Abstract
The Divisional-level War Game facility at RARDE is a typical example of a 2-sided, closed game. It is played on map models (scale 1/250.000) with control carried out, using a comprehensive rule book, on a main display showing the complete battle. Opposing commanders, each with his own display, are segregated in side rooms and know only as much of the battle as their own troops and information-gathering devices would tell them in practice. The battle currently moves forward under event-sequenced control effected by an event diary through which all activities pass. Originally the game moved forward in 5-minute time slices, but studies carried out on the improvement of representation of time flow [1] indicated that event-sequencing would provide considerably more realism.
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Reference
Beresford, R: Time Delays in the Divisional Battle. NATO/SPPOSS Conference on Modeling Land Battle Systems for Military Planning, Ottobrunn, Munich, August 1974
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© 1975 Springer Science+Business Media New York
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Beresford, R. (1975). Effectiveness Criteria for Company and Battalion Sized Units in a Division-Level War Game. In: Huber, R.K., Jones, L.F., Reine, E. (eds) Military Strategy and Tactics. Springer, Boston, MA. https://doi.org/10.1007/978-1-4757-0958-2_13
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DOI: https://doi.org/10.1007/978-1-4757-0958-2_13
Publisher Name: Springer, Boston, MA
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