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"Business wargames" do not simulate armed conflict and are therefore outside the scope of this article. A wargame is adversarial. There must be at least two opposing sides whose players react intelligently to each other's decisions. [1] A wargame must have human players. [2] A wargame does not involve the use of actual troops and armaments.
Military simulations, also known informally as war games, are simulations in which theories of warfare can be tested and refined without the need for actual hostilities. Military simulations are seen as a useful way to develop tactical , strategical and doctrinal solutions, but critics argue that the conclusions drawn from such models are ...
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.
The Complete Wargames Handbook shows sales of wargames (historical only) peaking in 1980 at 2.2 million, and tapering off to 400,000 in 1991. [16] It also estimates a peak of about a few hundred thousand (again, historical) board wargamers in the U.S. in 1980, with about as many more in the rest of the world; the estimate for 1991 is about ...
Tactical wargames offer more of a challenge to the designer, as fewer variables or characteristics inherent in the units being simulated are directly quantifiable. Modern commercial board wargaming avoided tactical subjects for many years, but since initial attempts at the subject appeared, it has remained a favourite topic among wargamers.
A set up of "Richard III", a block wargame. In block wargames, wooden blocks are used instead of cardboard as the counters to represent pieces, in order to emulate the fog of war (by placing the blocks upright to make the information visible to only one of the players). Often, when units take damage, the counter is rotated to signify the units ...
In board wargames, a zone of control (ZOC) is the area directly adjacent to certain combat forces that affects the movement and actions of enemy combat units. In hexagonal tiled maps, a combat unit's zone of control is the six hexagons adjacent to the hexagon occupied by a unit. [1]
Part 1: "An Introduction to Wargames" takes up about 25% of the book, and is divided into five chapters: Can War Be Fun? A brief history of wargaming, some of the notable companies, and what type of people play wargames. The Nature of the Beast Definitions of wargaming; realism versus playability.