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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.
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.
Matrix Games are an established way of running seminar type
narrative games in the professional environment. This handbook is
the most comprehensive set of papers to date on their use in
education, training, research and innovation. The book starts by
exploring the origins of Matrix Games, with contributions on the
development of the method. It includes a sample game about NATO and
Russian posturing on the Baltic Sea. Many wargames explore war in
this contested area of sea, but a Matrix Game is used to explore a
conflict short of kinetic. In the theory section, some of the
underpinning philosophy of Matrix Games is outlined by Chris Engle,
the inventor of the method. Education has applied Matrix Games in
teaching. This section includes examples from around the world from
language training to military education. The final section outlines
operational analysis problems, innovation and using a Matrix Game
to explore contemporary conflict by Professor Rex Brynen.
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.
Phil Dunn, founder of the Naval Wargaming Society and author,
presents his World War II era campaign rules. This book documents
the rules for one of the classic wargaming campaigns of early
British Wargaming. Phil Dunn created global wargames using simple
rules to allow players to run large scale world wars. Each player
prioritises their production between naval, air and land forces and
then decides on which units to build. Straightforward rules are
used to control movement on the maps and arbitrate combat in the
three domains of warfare. The battles can be resolved using dice
rolls or, for critical battles, transferred to be fought out on the
table top. The book also includes two smaller games which are
eminently suitable for a solo wargamer; The Battle of Britain and
Operation Sealion. This is Phil Dunn's third wargaming book. The
History of Wargaming Project is edited by John Curry. It aims to
present the very best wargaming books and rules to a modern
audience.
Donald Featherstone's classic wargaming book, War Games, was first
published in 1962. It was largely responsible for turning a
somewhat obscure hobby into a popular pastime across the world.
This revised edition includes new material including a foreword by
Paddy Griffith. There are five sets of classic rules in the book:
-Tony Bath's Ancient Wargaming Rules -Lionel Tarr's Modern
Wargaming rules. (Modern being WWII) -American Civil Wargaming
Rules -Simple WWII rules -Skirmish rules for colonial warfare Each
set is clearly explained. There are also three accounts of ealy
wargames; a battle from the fantasy world of Hyboria, an American
Civil War action and the encounter on the St James Road between the
British Grenadier Guards and the German panzer grenadiers in WWII.
The book is a piece of wargaming history and is published as part
of the History of Wargaming Project.
This book covered straightforward methods of setting up and running
such campaigns. It deals with topics ranging from map making,
attrition and the issue of smaller forces delaying larger ones.
Included are twenty-one examples of wargaming campaigns through the
ages. Covering periods from the Dark Ages to World War II, each
campaign was specially chosen by Don to illustrate different
aspects of such games and options for the wargamer to consider.
Each game was based around sketch maps and straightforward rules to
allow groups of wargamers to experience command at the operational
level. This book was originally published under the title of 'War
Game Campaigns'. The History of Wargaming Project is edited by John
Curry and aims to bring classic wargaming books and rules to a
modern audience.
Packed with information on every aspect of Napoleonic warfare, both
land and sea, this book shows the wargamer how to make their
miniature battles even more realistic and exciting. It contains
detailed information on how armies were raised, trained,
provisioned, led and equipped. The book describes the weapons and
tactics of the period, giving precise information down to the price
of a single musket ball or pair of boots! Stimulating and full of
ideas, this book has stood the test of time and is valuable to
anyone interested in the Napoleonic period. The original book went
onto four editions and was reprinted five times. The book is
published by the History of Wargaming Project as part of a series
to make key developments in wargaming available to the modern
enthusiast. www.wargaming.co
The Art of Wargaming has never been static over the first two
centuries of its history. In both the professional and hobby sides
of wargaming, there has been a desire to strive to perfect and
develop the many sets of rules into the best possible wargaming
system. This book is about some of the key innovations in
wargaming. It includes chapters on: Designing Wargaming Rules The
Hunt for Weapons of Mass Destruction: A Committee Game An
introduction to Kriegsspiel by Paddy Griffith A Naval Kriegsspiel
by Paddy Griffith TEWTS Tactical Exercises Without Troops Space
Invaders on the Rhine: A Hall Game Hijack An anti-terrorism wargame
Sen Toku A World War 2 Japanese Imperial Naval Staff Game. An
extended discussion on How to Design and Play Historical War
Council Games by Paddy Griffith The History of Wargaming Project is
edited by John Curry.
The Fletcher Pratt Naval Wargame was one of the most successful
naval wargames of the 20th century. The straightforward rules,
based on the innovation of estimating the range in order to hit,
have an enduring fascination as a simulation of the 'big gun era'
1900-1945. As a result of extensive research, this book brings
together previously unpublished material into a comprehensive guide
to these classic rules, including: The full rules, with previously
unpublished amendments by Fletcher Pratt. Optional rules as agreed
by Fletcher Pratt. The previously unpublished strategic game. Solo
wargaming rules. Guidance on how to play the game. Updates for the
rules as suggested by Donald Featherstone. A sample scenario by
Fletcher Pratt, The Action off Murmansk. An in-depth evaluation of
the rules versus naval reality featuring contributions from experts
such as James Dunnigan, Commander Bothwell, Fletcher Pratt and Phil
Barker.
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.
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