The Wargames, The Roman Art And Science Of War
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The Wargames, The Roman Art And Science Of War - André Geraque Kiffer
ANDRÉ GERAQUE KIFFER
The Wargames, the Roman Art and Science of War.
Author’s Edition
Resende
2019
--- Kiffer, André Geraque.
The Wargames, the Roman Art and Science of War. André Geraque Kiffer.
Author’s Edition, Resende, 2019.
Bibliography: 161 p. 77 im. 21 cm..
1. History. 2. Art of War. 3. War Science. 4. Wargames. I. Author. II. Title.
ISBN 978-85-65853-25-5
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 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
5 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 war game. 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".
6 Keywords: History. Art of War. War Science.
Wargames.
7 SUMMARY
CHAPTER 1 – A HISTORY OF WARGAMES…….8 CHAPTER 2 – A STUDY OF THE HISTORY OF THE ROMAN ART AND THE SCIENCE OF WARS......................................................…….......20
REFERENCES............................................….....153
8 CHAPTER 1
A HISTORY OF 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 upon arriving in the West they were transformed into kings, bishops, pawns and castle towers. This, among other ancient games, had these pieces to represent units facing each other on a battlefield.
It is believed that already in ancient Egypt there were war simulation games, some of them having used principles similar to those of future strategy
games, such as Chess.
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: Special table for the Kriegspiel.
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 simulated combat 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 military units involved in the conflict, which moved advancing or receding a certain number of squares.
These pieces or miniatures were carved in wood,
10 with metal details that besides color served to differentiate their features and functions.
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 and the Netherlands and Belgium. The military soon discovered a practical utility for this game that had hitherto served only as entertainment.
Im 2: The English version of Resswitz game.
In 1824, a Prussian army officer, von Resswitz, published a much more sophisticated wargame intended for training officers in military strategy studies. Kriegspiel introduced important features such as using dice to determine random elements in
battle, as well as very detailed rules such as line of
11 sight, range of weapons and troop morale. This game included the use of maps and probability tables.
After the Franco-Prussian War (1870), the English built their version of the Kriegspiel - The Game of War - using it for army training.
Im 3: Wargamer's Digest.
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 units were already represented by pieces of cardboard with coats of arms and symbols, or by miniature troops, vehicles and vessels with their own shapes.
In the United States, Jack Scruby created a
miniature production technique that would cheapen
12 the cost of producing the parts, was the rubber molded RTV.
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 in the world, Wargamer's Digest, which had a long active journey.
Im 4: Gettysburg.
In 1952, Charles S. Roberts, also in the United States, created the world's first commercial boardwargame game, the Tactics.
Two years later, in 1954, Roberts would invent a rule model and set of tables that would be used by most board wargames thereafter, were