"The birth of Risk dates back to the beginnings of time." The Origin of Risk and its Evolution to Present Day, by Bepi Entertainment. Wargames have existed for a very long time. If broadly defined, one might say that they preceded warfare itself. The very first time a "battle plan" was discussed, debated, and refined, a crude form of wargame took place. Still, modern wargaming is a fairly recent invention. In earlier times, warfare was a fairly formalistic exercise that did not seem to reward elaborate battle strategies as much as administrative and political skills. Perhaps for this reasons, the use of wargaming to formulate strategies was not developed during ancient times - or at least if it was developed, it remained unrecorded. Early Roots Chaturanga, considered by most historians to be the predecessor of chess, was a sort of wargame playing in India during the 7th century. Whereas previous games developed in China and elsewhere had involved attempts to control territory by means of game pieces, Chaturanga was the first of such games to explicitly borrow extensively from the vocabulary of war. (Previous games, such as the popular Roman Latrunculi, certainly had some military overtones). Chaturanga pieces represented foot soldiers, elephants, and chariots, which moved about on a playing board much like the modern chessboard. The game resembled modern chess in many ways. Subtle variations on the formula of chess occurred during the next 1000 years, though there were few significant developments. Koenigspiel, invented in Ulm, Germany by Christopher Weikhmann in 1664 - Weikhmann's game, which he declared to be "a compendium of the most useful military and political principles," involved thirty pieces and a larger board, but was still essentially chess on a large scale. Dr. C.L. Helwig of Germany created an even more elaborate variant of the Koenigspiel model in 1780. Helwig's game had a playing board with 1666 squares and over 200 specialized pieces representing various military units. Helwig's game eventually spread throughout Europe. Between 1780 and 1824 wargaming experienced several developments. Most of these developments appeared in a publication by a Prussian lieutenant von Reisswitz in 1824. Von Reisswitz developed and modified a game system created by his father, and published his games as Instructions for the Representation of Tactical Maneuvers under the Guise of a Wargame. In German, wargame is translated as "kriegspiel." The Kriegspiel games became at least somewhat popular among the German military as a training exercise. Kriegsspiel offered a considerable advance over chess-derived games by abandoning chessboard squares and associated constraints on types of movement. Kriegsspiel also attempted to introduce realistic resolution of combat based either on the decisions of an impartial umpire or the use of calculations based on military experience. Professional Simulations and Hobby Games By the 1850's, Kriegspiel had achieved wide popularity among the German military and some interest in the militaries of other countries. With the advent of this "professional" wargame, wargames as a genre immediately began to encounter the problems inherent in their tripartite nature. War chess, despite the boasts of some of its proponents, was created as, and understood as, a game primarily. The “game” aspect predominated in issues of design and evaluation. New units, rules, and terrain features were added in order to make the game more enjoyable. Professional wargaming, in Kriegspiel, shifted this paradigm. Since wargaming was seen now as a training tool, the accuracy of the simulation became essential to the value of the game. Yet increasing the accuracy of the “simulation” factor often decreased enjoyment of the “game” factor, making participants less capable of immersing themselves in the game and therefore less capable of deriving any utility from the exercise. An example of this nascent conflict between “game” and “simulation” was the creation of two camps of “rigid” and “free” Kriegspiel. Combat between opposing forces is a central feature in most wargames. Rigid Kriegspiel created elaborate charts and calculations to resolve the effects of combat. Free Kriegspiel resolved combat through the judgment of an umpire or referee who determined the outcome of encounters based on military experience. While it is possible that some players believed free Kriegspiel produced more accurate results, it is clear that many proponents of free Kriegspiel preferred not to be bothered by the elaborate calculations imposed by rigid Kriegspiel. Later authors (notably H.G. Wells) would argue that even free Kriegspiel was too rule-based. After Kriegspiel, wargaming developed in fairly predictable ways. Kriegspiel remained popular in the German military and spread quickly to other countries. By the early twentieth century, almost every major military power used wargames to some extent as an aid to officer training and strategic planning. World War II was extensively gamed by all the major powers before and during the conflict. Professional naval wargaming became especially popular, perhaps due to the fact that naval combat is more suited to abstraction (due to spatially discrete ships and fewer terrain effects). Hobby gaming and professional gaming were largely inseparable during the early days of wargaming, but by 1913, the year when H.G. Wells (an ardent pacifist) published the rules for his game Little Wars, it was clear that two camps had developed. Little Wars was (and is) a combat game played with miniature figures. Wells spent the majority of his book detailing rules for combat, movement, and capture. After observing that all the military officers who had played his game found its simple rules too confusing to grasp, Wells remarked in his concluding paragraph: Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but— the available heads we have for it, are too small. That, I think, is the most pacific realization conceivable, and Little War brings you to it as nothing else but Great War can do. Wells’ books demonstrated that extensively detailed wargames of the Kriegspiel model could be played, enjoyed, and popularized as games, rather than as professional instruments. Wells protested in an appendix that his game was “not a book upon Kriegspiel” and that it was “merely a game.” Despite this stated “game” focus, even Little Wars could not divorce itself from professional wargaming. In his appendix, Wells went on to relate that those military officers with which he had corresponded had “pointed out the possibility of developing Little Wars into a vivid and inspiring Kriegspiel” unlike the “dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected” that characterized professional military Kriegspiel. Thus, Wells implied that Little Wars was in many ways superior to the professional game than Kriegspiel at the time, especially in “waking up the imagination.” Although Wells, and many of those after him, have suggested that in some ways “hobby” wargames are better wargames than “professional” wargames, it still makes sense to trace their development as two separate genres. The dividing line between the two genres, though, really has little to do with the structure of the games, and more to do with the identities of the people who play, design, and fund them. Military “professional” wargames are played, designed, and funded by the military and/or other government agencies. Civilian “hobby” wargames are designed for the mass market, which includes civilians, and are generally commercial ventures. Civilian “hobby” wargames are sometimes criticized for being too “game-like” and not sufficiently based on military information and experience. Military “professional” games, on the other hand, are often criticized as being somewhat dull and governed by bureaucratic and political influences, which determine their design. Which came first, warfare or wargames? Given the lethal nature of actual warfare and man's penchant for self-preservation, it is quite possible that some form of wargame occurred before the first organized war. Whatever the case, wargames have been around for a long time. Warfare may have gotten more attention, but wargames are a lot safer. Chess is one of the oldest surviving ancient wargames. Games similar to chess go back thousands of years. Chess is also one of the more accurate wargames for the period it covers (the pregunpowder period). Chess is a highly stylized game. It is always set up the same way, the playing pieces and the playing board are always the same. The board is quite simple. Each of the pieces has clearly defined capabilities and starting positions, much like soldiers in ancient warfare. Given that ancient armies were so unwieldy and communication so poor, it is easy to see why each player in chess is allowed to move only one piece per turn. Because the armies were so hard to control, the battles were generally fought on relatively flat, featureless ground. Then, as now, the organization of the army represented the contemporary social classes. Thus the simularity between chess pieces and the composition of ancient armies. As a minor point on the history of chess, the "queen" was, until quite recently, called not the "queen" but the "general," "prime minister," or other similar titles to represent the piece's true function, namely, the actual head of the army who had under his personal command the most powerful troops. This is why the "queen" piece is so powerful. Not only does it represent the single best body of troops, but also the very leadership of the army. The king, on the other hand, is indeed the king of the kingdom, without whose presence the army is lost. Thus, the king is not necessarily a soldier of any particular talent. During the battle his main function is to survive and to serve as a symbol, a rallying point for his army. For thousands of years, chess and variants of chess were used by civilian and military personnel alike for entertainment, education, for "simulation." As more education, leisure time and technical sophistication became available, the games themselves expanded in a similar fashion. In the 17th century, the first modern wargames appeared and within 200 years, wargames surpassing the complexity of most (but not all) of the games covered by this book came into existence. These earliest wargames were simply elaborate variations on chess that replaced the traditional components of chess with playing boards that represented real terrain and playing pieces that accurately (to one degree or another) simulated contemporary troops and their capabilities. Many of these early efforts were prepared by civilians, as professional soldiers in that period were chosen more for their courage and loyalty than for any desire to invent new things. These civilian wargames were often lacking in crucial elements of reality, as their authors often had minimal military experience. By the early 19th century Prussians, civilians as well as members of the Prussian Army, developed the first detailed and realistic wargames. These were used for training, planning and testing military operations. The mechanics of the games were developed after careful study of actual military maneuvers and battles. After the wars of German unification concluded in 1871, the Germans made no secret of their new technique, and most European armies quickly followed their lead. However, no one took it as seriously as the Germans, and no one got as much out of it as the Germans. About the turn of the century, the famous science fiction writer H. G. Wells wrote a book called Little Wars. This book described a somewhat simpler form of the wargames than those used by the professionals. Wells' game used toy metal soldiers to represent the military units, and is another of the direct antecedents of contemporary wargames. Up until World War II, the majority of the wargames available involved battles. The planning for larger operations was not so much a game as it was a papershuffling exercise directed toward solving the puzzle of getting all the pieces moving at the right place and time, much like planning a railroad schedule. But during World War II, things began to change. Much of the gaming used in World War II was of the conventional sort. But equally, if not more important, was the introduction of more scientific techniques. Much of the "gaming" that took place at the behest of the military after World War II was more operations research (OR) and systems analysis than the study of history. The study of past military operations, and history in general, which had formed the basis of the earlier wargames, was very much neglected. This situation has only been rectified to any degree in the last ten years. Meanwhile, the primacy of OR in the military allowed civilian wargames to pull ahead of, and in many cases replace, functions previously performed by OR based wargames. The military only began to play catch-up and develop effective games for their own requirements during the late 1970s and through the 1980s. Civilian wargaming in the US began, in 1953, when a young gentleman from Baltimore named Charles S. Roberts, developed a game called "Tactics." It posited two hypothetical countries, with typical post-World War II armies, going to war with each other. The game was professionally produced and distributed through the Stackpole Company (which already had a reputation as a publisher of books on military affairs). This was the first of the modern commercial wargames (as we know them). Charles Roberts was then working in the advertising business and was indulging in the commercialization of his hobby as a sideline. But by 1958, he realized that there were a lot of people who were interested in his type of game, and he founded the Avalon Hill Company. For the next five years, Avalon Hill experienced tremendous growth. But up until 1961, only six games were published. However, during 1961, an additional six games were published, and from 1962 to 1963 six more games were published. Of these 18, only nine were wargames. They included Gettysburg, Tactics II, U-Boat, Chancellorsville, DDay, Civil War, Waterloo, Bismarck and Stalingrad. It was the wargames, however, that accounted for most of the sales, and by 1962, Avalon Hill was selling more than 200,000 games a year. But then it all collapsed. There was a combination of problems. First of all, the distribution system for games was changing in the early 1960s. Many distributors were having a hard time and a number of them, who represented 25 percent of Avalon Hill's volume, went bankrupt. Avalon Hill had borrowed heavily to finance its expansion, and this really left it on the ropes. Charles Roberts turned the company over to his two largest creditors and went on to a career in the printing industry. Tom Shaw, who had joined Charlie a few years earlier (they had been long-time friends), was the only member of the old Avalon Hill to stay on. Business was pretty bad through the end of `63 into early `64, but then Avalon Hill began publishing one or two games per year and also decided to publish a long-planned wargaming periodical called The General. This was a critical move, as it provided a forum for gamers to discuss subjects of common interest, and more importantly, to be aware that they were all part of a large group. Eric Dott, the president of Monarch Printing, the largest creditor of the old Avalon Hill, was now making most of the decisions. He made the key decisions to keep the company going and showed how to keep it going. Dott eventually bought out the other creditor/owner and became the sole owner of Avalon Hill. In later years, Dott would step in as needed to keep things going and this enabled Avalon Hill to continue as a presence in the wargaming market. Tom Shaw has also stayed with it, being the day to day manager of the company, and was largely responsible for dragging me into the business. Military Wargaming We now know that military wargames actually evolved from games played principally for fun. The first of these was Wei-Hai ("encirclement"), a Chinese game which is usually now called Go. A later, similar game was the Indian Chaturanga, the system from which chess in its various forms came about. Chess itself gave birth to at least one game which more formally depicted armed combat. This was the 1644 design known as The King's Game from one Christopher Weikmann. It included 30 pieces per side of 14 military types, each with a different fixed rate of movement. Like its predecessors, it was played principally for pleasure but differed by its emphasis on the strategic level of war. The first game to break away from chess, however, was invented by Helwig, Master of Pages to the Duke of Brunswick in 1780. This game included 1666 squares, each coded for a different rate of movement depending on the terrain the square represented. Playing pieces now represented groups of men instead of a single soldier, and each unit was rated for different movement (infantry moved 8 spaces, heavy cavalry 12, for example). There were also special rules for such things as pontooneers and the like. In 1795, Georg Vinturinus, a military writer from Schleswig, produced a more complex version of Helwig's game. He modified it in 1798 by using a mapboard that depicted actual terrain on the border between France and Belgium. Nevertheless, such innovations did not move wargames out of the entertainment world into that of the military until 1811 when a Prussian father-son team began to make their studies known. The father, Baron von Reisswitz, was a civilian war counselor to the Prussian court at Breslau. During the dark days of Prussian domination by the Napoleon, Reisswitz introduced a game that used a specific scale (1:2373) and a sand table instead of a map grid. In 1811 the game was observed by two Prussian princes who then showed it to the King. The game immediately became the rage at both the Prussian and Russian courts, but professional soldiers saw little use for it. All that change in 1824. In that year Reisswitz' son, Leutnant George Heinrich Rudolf Johann von Reisswitz of the Prussian Guard Artillery, introduced his own version of his father's game. The game was called Anleitung zur Darstelling militarische manuver mit dem apparat des Kriegsspiels (Instructions for the Representation of Tactical Maneuvers under the Guise of a Wargame) and included a number of new innovations, the most important of which were the use of actual topographical maps to portray the battlefield and rigid rules which specifically quantified the effects of combat. The rules were published under the patronage of Prussian Prince Wilhem who became impressed with them after an evening's play. The Prince then recommended the rules to the Chief of the Prussian General Staff, General von Muffling, who finally granted von Reisswitz an audience. One of von Reisswitz' companions, a young officer named Dannhauer, described the meeting which many believe to be the birth of the military wargame: On our arrival we found the General surrounded by the General Staff officers. "Gentlemen," the General announced, "Herr von Reisswitz is going to show us something new." Reisswitz was not abashed by the somewhat lukewarm introduction. He calmly set out his Kriegsspiel map. With some surprise the General said, "You mean we are to play for an hour on a map! Very well. Show us a division with the troops. "May I ask your excellency," replied Reisswitz, " to provide us with general and special ideas for manoeuver, and to choose two officers to be the commanders for both sides. Also it is important that we only give each commander in the special idea the information he would have in reality." The General seemed rather astonished at the whole thing, but began to write out the necessary idea. We were allocated as troop leaders to both sides, and the game began. One can honestly say that the old gentleman, so cool towards the idea at the beginning, became more and more interested as the game went on, until he exclaimed, "This is not a game! This is training for war! I must recommend it to the whole army." Von Muffling made good on his promise and shortly thereafter every regiment had their own set, all of the components of which neatly fit into a wooden box 10 inches long and 6 inches wide. Nevertheless, many Prussian officers became jealous of Reisswitz' new fame while many others disputed the accuracy of his system. It is sad to note that because of this the young lieutenant killed himself in 1827. However, the impact of this first military wargame had been significant. Reisswitz' work particularly impressed one Leutnant Helmuth von Moltke who, in 1828, founded a wargame club called the Kriegspieler Verein which soon began to publish its own periodical. This kept interest in wargames alive and when von Moltke became Chief of Staff in 1837, he officially pushed wargaming from the top. His influence had the desired effect and by 1876 another set of German wargame rules was published, this time by Colonel Julius Adrian Friedrich Wilhelm von Verdy du Vernois. Vernois' system was a "free" Kriegsspiel as opposed to Reisswitz rigid variety. This meant that most calculations and die rolling was eliminated in favor of an umpire who would determine results based on the situation and his own combat experience. Whether "free" or "rigid," however, wargames had become a mainstay of German military training. Other countries around the world became interested in German wargaming as a result of the 1870-71 Franco-Prussian War. In this conflict, the militia and reserve based armies of Prussia decisively defeated the totally professional army of France, then thought to have had the finest soldiers in the world. Many believed that wargames in part were used to successfully compensate for Prussia's reliance on an army of Reserven und Landwehren. From that point on all countries began to build imitations of German systems as well as developing their own. In the United States, Army Major William R. Livermore introduced his The American Kriegsspiel, A Game for Practicing the Art of War on a Topographical Map in 1882. The game was complex and similar to Reisswitz' system, but did attempt to cut down on the paperwork involved by the introduction of several training aid type devices. At the same time Lieutenant Charles A. L. Totten introduced a game entitled Strategos: A Series of American Games of War. Totten's game was as complex as Livermore's, but he appealed to the amateur through the inclusion of a simplified, basic set of rules. Neither was wargaming neglected by the US Navy, thanks to the efforts of William McCarty Little. In 1876, after an accident had forced his retirement from the Navy, Little made his home in Newport, Rhode Island and assisted in the establishment of the Naval War College. At the same time he made the acquaintance of Major Livermore who at that time was stationed across the bay at Fort Adams. Under Livermore's influence, and with the help of some very open minded supervisors like President Captain Henry Taylor, Little was able to make wargaming an integral part of the College's curriculum. His efforts practically made the Naval War College into America's unofficial wargaming center. Little produced a ship-on-ship game, a tactical game and a strategic game, all very accurate (they were able to predict that smaller numbers of big guns on battleships were more effective than large numbers of mixed caliber weapons) but also very complex. It was, in fact, complexity that encouraged resistance to wargaming within the American army and elsewhere. Games like Vernois' were introduced to simplify things, but many argued that such umpire driven systems only replaced arbitrary written rules with arbitrary unwritten rules. Thus by the turn of the century there was an increased tendency all over the world to merge the free Kriegsspiel with the rigid to produce a semi-rigid system. Even Livermore accepted this as the best solution and often ignored his own tables as much as he consulted them. The semi-rigid wargame thus became the standard for most military conflict simulations around the world through the First World War. The games proved quite successful and history abounds with examples of how commanders were defeated as a result of ignoring the result of a wargame. As an example, a Russian wargame in 1914 predicted defeat if General Samsomov's 2d Army did not begin its advance three days ahead of General Rennenkampf's 1st Army, "an action not contained in the plans. This change, so clearly indicated in the war games, was never made in the plans or their execution." The result was the Russian debacle of Tannenburg the same year. The years between the world wars was notable for the lack of military wargaming activity, particularly in Britain and the US. In general, most wanted to forget the carnage of the Great War while not a few noted that the failure of Germany's vaunted Schlieffen Plan in 1914 showed that the wargame was far from perfect. There were exceptions to this general rule of inactivity, of course. Germany still relied on the wargame as a principal training tool, especially since the Treaty of Versailles denied that country the right to field the necessary army appropriate for large scale training exercises. One must also look to the contribution of F.W. Lanchester who introduced mathematical formula that predicted attrition rates between two equivalent armies in combat. In modified form, his two equations are still the basis of many wargames today. Finally, one must note that the US, the Naval War College, in seeming defiance of the other branches of service, continued and expanded its wargaming efforts. The College's labors were to bear great fruits during the upcoming war against the Axis Powers. Indeed history records many wargame successes during World War II, but perhaps none was more impressive than America's naval victory over Japan . Our wartime Pacific commander, Fleet Admiral Chester W. Nimitz explained to a Naval War College class in 1960 that, "the war with Japan had been reenacted in the game rooms here by so many people and in so many different ways that nothing happened during the war that was a surprise - absolutely nothing except the kamikazis towards the end of the war." From that point on military wargames followed advances in technology, resulting in the complex pilot simulators or computerized strategic systems used around the world today wit most advanced countries¹ armed forces. Indeed, with the introduction of the US Army¹s Combat Training Centers, such as Ft Polk, LA or the National Training Center at Ft Irwin, CA, the individual soldier has now become a playing piece. Admittedly,events such as the Vietnam War have shown that wargames are not perfect, for they are only as good as the data humans place into them. Nevertheless, the history of military wargames is such that most failures seem to occur when the results of a wargame are ignored, not when they are taken seriously. This is a solid record by any measure. And with that being said, it now time to look at another type of wargaming, one whose original concept was not to train for successful conflict, but to prevent such bloodshed from ever happing at all. Commercial Hobby Wargaming Most modern hobby wargamers place the birth of their avocation with the publication of a book entitled Little Wars: A Game for Boys from Twelve Years to One Hundred and Fifty and for that More Intelligent Sort of Girl Who Likes Games and Books. The book was written in 1913 by noted British science fiction author H.G. Wells, an ardent pacifist, who evidently felt that his game would not only be entertaining, but would offer an alternative outlet for the aggressive passions most professional soldiers possessed. He wrote: How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster - and no smashed bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. The game used miniature soldiers and toy cannon that shot small bullets to knock over the soldiers. The idea was one hit, one kill. Wells simply believed that combat "should be by actual gun and rifle fire and not by computation. Things should happen and not be decided." While this revulsion of traditional military wargame technique indicates an interest by Wells in soldierly applications for his design, the game remained primarily an entertainment medium. Wells' pacifist personality would allow nothing more while it is hard to imagine stately British officers crawling around on the floor popping off at each other with spring loaded cannon. Nevertheless, Wells had an impact on wargaming far greater than his simplistic rules might suggest. His rules, coupled with inexpensive, mass produced toy soldiers, made wargaming available to almost anyone, not just the professional soldier or the rich. It is for this reason that Wells is usually considered the father of modern hobby wargaming. Little wonder that for many years contributions in that field were honored by "H.G. Wells Awards" while today's miniature wargamers staunchly point to Wells as justification for their belief that they represent the senior and most respected wing of the hobby. Finely painted miniatures, in fact, represented the totality of hobby wargaming for the next 40 or so years. Although most rules used were local amateur efforts, there were some designs that were quite notable. One of these was a naval wargame developed by Fred T. Jane, the editor of the famous Jane's All the Worlds Fighting Ships. Using toy ship models and the research he had done for his books, Jane produced a system that, though crude by modern standards, gained a great deal of respect all over the world. Wrote one naval officer, "The rules alone, apart from their bearing on the game, contains a mass of information . . . which cannot be found in so compact a form elsewhere, whilst . . . the strategical game will show that a number of things have to be thought of by those who command fleets in time of war." Another naval miniatures game of note was produced in 1940 by American Fletcher Pratt. His Naval Wargame used highly a complex mathematical formula to obtain results. Though Pratt admitted that much of the research used to obtain his formula was highly arbitrary, he countered with the argument that despite this shortcoming, his system worked. On at least one occasion Pratt was able to prove exactly that. In a demonstration that made his game "part of the lore of both commercial and military wargaming," Pratt was able to reproduce the 1939 destruction of the German pocket battleship Graf Spee with incredibly accurate results. There were also several German miniature games of note. One of the most famous was Schlachtenspiel, a 1920's design played in a manner similar to Chinese checkers but using terrain boards and model buildings to hinder the movement of the toy soldiers. The game specifically reproduced battles from the 1813 and 1814 campaigns against Napoleon, though later editions added engagements from the "hyphenated wars" (Franco-Prussian War, etc) and World War I. In 1953, however, a revolution of sorts occurred in the commercial wargaming field. It was in that year that a young man from Baltimore published the first cardboard and paper wargame. Charles Roberts developed a game called Tactics. The game used a paper board with small cardboard pieces called "counters." The counters were printed with military symbols indicating the type unit represented as well as with numbers quantifying such things as movement and combat strength. The game depicted two mythical post World War II powers and became immensely popular after its release by Stackpole Books. Roberts' creation boasted a number of advantages over the miniatures community. His board game was cheaper than an equivalent number of miniatures, and needed less time for setup as well as less room to play. Cardboard wargames could also be played solo and could easily simulate echelons of war (operational or strategic) above the tactical battlefield realm of the lead miniature. In fact, Roberts was so encouraged by the game's success that he started his own company dedicated to publishing historical board wargames. From that point on his Avalon Hill Company became the preeminent leader in such games, publishing over 200,000 units in 1962 alone. The company was also innovative and can be credited with establishing the hexagon (admittedly borrowed from Rand Corporation) as the standard mapboard device for regulating movement. Titles included such items as Gettysburg, D-Day and Stalingrad. The company went bust in 1964 for a variety of reasons, not the least of which was a growing mistrust of anything military due to the problems in Vietnam. Monarch Printing absorbed Avalon Hill, however, and the firm continued to publish wargames until very recently. In 1969 another significant event took place in the evolution of commercial hobby wargaming. This was the publication of Strategy & Tactics Magazine (or S&T, as it is often called) by Christopher Wagner and later James Dunnigan. The magazine was unique in that it included a paper and counter wargame as supporting material for its main military history article. In this way the magazine was able to garner more exposure for the commercial wargaming industry by offering a product that appealed to amateur historians as well as true gamers. Like Avalon Hill, S&T had financial problems and ownership changed hands many times. The magazine still exists, however, and has even spawned an imitation in the form of Command Magazine by XTR Corporation. The success of Avalon Hill and Simulations Publications Incorporated (SPI, the publishers of S&T) was good enough to give birth to a yearly national wargaming convention, Origins, which continues to this day though admittedly with a distinctly fantasy-science fiction spin. Their success also encouraged a number of new game companies to form. While many fell after a few months or years, many more have survived and continue to do a thriving business. Total paper and counter wargame sales thus reached a high of some two million copies in 1980, but by 1991 that number was down to about 450,000 units per year. There were many reasons for this drop in sales, to include the popularity of fantasy role playing systems such as Dungeons and Dragons. It was the introduction of the personal computer (PC) in 1980, however, that hurt the paper wargame industry the most. The PC could do a number of things better than board games and in some instances could perform functions the cardboard counter was incapable of doing. In this latter category, PC software could allow a player to become part of the actual combat depicted. Games like Dynamix's A-10 Tank Killer flight simulator allowed the player to actually "pilot" the aircraft and fire its ordinance as opposed to pushing around a small cardboard square and consulting a plethora of charts. Otherwise most computer wargames were simply technological advancements of their paper cousins. Indeed, at first most were like Three Sixty Pacific's Velikiye Luki 1942 (a Russian front battle from World War II) in that the software depicted a colorful boardgame type map complete with hexagons while units looked like little video counters. It is interesting to note that the most recent computer games of this genre, however, have turned to a miniatures graphical format as the most attractive method of presentation. Talonsoft, Inc's Battleground Series, such as Prelude to Waterloo or Gettysburg, are typical examples of such products. Yet there were significant differences, differences generally attributable to the rapid advances in computer technology. The PC provided a capable opponent that did not cheat, a substantial plus as most board gamers were known to play solitaire. The PC also performed most of the tedious mathematics common to wargames for the player, and did it very quickly. There was also the aspect of not having to find space to set up a large board game or the time to take the project down. Finally there was the advantage of the PC being able to simulate some of the more commercially mundane and unpopular aspects of war, such as introductory intelligence collection and analysis (by using completely hidden movement), without unduly burdening the player. It is for reasons like these many board game companies began to venture out into the computer gaming world. Avalon Hill, for example, purchased Three Sixty Pacific's complete line of World War II simulations and expanded upon it with designs of its own. The result is that today there are about 10,000 active paper and counter wargamers active in North America if a recent article out of Strategy & Tactics No. 200 by counter guru Jim Dunnigan is correct. Conversely, there seem to be some 45,000 + miniature gamers, though this number is evidently lower than what exists in Great Britain, interestingly enough. Computer gamers will probably number some one million (plus!) over the next few years, but recent statistics quoted in publications such as PC Gamer imply that historical wargame computer buffs may actually number less than the cardboard variety. Indeed, consider that last year's PC Wargame of the year, Talonsoft's very well received The Operational Art of War, sold far less than 2000 total copies. This stands in stark contrast to fantasy/Sci-Fi games such as Blizzard's Starcraft, boasting sales in the millions. Such a situation does not bid well for PC based military simulations as it would seem few can compete with either Zerglings or Space Orcs. Thus trends seem to indicate a growing decline in board and microchip historical wargaming, with miniaturists steadfastly holding their own and perhaps expanding a little. Indeed, recent years have seen somewhat of a crash in the cardboard wargaming wing of the hobby. Many stalwart companies such as Games Designers Workshop (GDW) have simply gone out of business while other respected companies, such as GMT games, must actually request customer purchases up front prior to developing and producing a game. Only companies which diversify, such as Pennsylvania's Clash of Arms Games (COA), seem to be surviving and it is interesting to note that part of COA's diversification program is into the realm of miniature rules (such as their Napoleonic set called From Valmy to Waterloo). Decision Games has recently followed suit with its first set of miniature rules, Battle Stations, a game on World War II naval warfare. Regardless, with the purchase of mighty Avalon Hill by the Hasbro Toy Company (along with the immediate firing of Avalon Hill's entire staff and the informal notice that once current stocks of wargames were gone, they would likely not be produced again) in August 1998, many feel the final nails have been driven into the coffin of cardboard counter gaming. It is therefore little wonder that some board wargaming authors are now calling for pure historical wargaming conventions jointly sponsored by the cardboard and miniatures communities. The reasons for low-tech toy soldiers still retaining their popularity are not hard to determine. The establishment of professional publishing concerns devoted to the hobby (such as the Emperor's Press in Chicago) undoubtedly helped. Another thing that helped was the fact that in many ways the miniature hobby has more of a kinship with model railroading than it does the paper map or the computer. Thus families can participate in the design of battlefields or the painting of troops, while material such as entire armies are passed down from generation to generation. Miniature games tend to be more social, group events than do other forms of commercial wargames which are often played solitaire. This is an important factor because it points out that board and computer games are likely trying to access the same type of customer, a more introverted individual perhaps, and in such a situation the microchip will likely win. Also, many miniature gamers ply their trade for the research involved or for the pure joy of painting the necessary figures. Finally, neither board nor computer can match the spectacle of an accurately depicted miniature battle. Another reason for the survivability of miniatures was the creation in 1986 of HMGS (the Historical Miniatures Gaming Society, founded by the Chapter now known as HMGS East) which was formed to officially promote that wing of wargaming as both a legitimate adult hobby and as an alternative method for the study of military history. The Society also services the needs of the miniaturist in general with databases that find opponents, hobby shop discounts and periodic newsletters. Chapters further provide lecturers, issue monetary grants to historical or gaming concerns, buy books on miniature gaming for school libraries and on request hold demonstration games for colleges and other organizations. A number of historical miniature conventions are sponsored each year designed to specifically promote the hobby. Many are deliberately held in inexpensive tourist locations so that families might also attend and become interested in the hobby as well. An example of such a convention is the celebrated Historicon, held each July in Lancaster, PA, the heart of Dutch Amish Country and called the "mother of all wargaming conventions" by Amy Gammerman of the Wall Street Journal. If attendance at this convention - and it was over 3700 in 1998 - is any indication, the miniatures wing of the hobby continues to grow at a rate of between 8-12% a year. HMGS itself has expanded into 11 regional chapters with some 3600 members. Clearly Wells would have been proud. The following article, on the "History of Wargaming, " is in S&T for obvious reasons. We are the only group in the field with the resources and imperative to publish such an article. The people who read SETT would [we were quite certain] find such an article ofconsiderable interest, Having gotten those matters out of the way we should now attempt to clarify some of the ideas explicit or implicit in parts of this article. At times it may appear that we are being a bit heavy in "blowing our own horn" [for want of a better term]. But, let's face it, Simulations Publications HAS been responsible for many of the innovations [not to mention most of the new games] produced in the past few years. To attempt to ignore this factinthenameofjournalistic "fairness"[or "tradition" to be more precise] would be inaccurate, misleading and downright confusing. We like to tellpeople all we know. And if the "history" happens to be very close to home that's no reason to change our policy. So here it is - warts and all. Although, fortunately, we're not really old enough yet ot have many warts. We hope you won't sense any arrogance, boastfulness or whatever where none was intended. Enjoy the article and send in your feedback to let us know how you did feel about it. This article is divided into two parts. The first is pretty much "straight" history - a survey of the development of wargames from their first appearance thousands of years ago until the present The second part is more journalism. This part of the article covers the develop- ment of the game-type you see in Strategy & Tactics magazine from the 1950's to the present sense any arrogance, boastfulness or whatever where none was intended. Enjoy the article and send in your feedback to let us know how you did feel about it. This article is divided into two parts. The first is pretty much "straight" history - a survey of the development of wargames from their first appearance thousands of years ago until the present The second part is more journalism. This part of the article covers the develop- ment of the game-type you see in Strategy & Tactics magazine from the 1950's to the present THE HISTORY OF WARGAMING from S&T Magazine #33, July 1972 By Martin Campion and Steven Patrick An illustration from C.A.L. Totten's 19th Century American wargame Strategos, demonstrating the use of wooden blocks to represent a defensive action agmnst a considerably superior enemy. Military wargames, (that is, those played by professional soldiers or policy makers while on the job) can be dsitinguieshed from civilian wargames (that is, those published by people like Avalon Hill and Simulations Publications), in several ways. The most important distinction is purpose. While the civilian wargame is designed for entertainment and for historical inerpretation, the military wargame is intended for training and for predicting possible real futures. Sometimes, the tie to the future is very explicit, with the soldies walking out from the games room to try to repeat the game results in real battles. Other times, the purpose for playing a particular game is more general. But al.ways, the purpose of the professional military game is to prepare for future crises. BACKGROUND The roots of such wargames lie far in the past. Chess, Go, even Checkers, were once probably thought of as suitable training for war, But if Chess had ever possessed any value as a simulation, that value was long gone by the 18th Century in Europe. By then, there had been too many developments since the days when battle was a collection of single combats. However, 17th-Century and 18th- Century Europeans were possessed by a desire to understand their environment scientifically and, for that reason, several thoughtful people decided that the ancient game of Chess should be updated to make it useful once more for understanding war. Indeed, as early as 1644, one Christopher Weikhmann invented what he called "The King's Game," a 31-piece development of Chess. There were many other games, with assorted pieces and rules, collectively called "Military Chess" or "War Chess" games. However, the first game that went far beyond its chess origin was a game invented in 1780 by Helwig, Master of the Pages for the Duke of Brunswick. Helwig's game was played on a board of 1666 squares. The squares were colored in different ways to represent different kinds of terrain and also contained numbers which represented smaller terrain features. Each army defended a fortress and the game was Won by capturing the enemy fortress. Helwig added something new by providing that his pawns represent units of men rather than single individuals. Each side was given 120 fighting units, including infantry, cavalry, and artillery as well as some pontoons and 200 entrenchment counters. The rules provided for specialist pieces like pontoniers. The moves were: infantry 8 spaces, heavy cavalry 12 spaces, and light cavalry 16 spaces. Helwig's game became quite well known and was introduced throughout Western Europe. A more complex type of game but on the same basic principles was developed in 1795 by Georg Vinturinus, a military writer in Schleswig. Then in 1798, Vinturinus adapted his game to a new board - one based on an actual area, the border between France and Belgium, one of the most fought over areas in Europe since the 17th Century. The board had 36M squares. In addition to the fighting units, there were a large number of different military stores and devices to keep track of: siege equipment, fortification, bridges, bread. In accordance with the 18th-Century idea of the importance of lines of communication, armies were required -to maintain a line to their bases. None of these early games had any particular value as aids to military training. They were like the historical board wargame of present - useful to visualize military concepts, excellent as entertainment for those with the time and patience to understand their rules, but not much of a preparation for actual military experience. A Prussian father and his son were the inventors of a series of games that won the respect of some Prussian officials and started the wargame to its place as a mainstay of military training in the 19th Century. The father, Herr von Reisswitz, was a civilian who first developed his game in the dark years of Napoleonic domination in Germany after the Prussian defeat at Jena. He moved toward greater realism by dispensing with a grid pattern for movement and by using a sand table to represent terrain. Furthermore he adopted a particular scale (1:2373) and attempted to bring everything into harmony with that scale, including the sizes of the unit counters - blocks of wood with military symbols pasted on. In 1811, Reisswitz's game was shown to two young Prussian princes who arranged an interview with the King. For that occasion, Reisswitz made a deluxe version with plaster terrain and procelain units. This game became a constant plaything at the Prussian court and from there it spread to the Russian court. But it was not used by soldiers until Reisswitz's son took an interest in it. THE RISE OF MILITARY WARGAMES The younger Reisswitz was a first lieutenant in the Prussian Army in 1824, when he began to experiment with his father's game. First he transferred the game to realistic military maps with a scale of I:BM. He published a set of rules in 1824 and supplements in 1825 and 1828, Meanwhile, he had impressed some of the highest officers in the army with the usefulness of the game. In 1824, the game was played for General von Muffling, then Chief of Staff. Muffling was quite skeptical but consented to witness a demonstration and was thereby converted. "It is not a game at all!" he exclaimed, "It's a training for war! I shall recommend it most emphatically to the whole army." And he did. Each regiment was furnished with a set and officially urged to practice on it. The game developed by the younger Reisswitz was more realistic in several ways than earlier games. The terrain was represented on terrain maps drawn exactly as real military maps would be drawn. The players on opposite sides were not allowed to see the actual situation on the map. Instead, the services of an umpire were required to keep track of the situation on his map and to tell the players what they could see or what their patrols could discover. A time scale was accurately maintained with each move equal to two minutes in real time. The tables furnished with the game provided for movements in this time period. Each play of the game could be different because it was made up by the umpire or someone else outside the game. The opposing players were given the same information on the general situation but were given different special tasks to accomplish and different forces to use. The special information also included limited information on enemy forces and possible missions. For each move, written orders were given to the umpire, who harmonized them and'reported back the discoveries of troops on the move. However, the individual players were represented on the map and discoveries were not reported to them until a messenger had had time to reach them. Each side could be represented by a team instead of a single player and then players on the same side could not communicate directly with each other unless they were close on the map. When the two sides clashed, the umpire determined losses by throwing dice and consulting an odds table. Reisswitz's game was enthusiastically recom- mended by the Prussian Chief of Staff but that did not make it popular among very many of the officers, nor did that make its inventor popular. He was transferred to the boondocks by jealous senior officers and harped at forinaccuracies in his game by most of those who played it. Consequently, he became despon- dent and committed suicide in 1827. However, the game had its fans in the Prussian army. One of them, as early as 1828, was Lieutenant Helmuth von Moitke, future Chief of Staff and victor in two wars. Enthusiastic players combined to form a wargames club, the Kriagsspialer Verein and to publish the first wargaming periodical. All of the wargame's devoted players changed the game as they played it. Several Prussian officers published their own sets of rules in attempts to make the game more realistic. The general tendency was to loosen the rigidity of the rules and to increase the responsibility of the umpire. Many changes were made, particularly in the computation of losses, which was felt to be quite rigid and arbitrary in Reisswitz's original game. The normal method came to be a standard and multiplier system. The casualties resulting from some simple situation were figured out and became the "standard." Then the percentage change resulting from different circumstances was used to vary the standard. There would be a different multiplier for each circumstance that differed from the standard circumstance. This system made the game more realistic but also more tedious as many multiplications had to be made to figure losses. Still, the game was thought to be both too detailed and too unrealistic by most officers. However, it became more popular when Moitke pushed it from the top after becoming Chief of Staff in 1837. FREE KRIEGSPIEL OPPOSES RIGID KRIEGSPIEL In 1876, Colonel von Verdy du Vernois, leading military writer and instructor, expressed the dissatisfaction of many officers by calling for the simplification of wargames. Basically Verdy advised that most of the rules and th@ dice be thrown out but that the basic idea of the game be retained under the direction of an umpire experienced in actual warfare. Of course, by this time, Germany had been victorious in the Seven Weeks War and the FrancoPrussian War and had many exper- ienced officers. In effect, then, the umpire would make up the rules and apply them as he went along and the players would have the freedom to attempt things that might or might not be allowed by the umpire. Aside from the new importance given the umpire, Verdy's game was played like the other kind. The situation was variable, the players were separated and given only the information they could legitimately posssess. A few standards were adopted as a basis for movement. For example, a battalion in line formation occupied a front of 200 yards, and fresh infantry could march on good roads at a speed of 117 yards per minute. But it was up to the umpire to make any changes in these standards due to the exhaustion of the men represented or the badness of the weather and roads. The suggestion of Verdy du Vernois led to a division among wargamers among those favoring the changed game. called free Kriegsspiel - and those favoring the traditional game - called rigid Kriegsspiel. Both versions could be applied to any size game, but the complexity of the calculations necessary for the rigid game usually limited it to the representation of companies and battalions. In both forms it became a mainstay of training not only in the German army but in most armies of the world. The Germans impressed the whole military world in 1870, with their victory over the French, previously considered to be the best soldiers in the w6rld.@ As a sign of German ascendancy, many armies, including the American, abandoned their French- style headgear, the k§pi, the cap worn by Union soldiers in the Civil War, and adopted the Prussian-style spiked helmet. More impor- tantly, they investigated and adopted German staff procedures, German organization and German training methods. Along with every- thing else came the German Kriegsspiel. Apparently, foreign soldiers gave wargaming more credit for the German victories than it actually deserved. But with the availability of Free Kriegsspiel and with the period of tense peacefulness between 1871 and 1914, all armies including the German made wargaming a more important part of their training program. In England, for example, wargames were introduced with the publication, by the War Office, of a game called Aldershot, a rigid Reisswitz-type game. In 1883, the commander in chief, the Duke of Cambridge, issued official orders recommending wargaming and in 18%, a set of rules were published in a service journal. In England, wargames were often played on military maps of England and arranged so that the climax of the encounter would be in an area near the post where the game was being played. The Italian army favored rigid Kriegsspiel and made its play an important part of the course at the War College. Forty evenings were spent learning the game and various versions were played over a two year period. It was intended mainly to instruct in logistics and other staff work. In the French army - the defeated army in 1870 - there was some interest in wargaming, but the French were much slower in adopting this device than other soldiers and it was not widespread until after 1900. The Russian and the Japanese armies both used wargaming but it was accepted less enthusiastically by the Russians who tended to feel that it was not worth the bother. When the Japanese defeated the Russians in the Russo-Japanese War of 1904, the Japanese gave much of the credit for their victory to their play of wargames, while the Russians turned to them with a new interest. Rigid Kriegsspiel was introduced into the American army in 1867 through the translation of a German work. It spread slowly but inspired two American officers who independently devised their own games by the 1880's. Majo William R. Livermore published The American Kriegsspiel, A Game for Practicing the Art of War Upon a Topographical Map in 1882. Livermore's major contribution was to recommend a series of devices to cut down on the paper work involved in playing a rigid Kriegsspiel. The unit counters were marked on four sides with stripes and dots to represent strength. Other blocks, called "counters." were provided to be placed in front of troop units to show fatigue. Other blocks, called "checks," were used to show disorganization following a battle. Assorted pointers, called "indices" were to be placed on the map to show firing and movement. Computations of the effects of fire were supposedly simplified by a "Firing Board," a pegboard used to keep track of time and to help the figuring of casualties by the movement of pegs in the holes. At about the same time, Lieutenant Charles A.L. Totten was working on his game, published as Strategos.- A Series of American Games of War in 1880. Totten's game is distinguished by his attempt to appeal to the amateur as well as the professional. He provided a highly complex game like Livermore's but he also provided a basic game, called "The Battle Game," which used a square grid map to simplify movement. Because of the difficulty and inconvenience of Livermore's and Totten's games, they met the same resistance in the American army that other rigid Kriegsspiel rules had overseas. Livermore attempted to disarm some criticism by recommending that the umpire disregard the charts and estimate movement and fire effect whenever possible. Free Kriegsspiel, based on the work of Verdy du Vernois, was also introduced into the United States but was itself criticized. Several officers argued that free Kriegsspiel replaced arbitrary written rules with even more arbitrary unwritten rules and that few men had the authortiry to be an umpire under such a system. By the end of the century, there seemed to be a tendency for the two systems to coalesce into one, becoming semirigid (or semi-free) Kriegsspiel. Officers who advocated free Kriegsspiel were found on occasion to be consulting charts and rules, while Livermore, identified with the rigid game, was reported to disregard his own tables and charts as often as he consulted them. After 1900, discussion and invention of wargames continued in the armies of the world. Generally, since there were few new experiences (and since experiences like the RussoJapanese War were generally misun- derstood), there were few changes in wargaming. Books published by German Captain Frederick Immanuel in 1907 and by American Major Farrand Sayre in 1908 were among the best contributions to the discussion. Immanuel was in the free Kriegsspiel tradition. He vigorously preached the doctrine of flexibility and all power to the umpire. Nevertheless, with the problems of the beginning umpire in mind, he did give some recommended dist ances for movement, based on a move interval of 21/2 minutes. Infantry, on roads, would move 1,000 meters in 12 minutes. Cavalry and, Field Artillery would walk 1,000 meters in 10 minutes but gallop the same distance in only 21/2 minutes. He also provided a table for deployment. An infantry battalion would deploy in 5 minutes, a regiment in 15, and a brigade in 30. Immanuel recommended several ways for making the game faster, more interesting and, therefore, more instructive. Unimportant skirmishes could be ignored, preliminary maneuvering could be eliminated, or extra information could be given out in order to bring the opposing forces together faster. Sayre's game was more in the rigid Kriegsspiel tradition but he too advocated flexibility. Thus the major difference between his book and Immanuel's was that Sayre supplied a table for calculating fire results as well as a table of march distances. Under good conditions and over long distances, infantry moved at 81 yards per minute and to 110 yards per minute. Several factors could L-ssen the possible speed. Sayre made a good provision for easing the figuring of casualties in fire fights. By using multiples of approximate logarithms, the painful process of multiple multiplications could be changed to the faster process of addition. For rifle fire, the table took account of the following variables: in regard to the troops firing, effectiveness could be changed by twopossible rates of fire, three positions of firing, three degrees of skill, freshness or fatigue, three levels of morale, and according to the amount of fire being received; and in regard to the target troops, the variables were four angles of front, five amounts of motion, ten formations, and seven positions. These variables are numerous but fewer than those provided by Livermore or Totten and more easily if less accurately handled. STRATEGIC WARGAMES The late 19th Century also saw the growth of strategic wargaming among all the world's armies. Generals were having to plan for more and more men armed with more and more sophisticated weapons and travelling by railroad., The French disaster in 1870 showed the necessity of a smooth-working plan for mobilization and movement, and the situation grew in complexity every year after 1870. The generals would have preferred plans that had proved their usefulness, but this could never be done in the real world except through war, and by then it would be too late. So the generals turned to games to prove their designs. Since the matter was so complex, these always were based on the free Kriegsspiel approach rather than the rigid. The Germans, as usual, were in the lead. One of the most avid wargamers in the world at the time was the Chief of the German General Staff from 1892 to 1906, Alfred Graf von Schlieffen. Schlieffen relied on the results of extensive wargaming to develop and revise his plan - essentially the same plan with which the Germans entered World War 1. How- ever the games used to test the Schlieffen plan were no better than the ideas which went into them and were not able to point out its faults. The whole design assumed that the Belgians would not fight seriously, that the British would not land in force, and that the Fench would be incapable of transfering men from the right flank to the left. The games then also showed these things. Nevertheless, in the actual campaign in 1914, all of these unplanned things happened and the opening campaign ended in a stalemate instead of the absolute decision that the German generals had hoped for. The Russian wargames were never as systematic as the German, but they did get a potentially valuable piece of information from one. In April 1914, they played a wargame on their invasion of East Prussia, an action they had promised the French to perform soon after the declaration of war. In the game the Russian armies were commanded by the two men who would command them in case of war, Rennenkampf and Samsonov. The game showed that the two Russian armies were separated because of the terrain, and were subject to defeat in detail. This was a valuable lesson but it was not applied. Later that year, when the actual campaign was attempted, the original plans were used, the two armies were still separated, and were defeated in detail at the Battles of Tannenberg and the Masurian Lakes. In contrast, the British were able to learn from a game they played in 1905. They played a German invasion of Belgium opposed by the Belgians and by a British Expeditionary Force. The game demonstrated an important lack in British preparations for such a war: there would not be enough transport available on the outbreak of the war to move the British army fast enough to help the Belgians. The game led to the increase of transportation preparations and also led the British army to begin unofficial staff talks with the French army, a trend that helped to bring Britain into the war and to makes its entry effective in 1914. After World War 1, strategic wargames continued to be relied on by the general staffs. The German army added something important to the wargaming tradition in 1929. This was during the period of the 100,000 man German army and Germany had to depend more on moral force than physical force for defense. So, following a suggestion from Manstein, the game began with a period of tension between Germany and Poland - Poland was the aggressor and included the reactions of Britain, France, and the League of Nations, as well as military operations, first against Polish irregular forces and then against the invading Polish army. Another game that had no issue in reality was played in 1938. As a part of an effort to prevent .Hitler from starting a war between Germany and Czechoslovakia, General Beck, the army Chief of Staff, conducted a wargame. The game demonstrated that the German army could only win over Czechoslovakia at pro- hibitive cost and with disastrous long term results. Thanks to the Munich agreement, there was never any reality to compare with the results of the game. Most of the German wargames of the Hitler period were strictly military and generally proved trustworthy in the narrow military sphere. All of the German army's better prepared attacks were thoroughly wargamed before the fact. During the so-called "phony war," the Germans carried out a particularly important game that showed that the march through the Ardennes could be made fast enough to surprise the French. In the event, the march was finished in even less time than had been planned. Later in the year, games on Operation Sea Lion showed the many difficulties in the way of the proposed invasion of Great Britain and contributed to the reluctance of the Germans to actually carry it out. Then Operation Barbarossa, the plan for the invasion of Russia, was the subject of and the result of extensive wargaming, which contributed greatly to the speed and success of the first few weeks' battles. One of the most remarkable German warga@nes began on November 2, 1944. The staff of the 5th Panzer Army defending Germany against the Western Allies antici- pated an expected American attack on their front by wargaming it. Part way through the game, the Americans actually launched the assault. Army group commander Model ordered that the game be continued. Information from the front lines was fed into the game and the defensive orders for the game were sent to the front for application in the real battle. WAR GAMES SINCE WORLD WAR II Since IW, every kind of traditional wargame has been played by the armies, navies, and civilian military planners of the world. Furthermore, there has been a revolution in wargaming that Gan only be sketched here. As in previous periods, there has been a rapid technological revolution in military hardware since World War 11. Furthermore, one large class of weapons - nuclear missile weapons - has never been tested in any trustworthy fashion. But even with more conventional weapons, the wars that have been fought have given very lopsided experience with the use and combination of weapons. So military men have continued to play games in an attempt to ponder the imponderable. Naturally, the wargaming world itself has participated in the technological revolution. Because of the new technology, there has been a definite reversal of the trend toward free Kriegsspiel, which was predomninant from 1900 to 1945. High-level wargamers have large funds at their disposal and use a wide variety of calculators, computers, and sophisticated electronic communications equipment in their business. One of the more traditional games is that played in the Marine Corps, called the Landing Force Game. It can be played with any number of situations or scenarios. It is a rigid game with a set of rules that fills two thick volumes. Although it uses an electronic random number generator instead of a pair of dice, it is still very close tothelate-19thCenturyrigidKriegsspiel and it takes about four months of real time to play 30 hours of game time. Other contemporary games are only a short step away from the traditional since men still make the decisions although computers are used to calculate movement and the effects of com- bat. These games proceed much more rapidly than the rigid non-computer games but oper- ate on the same principals. However, some games now are played entirely by computer. The all-computer game is extremely rigid since rules for every possibility have to be fed into the computer before a game can begin. The advantage of the all-computer game is that it can be played many times in succession, w;th minor variations. Thus the designers of these games, or models, can try to use them to discriminate between competing strategies or weapons systems. The United States has become the center of wargaming and the U.S. defense establish- ment has witnessed the playing of games on every possible defense subject with its varied arsenal of gaming techniques. Foreign policy crises have been gamed in attempts to guess how the armed forces might become involved. More straightforward military actions are also gamed, but these too might have non-military complications. One of the most active areas of gaming is that of nuclear exchanges. Generally, games are used for research in areas that cannot easily be penetrated by other methods and for the training of people in crisis thinking, both political and military. The subjects of such games range from the immediate future to the possible worlds of 1984, There is a vigorous debate in and out of the defense structure about whether all this wargaming is worth the cost and effort put into it. The more traditional wargame has probably proved its usefulness in its limited sphere but there may be some danger in the extension of the game idea to matters of general foreign and military policy. Frequently the only reason that planners continue to play games is not that they trust games to give them legitimate answers to their problems, but that they cannot think of any way to get such answers. Maybe, they hope, next year's games will be better. BIBLIOGRAPHY The basic work on the history of land wargames is John P. Young, "A Survey of Historical Developments in War Games" (Johns Hopkins University Operations Re- search Office Paper, 1960). There are several good articles, mainly on contemporary wargames, in "Second War Gaming Sympo- sium Proceedings" (Washington Operations Research Council, 1964), edited by Murray Greyson. Andrew Wilson's The Computer and the Bomb: Wargaming from Ancient Chinese Mapboard to Atomic Computer (New York: Delacorte Press, 1968) contains a sketchy history of wargaming and a thorough and critical treatment of contemporary wargaming. The two American wargames of the rigid Kriegsspiel era are contained in William R. Livermore, The American Kriegsspiel (New York: Houghton, Mifflin, 1882) and Charles A.L. Totten, Strategos (Now York: D. Appleton, 18W). There are a large number of other books and articles on wargaming. I am indebted to the library of the, United States Army Command and General Staff College at Fort Leavenworth, Kansas for the free use of the unclassified part of their collection. - Martin Campion The companion article to this relates the development of wargames as a training device for the military such as map exercises and as a mind-sharpening concept, such as in Chess or Go. These games are the forerunners of the ones seen in S&T. The growth of published games, such as Monopoly, did not see a comparative effort to create wargames for general consumption. Parker Brothers did publish Camelot but without any effect as far as opening up the wargame field. There seemed to be an idea, lasting into the post-World War 11 Period, that an intelligent wargame was strictly the prerogative of military minds. Despite the fact that World War 11 had held the interest of everyone down to children, no serious effort was made to exploit this interest by putting out a serious wargame. Modern wargaming on boards, as a hobby, can be traced to one man and one game. I n 1953, Charles S. Roberts, a young man in his early twenties, combined an interest in the military and in history to produce a game, which he designed in his spare time, called Tactics. It dealt with two hypothetical countries, each of which had an army of the post-World War 11 type. The game was printed commercially, although not done on oil cloth as myth would have it. It was distributed through the Stackpole Company of Pennsylvania, a company better known as the publisher of books on military science. This was only a part-time pursuit for Roberts at this point, as he was still working in the advertising and marketing field for a living. On the other hand, Roberts had put considerable time and effort into the design of the game, as well as its sale and distribution. He had concluded that there would be a market for such games. As a result, he had an idea of what lay ahead. Between 1953 and 1958 he sold about 2,000 copies of Tactics and, in his own words, "came within about $30.00 of breaking even." Having produced and marketed this first game with some success, Roberts concluded that there was a market for a broad range of adult games. He expected to appeal to one segment of this range with Tactics. He also thought that other games could be sold which could be financially successful without appealing to a broad audience in the manner of Monopoly. By 1958 Roberts was convinced that a living could be earned in the game design and sales field. At the same time, he found himself kneedeep in games at his home, where he had stored them. His wife objected most strongly and that, together with the success, caused him to consider designing and selling games on a more formal basis. In the spring of 1958 he took the first steps toward organizing a publishing company for the games he wanted to produce. By the fall of 1958, The Avalon Hill Company had been formed with Charles S. Roberts at its head. AVALON HILL: YEARS OF GROWRH 1958-1962 The Avalon Hill Company was not founded for the primary purpose of producing wargames. This point is often ignored by those in the hobby who have come to look to Avalon Hill as a source of games. Its true purpose was, and remains, to produce the broad spectrum of adult games for which Roberts felt there would be a market. Roberts felt that the big game publishers, ParkeT Brothers, Milton Bradley and the like, had ignored the adult game field and he was determined to take advantage of their indifference. From the outset Roberts made little effort to enter the popular game field of Parker Brothers and the rest. He priced his games at $5.00 when other companies were selling theirs for $2.00. This brought resistance from both wholesalers and retailers who thought that such a price would be too high. Roberts had the opinion that if people were interested in a game, "they would pay $5.00 for it; if they weren't interested, they wouldn't pay fifty cents forit." This set the basic selling strategy for Avalon Hill and events proved him correct as sales began to grow rapidly. In order to sell games at $5.00 a copy, Roberts was forced to develop innovative marketing techniques, including a very heavy promotion program and high retail prices to support the program. His initial distribution was in Baltimore but soon Avalon Hill began to sell nationwide as his idea proved successful. Although the first two games, Gettysburg and Tactics // were wargarnes, the next game, Verdict, was not. In fact, during the Roberts era, Avalon Hill published (in addition to Gettysburg, Tactics //, and Verdict) U-Boat, Management, Chancellorsville, D-Day, IVieu Chess, Verdict //, Air Empire, La Mans, Civil War, Baseball Strategy, Football Strategy, Waterloo, Bismarck and Stalingrad, Plus Word Power. Of these eighteen titles, nine are non-battle titles representing such diverse fields as law, commerce and sports. All of this reflects Roberts' desire to have a broad spectrum of games. Though one could not say a hobby had been born, it became clear that the most constant result could be obtained from the sale of battle titles. The rationale behind a game such as Gettysburg is rather simple. Tactics was already out, under Roberts' own name, and the Civil War Centennial was coming. Roberts wanted to take advantage of the rise in interest in the Civil War. Gettysburg had a square grid system, just as Tactics had, though the square was soon abandoned for the hexagonal system as used in other Avalon Hill games. It is interesting to note that an attempt to reissue Gettysburg with a hexagonal grid system was unsuccessful and the version now sold is the square grid. Tactics //, which followed, was a reworking of Tactics. It also provided the advantage of a fully designed and tested game ready for production. Not long after Avalon Hill got under way, Roberts saw that it was too much of a strain to handle on a part-time basis. He quit his advertising job and devoted his full efforts to making Avalon Hill grow. Before long, he turned to his former place of employment and recruited Bernard C. Schramm to fill a critical need at Avalon Hill. Schramm was experienced in the printing field and his knowledge enabled Avalon Hill to avoid the trial and error method of obtaining the printing results they wanted. Schramm had virtually nothing to do with game design and devoted his attention to management and production. Despite the addition of Schramm, Roberts found he could not manage the company and - still devote full time to game design. Again he turned to the advertising firm where he had worked and this time persuaded Thomas N. Shaw to- work for Avalon Hill as a game designer. Shaw had previously designed two games which had been privately printed in the Baltimore area. Roberts saw them and liked them. The two Shaw-designed games were released by Avalon Hill as Football and Baseba# Strategy. Shaw arrived as Roberts was in the midst of expanding the line. Until his appearance, there were only six games in the line, The toy fair of Spring 1961 was Roberts' target date for. doubling the size of the line. Shaw's first game was Air Empire, a game he designed based on Robert's earlier Management. In addition, Shaw worked on Verdict //, helping to develop some of the cases used in the game. During the period, Roberts took the lead in determining what games would be produced. No wargame produced by Avalon Hill during this period lacked his influence. Therefore many of the credits for game designs must be reconsidered. Gettysburg and Tactics // were Roberts'design from start to finish. Dispatcher was likewise wholly Roberts' design. Verdict was designed by two attorneys and therefore the first outside design. Management, Chancellorsville, DDay and Nieu Chess were all designed by Roberts. Verdict // was, again, designed by attorneys, with more direct influence by Avalon Hill in the form of cases being worked up by Shaw and the degree of difficulty being controlled by Roberts. Verdict // was a simplified version of Verdict, which it replaced. Air Empire was designed by both Roberts and Shaw. Roberts conceived the idea and influenced Shaw's work in putting the mechanics of the game together. Le Mans was another outside design, but Civil War was Roberts'. This was one of the few ventures Avalon Hill made into the popular game field. It was priced lower than the rest of the line and was to compete directly with Parker Brothers and the rest. Though not up to the standards of the regular wargames, it was a success and made a profit. Waterloo was the first wargame in which Roberts didn't have a major hand. It was designed by Shaw and one of his principal assistants, Lindsley Schutz. On Bismarck there is some difficulty in establishing who deserves primary credit. Roberts says Shaw and Schutz did the majority of the work: Shaw says Roberts sketched out the design and they just finished it off. The answer to the question of who designed Stalingrad turns on who defines the word "design." The idea was one that Roberts had for a long time. The mechanics were, by then, "standard" Avalon Hill rules. Roberts had previously roughed out the game on several different occasions and he turned it over to Shaw for final development. It was Lindsley Schutz who put all of the pieces together by. getting the background infor- mation. In terms of work done, the game is Schutz's but in terms of original idea and having the final decision on which way the game went 'the game is really Roberts'. Physically Avalon Hill was not selfcontained. Although the design was done in the "plant," the final art-work, printing and other elements necessary for production were done outside. The two major outside companies were James Smith Box Company, which did the boxes and parts, and Monarch Services,which did the rest of the printing. Monarch now controls Avalon Hill as a result of the financial difficulties Avalon Hill later experienced. The playtesting of the games, particularly at the outset, suffered from too few playtesters. As a result, rules additions and corrections were a norm. In part,'the problem was solved by making use of outside testers. These people were drawn from the audience which had built up rapidly around the games. They wrote letters, often incisively, and weren't afraid to express their opinions. Avalon Hill would duplicate a quantity of "dummies" of the games and send them, with commentary sheets, to the more lucid of these co- respondents who were asked to point out any weaknesses they might find. As Roberts notes, this served two purposes. First, it cut down on the mail these people sent in about game mistakes since they had a chance to find the mistakes themselves before the games were printed. The second, and more important, purpose was that it gave Avalon Hill a handy'semicontrolled body of people who could "de-bug" the games. Among the playtesters of this period was Louis Zocchi, who later went on to design such games as Battle of Britain and Luftwaffe. Avalon Hill also explored the non-commerical wargame field. Roberts particularly tried to expand the educational value of the games, especially the wargames. He designed a game called Gametrain which he tried to sell to the U.S. Army Infantry School at Fort Benning, Georgia. The game was to be used for training an infantry platoon and was on a board measuring in excess of twenty feet to a side! When Gametrain was demonstrated to the Infantry School, it was accepted by the military men but rejected by the civilians, who had the final say. Gametrain never reached fruition. In the non-wargame field, Avalon Hill worked with the American Management Association to develop management training techniques, an ideal field in light of the simulation aspect of the games. Roberts has remarked, somewhat ruefully, that he would have been a lot richer had he not spent so much time in these ventures. Yet, despite these side efforts, by 1962 Avalon Hill was doing a million dollars per year in slaes. There were other projects. When a new buyer sent in the registration card found in each game box, he would receive a flyer asking whether he would be interested in a game costing $25.00 a copy. This game was only a general idea of Roberts. It was to be called Conflict and involve three hypothetical countries. Although Blitzkrieg was not an off-shoot of this, the idea is not unlike a super-Blitzkrieg. Conflict never got beyond this stage because the response was never great enough to warrant full development. In any event, at the end of 1962, Avalon Hill had virtually cornered the adult game field. AH: DISASTER AND REBIRTH 1963-1964 In 1962, Avalon Hill experienced the first signs of potential problems. The most prominent of these was the growth of the discount houses which rivaled the retailer in many fields. Avalon Hill had distributed exclusively through the retailer system and relied on the salesman to promote their sales. The discount house didn't have the salesman-at-the-elbow idea. This meant that a different style of promotion was necessary. Avalon Hill considered making the change in promotion as early as 1962 but ultimately decided to wait until 1964. This proved to be a mistake. A second problem arose out of trying to hold the line on prices. The discount house was undercutting the retail prices and games couldn't be "fair traded" as they once were. This insistence on maintaining the sales price also hurt Avalon Hill. Thirdly, Avalon Hill had expanded rapidly by drawing heavily on credit. This permitted no serious cash-flow bind. But when, as happened in 1963, dealers representing some 25% of Avalon Hill's sales in 1962 went bankrupt, the cut in the cash flow, plus promotional problems, plus the cut in sales due to holding the prices all combined to cripple Avalon Hill. It could no longer meet its debts. Roberts had two choices. He could proceed under the Bankruptcy Act, either by way of formal bankruptcy or reorganization, or he could turn the company over to its creditors. A bankruptcy proceeding might salvage the company but would. certainly hurt the c.reditors, who would be forced to accept pennies on the dollar for Avalon Hill's debts. Roberts decided that it would be more honorable to give the creditors a chance to salvage something by keeping the company running. He therefore turned the company over to Monarch Services, one of the two largest creditors. He had paid off the majority of the small creditors and took this course in hopes of giving the remaining creditors a chance to recoup their losses. Roberts then had the option of staying on under Monarch or leaving. He chose to leave, as did Schramm. Shaw chose to stay, and has remained with Avalon Hill since. In retrospect, Roberts attributes Avalon Hill's problems to two errors he could have prevented. He could have shifted the- promotion system from the "shotgun" approach, selling the whole line, to the."rifie" approach of selling one product and letting it carry the line. This "rifle" technique is the more successful when dealing in the discount system. The failure to make this change when he first saw the need coming was one mistake. The second error was in failing to diversify. Roberts' feels that if Avalon Hill had had a second field of operations, such as printing, it would have acted as an "anchor to.windward" and actually carried the company over the difficult period in the games. At this point, then, Avalon Hill was dead. This is not to say that its products weren't being sold. Rather, games were no longer being designed, letters were going unanswered, orders remained unfilled. There were still some projects under way which were to have been completed in 1964. There were some games virtually completed and the idea of an Avalon Hill newsletter had been considered in 1963 but postponed to 1964 due to growing financial problems. Therefore, while Avalon Hill seemed to be still going quietly along to outsiders, insiders knew that it was dead. When Monarch took over Avalon Hill, A. Eric Dott (president of Monarch) inspected the assets to see what could be done with it. Dott and Shaw proceeded to go through what was left and Dott concluded that Avalon Hill could be salvaged. He put Shaw in charge, since Shaw was the senior man left over from the Roberts era. Shaw had never done anything outside of the design field under Roberts and had no knowledge of marketing and promotion. As a consequence, Shaw was forced to undergo the same trial and error system that Roberts had encountered six years earlier. His first problem was getting a game ready for the spring toy shows. Afrika Korps had been the game Roberts was to produce in the spring but it was incomplete due to a play problem: the British were able to stop the German advance by putting sacrificial units in. the German's path. Having no choice but to go with Afrika Korps, Shaw was forced to solve the problem. He did so by coming up with the over-run rule and in the space of a few weeks had put the game together. The over-run rule may be Shaw's greatest contribution to wargaming. The failure to solve that problem had held up production of the game for over a year. Moreover, Shaw had to piece out the game from notes left by Schutz when he left. From these notes and with the over-run rule, Shaw started in late December, 1963, when the decision to reactivate Avalon Hill was made, and had the game ready for the toy show in February, 1964. As Shaw points out, things were so hectic in those first few months of 1964 that inventory wasn't taken until July of that year. The second major move made by Shaw in 1964 was to publish The GeneraL Again, Shaw delivered under pressure. The first issue came out in the spring of 1964, in the midst of all of the other tasks necessary to start Avalon Hill running again. The General was, and still is, written mainly by hard-core wargamers. In reality its major purpose was as a house organ to promote Avalon Hill games, a purpose which has never really changed. When it first came out, however, there was no similar magazine in the field, nor any rival wargame publisher. Therefore, The General covered all the major wargames then available. Editorial work was done by Shaw. He continued to perform this function until fairly recently when he turned it over to Randy Read and Interest Group Baltimore. The latest change is to bring the editing of The General back "in house" with Donald Greenwood, lfounder of Panzer- faust) as editor. As far as Avalon Hill was concerned, The Generalwas a stroke of genius. It gave Avalon Hill a ready audience for advance promotion of games. In effect, subscribers paid for the privilege of seeing Avalon Hill advertising. Its second, and more important aspect, was the Opponents Wanted column. For the first time there was a nationally circulated publication which gave wargamers a chance to find out who else was out there. The dividing line between the time when something is an item of interest to many separate individuals and when it becomes mutually enjoyed as a hobby is usually crossed without anyone knowing it at the time. Roberts has noted that while he then recognized that both a repeat sales market and a vociferous audience existed for wargames, he never considered a wargame hobby to exist. As far as he was concerned, at that time, Avalon Hill was an adult games publishing company. Publishing wargames was only a facet of the whole line of games. This is actually a realistic appraisal if viewed from the perspective of 1963. A year later The General had arrived and that could not be said any longer. A hobby was clearly being formed. Despite the clear evidence presented by The General's avid readership, Avalon Hill con- tinued to consider itself an adult game publisher. More importantly, it refused to shift emphasis to wargames in order to exploit the hobby. Avalon Hill still remains an adult game publisher. Roberts never intended to create a hobby and, prior to his leaving Avalon Hill, had no idea he had done so. Second only to the creation of Avalon Hill and the publication of their wargames, The Generalwas the most important factor in forming the hobby as it stands today. Despite the venturesome quality of Avalon Hill's actions in 1964, in terms of publishing The General and reviving Avalon Hill as a company, the attitude of Avalon Hill became more conservative. The consequences of this were not immediately apparent and are still the subject of debate. Avalon Hill abandoned the full time design staff. Shaw filled both that job and a number of others by himself. Thereafter Avalon Hill turned to part-time designers. During the next two years (19f>4-65), the design work was done during the summer vacation, largely by Lindsley Schutz and Lawrence Pinsky. Between them they designed Midway for the fall of 1964, Battle of the Bulge for the spring of 1965 (done almost entirely by Pinsky, at home), Blitzkrieg for that fall and Guadalcanal for the following spring. Second, they limited the number of battle titles to two a year: one in the spring and one in the fall. Actually, this works hand in glove with elimination of the design staff. A larger load would be impossible to carry with a limited staff and a large staff would not justify limiting production to two games. The immediate effect was a cost saving of approximately $25,000 for each game not designed (that was the amount tied up in the production of each game). However, aside from the monetary considerations, Avalon Hill believed that the market would not tolerate more than two games a year. They felt that the hobby would become saturated or unable to afford all the games coming out. This, then, was the basis for Avalon Hill's approach to the following years. The consequences of this policy will be discussed further, below. THE HOBBY IS BORN 1965-1969 Before the creation of The General there was no hobby. Until then the history of boardgaming could be neatly compartmen- talized and discussed. After The General the hobby crystalized with a speed few would have predicted. It then grew and diversified at a rapid pace. Avalon Hill never chose to maintain a dominant position in the hobby, as such. The obvious reason for this is that Avalon Hill is in the business of selling games, -not creating hobbies. Further, Avalon Hill had no pressure to take the lead. Nobody else put out high quality wargarnes. If any innovations were to be found, they came from Avalon Hil. There was no incentive for Avalon Hill to be an active leader. Yet, in retrospect, it did not require a great amount of foresight to realize where the hobby would go and what would happen to the hobby if it lacked an active leader. Avalon Hill's benign neglect has been as important as if it had been an active leader. At Avalon Hill, the conservative program previously mentioned resulted in their turning to outsiders for their games. By 1964, Schutz was an outsider in the sense that he was no longer working full-time for Avalon Hill. Pinsky had never been a full time employee. These two were the principal designers during the period 1964-65. Shaw, moreover, had never taken the lead in designing wargames. He had been involved in the design of Blitzkrieg, Afrika Korps, Stalingrad and Midway more in a supervisory capacity than true design (although his work on Afrika Korps was more than merely in,passing). It was the wargame Bismarck on which Shaw did the most work. Ground combat was not his field and so others did the design, under his supervision. Playtesting was done during the summer but there was even less control of the quality of the playtesters than under Roberts. As a result, it is hard to say how much time was wasted by "testers" who were really only around to play the games for fun. After Schutz and Pinsky, Avalon Hill turned to James F. Dunnigan. Dunnigan had come to Avalon Hill's attention by writing a detailed critique of Battle of the Bulge, as well as some detailed monographs on various phases of World War II. He had never designed a game. Why Avalon Hill assumed that he could design one, based on his writings alone, is unclear. It probably falls into the same category as the decision to publish The General - intelligent guesswork. Prior to the contracting of Dunnigan, all of the Avalon Hill ground combat games had been a variation of the 1953 Tactics and naval games showed little more difference between themselves. Dunnigan believed that different situations require different systems to depict them in a game. Thus, his first two efforts, Jutland and 1914 were unlike anything Avalon Hill had put out. They were both innovative and proved again that there is more than one way to approach a problem. More important to Avalon Hill was the fact that Dunnigan did his work in New York, not Baltimore. The game was designed, in effect, beyond direct control by Avalon Hill. Being dissatisfied with Dunnigan's first two games, Avalon Hill turned to Dave Williams, who designed Anzio. Williams was as unafraid as Dunnigan in breaking with Avalon Hill tradition and he, too, did the design at home rather than in Baltimore. The saga of ' would fill a book itself. The "beyond direct control" system encountered real difficulties and Avalon Hill found it had a tiger by the tail: the game design wasn't going the way it wanted to go and Avalon Hill could do nothing about it short of scrapping the game. The decision to eliminate a permanent design staff and to keep the games at two a year forced Avalon Hill to seek outside designers. However, in order to avoid chaos in its game design, Avalon Hill then became controlled by its designers since it had to take them where it found them or forego their work. If Dunnigan didn't want to move to Balitmore, they either put up with him working in New York or lost his services. Another example of decentralization was the answering of letters. Initially, Roberts took pride in a formal written response to each letter. When outside designers became the practice, they were obligates to answer all inquires on game play for a certain period. Someone else was given the job of responding to the letters on the older games. This person might be as far away from Baltimore as Albany, New York. At that distance, Avalon Hill had no real control over what was said to the writers. Interest Group Baltimore acquired the job in recent years, bringing it back "home." During this time, however, it was quite beyond Avalon Hill's practical control. As mentioned above, the growth of the hobby became less and less orderly as time went on. Several changes happened at once. While Avalon Hill was decentralizing, another facet of the hobby was forming: the clubs. The majority of the hobbyists are not club members, but the clubs - being the most organized - made the most noise and had an influence far beyond their size. Oddly, the low profile Avalon Hill took prevented the clubs from having the impact they might have had. Avalon Hill simply could not react to the clubs with any real flexibility. A third element, growing at the same time everything else went on, was the hobby- produced magazine. Few were started with any intent to rival The General. Most were spirit-master or mimeographed. The term 11 zine" has often been applied to them. That term, in turn, is taken from the world of science-fiction fandom and anyone who is familiar with a "fanzine" knows why the term applies. There were fewpretensions to quality at first. Often as not, they were club organs or publications with very small circulation (a few hundred subscribers, at most).They usually did nothing more than give the editor/publisher/ sole author a chance to voice his opinions. Further, they came and went with frightening speed, usually taking with them any subscription payments which hadn't already been spent. 'Zines, like the clubs, were the creation of The General. This is not in the sense of mimicry but because The General gave free advertising and gave the 'zines a purpose there is no need for a newsletter if everyone lives in the same town, but statewide or national circulation is another matter. At this point it is fitting to note the arrival of Strategy & Tactics. Christopher R. Wagner, then a Staff Sergeant stationed with the U.S. Air Force in Japan (and environs) had decided that something more could be done with a wargame journal than The General was doing. First, he saw no real signs of "edited" articles in The General: as long as they weren't libelous they were published. Second he saw no cohesive editorial concept holding the magazine on one course or another. Third, the quality of the articles was very uneven. The few good writers were counterbalanced by the mediocrities. At the same time, he didn't want to put out another 'zine, with poor reproduction and the reliability of mist. As a consequence in 1966 he and Lyle E. Smethers, another fellow stationed with him in Japan, decided to put out their own effort. He wanted an alternative to The General. Wagner decided to add areas excluded from The General, such as miniatures and, as they appeared, non-Avalon Hill wargames. He contacted Shaw who was helpful but mildly discouraging. In this instance, Wagner agrees that the discouragement was not that given to a potential rival but sound advice. Wagner calculated that he could achieve fifty percent of The General's circulation. Shaw had indicated that The General had a circulation of 5,000. If he had 2,5W circulation, S&T would be successful. Thus, he started off with a printed magazine on glossy paper. His calculation proved correct. S&T did achieve fifty percent of The General's circulation, but the paid circulation of The General was only around 2,500. With a circulation of 1,200, S&T was doomed to be economically unsuccessful. Wagner got the magazine off the ground by soliciting articles through the mail. Since he was in Japan, he got Henry Bodenstedt, a toy shop owner in Adelphia, New Jersey, who was interested in miniatures, to write articles about miniatures and distribute the magazine. In exchange for this, Bodenstedt got free advertising and thus advertised items which were, curiously enough, ideally suited for use in the games he was writing about in S&T. Wagner ran the magazine from Japan, getting articles from the United States, negotiating with the Japanese printers, sending the finished copies to Bodenstedt and starting the cycle again. His initial band of contributors came from three areas. The first group were his friends in the Air Force such as Smethers and Scott Berschig. Second he used some of the people who had written for The General, such as Donald Greenwood, Louis Zocchi and John Dotson. Third, there were those such as Dunnigan who came to Wagner's attention through published monographs. The parting of the ways between Bodenstedt and Wagner is more fully detailed in S&T's reprint of issues I to 6, now available as Book /. Suffice it to say that Wagner subsequently used his mother to distribute the magazine. At the same time, he decided to leave the Air Force and return to the United States. Issues 1 through 10, constituting the first year's publications, were all printed in Japan. Thereafter they were printed in the United States. DuringthefirstyearSEtTcontinued to grow in quality and quantity. Illustrations became better and a glossy cover was first used for issue 7. In addition, paid advertising appeared in the magazine. The increased quality was not coupled with a serious effort to promote new readers, however, and the overhead began to grow. Returning to the United States, Wagner found the cost of printing the magazine to be much greater than in Japan. During this period, the editorial staff underwent some upheavals. Many of the original writers lost interest. However, some regulars, such as Rodney Walker, began to appear. In the middle of the second year, Wagner secured the services of Redmond A. Simonsen, under whose artistic hand the over-all appearance of the magazine took a major jump. By the second year, the story of S&T, from the inside, was a quest for money. Wagner had @)eerttrying to makea living from S&Tand had even paid some money to contributors. The -end'of the first year, however, saw a renewal rate far below the 100% he had expected (closer to 70% in fact). Without a comparable lot of new subscribers, the circulation began to decline. Wagner had exhausted the sources of subscribers available to him which meant that S&T's circulation slowly spiraled down. He tried to sell games through S&T in hopes of helping the magazine with the profits from the sales. Notable among the lines carred was Gamescience from Philip Orbanes. But this leveled off so that by the time issue 12 came out, Wagner took a part-time job and began to borrow money to keep the magazine afloat. His problems were further compounded by printer delays. On one occasion he personally collated the magazine late at night in the printer's shop. He changed printers twice in the last two issues under his administration but to no avail. Despite financial problems, he did not let the quality slip. In fact, the first two-color issue was the last under Wagner - Volume 3, number 1 (issue 17). But, as Wagner acknowledges, reality has a way of catching up. By the time issue 16 was on the presses, he knew he could either print number 17 and leave the printers with uncollectable debts or stop at 16 and leave the subscribers-hanging. He printed number 17. At the same time, he put out feelers to see if anyone would take over the magazine. The two major wargaming clubs, Spartan International and International Federation of Wargamers, were both approached. Things reached the stage with IFW that some materials were actually shipped before the deal fell through. S&T had reached the end of its tether. No one wanted it. Wagner couldn't afford it and Simonsen, S&T's premier artist, was disillusioned to the point of having no further interest in it. Still another facet of the hobby growing during this period was the non-Avalon Hill, non-major company, game. The first efforts were poor to say the least. They vvere often spirit mastered with sheets that never matched up and counters that disintegrated on touch. It was apparent, before long, that this type of game would only have marginal success. The question was whether a well done game could have any success outside of Avalon Hill. At this point, Philip Orbanes becomes the focus of attention. Orbanes had ventured into the game design field with a spirit-duplicated game called Operation Gigentus in 1964, while still a high school student. The game was a cross between Diplomacy and an Avalon Hill game. Although this met with only moderate success, Orbanes decided to go further. He formed Gamescience, a corporation, in 1965 and published a game called Viet Nam. This was a high quality gar-ne with a regular, mounted game board, plastic pieces and a white box with a label. This was sold by arrangement with Avalon Hill in that Avalon Hill operated as a funnel for sales by accepting orders which they would then forward to Orbanes to be filled. - In 1967 Orbanes produced Confrontation, a game printed on heavy cardboard in three sections and mailed in a large tube. The map was an overprinted Rand-McNally world map which formed a gameboard sixty by thirty inches. This system of packaging was so successful Orbanes re-worked Viet Nam along the same lines. This game was distributed the same way as Vi6st Nam. Orbane's real breakthough came as the result of Avalon Hill rejecting Louis Zocchi's game Battle of Britain. Wagner was aware of Zocchi's game and believed that the title was a good one. Wagner suggested that Zocchi and Orbanes get together with the result that Battle of Britain was a major success. It proved so succesful that Avalon Hill stopped helping Orbanes' sales and treated Gamescience as a rival. It wasn't a rival at that point. Whether it might have been is a moot question. Orbanes decided to invest a major amount of money in the game and sell it at the February toy show in Chicago. In the interim, he upgraded Viet Nam and Confrontation by printing the maps on Textoprint (something like oilcoth, only better), with die cut counters and printed rules. Battle of Britain, on the other hand, was in the then standard Avalon Hill format of a long, flat box. At the toy show, Orbanes was approached by a representative of Renwal, the model manufacturer. They wanted to expand their line into other toy fields and felt Battle of Britain to be the game. As a result, they persuaded Orbanes to sell all of his assets to them in exchange for royalties. He kept the company's liabilities (which were rather large by then, due to promotion expenses) but expected to pay them off soon from royalties. In fact, royalties never came in any large amount. Renwal sold only a fraction of the amount Orbanes was selling earlier and thus ended the first rival to Avalon Hill. What Gamescience brought to the field was the concept of different systems for different situations. This was the same idea Dunnigan had explored in 1914 and Jutland. Moreover, the success of Battle of Britain, after it had been rejected by Avalon Hill, gave dramatic proof that Avalon Hill could be wrong. Actually, Gamescience didn't disappear. The the name was taken over by Renwal, the corporate shell (and debts) remained. Orbanes and Dunnigan decided to use the corporate shell and form Operation Design Corporation which, in turn, became a subsidiary of Infinity Quest. The function of ODC was to provide a corporate shelter for Du6nigan's winsome creation, Poultron Press which, in turn, was the new publisher of Strategy & Tactics. The story of the salvaging of S&T forms a suitable end to this period, as well as marking the start of the current phase of development. As mentioned, Wagner had been casting about for someone to take over S&T. Dunnigan had been approached but saw it as too big a job. However, Dunnigan had been working with the idea of producing a large number of games. Obviously he couldn't sell them through The General since Avalon Hill wasn't likely to cut its own throat. S&T was the only other magazine with any circulation worth talking about. The net result was that Dunnigan decided to take over S&T. He had a group of friends in the New York area interested in the games and he grabbed the most visible of them and told them that they were going into the publishing business. He also contacted Simonsen to do the art work. Simonsen, in essence, told Dunnigan that he had had enough of S&T after the work done on issue 17. As a result, Dunnigan set about creating issue 18 out of whole cloth. A few articles from the regular writers were available but the great body of issue 18 was writte;i and pasted-up by Dunnigan. When Simonsen saw that issue 18 was going to come out, he agreed to do a quick cover and some incidental graphics and thereby began to re-involve himself with S&T. With that melodramatic turn of events, issue 18 was printed and in sodoing S&T was salvaged. More importantly, Dunnigan introduced several games in issue 18 which were to be the core of the Test Series Games, including Tactical Game #3, the model for PanzerBlitz. THE SECOND GENERATION: 1969-THE PRESENT The period since 1969 has seen the birth of the second generation of virtually all aspects of the hobby. The warring clubs of the previous period were replaced by the more mature clubs, such as Spartan International and IFW. Even the zines took on a better quality. Club newsletters and the like lost their parochial approach and turned toward general interest. At the same time, spirit master and mimeograph were replaced by offset for the zines in more and more instances. These zines have also produced a body of writers whose works appear with regularity in the better quality zines. At the same time, there still remains some of the old zines around. Even the best of the zines frequently suffer from wordiness and lack of critical analysis. However, considering that the zines are produced by people working at it part time and on limited budgets, it seems fair to say that they have reached their real level of quality. Few will get better without becoming true commerical ventures and many mediocre ones will still be seen. At this point it becomes difficult not to blow ones own horn. The fact is that during the past three years S&T has had an ever-increasing influence on the hobby. Whereas, prior to 1969, zines emphasized perfect plans and variants, there are now a growing number of articles on military history and the like. Articles are compatible, not subordinate to the games. Even games were published in the zines. All of this has been since S&T adopted that very format. Dunnigan changed the emphasis from his first issue. The subtitle "A Journal of American Wargar-ning" was abandoned with issue 18. The historical article appeared immediately, followed by the military analysis article. This style shift may have been pre-mature in terms of the carry-over readership. A number simply didn't like the new format and dropped out. There was a period when SETT was like Carroll's Red Queen, running as fast as it could just to stay in the same place in its circulation. A second change wrought by S&T is in the games themselves. First there was the volume produced both in the magazine and in the Test Series Games. Almost at a stroke the number of games it took Avalon Hill eleven years to put out was doubled. Second, the idea of a pat formula was rejected. While some concepts naturally generate a series of games, such as the Kursk - Battle of Stalingrad - France '40 - Moscow Campaign series or the Tac 14 - Centurion - Phalanx - Dark Ages series, the basic idea remains that different systems are used for different situations. The fact that history does repeat itself allows several games to be designed on the same system. This second change had a direct impact on the hobby. Terms created for SEtT's games became accepted in general usage (with a few exceptions, such as the persistence of "square" to describe a hexagon). In part this was furthered by Avalon Hill still turning to outside designers and fixing on Simulations Publications Inc., to do a series of these games. Actually, Avalon Hill tried to break its own mold. Kriegspiel, a critical failure among wargames, was this attempt. The primary purpose behind Kriegspiel was a venture into the bookcase type of game and to see whether a wargame could succeed in that format. In fact, it proved that point even if the hobbyists didn't particularly like it. Kriegspiel was the only wargame designed completely by Shaw. This is ironical since he did have a hand in a number of the important successes of Avalon Hill and deserves more credit than Kriegspiel brings him among wargamers. He took the matrix system he had developed for Football and Baseball Strate_qy and adapted it to resolve combat. This concept presented a major change from anything that had been used before, since it required no die. It is curious to note, in passing, that nothing has been done to develop this concept further since it does add the very realistic element of a choice on both sides contributing to the outcome of combat. When Krieqspiel failed to be a success among wargamers, Avalon Hill found itself in a bind of its own creation. Krieqspiel was not a hard game to design, as such games go. Avalon Hill did not have the manpower or facilities to design a large, more complex game. In essence, they could no longer enjoy the option of doing their own game design when they wanted to - they had to farm it out. The more complex game requires more man hours in its design. For one man to do it takes a long time. A team can cut the time to a fraction. The result is that the next games in their series, PanzerBlitz, Luftwaffe, Origins of World War// and France '40 all not only came from an outside designer, but specifically from the S&T/SSG/SPI complex. Luftwaffe had been designed by Louis Zocchi but was already published as one of the Test Series Games. As a result its problems were known as it had been "playtested" by the buyers. PanzerBlitz and Origins are both Dunnigan's creations somewhat reworked and France '40 is an improved version of the game which appeared in S&T. Thus, while Avalon Hill might deny it, the fact remains that Avalon Hill is in the thrall of SPI. The shape of the second generation is clear. It is a period in which the_hobby will now grow toward maturity, moving out of being purely a a juvenile pastime into something with more prestige. Moreover, it is a time when wargamers can honestly look forward to games being reasonable duplicates of historical situations such that the player cannot merely make use of his twentieth century knowledge but must vie with the same conditions that hampered Marlborough or some other general. Obviously, prognostication is difficult. The second generation has not peaked and it is not possible to state whether there will be a third generation. SPI's current growth rate indicates that the top is not in sight. Where the future lies depends on how big the hobby can be. If it is big enough, we may see the giants, such as Parker Brothers or Milton Bradley, getting into serious wargame design. That would change the whole picture. Perhaps the most interesting question to be answered is the one posed by Spartan International. That club has the avowed goal of making wargarning an acceptable hobby on a level of popularity and profit equal to golf (they prefer to call wargaming a sport, rather than a hobby,though thedifference is not that great in this case). Before dismissing that as a foolish notion, one need only know that bridge, in the twenties, was nothing but idle sport for bright young college students. Then along came contract bridge and now men pay for the privilege of playing with the bridge master. Thus, whether this hobby can gain enough acceptance to leave the field of "children's games" where it is too often put, remains the most provocative question to be answered. Perhaps the best summary of how things look from the present to the future is: stick around, you ain't seen nothin' yet. 1998 Winter Simulation Conference ESSENTIAL TECHNIQUES FOR MILITARY MODELING & SIMULATION Roger D. Smith STAC Inc. Orlando, Florida 32765 rsmith@stacinc.com ABSTRACT This tutorial will identify and explore the essential techniques necessary for modern military training simulations. It will provide a brief historical introduction followed by discussions of system architecture; simulation interoperability; event and time management; distributed simulation; and verification, validation, and accreditation. This will be followed by fundamental principles in modeling and specific military modeling domains. The growth in government sponsored simulation programs has drawn engineers and scientists from other fields. These practitioners bring valuable skills, but lack an appreciation for the historical and technical foundations of simulation. The tutorial will familiarize the audience with important areas and give them an appreciation for the complexity of developing large simulations. We suggest that a need exists for academic and commercial courses that focus on this topic. This tutorial may serve as a template for one such course. 1 MILITARY DOMAIN The military has a long and rich history of using models and simulation. The US military alone spends hundreds of millions of dollars acquiring, designing, fielding, and operating simulation systems. These systems have been categorized by the Department of Defense into training, analysis, and acquisition applications. A wide variety of training is conducted through the use of virtual, constructive, and live simulations (Davis 1995). Virtual training simulations are those in which the trainee is immersed in a virtual world where physical actions such as driving a vehicle or firing a weapon have a direct visible on the synthetic world they are in. Constructive simulations are widely known as wargames. Tactical and strategic decisions are reflected in the movement of military icons on a map, testing the commander and staff’s ability to use their forces effectively. Live simulations are the application of real equipment in mock combat scenarios or firing ranges. These allow pilots, tank drivers, and other soldiers to practice the physical activities of war with their real equipment. Analytical simulations are used to study problems like force composition, weapons effectiveness, and logistics issues. This community is strongly influenced by the science of operations research and may produce simulations very similar to those used for constructive level training. Analytical simulations usually differ in that they do not focus on interactive exchanges with people during a simulation run. This allows them to execute much faster or slower than real time without adversely impacting a human operator (Law 1991). The military acquisition community uses models to identify shortfalls in its ability to perform specific missions or meet certain threats. These models identify weaknesses in our military forces without the necessity of testing them in war. This community also uses detailed engineering level models to conduct studies of the design of weapons under acquisition. 1.1 History Military simulations have arrived at their current state of sophistication and application through a long history of experimentation and evolution. We can identify the existence of models of warfare as far back as 5000 years ago as discussed in Perla 1990. Historical records indicate that the Chinese developed a wargame called Wei-Hai around 3000BC. No diagrams or artifacts of this game have survived, but descriptions lead us to believe that it was similar to the modern game of Go. Players used colored stones on a grid system to control as much space on the board as possible. The modern game of Go emerged around 2200BC. Chaturanga emerged in India around 500AD accommodating two or four players on a checkered board. Each was equipped with four pawns, a king, elephant, horse, and chariot. The objective of this game was to capture the enemy’s pieces rather than to control area. The modern game of Chess evolved from Chaturanga around 1400AD in Southern Europe. Examples of the use of sand tables and miniature replicas can be found among the Roman legions around 30AD. This form of training can be seen right up to the present with the use of these items to train soldiers in the military academies and schools. Only the advent of computer simulations has begun to replace these apparatus. The modern era of wargames began in 1664 with the development of Koenigspiel (the "King’s Game") by the German Christopher Weikhmann. This game consisted of a checkered board with 30 pieces representing military ranks that included the King, Marshall, Colonel, and others down to Private. Additional developments followed through the 17th and 18th centuries, these included War Chess, and Kriegsspiels. Each added detail and more intricate techniques for operations of the game. Kriegsspiels, developed by Baron von Reisswitz in 1811, used contoured terrain, porcelain soldiers, and the new concept of a starting scenario with a stated military objective. During the twentieth century we have experienced the evolution of wargaming into a scientific application of techniques from operations research, analytical game theory, Monte Carlo techniques, the Lagrange-Multiplier Method, mathematical programming, and systems analysis. These games and computer systems incorporate more reasoned mathematic techniques than were feasible under manual operation (Davis 1995). 1.2 Interoperability Simulations have traditionally been independent, stand-alone systems that address specific problems and adhere to a unique architecture established by the designer. This approach has persisted from the earliest games through the most modern computer simulations. Around 1988 the military began to explore the possibility of linking multiple interactive training simulations to allow them to interoperate with one another during execution. In 1988 the Defense Advanced Research Projects Agency (DARPA) initiated a program called Simulator Networking (SIMNET) to create multiple tank simulators that could be joined over a network such that each could detect, engage, and destroy the others (Miller 1995). This program resulted in the establishment of important principles for simulation interaction and the creation of a network messaging protocol to exchange essential data. SIMNET was the forerunner of the Distributed Interactive Simulation (DIS) protocols. DIS attempted to generalize the SIMNET technology so that it could be applied to a wider variety of combat vehicle simulators such as trucks, helicopters, fighters, ships, and soldiers. At the same time, members of the constructive training community were developing methods for linking simulations for higher level combat events. The Distributed Wargaming System fielded at the German ACE-89 exercise demonstrated the feasibility of tracking military units in other simulations and engaging them effectively and accurately. This experiment lead to the development of the Aggregate Level Simulation Protocol (ALSP) to demonstrate interoperable training at the staff level. ALSP linked seven existing simulations from each military service by providing both the network messages and software services for insuring consistency and causality between the simulations (Wilson 1994). The Defense Modeling and Simulation Office (DMSO) is developing the High Level Architecture (HLA) to replace both DIS and ALSP (DMSO 1997). Those methods have proven to be very system specific and do not provide a general interoperability solution that can support future simulation systems and missions. The HLA defines: 1) rules for simulation interaction and for the behavior of a family of simulations; 2) Object Model Templates for expressing the military systems and activities that are represented in any simulation system; and 3) an interface specification to support interoperability between multiple simulations. The Runtime Infrastructure (RTI) is a software package that manages the interactions between distributed simulations according to that interface specification. 1.3 Verification, Validation, & Accreditation. Simulations are creations from the minds of human designers. Though every effort is made to insure accuracy, compromises are always made and mistakes are inevitable. It is essential that all simulations be tested to establish their accuracy and appropriateness for specific problems. This process is known as verification, validation, and accreditation. These are applied to a simulation development cycle that assumes that the real world system to be replicated is identified and a conceptual model of it is defined. This conceptual model is then encoded as computer software. These three items form the points of a triangle where VV&A is used to insure that the transformation from one point to the next is accurately done (Figure 1) (Sargent 1987). Figure 1. Verification and Validation of Simulation Validation is the process of determining the extent to which a conceptual model is an accurate representation of that portion of the real world that is important to the model sponsors. Essential aspects of the real world must be captured in the conceptual model that represents the problem to be addressed. In paraphrase, validation is often described as answering the question, "Are we building the right product?" Verification is the process of determining that the software product is an accurate implementation of the conceptual model as it was designed. This process insures that the software performs the operations as they were described in the conceptual model. Practitioners also attempt to identify the degree of control that the developing agency has over changes to the software. The intent is to verify that the current software is correct, but also to provide a level of assurance that it will remain correct in the future. Verification is often described as answering the question, "Are we building the product right?" Finally, accreditation is an official determination that the simulation is acceptable for some specified purpose. No simulation is a universal solution to all problems in a domain. Each addresses a specific class of problems and may only be valid under the conditions found in those problems. Accreditation defines the set of problems for which a simulation is a good and useful model. 2 INFRASTRUCTURE Within each simulation there is an infrastructure that supports the operation of the system, but is itself largely domain independent. An infrastructure can support many different simulations and is a potential source of software reuse. 2.1 System Architectures When every simulation was custom crafted for a specific application there was no need, nor opportunity, for emphasis on an underlying architecture to support the extension of the system to future problems. Neither was any thought given to the reuse of the architecture by other simulation developers. As simulation science and simulation products matured, it became common to design a simulation such that certain operations could be encapsulated as libraries and used by many different customers. These libraries contained routines for generating random numbers, formatting specific reports, performing complex mathematical and statistical operations, and managing simulation execution. The evolution of commercial vendors to sell these libraries encouraged developers to design their simulations to take advantage of these products. This was the beginning of a widespread reusable architecture for simulations (Law 1991). Within some military simulation projects a common structure began to emerge and repeat itself (Figure 2). (Smith 1995) This "architecture" was focused on the functional nature of the missions to which the simulation was put. This centered on a simulation engine that performs both execution management and modeling functions. Simulation input data is created by a Scenario Generator. Simulation output data is analyzed by an After Action Review system. A Controller Interface is used to manage the starting, execution, and stopping of the simulation. A Training Interface supports interactive participation by users. Finally, a Network Interface allows communication between simulations operating on different computers. This allows interoperability between heterogeneous simulations and the distributed execution of a single simulation system. Figure 2. Functional Components of Military Simulations Recently, object oriented architectures that provide greater interoperability and efficiency of execution have begun to emerge. These architectures promise an infrastructure for simulations that may be reused by multiple projects. If successful, this approach will allow developers to create a complete working simulation system simply by adding detailed models to the provided infrastructure. This can potentially eliminate as much as 90% of the time and cost of creating a simulation system. The most ambitious and widely watched architecture of this new form is the Joint Simulation System (JSIMS). This project is attempting to unify the next generation of staff training simulations for the Army, Air Force, Navy, Marine Corps, and Tactical and National Intelligence Communities. JSIMS will provide a layered architecture with object oriented software frameworks supporting model specification (Figure 3) (Powell 1996). The architecture also provides a platform independent software product by creating a System Abstraction Layer between the simulation software and the operating system of the computer. The Object Services layer allows the infrastructure to efficiently distribute simulation objects, manage the progression of time, and store historical data through mechanisms invisible to the developers of the models. The Support Services provide objectoriented frameworks that are foundation classes for each type of object that can be represented. These also define the interactions that can take place between simulated objects. The framework object classes are extended to create specific models for each unique piece of equipment. This extension specializes both the characteristics of the object and the interactions it can have with other objects. This layer includes translation mechanisms that allow a simulation to exchange data with a wide variety of external systems - primarily simulations and military command and control computers. Specific models and tools form the Application layer atop the architecture. Figure 3. JSIMS Architecture The JSIMS architecture is the most advanced available in the military simulation community. It is currently under development and details on the value it can provide are not yet available. 2.2 Event Management Simulations are dynamic representations of systems. The execution of events that allow the simulation to portray the state of the real system at many points in time differentiates a simulation from a static model. These events are scheduled upon instantiation of the scenario and throughout the execution of the simulation. Since events are such an integral part of the simulation, it is important that they be managed accurately and efficiently. Events are usually organized into some form of list and stored through a variety of computer structures. Storage may be in the form of an ordered array, linked list, tree, or other structure. Whatever the form, each event contains information about the operation to be performed, the trigger for its execution, and the identity of the objects that it will operate upon. A simulation may be structured such that events are handled by executive software which has the ability to contact each object and apply the event to it. The structure may also allow the event to belong directly to an object. Executive management simplifies the application of events that require multiple object interactions. Direct object management of events allows greater selfcontainment, independence, and reusability of each object. However, it also requires more inter-object communication to correctly apply complex events. 2.3 Time Management. Since simulations represent the real world, they usually contain some representation of time. In most cases, time is the variable that orders and separates the execution of all events. When a functional simulation operates on a single computer system, the management of time is relatively simple. The simulation may choose to move forward in defined discrete time steps, or according to the times of events being executed. A "time stepped" simulation usually contains a mechanism for both time progression and event management that allows the simulation to set the time and execute any event prior to that time. New events are caused at determined points in the future. An "event stepped" simulation does not contain mechanisms for generating regular time steps. Instead, it chooses to represent only those instances in time at which events actually occur. The time of the simulation jumps from one event time to the next. All activity between these times is represented as a duration over which the object state changes. With the advent of networked and parallel computer equipment, simulations were developed to take advantage of this hardware. As a result, it became necessary to synchronize time across multiple software applications. This synchronization insures that events happen in an order that preserves their causal relationships. Because of delays in network message delivery it is possible for events to arrive at an object in the wrong order. Since the object can not determine whether event messages are enroute, it does not know whether the most current event in queue is the next in the execution sequence. To address this problem, techniques for both conservative and optimistic synchronization of time across processors were developed. Conservative synchronization provides a mechanism in which all objects are held in strict lock-step progression into the future (Fujimoto 1990). This is accomplished through queues that hold the latest messages from each simulation on the network. Each simulation must consult these queues to determine the time within other simulations. Each simulation is allowed to process all events up to a time at which all events prior to it have been calculated and distributed. The synchronization software determines this time and has the assurance of each simulation that no events will be applied in the period prior to this. Though a simulation may have no future events to inform the network about, it is required to send a "null" message that identifies a time prior to which it will generate no events. This promise prevents deadlock of simulations that are waiting for others to provide an event message. Optimistic synchronization seeks to maximize the use of computer assets available to the simulation, and perhaps to finish execution faster than conservative synchronization will allow (Fujimoto 1990). Under this time management technique each simulation is allowed to process all events available with no consideration for the time at which other simulations are operating. However, the system is required to process all events in the correct order, including those that arrive late or out of order. A simulation may race into the future but subsequently receive an event message that happened in the past. When this occurs, the simulation is required to "rollback" all events until it can insert the new event in its proper place and re-execute all of them in order. This synchronization mechanism creates a distributed system in which each computer is racing independently into the future and is periodically interrupted by the necessity to go back and redo some of its work. The premise of this approach is that, in spite of rollbacks, the entire distributed simulation will complete its mission faster than it would have under conservative synchronization. Since training simulations can not require humans to follow this same repetitive experience of time, they can progress with Global Virtual Time (GVT). All events prior to this time are guaranteed to be in the past of all simulations on the network and none of these events are subject to rollback. This provides a foundation for the interactive user to experience a harmonic simulation time in spite of the rollbacks happening in front of GVT. 2.4 Issues in Parallel and Distributed Simulation Both parallel and distributed simulations free the system from the limits of a single computer system and the necessities for co-location of all participants and sub-systems. This also creates a unique variety of problems that must be addressed to ensure causality, efficiency, and accuracy. Some of these, such as the time management problem, have already been addressed in this tutorial. But there are many others, only a few of which will be described here. In the interoperability section we discussed the search for a common protocol that can support multiple models of the real world. Since each simulation represents the real world in a slightly different manner it is very difficult to create a standard protocol that is useful for joining all of them into a common execution. One of the strengths of the High Level Architecture is that it recognizes this fact and attempts to provide services that are useful for many different protocols. Within military simulation circles the concept of a "reference federation" is evolving. This attempts to categorize simulations into groups for which a common protocol is feasible, but also identifies boundaries across which no single protocol is likely to suffice. All simulations are subject to the efficiencies of the computers and networks upon which they reside. Networks currently provide sufficient bandwidth for simulation messages in small scenarios. They do not appear to be able to deliver all of the messages necessary for large scenarios involving tens or hundreds of thousands of objects. This requires that the simulation itself be designed within the current limitations of the hardware. Though this solution is very realistic, it creates a system that shows its age as computers evolve. Older simulations appear to be inadequate for current problems, when in truth they were the best solution possible at the time they were built. 3 MODELING Though a military simulation is a complete system fitted for use in a larger world, the core of the system are the models which represent the existence and activities of the real world. This core is an area in which a great deal of experience and creativity is required to develop good representations. It is very difficult to arrive at a set of models for both the existence and activities of many objects that are appropriately balanced to address a particular problem. Decisions in every part of model design may effect the representations and operations of other models. Experienced modelers are very familiar with this effect and approach the design and development of a new model with a broad perspective. It is important to see conflicts as soon as possible to allow time, money, and man-power to correct them. Many problems survive the development and fielding of a simulation because they are either undetected, or detected too late to be remedied. 3.1 Fundamental Principles of Modeling Even though every simulation is unique there are some principles which seem to apply universally to the activity of creating a model of the real world. The principles described here were derived from the experiences of several practitioners and certainly can not be the sum total of principles that exist. The golden rule of modeling is that no model, no matter how accurate, has any inherent value of its own. The value of every model is based entirely upon the degree to which it solves someone’s real world problem. Accuracy and fidelity are driven by the problem that the model is supposed to solve. A beautiful, elegant, exact model of a problem has no value if it is a model of the wrong problem (Smith 1998). All of the intricacies and details involved in building a model often conspire to lead the modeler away from the intended problem and toward an adjacent or related problem. Though experience is probably the best defense against this habit, really understanding the problem from the user’s perspective is essential. If the user or modeler has an incomplete or inaccurate understanding of the problem it is unlikely that the resulting model will address that problem correctly. We have reached a period in which many models exist for the systems we are representing. Modelers should learn from the past by studying these models and determining the good points that apply to the new problem. Older models and modelers may not have solved problems of the complexity of the current system, but have valuable lessons to teach. The adage "those who are ignorant of history are doomed to repeat it" applies here. At the very least, the old models can be instructive in what not to do on new models. Complex systems often require more detail than can be pictured mentally or uncovered through the design process. It is always valuable to build a model of the model – a prototype. These uncover subtle problems and provide a tool for experimenting with new ideas. A prototype can be an invaluable tool for communicating with the users of the system as well as clarifying areas that are vaguely understood. Credibility or validation is not a totally objective determination. Each user or problem owner expects to see certain characteristics of the problem in the model. It is important that the model address these "hot buttons" in a clear and communicable manner. If the model falls short on these subjective criteria it will be very difficult for the user to accept the validity of more complex representations within it. All models require some set of data upon which to operate. Data about all aspects of real systems is not currently, nor likely ever to be, available. Consideration must be given when designing the model to the availability of data to drive it. Even the data that is available is often incomplete, duplicitive, and conflicting. In this situation it is important to approach the modeling process fully prepared for these facts, but willing to accept a model under these limitations. Finally, constructing a model is an activity subject to the universal constraints of time, money, and quality. The model will be finished when one of these resources is expended. 3.2 Physical Modeling The military mission is usually focused on very physical operations and accomplishments. Therefore, most military simulations prominently feature the existence and interactions of physical objects. These objects include vehicles, people, and machinery involved in the activities of moving, perceiving other objects, and interacting with them (often quite violently). Military models have often been described as representing the process of "move-look-shoot" (JPL 1991). This basic sequence of events is reflected in the architectures of functional models that explicitly focus on these activities. More recent military models include intelligence dissemination and processing, logistics operations, communications, command and control, and other supporting activities. Movement is governed by the need to accurately position units and vehicles through time. The basic equation RATE*TIME = DISTANCE is the beginning of many models. This is modified by information about the terrain, the enemy presence it is experiencing, and the level of damage previously done to the vehicles. Movement can also be effected by the need to maintain some formation among multiple vehicles and the urgency of the mission at hand. It is up to the modeler to determine which factors are necessary for each model. "Looking", or sensor detection, includes characteristics of the sensor, the target, and the environment through which the detection is performed. A sensor usually has some effective range and field of regard. Within the area defined by these variables, some algorithm must be used to determine the level of detection achieved. The sensor may indicate the presence of an object, its location to some degree of accuracy, classification of the object, recognition of the type of object, or clear determination of the true identification of the object. Physical objects must include details that allow them to perform their primary function, but must also describe the object such that it can serve as a target for sensor systems. Information like the radar cross section, presented area, infrared signature, and physical dimensions may be necessary to support sensor modeling. Engagement and attrition models represent the military penchant for violent interaction with opposing objects. These algorithms capture the effects of weapons on other objects. The application of these algorithms again requires that each object be viewed as a target for other systems, both sensors and weapons. The simplest, and most prominent, engagement modeling involves a set of tables that define the effectiveness of each weapon against each target. These tables may contain a scoring system for degrading the target or probabilities that a specific type of kill has occurred. Field tests have indicated that the most common types of "kills" are mobility, firepower, and catastrophic (M-Kill, F-Kill, and K-Kill respectively). These categories are often adhered to in engagement models. When attrition must be determined at a higher level of abstraction than individual weapon on target it is common to use some form of differential equation to apply the force effectiveness of each side to the other. The famous Lanchester equations are one instance of this method, as are Epstein equations. Algorithms must be developed for a much larger set of objects and interactions than those provided here. The potential number and variety are almost uncountable. The descriptions of movement, detection, and engagement are provided because of their nearly universal presence in military modeling. 3.3 Behavioral Modeling Because of its complexity, behavioral modeling has traditionally been very basic. The goal has been to provide military vehicles and units with the ability to react to basic events in the absence of human intervention. These models allowed aircraft on patrol to "decide" to return to base when getting low on fuel, rather than continuing until the aircraft falls to the ground. Ground units respond to enemy attacks by focusing firepower on the aggressor rather than blindly continuing their preprogrammed mission. Algorithms like these have been the extent of behavioral modeling for many years. However, more recent models have attempted to provide more reasoning capabilities to simulated objects. Most notable among these systems have been the Semi-Automated Forces (SAF) or Computer Generated Forces (CGF) systems that are used to stimulate virtual training audiences. These allow one operator to play the part of many vehicles or several platoons with the aid of embedded behavioral models. The approach taken by most of these models is to replicate the product of human decision making, rather than the process. Since we do not completely understand the inner workings of the human mind, it is much more feasible to gather information about human reaction to certain situations than it is to represent the process of thinking about that information. However, research in the area of intelligent agents is leading to models of independent, emergent behavior derived from the interactions of multiple stimuli on an object. Current systems make use of the following technologies from the artificial intelligence field to model human decision making: finite state machines, meansends analysis, constraint satisfaction, expert systems, knowledge based systems, and traditional planning. Evaluations have been done on the applicability of Petri nets, Markov chains, case based reasoning, fuzzy logic, neural networks, genetic algorithms, and adaptive behavior. Each of these techniques has strengths and weaknesses for military decision making. Researchers familiar with both the simulation and AI fields are developing techniques specifically designed for this problem. 3.4 Environmental Modeling The environment in which objects exist and operate has important impacts upon the outcomes of every operation. Some models represent the environment explicitly, others integrate its effects into the object models and interactions. In either case, it is necessary to understand the effects of this medium on the objects represented in the simulation. Though simulations exist in which the environment is the sole objective of the model, we treat it as a medium supporting other activities. When environmental effects are included within the physical models described above it is often because the data describing those interactions was collected under specific conditions. Therefore, the model already accounts for one form of environment. Rather than extracting these effects from the collected data, the modeler may choose to match the simulated environment with one of the conditions under which the data was collected. When the environment is represented independently and explicitly it is necessary to collect and manage a large volume of data. This data may include characteristics of the terrain surface, natural and cultural features, atmosphere, sea surface, sub-surface, and ocean floor. The representation of radio and acoustic energy, chemical and biological agents, and nuclear effects are also considered part of the environment since these create a medium within which the objects must operate. Characteristics in each of these categories must be collected or synthesized. This data may be very voluminous given the large areas over which military activity can take place. 3.5 Multi-Resolution Modeling All models pose a multi-resolution problem. Each object is portrayed at a level appropriate for its interaction in the simulation. There is no universal set of levels that allow objects to interact without some degree of discontinuity. As the military has developed distributed, interoperable simulations this problem has grown in importance. Since different simulations do not represent objects and interactions in the same manner, achieving interoperability between them requires solving some form of multi-resolution problem. Some models represent a missile as a force that can be applied over some range and have a defined effect. Other models represent that same missile as a complex system in which the thrust motors, fuel volume, sensor seeker, warhead, and flight surfaces all play a part. Achieving interoperability requires supplementing the lower resolution model with more detail, eliminating detail from the higher resolution model, or performing some combination of both operations. The classic constructive-virtual integration problem is one form of multi-resolution modeling. A virtual simulation may place each vehicle at a unique location with a specific orientation. A constructive simulation may aggregate information about dozens or hundreds of vehicles and place a single icon marker on the battlefield. If these two models are to interact in any meaningful way it will be necessary to generate data from one that can operate within the world view of the other, or to establish some middle ground that can support both views. Different techniques and experiments have evolved to address these problems but none have been able to provide a general solution. Each solution appears to be specifically tailored for a known set of simulations. The success of multiresolution modeling has many of the characteristics of the interoperability problem. It may be possible to create techniques that apply to a specific class of models that use similar representations of the world, but it is not likely that any one technique will suffice for all varieties of multi-resolution modeling that will be attempted. Standardization within each class of simulation would be a great aid in applying multi-resolution techniques to simulation systems (Smith 1998). 4 CONCLUSION This tutorial has attempted to describe the techniques and knowledge base that are important for those who develop military simulations. There is currently no formally defined curriculum for learning the simulation art and science. Increased government funding for simulation projects and their growing presence in the commercial market makes the need for such a curriculum more evident each year. Practitioners in this field are currently crafted from the raw material provided by Engineering Schools, Colleges of Arts & Science, Business Colleges, and Military Institutions. This practice results in a very uneven education among practitioners and necessitates a great deal of on-the-jobtraining. Academic and commercial education could improve this situation through the organization of material into formal degree programs as well as a series of professional education courses. This tutorial may outline the format for some part of such an education program. It is our hope that this will stimulate thought, conversation, and action toward the production of well-prepared simulation scientists. REFERENCES Davis, Paul K. 1995. Distributed Interactive Simulation in the Evolution of DoD Warfare Modeling and Simulation. Proceedings of the IEEE. Vol 83, No 8. Defense Modeling and Simulation Office. 1997. Department of Defense High Level Architecture for Modeling and Simulation. DMSO. Alexandria, VA. Fujimoto, Richard M. 1990. Parallel Discrete Event Simulation. Communications of the ACM. Association of Computing Machinery. New York, NY. Jet Propulsion Laboratory. 1991. Corps Battle Simulation - Analysts Guide (3 volumes). California Institute of Technology. Pasadena, California. Law, Averill M. and Kelton, W. David. 1991. Simulation Modeling and Analysis. McGraw-Hill. New York, NY. Miller, Duncan C. 1995. SIMNET: The Advent of Simulator Networking. Proceedings of the IEEE. Vol 83, No 8. Perla, Peter P. 1990. The Art of Wargaming. Naval Institute Press. Annapolis, Maryland. Powell, Edward T. 1996. "The JSIMS Architecture". Summary Report on the 15th Workshop on Interoperability of Simulation Interactive Simulations. Institute for Simulation and Training. Sargent, R.G. 1987. "An Overview of Verification and Validation of Simulation Models". Proceedings of the 1987 Winter Simulation Conference. Society for Computer Simulation. Smith, Roger D. 1995. "Military Training via Wargaming Simulations", IEEE Potentials, October/November. Smith, Roger D. 1996. Proceedings of the Electronic Conference on Interoperability in Training Simulation. http://www.scs.org/confernc/elecsim/elecsim.html. Smith, Roger D. 1998. Military Simulation Techniques & Technologies. Distributed Simulation Technology. Wilson, Annette L. and Weatherly, Richard M. 1994. The Aggregate Level Simulation Protocol: An Evolving System. Proceedings of the 1994 Winter Simulation Conference. Orlando, Florida. AUTHOR BIOGRAPHY ROGER D. SMITH is the Technical Director for STAC Inc. and an Adjunct Professor at the Florida Institute of Technology. He is actively involved in designing, developing, and fielding constructive and virtual simulations. He is the Chairman for the ACM Special Interest Group on Simulation and a member of the editorial board of ACM Transactions on Modeling and Computer Simulation . October 2, 1998 EARLY WAR-GAMING The first use of war-gaming is credited to Sun Tzu. He created the game known as "Wei Hai" about 1000 B.C. Wei Hai used a specially designed abstract playing surface upon which each of the contestants maneuvered armies of colored stones. Victory went not to the player who could destroy his opponent head-on, but to the first player who could outflank his enemy. (14, pg 17) During this period, war-gaming systems were also appearing and becoming popular in other parts of the world. In India, a four-sided board game known as "Chaturanga" developed in which the outcome of "Maneuvers" was determined by rolling dice. The beginning of modern-day chess is also attributed to this period. Chess-like games require the players to focus on a well-defined objective and to evaluate the abilities of their own and their opponent's force. They must analyze the strengths and weaknesses of various dispositions, and devise strategies and tactics to overcome the enemy's strength and compensate for their own weaknesses. In the mid-17th century, the recognition that these types of games were too abstract to be useful as a tool for teaching the finer points of the art of war led to variations and complications of the basic chess model to add more and more military detail. The first new game was the "Kings Game" or "Koenigspiel," invented in Germany in 1664. (14, page 17) These games introduced some of the basic underlying principles and characteristics of modern M&S (Table 1). Aggregation using a single player/piece to represent units or collections of soldiers/forces Terrain representation (multicolor/grid-based) Rules for movements and conflict resolution War described in terms of basic concepts and rules MORE SOPHISTICATED WAR-GAMES OF THE EARLY 1800S Early in the 1800s, Prussian war counselor Baron Von Reisswitz replaced the game board of war chess with a sand table in which actual terrain could be modeled in relief. The playing pieces were made of wood cut to scale to represent military units. Symbols representing the different units were pasted to the blocks. (14, pg 23) Von Reisswitz's rules dealt only with movement of the forces; results of engagements were worked out through discussion and debate among the various players and observers. In 1824, von Reisswitz's son upgraded the game, replacing the sand table with detailed topographic maps drawn to 1:8000 scale. He quantified the effects of combat so that results of engagements were calculated rather than discussed. This implemented a detailed set of rules covering virtually every contingency of operations of units up to the size of divisions and corps. These rules were finally published in 1824 as "Instructions for the Representation of Tactical Maneuvers under the Guise of a Wargame" (Table 2). (14, pg 25) Scaled icons/blocks representing units and force frontages Time/distance considerations during moves Calculated effects of combat/engagements Rules for a wider range of contingencies/scenarios Codifying military experience and effects of combat verification, validation, and accreditation The need to balance between realism and playability W.R. Livermore is credited with introducing German-style war-gaming to the United States by publi "The American Kriegspiel" in 1879. Livermore's system was a derivative of rigid Kriegspiel. The blo representing combat units were made of porcelain, metal, or wood. They were red and blue, but va other colors were used to distinguish different types of combat arms and specialized units. The play pieces were cut to scale and could be used to represent a regiment of infantry, a company, or skirmishes depending on the scale of the map. The U.S. version included more sophisticated unit/force symbols, tracking of consumables (logistics), the setting of player-piece indices for direction and speed of movement, volume of fire, and an initial attempt to account for human attrition factors, (time and fatigue). The overhead (time and cost) of setting up and running war games increased as the complexity continued to increase. The U.S. Naval War College codified U.S. Kriegspiel in 1884 and in 1887 fully integrated war-gaming into the curriculum for all attending officers. Origins of the Kriegsspiel by Bill Leeson Reisswitz the Elder The Kriegsspiel, or war-game was invented in the first years of the 19th century by Baron von Reisswitz, a civil administrator of some kind with an interest in military history. There were a lot of attempts to produce a war-game at this time but they were all based on either chess or cards. In fact chess had a mesmerising effect on war-game design which it is difficult for us to appreciate today, so that there was chess with more squares, chess with more pieces, chess with squares of many colours and chess with more players, pieces, squares and colours. Then Reisswitz came along and decided that what was needed was a return to first principles. Every aspect of the game was to be looked at anew, starting with the playing area. He decided that this should be an actual model of realistic looking terrain. No flat squares and triangles. Hills should look like hills, rivers should twist and turn like rivers, forests should be allowed to spread out in irregular shapes. Similarly the pieces that represent troops should fit into the landscape somehow, and most importantly, they should only take up the amount of space on the model that they would do in reality. This probably caused Reisswitz a few headaches, but he finally decided on flat blocks that would have the correct frontage, which of course implies a definite scale for troops and terrain. The scale used in the first version was 1:2373, which works out as about 3cm = 100 paces. the pace being a military measurement approximately equal to 2ft 6 inches. Having landscape and troops to fit to a common ground scale meant that a whole lot of things could now be neatly fitted in to the game without any problem. Time could be fitted in as well because it takes troops a certain amount of time to travel a certain distance. The time taken for troops to advance under fire, for instance, can be calculated from the distance they have to travel and the speed they are going. The ranges for artillery can be measured out according to normal artillery reckoning – small canister shot for 6pdr cannon = 400 paces, for instance. Also, although a nominal move in the game was to represent two minutes there was no reason why an action that was begun in one move should not be continued into the next, or for however many moves it would take. Now that he had a framework that tied in space and time other problems could be addressed. For instance, do troops receive their instructions via some kind of mental telepathy or do they have to receive instructions from the commander? Does one side wait patiently under fire until it is their turn to move or can they be allowed to move at the same time as the enemy? Does the commander have a godlike all-seeing view of the action or can his view of events be restricted to what he might actually be able to see from his position? The answer to all these problems was to have a third party involved in the game, who would be a confidant to both sides, a person who was trusted by both sides to act fairly. This eventually became translated by the British as an "umpire". With an umpire at the centre of the game so much became possible. Both sides could write their orders down at the start of the game and pass them over to him. He could implement them at the correct time, and since the orders had been already given he could advance the game move by move for both sides, so that they were in effect moving simultaneously. He could give reports back to the players, and receive fresh instructions in the light of these reports, which the other side would not be privy to. There were still a few problems due to the use of modelled terrain, but it was a very impressive achievement nevertheless. The rules only covered troop movements at this stage and did not give results of conflicts or approximations of losses. These had to be worked out by the umpire during the game – an idea that was later revived by Verdy du Vernois incidentally. I have gone on at some length about the design of the game because it is one of those things which seem so right and so obvious when someone else has done it, but which before hand had seemed quite impossible. Reisswitz had managed to produce a very good working model of a battle situation. He got some friends to take part in it and develop it, and no doubt his young son took an interest in it as well. We might never have heard anymore about it however, but – and here it starts to sound like a fairy story - the King got to hear about it! The King was Friedrich Wilhelm III of Prussia. His young sons, Friedrich and Wilhelm were cadets at the Berlin Military Academy. In 1811 von Reiche, who was Captain of Cadets happened to mention during a lecture on the art of fortification that a civilian, a certain Herr von Reisswitz, had invented a war game. The princes were interested and wanted to see it and they asked their governor, Oberst von Pirch II, to invite von Reisswitz to the White Salon at the Berlin Castle to give a demonstration. Reisswitz duly appeared on the appointed day. Those present, apart from the two princes, were von Reiche, von Pirch and 2nd Lt. Von Wussow who had been chosen to assist. The princes were fascinated by the game and wanted to play again. They also asked their governor for permission to write to their father and tell him about it. The King was interested, and after getting some details from von Pirch he said he would like to see it for himself. Reisswitz, of course, was honoured and delighted by the invitation to present the game to the King himself, but he doubted whether his sand box would make the journey to Potsdam in one piece and he probably felt that a royal command performance required something rather special, so he informed the palace that he would start work on something more permanent which he would present to the King as soon as possible. About a year passed, and meanwhile the King had forgotten about the whole thing, until one day in 1812 von Reisswitz arrived at the SansSouci Palace with quite a substantial piece of furniture. The game was now in the shape of a six feet square table open at the top and filled with 4 inch square terrain pieces made in plaster and carefully painted to show roads, rivers, villages etc, and interchangeable to give a variety of terrain. The troop pieces were made in porcelain. There were dividers for measuring distances, rulers, small boxes for placing over hidden troops (they were allowed to make surprise attacks) and a set of written rules. The King was spending quite a lot of time at Potsdam in those days, due to the international situation, and he could see that the autumn and winter evenings would give him plenty of opportunity to learn how the game was played. He gave orders for the game to be set up in the Queen Louise Salon, next to the Great Assembly & TeaRoom. It became a favourite pastime of the King’s in the next few years keeping the family up till after midnight sometimes. After a short General Idea had been given the King would usually command one side and Prince von Mecklenburg would command the other. Oberst von Gaudy and Oberst von Pirch would act as subordinate commanders. Prince Wilhelm would be adjutant to the King and Prince Friedrich would assist the other side. Wilhelm also took on the running of the game – moving troops, measuring distances, calculating times and distances, and deciding on surprise attacks and envelopements. There would naturally be plenty of discussion at the end of a game, and the King would usually give a critique of the dispositions of both sides. In later life the King claimed that the games played at Potsdam often gave him ideas for the army manoeuvres which took place there. The King’s interest in the game became well known, and it was as a direct result that the Grand Duke Nicholas of Russia made visits in 1816 and 1817 and became a devotee himself. This lead to a visit to Moscow by Wilhelm in October 1817 during which time they improvised a game on a large scale by chalking out terrain on a number of green topped card tables which were put together. Between 1818 and 1822 the King would now and again make up a party for a game at Potsdam, but as he only stayed there for two or three days at a time in this period there was not the opportunity to organise long running games. Interest was revived however in 1824 when Wilhelm discovered that von Reisswitz’ son, who was now a young officer in the artillery, had continued to develop his father’s ideas and had formed a small Kriegsspiel group among officers of the Berlin Garrison. Reisswitz the Younger The son, Georg Heinrich Leopold Freiherrn von Reisswitz, was born at Thorn in 1795. He enlisted as a volunteer in the artillery when he was about 15, which would have been around the time when his father demonstrated the game to the two princes. In 1813 he took part in the investing of Glogau under General von Blumenstein. He was promoted to 2nd lieutenant and awarded the iron cross 2nd class at this time. In 1815 he was posted to Erfuhrt as unit adjutant. After the reformation of the artillery in 1816 he was sent to the II Artillery Brigade at Stettin. In 1819 he was called to take part in the Artillery Commission and promoted to 1st Lieutenant in the Guard Artillery Brigade at Berlin. It was while at Berlin that he seems to have taken up his father’s Kriegsspiel ideas seriously enough to form a small group. We know who were in that first group from Dannhauer’s account. 2 nd Lt. Dannhauer, 2nd Lt von Herwarth, Lt von Vinke, all from the Guard Artillery, and Lt von Griesham 2nd Foot Guards. Others joined in from time to time, but this was the core of the group, which usually met once, sometimes twice, a week testing and improving the developments Reisswitz was making to the game. The scale was changed to 1:8000, which is roughly 8 inches to a mile. This was a better scale for actions up to Brigade level, giving more room for manoeuvre. Also the game took place on a map. Apart from making it more portable this also meant that you could make copies of it fairly easily so that both sides could have their own version. They had to invent their own method of showing relief. Contour lines, as far as I know, had not been invented yet, and their method was to draw radiating lines from the high points of the terrain, which gave a rough idea of the lie of the land. Each side having their own map meant that the umpire could show only the enemy troops their side knew of on their own map, while displaying the full information on the umpire’s map. The small wooden boxes were no longer necessary for hidden movement. The other areas of improvement were in codifying rules for surprise attacks, the influence of a second line, attacks on strong holds etc. and devising tables for calculating the effects of fire power, losses from hand-to-hand fighting and a table of odds for and against success. By the time Prince Wilhelm got to hear about it the group had managed to work out all the basic problems, and the game had reached the fully formed stage we find it in Reisswitz’ book. The prince was commander of the 3rd Army Corps, and the 2nd Guards Division at the time. Remembering the war games played at the SansSouci Palace a few years earlier he was naturally interested and asked Reisswitz for a demonstration of his version. Reisswitz asked for permission to bring his regular group along with him, as they were familiar with how it worked, and so one winter’s evening in January or February of 1824 the group set out for the prince’s quarters in the Berlin castle. The prince took one side and Dannhauer commanded the other. We have no record of the actual game, but the prince was so impressed that he said he would recommend it to the King and the General Staff. Within a few days Reisswitz found himself summoned to present himself, with game, to von Muffling, Chief of the Prussian General Staff. The group found themselves in the presence of the entire General Staff, and von Muffling introduced them with the words, "Gentlemen, Herr Lieutenant von Reisswitz is going to show us something new". Dannhauer felt that there was a distinct lack of enthusiasm on the part of von Muffling but Reisswitz did not let it put him off. He laid out his map and asked the general if he would provide them with a general idea for a manoeuvre and appoint two officers to be commanders for both sides. Two of Reisswitz’ group acted as subordinate commanders. One group had to leave the room while the other was briefed, and Reisswitz was careful to point out that each side was only to be given the information about the enemy that they might have in reality. As the game began to unfold Von Muffling became more and more interested until finally he exclaimed, "This is not a game, this is a war exercise! I must recommend it to the whole army!" Von Muffling was as good as his word and the next issue of the Militair Wochenblatt (no.402, 1824) contained a recommendation in which he says, "Anyone who understands those things which have a bearing on leadership in battle can take part immediately in the game as a commander, even if he has no previous knowledge of the game or has never even seen it before". Meanwhile the King gave instructions that a copy of the game should be supplied to every regiment in the army. Things began to move fast for Reisswitz now. He was put in charge of setting up a small workshop with tin-founders, painters and carpenters to produce the troop blocks. The rules had to be gone through again and prepared for publication and a new set of maps were prepared for printing. While he was still in the process of doing all this there was a sudden interruption. Prince Wilhelm had written to the Grand Duke Nicholas about the new version of the game, and Nicholas was anxious to know more. He sent instructions to Oberst von Essen, who was the Russian Military Attaché in Berlin at the time, to get hold of one of the Kriegsspiel sets somehow and forward it to St. Petersburg. He was also to familiarise himself with it so that he could give a full explanation of it on his next visit. Von Essen had, as it happens, taken part in the game on several occasions, but he felt that the best plan would be to take Reisswitz with him to Russia. So it came about that one evening Reisswitz had a visit from von Essen who proposed that they set out together for St Petersburg the next day. Reisswitz was ready as long as the necessary permission could be obtained in time. Von Essen applied to Prince Wilhelm and the permission was given. Reisswitz hurriedly briefed his group on what was still to be done, and within a few hours he was seated in the coach with von Essen, bound for St Petersburg. Reisswitz stayed at the palace of the Grand Duke as an honoured guest. He stayed there the whole summer, returning to Berlin with Nicholas in the autumn. During that autumn a large-scale game was planned at Wilhelm’s quarters. Von Muffling gave the general idea, which was to be a full-scale campaign to take place between the Oder and the Elbe, culminating around Bautzen. An advantage of being a prince or a duke was that you had no trouble finding extra players as they became needed. Major Witzleben of the Kaiser Franz Grenadiers and Oberst Lt. Von Barber of the Guards Dragoon Regiment were two of the high ranking officers who took part in the game, and Reisswitz’ group were delighted to find themselves brought in to help as well. The game took place once a week, with everything left in place for the next session. Sometimes the King himself looked in, as did the Princes Albrecht and Adalbert and many other foreign princes. Naturally enough all this royal interest was very good for the game. Kriegsspiel clubs were formed within the Guard Artillery and the 2nd Foot Guards Regiment (von Griesham’s regiment). Officers from other regiments took part in them, and so the interest spread. Dannhauer tells us that one of the new enthusiasts was Ferdinand von Witzleben who later became a member of the General Staff. In 1828 von Moltke became a keen player, and later as Chief of Staff of the IV Army Corps at Magdeburg used the game as a training exercise for young officers. I would add here that it is evident from the book "Moltke’s Tactical Problems", edited by the Prussian General Staff in 1894, that he used the Kriegsspiel format when setting out the problems. Reisswitz received the Order of St. John from the King in recognition of his invention. Unfortunately for Reisswitz, after all the excitement and hob-nobbing with royalty and high ranking officers the story ended in tragedy. For reasons which we can only guess at, Reisswitz became disappointed over his career prospects in the army. He was promoted to captain, it is true, but not within the Guard Artillery where the Company Chief position was vacant, but to the III Artillery Brigade at Torgau. This transfer upset him. He saw it as banishment. Dannhauer says he only saw him once more, during a short leave in Berlin, and he found him transformed. His former good humour and cheerfulness had gone and he seemed dissatisfied with himself and the world. In the summer of 1827 his friends heard a rumour that he had shot himself whilst home on leave at Breslau. Epilogue When rumours of the death of Reisswitz first reached Berlin some of his friends and followers simply could not believe it. Von Troschke was one of those who had recently become interested in the game. He was convinced at first that Reisswitz had been seconded to the service of Nicholas (now Tsar of Russia) to give advice on the conduct of Russian forces during the Russo-Turkish war which had just broken out. But the rumours were soon confirmed. His friends and followers wondered where this left the Kriegsspiel, and where it left them. They were aware that an anti-Kriegsspiel feeling arisen in some quarters. Some of the older generals were of the opinion that the game would give young officers an inflated idea of their abilities to manage Brigades and Divisions and leave them dissatisfied with ordinary regimental service. There may have been something in that, and it may have been why Reisswitz had been shunted off to Torgau instead of getting his promotion in Berlin. Personally I believe, from some things Dannhauer tells, that Reisswitz could easily have trodden on some important toes without even being aware of it. In fact although Reisswitz may not have been aware of it his sudden rise to prominence had put him in a delicate position. Some people were bound to resent what they would see as a young upstart pronouncing with authority on the tactical decisions of his superiors. We are told that he was the kind of person who, without being presumptuous, maintained an air of self-confidence to those above him as well as to those below. More damagingly Dannhauer also says that, "Unfortunately he did manage to provide these opponents of his invention with a certain amount of ammunition through many witty remarks, which harmless as they were in intention could have been misinterpreted if they came to the ears of those they should not have reached". But whatever the reasons for his suicide the Berlin wargamers found themselves in a dilemma. To whom would they look now for leadership? How serious was the opposition, and was it directed at the game in general or Reisswitz in particular? Writing many years later von Troschke says, very circumspectly, "Looking back over the years we can point out with satisfaction the extraordinary tact shown by all officers concerned, and the spirit which ran through all the army, which guarded us against any excess of behaviour which might have given offence". We can see some of this tact in the 1828 amendments to the rules, which manage somehow not to mention Reisswitz’ name once. Referring instead to "the existing rules" throughout. The strategy paid off as far as the Kriegsspiel was concerned. It never became universally popular in the army, but it gained in strength and reputation, and could count such people as von Moltke and Verdy du Vernois among its friends. As far as Reisswitz’ contribution is concerned, however, it reached a point where fifty years after the first publication nobody seemed to have ever heard of him. Dannhauer was looking through a magazine one day in 1873, when he came across an article by Hauptmann Schmidt, which explained how the game worked. It was intended for a civilian audience, and chose to illustrate a game by giving a move by move account of it. What struck Dannhauer was the author’s assurance that the Kriegsspiel’s origins had been lost in the mists of time. That it had arisen amongst the officer corps of the artillery and had been handed down verbally, without appearing in print until 1846. Dannhauer decide that it was high time someone put the record straight and he wrote his article for the Militair Wochenblatt for the fiftieth anniversary of the game’s publication. It was followed a few weeks later by another article – this time anonymously written – which explained how the earlier version of the game had come to the attention of the King and the royal household. The second one was almost certainly written, I would say, by Wilhelm himself, who was now Kaiser Wilhelm, as he was the only person, apart from his brother Friedrich, who was present at all the events described. http://www.compapp.dcu.ie/~davids/courses/igt/war1.doc