. Lillard analyzes individual war games in detail, showing how players tested new tactics and doctrines, experimented with advanced...
Office of Naval Research, Arlington, VA, 1981. — 123 p. An investigation of the many issues and problems associated with combat modeling at the theater-level for force planning was conducted and is presented in two volumes. Volume II constitutes a synthesis and summary of the issues and concerns that surfaced at the workshop relative to theater-level gaining and the diverse...
Air Force Inst Of Tech Wright-Patterson, AFB, OH, School Of Systems And Logistics, 1987. — 195 p. This study explored the possible use of a broad wargame as a device for training Air Force Security Police (SP) air base ground defense (AGBD) forces. The study has three objectives: (1) Determine current SP combat missions and the types of threat forces they are likely to engage....
Skyhorse, 2014. — 255 p. Learn about the military training technique of war gaming and the history behind it. The classic text, U.S. Navy Fundamentals of War Gaming, provides an in-depth introduction to the basics of military gaming and offers historical insights into the development of war gaming methodologies. It covers the evolution of gaming tools such as ancient...
New York: Skyhorse, 2014. — 255 p. Learn about the military training technique of war gaming and the history behind it. The classic text, U.S. Navy Fundamentals of War Gaming, provides an in-depth introduction to the basics of military gaming and offers historical insights into the development of war gaming methodologies. It covers the evolution of gaming tools such as ancient...
Army command and general staff Coll Fort Leavenworth, KS, School of advanced military studies, 1980. — 141 p. This report is one of a set of five volumes produced to document the combat assessment methodologies and automated features of the Combined Arms Combat Development Activity (CACDA) JIFFY III war gaming process, developed to support TRADOC SCORES scenario development and...
Ministry of Defence UK, 2017. — 112 p. Wargaming is a powerful tool. I am convinced that it can deliver better understanding and critical thinking, foresight, genuinely informed decision-making and innovation. Sir John Chilcot’s report highlighted these very themes. I have also been struck by how important wargaming is becoming among many of our allies and partners. It allows...
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