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In recent years, many historians of Islamic mysticism have been
grappling in sophisticated ways with the difficulties of
essentialism. Reconceptualising the study of Islamic mysticism
during an under-researched period of its history, this book
examines the relationship between Sufism and society in the Muslim
world, from the fall of the Abbasid caliphate to the heyday of the
great Ottoman, Mughal and Safavid empires. Treating a heretofore
under-researched period in the history of Sufism, this work
establishes previously unimagined trajectories for the study of
mystical movements as social actors of real historical consequence.
Thematically organized, the book includes case studies drawn from
the Middle Eastern, Turkic, Persian and South Asian regions by a
group of scholars whose collective expertise ranges widely across
different historical, geographical, and linguistic landscapes.
Chapters theorise why, how, and to what ends we might
reconceptualise some of the basic methodologies, assumptions,
categories of thought, and interpretative paradigms which have
heretofore shaped treatments of Islamic mysticism and its role in
the social, cultural and political history of pre-modern Muslim
societies. Proposing novel and revisionist treatments of the
subject based on the examination of many under-utilized sources,
the book draws on a number of disciplinary perspectives and
methodological approaches, from art history to religious studies.
As such, it will appeal to students and scholars of Middle East
studies, religious history, Islamic studies and Sufism.
In recent years, many historians of Islamic mysticism have been
grappling in sophisticated ways with the difficulties of
essentialism. Reconceptualising the study of Islamic mysticism
during an under-researched period of its history, this book
examines the relationship between Sufism and society in the Muslim
world, from the fall of the Abbasid caliphate to the heyday of the
great Ottoman, Mughal and Safavid empires.
Treating a heretofore under-researched period in the history of
Sufism, this work establishes previously unimagined trajectories
for the study of mystical movements as social actors of real
historical consequence. Thematically organized, the book includes
case studies drawn from the Middle Eastern, Turkic, Persian and
South Asian regions by a group of scholars whose collective
expertise ranges widely across different historical, geographical,
and linguistic landscapes. Chapters theorise why, how, and to what
ends we might reconceptualise some of the basic methodologies,
assumptions, categories of thought, and interpretative paradigms
which have heretofore shaped treatments of Islamic mysticism and
its role in the social, cultural and political history of
pre-modern Muslim societies.
Proposing novel and revisionist treatments of the subject based
on the examination of many under-utilized sources, the book draws
on a number of disciplinary perspectives and methodological
approaches, from art history to religious studies. As such, it will
appeal to students and scholars of Middle East studies, religious
history, Islamic studies and Sufism.
Michael F. Walsh is a Vietnam veteran who set out on a journey to
visit Vietnam War memorials. This book includes many of these
memorials and his reflections upon them. This book includes over
240 black and white photographs of some of the most iconic war
memorials he encountered. Collectively the memorials make a
statement. One version of history is that a large majority of
citizens viewed those who returned from the war as less than noble;
the accepted story is that many felt that the soldiers, sailors and
airmen should have refused to serve their country in what they, the
vocal minority, defined to be an unjust war. This book challenges
that view. The memorials were the result of uncounted numbers
people who conceived, planned, and built them in grateful thanks
for the services of those who returned and in memory of those who
did not. These memorials, demonstrate the esteem they hold for all
those who served their country.
Inspired by ideas of Phil Barker (of WRG fame), these rules were a
tactical training game for the US Army for approximately twenty
years. Written by Captains Dunn and Kempf, the rules aimed to
accurately model potential battles between American forces in
Europe and the Warsaw Pact. In addition to being fun to play, the
game aimed to be worthwhile military training including: American
and Warsaw Pact Tactics. Weapon capabilities and effects. Correct
employment of indirect fire, such as artillery and mortars.
Appropriate use of terrain. Defensive use of smoke. Creation of
kill zones. This edition of the rules includes additional material
that has emerged since the first edition. It is the Fort
Leavenworth Combined Arms Training Center edition, plus the
optional combat tables from the III Corps edition of the rules.
These rules are published by the History of Wargaming Project as
part of its work to document the development of professional
wargaming.
This is one of the classic works on historical analysis of combat
by David Rowland as part of his work in the Ministry of Defence. It
was widely recognised for its pioneering research on combat. The
book starts by summarising development of UK MOD historical
analysis from studies in the 1970s. Then it analyses exercises,
allowed advice to be given on more realistic combat modelling.
Using quantitative Historical Analysis (HA), it was possible to
compare between the levels of effectiveness between simulated and
real combat and to establish combat degradation estimates. The
effects of suppression, surprise and shock, were also quantified.
The result of this research shed new light on infantry combat,
armour v anti-tank weapons and heroism on the battlefield. The
large number of diagrams make the analysis clear and although the
book is based around statistics, no in-depth maths is needed to
understanding the conclusions.
Uncle Duke is one of those larger than life characters who helped
develop miniature wargaming in the United States. The Jack Scruby
Award (1995) summarised him as an American original, an
entrepreneur and business man, a master sculptor, designer, and
painter, a rule writer, publisher, and historian, a master showman,
salesman, friend of Donald Featherstone and advocate. This book is
a celebration of his contribution. The book includes: The Jack
Scruby Award 1995 citation. The MWAN tribute of 1989 by Hal
Thinglum. Early memories of American miniature wargaming and
reflections by Duke and his lifelong friend Jim Getz. Many
previously unpublished photographs The book also includes two
complete key sets of rules that were a huge influence on American
wargaming: Melee (1960) by Duke. Napoleonique: (1979) Written by
Jim Getz with the assistance of Duke Seifried. This book is
published by the History of Wargaming Project as part on ongoing
efforts to document the development of wargaming.
Wargames through the Ages was first published to fill a gap in
literature of the hobby of wargaming. It was a one volume summary
from the outbreak of the American Civil War and the concludes with
the end of World War II in 1945. Between 1860 and 1945, the shape
of warfare, armies, tactics and equipment underwent a wholesale
change. In the same era, the map of Europe was redrawn and the
machinations of world politics saw the introduction of military
movements by land, sea and air on an international scale hitherto
unconsidered. In 1861, the cavalry retained a still significant, if
diminishing, role in the schemes of battle commanders; but by 1945
massive technological advances, culminating in the introduction of
computerised planning had so altered the situation that a
fundamentally new approach was necessitated as it is for the
wargamer. The author has therefore considered at length the problem
of formulating new rules, and the classification and assessment of
armies and their conditions.
Stuart Asquith is a key contributor to the development of modern
hobby of wargaming. His extensive work included editing Practical
Wargamer for 12 years, authoring over twenty books and editing many
more. This book focuses on one of the Stuart Asquith's key
interests, 17th century warfare. This book aims to bring together
some of Stuart Asquith's work, focussed on this era. Other books in
the series cover his writing on other wars. The book has 20
scenarios for wargamers including: Edgehill (1642) The Storming of
Brentford (1642) The Battle of Lansdowne (1643) Roundway Down
(1643) Cropredy Bridge (1644) Marston Moor (1644) The Battle of
Nasby (1645) Dunkirk (1658) Medway (1667) Drumclog (1679 The Battle
of Sedgemoor (1685) The rules are Terry Wise's popular wargaming
rules for the English Civil War and the Thirty Years War circa
1618-1651. This work is published as part of The History of
Wargaming Project range of books that aim to document the
development of wargaming
You will benefit from this book if you are a practitioner of the
art of serious wargaming. Done well, the simple act of putting
players in an immersive environment, asking them to make decisions
and then face the consequences of those in a dynamically evolving
narrative generates astounding insights and internalises learning
objectives. Yet, as Clausewitz said of war, everything in wargaming
is simple, but doing the simplest thing is difficult. This book
explains the seemingly simple. It is a detailed guide to designing
and delivering successful wargames, whether you apply the technique
to Defence, other government departments, business, the emergency
services, academia or humanitarian operations. This is important
because good wargames save money but, first and foremost, they save
lives.
This is an example of an early professional counter insurgency game
written for the Pentagon to explore a rural insurgency through a
wargame. America was engaged in a strategic counter insurgency in
Vietnam. Every effort was being made to wage war more effectively
in the conflict. One of the tools applied was wargaming, such as
this game. The game has players representing all sides. The game
allowed the players to explore the asymmetrical conflict from a
different perspective, using the prism of wargaming. Agile was
played in key establishments and had some training value. One
success was pulling special forces soldiers away from their normal
military skills focussed training and asking them to actually
influence the hearts and minds of the people in the villages of
rural South Vietnam. This book includes after action reviews of 12
games. It also has examples of the American players committing
atrocities against the civilian population as an in-game strategy.
The games in this book were made to help the navigators of Bomber
Command improve the chances of locating their target. Written by
Sir Francis Chichester, the games reflected his vast experience at
the exacting art of pinpoint navigation. This book was first
published in 1942 at the heart of World War II. Bomber Command was
flying regularly to hit targets on the content, but the navigators
in the individual bombers were struggling to find the targets.
Using his experience of long-distance flying, Chichester created
three games to help the navigators improve their skills prior to
operations. Game 1 was a game of chance, game 2 involved finding
the correct longitude and latitude, but game 3 required the player
to correctly locate themselves on the map. Reading the paragraphs
that describe the situation, then studying the map for clues offers
insight into the difficulties faced during the early stages of the
bombing campaign, before electronic navigation aids became
widespread.
The famous Unites States Naval War College wargames have been seen
as an important part of the US Navy's preparation for war with
Japan. The actual naval commanders took lessons from these wargames
into the conflict in the Pacific 1941-45. This book makes the 1936
edition of the tactical rules readily accessible for the first time
to the public. It includes the detailed rules for movement,
gunnery, damage and other aspects of real naval warfare from the
big gun era. The object of these games was to aid students of
strategy and tactics in the comprehension of these complex
subjects. The book includes: Original guidance from 1922 on how to
play the game. Sample gunnery tables. Torpedo fire cards. Rules for
visibility and smoke. Details about speed and fuel. Sample ship
cards to illustrate how the rules worked. The book is published by
the History of Wargaming Project. It is part of a series to
document key steps in the development of modern wargaming.
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