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Global War Game - Second Series, 1984-1988: Naval War College Newport Papers 20 (Paperback)
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Global War Game - Second Series, 1984-1988: Naval War College Newport Papers 20 (Paperback)
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Loot Price R508
Discovery Miles 5 080
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This report deals with practical issues and major themes identified
during the second Global War Game (GWG) Series. Its focus is on
various general topics, specific force employment issues, and
discrete game events. Because of the interplay of themes and issues
among several theaters, some repetition is necessary to provide a
more complete discussion. The Global War Game was conceived in 1978
to build a structure to explore warfighting issues in a larger
perspective than the tactical view prevalent in the Navy at that
time. These games constitute a research project that ranges from
policy through strategy to operations (campaigns). It was and is an
opportunity to investigate ideas and concepts that may vary from
current policy or strategic "wisdom." With the understanding that
game simulations were but an approximation of the behavior of
governments in global war, the scenarios should be considered as a
context for issues to be explored. The first game (1979) had a
distinctly naval focus, but the series quickly evolved, by obvious
necessity, into a much broader military and political forum.
Throughout the first series, GWG was utilized as a test bed or
crucible for an emerging maritime strategy. A brief summary of
these initial games and an overview of some of the major issues
examined in them is included in this volume for those who do not
have access to Global War Game: The First Five Years (Newport Paper
Number 4.) While the first series involved several different
geographical areas to confront current, real-world events or to
test a specific concept, the second series picked up where the
first terminated, with a major war between the North Atlantic
Treaty Organization (NATO) and the Warsaw Pact (WP). It was a
natural extension of the first series, designed for the purpose of
exploring issues that would arise in waging protracted warfare in
the decade of the 1990s. Effort has been made throughout this paper
to preserve the terminology that was in use when the games were
conducted and to relate faithfully actual strategies pursued and
campaigns implemented as well as the rationale behind them. Thus,
while some of the terminology may seem archaic and some of the
operations ill-advised, it is necessary to look at these efforts as
learning experience that reflects how our thinking about global
war, our concepts, and our practices matured during the series.
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