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The modern, commercial wargaming hobby (as distinct from military exercises, or war games) developed in 1954 following the publication and commercial success of Tactics. [1] The board wargaming hobby continues to enjoy a sizeable following, with a number of game publishers and gaming conventions dedicated to the hobby both in the English ...
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 ...
"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.
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.
Hexagons marked "ZOC" are the zone of control for the combat unit shown in the center (for a wargame that uses hexagons). 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.
As wargames typically use a standard 6-sided die the addition of numbers below 1 and above 6 in the left hand column would indicate this game uses what are called die roll modifiers to reflect further special conditions, such as defender’s terrain, weather, leadership, training, morale, surprise, experience levels, or supply conditions, etc. [1]
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.
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.