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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.
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.
Wargames through the Ages was first published to fill a gap in literature of the hobby of wargaming. It was a one volume summary of ancient and medieval warfare. After many years of research and writing on the subject of wargaming, Donald Featherstone provided, under one cover, all the information that a wargamer required to build up armies in the ancient and medieval period. Each period of warfare was considered and details given of the soldiers themselves, their dress, arms and equipment, leaders, tactics and their style of fighting. The major wars and battles were listed, so that further information could be obtained by reading other accounts of these conflicts and the biographies of those leaders. Each section details techniques and style of fighting of the various nations and armies and other suggestions how they could best be simulated on the table-top battlefield. Superb drawings of the soldiers in their various battle uniforms add much to the attractiveness of this book.
A classic wargaming book by one of the founding fathers of wargaming, Donald Featherstone. This revised edition contains: An introduction to wargaming the period, fifteen battles, each illustrated with maps, notes on suitable rules and wargaming figures, an updated bibliography and a previously unpublished set of English Civil War rules by Donald Featherstone
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.
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.
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.
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.
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
As part of the History of Wargaming Project's continuing wargaming 'archaeology', agreement was given to publish this set of rules as an example of the US Naval War College's use of wargaming as part of their curriculum in 1969. What is interesting about this set of rules is they are complete and they have a sample scenario which helps illuminate the thinking of the wargame designers. There are straightforward rules for surface-to-air missiles (SAMs), gunnery, air, torpedoes and mines etc. The use of these rules is clearly illustrated in the sample game. The rules were clearly written for others to play the game, even in the absence of the game designers. The sample game gives the background and briefings and the two sides ORBATs. Then it sets out the plans of the two sides. It goes on to set out how the game is setup, managed and played.
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.
Wargames Through the Ages was first published to fill a gap in literature of the hobby of wargaming. It was a one volume summary of what was loosely called the Napoleonic period and beyond. Each chapter assesses the techniques and fighting methods of the opposing forces and indeed, the battle descriptions are often sufficiently colourful to inspire reconstruction. In discussing how this can best be simulated on a table-top battlefield the author gives comprehensive information as to contemporary styles of warfare which provides a basis for the formulation of rules. The period under review is extensive, and beginning with The French Revolutionary wars, it carries the reader through the Napoleonic Wars, then onto later conflicts with the Mexican War 1846-48, the Crimean War 1854-1855 and the Austrian/ French Wars of 1859.
First published in 1975, this book deals with the most popular period for fighting sea battles in miniature- the First and Second World Wars. It brings together all the information that the naval wargamer needs when tackling the 20th century era. This edition includes three new chapters not included in the previous editions. The author takes the reader through his own rules, which aim above all at practical playability and they are illustrated by numerous diagrams. Based on a simplified Fletcher Pratt damage system, they cover movement, gunnery, torpedoes, as well as submarines and air craft. The rules are shown in action in the defence of a convoy in the Adriatic Sea in 1915 and the hunt for a Japanese raiding cruiser in 1942. Naval campaigns are also discussed, with the example of a semi historical-naval campaign around Korea in 1918. China and Korea are facing Russia and Japan. The campaign rules describe practical ways to manage fuel, combat at sea, allocating ships, use of troops etc. |
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