Games and simulations

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Joseph Miranda. First Battle of Britain. Decision Games, 2009. A wargame, not a book, included with Strategy & Tactics 255. The German air offensive against Britain in 1917 and 1918. The German player raids British cities and tries to damage civilian morale; the British player tries to intercept the raiders and bomb their aerodromes. It's a long, long time since I've bought a copy of S&T, and I try to avoid buying wargames because I never seem to actually play them, but I couldn't resist in this case, given the subject matter!

Robin Prior. Gallipoli: The End of the Myth. Sydney: UNSW Press, 2009. As noted in comments! I doubt it will actually end the myth, as far as Australia is concerned, because it doesn't seemed to be aimed at the Gallipoli story as Australians understand it. Rather, it's aimed at other historians who have argued that the Dardanelles campaign was a good idea badly executed.

Yuki Tanaka and Marilyn B. Young, eds. Bombing Civilians: A Twentieth Century History. New York and London: The New Press, 2009. A collection of essays on subjects ranging from British air control in Iraq to the present-day legal questions surrounding the bombing of civilians. Most interesting to me is probably the one by Tetsuo Maeda on the bombing of Chungking (Chongqing) between 1938 and 1943, since it's hard to find much in English on strategic bombing by Japan. I think I actually did a double-take when I turned to the list of contributors and saw that three of them were people from my own university I'd never heard of! That they're philosophers and lawyers only partly excuses this ...

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WarGames

This week is the 25th anniversary of the Australian cinematic release of WarGames, which is mainly significant because I missed the anniversary of the US release a few weeks ago! There were a few retrospectives floating about then, which focused on the movie's importance as an early popularisation of the hacking and phreaking subcultures, and its influence on adolescent computer geeks (which is admittedly where most of the fun derives from). Instead, I want to look at the wargames in WarGames, and the ideas about nuclear strategy which it imparted to its young Gen X audience. Well, I have no hard figures about any influence it might have had, but I was probably just about a teenager when I first saw it, and it certainly helped form my ideas about nuclear warfare. (Though it also inspired me to try coding a Joshua simulator on the C64 ... I didn't get very far!) Warning: spoilers follow.
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Via Old is the New New, MONIAC, the MOnetary National Income Automatic Computer: an analogue hydraulic computer designed by A. W. Phillips, a New Zealander, while a student at the LSE in 1949. The prototype was apparently built out of spare Lancaster parts. And there's one on display at the University of Melbourne, otherwise known as 'my uni', so obviously I had to go and have a look at it!

MONIAC

The MONIAC is currently on the 1st floor of the Economics and Commerce building (on the Parkville campus, off Professors Walk), just opposite the lifts, if anyone wants to visit (though it will probably move to the new building on Berkeley St when that's finished). It's a bit over 6 feet high. The bit of paper stuck to the door reads:

MONIAC stands for:
Monetary National Income Analogue Computer

The MONIAC is a hydraulic model of the economy which was used originally in the teaching of economies. Today, econometric modelling is undertaken in modern Research Computer Laboratories. Visit the Commerce Research Laboratory on this floor to compare the vastly changed environment for teaching and research.

The MONIAC was designed by A. W. Phillips, (an engineer turned economist of "Phillips Curve" fame) who constructed a working model of the Keynesian System utilising coloured water (representing incomes, expenditures, etc) flowing through pipes.

Only 3 or 4 models were built and this is the only known model in Australia. A working model is located in London. The cost of restoring this MONIAC to working has been quoted in the vicinity of $40,000+!

BY THE WAY:

The "Computer" had a reputation for leaking during demonstration!

Could this be the origin of terms used a great deal by Keynesian Economists namely, "Injections" and "Leakages"?

Expressions of interest in contributing to the restoration may be made to the Dean of the Faculty of Economics and Commerce.

However, Wikipedia says that there were 12 to 14 units made. MONIAC caused a sensation at the time (at least among economists!), and was lampooned in Punch. His creation probably helped put Phillips on the fast-track to a full professorship.

The working model in London would be one that's at the Science Museum; there's another at Cambridge, and the original prototype is being restored at Leeds.

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Yet another British war game to add to the pile, this one from 1922: The Raider.

A copy of a new game called "The Raider" has been received from Enstone and Lilienfeld, of 47, Berners Street, W.1. The game consists of a large sheet divided into squares, the whole showing a view of a battle-front seen from the air. The game is played with miniature attacking and defending aircraft, and is further complicated by machine gun and shrapnel barrage, contrary winds and failing engines. Moves are made by throwing dice, the object being for the attacking force -- 3 in number -- to reach and bomb a village and return intact.

The defending force is 9 in number, and these take off from two different aerodromes. The game, which was invented by an officer of the R.A.F., is so designed that experience in the gentle art of scrapping in the air is of considerable value to the players. The price is 5s. net.

Incidentally, Messrs Enstone and Lilienfeld, by whom the game is made and marketed, are ex-officers of the R.A.F., and they have besides a most amazing selection of "Brainwave" games and implements with which to pass the time amusingly.1

This is rather interesting, especially given the timing: about 5 weeks after P. R. C. Groves popularised the knock-out blow in a series of articles The Times. I think you could just about knock together a boardgame in that time; on the other hand, Messrs Enstone and Lilienfeld might have working on it for some time and it may just be a coincidence. The object is to bomb (or defend) a village, which could be considered a civilian target, though given that the map is described as a 'battle-front' I'd say it's more likely that it's being attacked to support ground operations. The defenders out-number the attackers by three to one, which seems unusual in these sorts of games: normally the forces are quite symmetrical. It suggests a "bomber will always get through" mentality, but it could also just as easily be the result of the way the game is set up (for example, perhaps the defending player gets to choose where their aerodromes are, but does so before the attacker: they would then be at a severe disadvantage unless they had more units to play with). And the suggestion that the game is 'so designed that experience in the gentle art of scrapping in the air is of considerable value to the players' implies that the rules allow the possibility for aerial manoeuvring and are in some sense intended to be "realistic" rather than abstract (as do the rules about AA, wind and engine failure), though I wonder how that works given that movement is said to be based on die rolls.

Google seems not to know about The Raider so presumably it wasn't a big seller, despite the Aeroplane's best efforts.

  1. Aeroplane, 3 May 1922, p. 312. []

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I've been reading the Daily Mail quite a lot since I've been here, but only issues published in 1940 or earlier. So I'm grateful to Jakob for pointing me in the direction of an article in today's edition about German boardgames from the Second World War. It's fascinating, but why is it news? Ostensibly because a German collector is auctioning them in Britain, but really the point would seem to be to contrast the bloodthirsty German kids of 1940 with their far more innocent British counterparts:

During the dark days of the Second World War, British children passed the time with marbles, hopscotch, tiddlywinks and, for a lucky few, a Monopoly set.

But over in Germany, the amusements were far less innocent.

In one version of bagatelle named Bombers over England, children as young as four were encouraged to blow up settlements by firing a spring-driven ball on to a board featuring a map of Britain and the tip of Northern Europe.

Players were awarded a maximum 100 points for landing on London, while Liverpool was worth 40.

It's not just the Mail either. Says the Sun:

WARTIME Nazi board games rewarding German children for “blowing up” British targets have been unearthed.

The 1940s toys show that while UK kids played marbles and tiddlywinks, German youngsters were trying to score points by destroying London.

The Daily Mirror titles its story "Sick 'blast Brits' Nazi toys found" and adds that 'Board games based on snakes and ladders and battleships also get a disturbing Nazi twist'.

Well, Nazis are an easy target, aren't they -- even juvenile ones. But of course, as I've discussed here recently, British children played war games too, so it's really rather silly to pretend that they spent the whole war playing tiddlywinks, whereas the kinder on the other side of the North Sea were plotting the destruction of Britain. And to their credit, most of the commenters on the articles have seen through this too (one even mentioned L'Attaque!)
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[Cross-posted at Revise and Dissent.]

One interesting minor theme of my recent museum visits here in London has been, I suppose, the popular origins of wargames (as opposed to the intellectual origins): I've been coming across a number of games, produced in the first half of the twentieth century and aimed presumably at children, which represent war in some way. War games, but not yet wargames. So for example, one exhibit in the Science Museum's aviation gallery was a First World War-era board game called Aviation: The Aerial Tactics Game of Attack and Defence. The board represents the sky, and the pieces are aircraft and squadrons. Here's the box:

Aviation

According to the caption, it was published around 1920, and the cover shows 'stylised First World War tanks and Handley Page H.P. 0/400 [sic] bombers'. It doesn't look particularly like an O/400 to me; the corresponding game-piece is just called a Battle Plane (and the "tanks" are actually anti-aircraft guns on tank chassis, very advanced!)
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I don't often mention the various history carnivals here, which makes me a bad netizen; but I'm trying to get into the habit of picking out my favourite post from the monthly Military History Carnival. MilHisCar III is now up, and although a great post on the military origins of the phrase "basket case" did catch my eye, I have to go with the two posts I myself nominated from Old is the New New, on the esoteric and military-industrial origins (via wargaming) of role-playing games. Further proof, if it were needed, that Rob MacDougall is king of the geek/historians!

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Vickers-Bygrave bombing teacher

The above drawing (click to enlarge), which appeared in the 3 May 1934 issue of Flight, depicts an ingenious bombing simulator manufactured by Vickers-Armstrongs -- the Vickers-Bygrave Bombing Teacher. The basic idea is that an image of the area around a bomb target (which is printed on a glass plate) is projected onto the floor, scrolling along to represent the flight of the simulated aeroplane at 8000 or 9000 ft. The bomb aimer peers down at the image through a bomb sight, and sends course corrections to the pilot, who alters the flight path in response. An electro-mechanical linkage then moves the glass plate accordingly.

When the pupil has calculated the direction and force of the wind and has sighted on the target, he throws a switch which represents the bomb release. A device times an interval, equal to the time taken by the bomb to reach the ground, and at the end of this period the movement of the "ground" is stopped. Painted on the floor is a fixed "trail point," which marks the point on which a correctly aimed bomb should drop. Any error may be seen by the difference in the position of the "target" and this fixed trail point.1

Something very similiar seems to have been used by RAF Operational Training Units during the Second World War, though they were then called Air Ministry Bombing Teachers. (Presumably the Air Ministry's in-house version, perhaps improved over the Vickers-Bygrave.) Many former wartime airfields still have their distinctive two-story bombing teacher buildings, for example this one at Waltham. But I don't know how widely such devices were used before the war -- though 601 (Bomber) Squadron of the Auxiliary Air Force, at least, had one in early 1934, according to the article. Given the poor performance of Bomber Command in the early years of the war, one would think that the RAF could certainly have used a few more bombing teachers!

I was thinking that a few bells and whistles could have increased the realism of the Vickers-Bygrave dramatically. For example, dry ice could be used to simulate clouds over the target. You could use a negative, with most of the features painted over, to imitate night bombing. Hydraulics (or manpower!) could be used to buffet the airframe, as in turbulence or anti-aircraft fire (a few firecrackers could help with that too). Not surprisingly, I wasn't the first to have this idea. This interesting site on the history of flight simulation has a page on the Celestial Navigation Trainer (CNT), developed at the RAF's request by the makers of the Link Trainer. Though no mention is made of the Vickers-Bygrave, it's clearly a very similar concept, with the addition of what is effectively a planetarium above, so that the navigator could practice celestial navigation. According to the RAAF (which had one at East Sale), 'The CNT instructor could introduce bumpy flying conditions, changes of wind, create daylight or nightfall, scurry clouds across the sky, or arrange static to worry the wireless operator'. But development of the CNT was initiated as late as 1939, and the first one didn't come into operation until 1941 or later. (The RAAF's remained in operation until the late 1950s, so it must have been very useful.)

Perhaps it's because, as a Gen Xer, I grew up with simulations in a way that previous generations did not, but it seems incredible to me that it took five years or more to take the basic concept of the Vickers-Bygrave and add substantial degrees of realism to it. (Well, I can't completely exclude the possible that this happened sooner, but I have no evidence for that as yet.) Then again, one of the dangers of simulation is that it can reinforce preconceptions, rather than challenge them: to a large degree simulations simulate what is thought will happen, rather than what will actually happen. In other words, garbage in, garbage out. So, maybe the failure to develop a Celestial Navigation Trainer before 1939 is of a piece with the failure to practice bombing runs under warlike conditions in the same period, and the failure to set up a Bombing Development Unit before the start of the war. If bombing is thought to be easy, then there's no need to train too hard for it. Wartime experience was, of course, the ultimate bombing teacher.

See also: this American bombing teacher from 1940, with that wondrous war-winning Norden bombsight fortunately shrouded from public view.

  1. 'Bombing instruction', Flight, 3 May 1934, 434. The drawing is on the facing page, 435. []

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[Cross-posted at Revise and Dissent.]

Niall Ferguson has an article out in the New York Magazine, on the use of computer wargames in learning about history and strategy. (Via ClioWeb). It's a frustrating piece. As a sometime wargamer myself, I do agree with him that they can have their uses. But I think he fundamentally, and strangely, misunderstands what those uses might be.
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