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War Games Rules 1950–2000: Wargames Rules for All Arms Land Warfare from Platoon to Battalion Level A computer-moderated adaptation of the 1988 edition was created by WargameSystems. [ 3 ] This is claimed to preserve the WRG rules structure and key data while the software automates the mechanics of playing by these rules, hence saving time ...
Content included rules on leader ratings, and troop types, and was the first to also include rules for frontage, range, and maneuverability. [1] Bowden founded Emperor's Press to produce more miniatures games, and over the years published a number of revised editions of "Empire": Second edition, 1977.
According to Encyclopedia Britannica, the Soviet Union during the period of Joseph Stalin's rule, along with Nazi Germany, was a "modern example" of a totalitarian state, being among "the first examples of decentralized or popular totalitarianism, in which the state achieved overwhelming popular support for its leadership."
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The Moscow rules are rules-of-thumb said to have been developed during the Cold War to be used by spies and others working in Moscow. The rules are associated with Moscow because the city developed a reputation as being a particularly harsh locale for clandestine operatives who were exposed. The list may never have existed as written.
Gulf Strike is a 2-player operational level wargame first published during the protracted Iran-Iraq War that simulates the possible confrontation of superpowers, who are drawn into conflict in the Gulf Region of the Middle East using tactics and equipment of the 1980s. [4]
1776 was designed by Randell Reed and published by Avalon Hill in 1974 with artwork by Reed, Scott Moores, and Thomas N. Shaw. With interest in the Revolutionary War heightened by the approaching bicentennial, the game sold well for several years, although sales fell off as interest in the bicentennial waned.
Global War is a two-player "monster" game (more than 1,000 counters) in which one player controls the Allies and the other player controls Axis forces. Players each decide what war equipment they will manufacture, and this choice then informs what strategic actions the player is able to take.