The Wargames, The Art And Science Of The Wars In The Medieval Age
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The Wargames, The Art And Science Of The Wars In The Medieval Age - André Geraque Kiffer
ANDRÉ GERAQUE KIFFER
The Wargames,
the Art and Science of the Wars
in the Medieval Age
Author’s Edition
Resende
2019
--- Kiffer, André Geraque.
The Wargames, the Art and Science of the Wars in the Medieval Age. André Geraque Kiffer.
Author’s Edition, Resende, 2019.
Bibliography: 220 p. 115 im. 21 cm..
1. History. 2. Art of War. 3. War Science. 4. Wargames. I. Author. II. Title.
ISBN 978-85-65853-27-9
2
3
My story will be less certain than history; but whoever wants to relive the past to study the similarities and analogies between human conflicts in the present is enough for me to find it useful. This War History of mine is a definite achievement and not an ostentatious work for a current audience.
(André Geraque Kiffer)
4
Legends of the picture on the cover: 1) Franks (200s); 2) Strategies by Vegetius in De Re Militari
(400s); 3) Belisarius (505); 4) stirrups; 5) Arabs (600s); 6) Jihad; 7) Battle of Yarmuk (636); 8) Charles Hammer
(680); 9) Reconquest (718); 10) Battle of Tours (732); 11) Charlemagne (742); 12) Vikings (800s); 13) Mauritius Strategikon
and Leo VI Taktiká
(700s and 800s); 14) Mace and Hammers (900s); 15) Battle of Maldon (991); 16) Scottish Phalanges (1000); 17) Axes (1000s); 18) William the Conqueror (1028); 19) Bohemond (1058); 20) Godfred de Bouillon (1060); 21) Crossbow (1066); 22) Battle of Hastings (1066); 23) Battle of Manzikert (1071); 24) Crusades (1095); 25) Siege of Jerusalem (1099); 26) Cavalry Orders; 27) Armor (1100s); 28) Saladin (1137); 29) Richard Lionheart
(1157); 30) Genghis Khan (1162); 31) Irish Rebellions (1169); 32) Simon de Montfort (1175); 33) Battle of Hattin (1187); 34) Battle of Arsuf (1191); 35) Normandy Campaign (1200); 36) Mongols; 37) Cavalry and Nobility (1200s); 38) Battle of Bouvines (1214); 39) Kublai Khan (1215); 40) War of the Barons (1215 and 1264); 41) Mongolian Bow (1226); 42) William Wallace (1270); 43) Robert Brus (1274); 44) Scottish Wars of Independence (1296); 45) Battle of Falkirk (1298); 46) Chevauchée
logistics; 47) Infantry and Halberds; 48) Turks; 49) Bombards or Cannons (1300s); 50) Swiss (1302); 51) Edward III (1312); 52) Battle of Bannockburn (1314); 53) Battle of Morgarten (1315); 54) Bertrand du Guesclin (1320); 55) Chronicles of Froissart (1326); 56) Eduard Black Prince
(1330); 57) Tamerlane (1330); 58) Hundred Years War (1337); 59) Welsh Longbow (1340); 60) Battle of Créçy (1346); 61) Jan Zizka (1360); 62) Battle of Nájera (1367); 63) Andreas Procopius (1380); 64) Janissaries (1383); 65) Henry V (1386); 66) Battle of Kosovo (1389); 67) Hussite mobile fort (1400s); 68) Battle of Tannenberg (1410); 69) Joan of Arc (1412); 70) Battle of
Agincourt (1415); 71) Constantinople (1453).
5 PROLOGUE
I was inspired to build this work by reading Arnold Toynbee's book, A Study of History, and Trevor N. Dupuy's Future Wars. Between 2005 and 2007 I acquired a collection of board wargames in New York, and reading the book Wargame Design
published by Strategy & Tactics Magazine consolidated a Matrix for A Study of Military History
. Thus, from 2008, I was able to begin an analysis of the wars, campaigns, and battles of history of a particular time and / or civilization described in the Smithsonian Institute's Atlas of Military History. So far I have published the following series: I. Historical Simulation of the First Empire Wars
in 2010; VIII. World War I Historical Simulation
in 2011; II. Historical Simulation of the Wars in Classical Greece
in 2012; III. Historical Simulation of the Roman Wars
in 2016; and IV. Historical Simulation of Wars in the Medieval Era
in 2018. In 2014, to continue my work A Study of Military History
, I read the book "Japanese and
Chinese Chess - The Science and Art of War" and
6 added a new book The Study of Wars and Chess Games
to my planned study, associating the foundations of chess games with the principles of Art and Science of War. In each book of the work a selected war, campaign, or battle is studied at any of the applicable decision levels, namely the Political, Strategic, Operational, Tactical, and Technical. Based on a summary of the historical fact I seek to highlight the decisive fact (s) causing the negative result (s) before playing the simulation through a board wargame - the actions on the other side of the hill
(from the enemy) are studied through a parallel electronic wargame. In the simulation all the possibilities of the purpose of the study are completed when the past of history is analyzed on the basis of present theory and projected into the future or revived as a what if
schematic case. When we play
we will follow the maxim WIN ALWAYS BUT WITH THE LOWEST POSSIBLE COST
. Keywords: History. Art of War. War science.
Wargames.
7 SUMMARY
CHAPTER 1 – A HISTORY OF THE WARGAMES….……………………………………….8 CHAPTER 2 – A HISTORY OF THE MEDIEVAL AGE (476 A 1453)…...…....................……….........20 CHAPTER 3 – A STUDY OF THE HISTORY OF THE ART AND SCIENCE OF WAR IN THE MEDIEVALAGE..............................................…...71
REFERENCES....................................................215
8 CHAPTER 1
A HISTORY OF THE WARGAMES
Strategy and / or tactical games, with pieces or miniatures, markers, etc., known as wargames, have their historical origins linked to the game Chaturanga
- predecessor of Chess
-, which emerged in India, where their pieces represented maharajas, elephants and chariots, and that upon arriving in the West were being transformed into kings, bishops, pawns and castle towers. This, among other ancient games, had these pieces to represent forces that faced each other on a battlefield.
It is believed that already in ancient Egypt there were war simulation games, some of them using
principles similar to those of future strategy games.
9 The history of modern wargames is closely
linked to political and military activities, as concerns about wars - real or imagined - have always been the responsibility of rulers and their military leaders.
Im 1: Kriegspiel
special board.
The first known modern reference to battle simulation games dates from 1789, when a nobleman named Helwing, subject of the Duke of Brunswick, invented a game very similar to modern wargames. This simulation was developed on a board of 1,666 colored squares made of wood, representing the various types of terrain that could constitute a battlefield.
Players wore pieces representing the troops involved, which moved with each move, advancing
or retreating a certain number of squares. These
10 pieces or miniatures were carved in wood, with metal details that besides the color served to differentiate their characteristics and functions.
Im 2: Resswitz game english version.
In 1795 George Vinturinus, a strategy scholar from the Danish Duchy of Schelswing near the German border, developed a more complete version of Helwing's game using a map of an area in the border region between France, the Netherlands and Belgium. The military soon discovered a practical utility for this game, which until then served only as entertainment.
In 1824 Von Resswitz, a Prussian Army officer, published a much more sophisticated wargame, which was intended for training officers in strategy studies. Kriegspiel introduced important features
such as using dice to determine random elements in
11 battle, as well as very detailed rules such as line of sight, range of weapons and troop morale. This game included the use of maps and probability tables.
Im 3: Wargamer's Digest
.
After the Franco-Prussian War of 1870, the English built their version of the Kriegspiel
- The Game of War
- using it for army training.
Later the game aroused a lot of interest and gained a large number of fans, serving as a starting point for the creation of wargames clubs and the publication of the first magazine devoted to this type of subject. From this point on the forces were already represented by pieces of cardboard with coats of arms and other symbols, or by miniature
troops, vehicles and vessels of their own shape.
12 In the United States, Jack Scruby created a
miniature production technique that would make the cost of producing pieces cheaper, RTV or Room- temperature vulcanizing, with silicone molds.
Im 4: Gettysburg
.
But he didn't stop there, but was also responsible, in 1955, for creating one of the largest (if not the largest) vehicles of information and dissemination of wargames around the world, the magazine Wargamer's Digest
, which had a long active journey.
In 1952, Charles S. Roberts, also in the United States, created the world's first commercial board wargame game, the Tactics.
Two years later, in 1954, Roberts would devise a model of rules and a set of tables that would be
used by most board wargames thereafter, were the
13 combat results table. In 1961 he published Gettysburg
, considered the first contemporary wargame based on historical battles.
Im 5: Miniatures.
Thus, it was in the United States that wargames gained new features and underwent a remarkable process of improvement, reproducing in detail the real conditions of the history great battles.
Thanks to this, they soon gained a large number of fans not only among the general public, but also among the military. Part