Includes bibliographical references (pages 253-255) and index.
Contents
Naval Transformation. Exercises : full-scale fleet problems and games at newport -- Naval aviation as a driver toward transformation -- The Inter-war navy and its world -- The strategic problem -- Naval arms control -- Ships -- The Naval War College and Gaming -- War Gaming and War Planning. The "applicatory system" -- War gaming -- War faminf at the inter-war War College -- Simulation -- Some limits of gamed reality -- Using war gaming -- War gaming and war planning -- War Gaming and Carrier Aviation. Guessing what aircraft could do -- Gaming and early carriers -- Reeves and operating practices -- Putting it together--the Yorktown Class -- Aftermath -- The War College and Cruisers. Evaluating alternatives -- Cruisers at war : three years of red-blue warfare -- Postscript: The fate of the flight-deck cruiser -- Downfall -- Conclusion: Games versus reality in the Pacific -- Appendices: Playing the games ; War game rules-aircraft.
Summary
"To win in the Pacific during World War II, the U.S. Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the transformation should go to the war gaming conducted at the U.S. Naval War College during the pre-war period"--Provided by publisher.