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The first computerized wargaming system was the Navy Electronic Warfare Simulator, which became operational in 1958 at the US Naval War College. The computer system, being from the pre-microchip era, spanned three floors. The game rooms were designed to the resemble the command centers where the Navy coordinated its fleets.
Naval wargaming is a branch of the wider hobby of miniature wargaming. Generally less popular than wargames set on land, naval wargaming nevertheless enjoys a degree of support around the world. Generally less popular than wargames set on land, naval wargaming nevertheless enjoys a degree of support around the world.
A wargame is a strategy game in which two or more players command opposing armed forces in a simulation of an armed conflict. [1] Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts.
A military exercise, training exercise, maneuver (manoeuvre), or war game is the employment of military resources in training for military operations.Military exercises are conducted to explore the effects of warfare or test tactics and strategies without actual combat.
The United States was relatively late to adopt the trend, but by 1889 wargaming was firmly embedded in the culture of the U.S. Navy (with the Royal Navy as the projected adversary). [18] Political-military simulations take a different approach to their purely military counterparts.
Second World War at Sea is a tactical wargame series produced by Avalanche Press covering naval combat during World War II. The series is based on Avalanche Press' Great War at Sea. The two series share many features although they are separate both from a rules standpoint and a scale standpoint (see SOPAC below).
The focus of Great War at Sea series games features two levels of play: the "operational" game, where fleets move and conduct missions on a map of the area where the game takes place (this map uses "staggered squares"—technically a hex grid—presumably to save space as the squares are exactly the same size as the fleet counters, and only a few counters are on the board at a time); and the ...
Vanore concluded, "Seapower & the State is a real gem and belongs in every naval gamer's inventory." [4] In Issue 13 of The Journal of 20th Century Wargaming, Don Gilman thought the simple combat rules gave the game "a gemlike shine", calling them "quick, clean, and very, very final." Gilman had some minor issues with the game: