Games and simulations

The image portrays a surreal black-and-white scene depicting an old-fashioned dirigible airship in the sky over a town square. The town's architecture features a prominent clock tower with intricate ornate detailing, surrounded by a series of classical buildings lining the street. In the foreground, a distressed man in a long coat appears to recoil dramatically, as if struck by a beam emitting from the airship. The airship is depicted with propellers and a streamlined shape, casting a yellow and purple beam towards the man and the ground.
1910s, Australia, Contemporary, Games and simulations, Phantom airships, mystery aeroplanes, and other panics, Pictures, Plays

Panic From The Skies: A Call of Cthulhu Adventure

A few years ago I took part in a very enjoyable Tales from Rat City podcast episode, hosted by David Waldron and centred around the 1918 Australian mystery aeroplane panic from the perspective of Ballarat in the Victorian goldfields region. That had actors reading out primary source quotations, which was a great way to highlight […]

1910s, 1920s, 1930s, Air defence, Books, Civil defence, Collective security, Games and simulations, International air force, Nuclear, biological, chemical

Gaming the knock-out blow — III

A key element in any wargame is the scenario. It sets the boundaries in time and space of the simulation, as well as its initial conditions. For a historical wargame, a scenario might be the battle of Cannae, or the British and Canadian sectors at D-Day. Creating such scenarios involves researching orders of battle, contemporary

1910s, 1920s, 1930s, Games and simulations

Gaming the knock-out blow — II

So, I want to construct a knock-out blow wargame. In my PhD/book, I define an ideal knock-out blow from the air as having six key characteristics. Three of these describe the attack itself: surprise, scale, and speed. Three describe what it destroyed: infrastructure, morale, and civilisation itself. Starting with the attack, as this will define

1910s, 1920s, 1930s, 1940s, Books, Counterfactuals, Games and simulations

Gaming the knock-out blow — I

As I discussed recently, Philip Sabin’s Simulating War: Studying Conflict through Simulation Games (London and New York: Bloomsbury, 2012) is primarily about using wargames to understand past wars. This is sensible; apart from the obvious benefit of helping us to understand history better, there’s also the useful featurethat there are some facts to go on

Academia, Books, Games and simulations, Reviews

One book, 2013

[Cross-posted at Society for Military History Blog.] If I had to recommend one military history book I’ve read this year it would be Philip Sabin’s Simulating War: Studying Conflict through Simulation Games (London and New York: Bloomsbury, 2012). Admittedly, this is not your usual military history book. Sabin ranges at will from the 5th century

1940s, Books, Games and simulations, Words

The limits of play

[Cross-posted at Cliopatria.] Earlier this year I was tutor for a subject which explored the idea of genre, using books, films and plays about war for this purpose. One of the texts we read was Primo Levi’s account of his time in Auschwitz, If This Is A Man.1 One of the sections I found most

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