Quotulatiousness

January 20, 2020

Pyrrhus of Epirus: Enemy of Rome

History Time
Published 2 Dec 2017

A brief look at one of the first and greatest adversaries of the Romans.

Some of the maps used in this and other History Time videos were produced by the incredible Battles of the Ancients. Check out the awesome website below for your ancient history fix.
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Music:-
Two Steps From Hell – “Hearts of Courage”
https://www.youtube.com/watch?v=eYj8c…
BrunuhVille – “Song of the North” (Alt. Version)
https://www.youtube.com/watch?v=RHAFr…
Adrian Von Ziegler – “Moonsong”
https://www.youtube.com/watch?v=ifQ3J…

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Gaming India’s colonial and post-colonial history

Filed under: Britain, Gaming, History, India — Tags: , , , , , — Nicholas @ 05:00

In Quillette, Jonathan Kay looks at two wargames that deal with different aspects of Indian history:

… the peoples whom Europeans encountered in the Americas were skilled and inventive combatants who often put white men to flight (or worse) despite their enormous disadvantage in technology and (ultimately) manpower. In many cases, First Nations (as we now call them in Canada) fought fiercely with one another, too, and had well-developed military traditions that Europeans variously feared, admired and adopted. And they would make fitting protagonists for any modern boardgame designer willing to reject the current fashion of presenting indigenous peoples as holy elves of the forest.

What would such a game look like? A good example comes to us in the form of GMT Games’ 2019 release, Gandhi: The Decolonization of British India. This is the latest entry in GMT’s COIN series, which is designed to model guerrilla wars and other unconventional conflicts through the use of cards that represent historical events. As in other games of the genre, such as Fire in the Lake (Vietnam), People Power (Insurgency in the Philippines, 1983-1986) and Colonial Twilight (The French-Algerian War, 1954-62), the game doesn’t present a simple narrative of good versus evil, but a more complex narrative in which all sides have at least some ulterior motives that are at odds with their official propaganda. In Gandhi, there are four players, one each controlling the Raj, the Indian National Congress, the Muslim League and the “Revolutionaries.” The latter three all share the goal of some kind of national independence, but each pursues its own (often mutually antagonistic) methods, with the Revolutionaries using violence to undercut the more pacifistic Congress, and the Muslim League playing off Congress, the Revolutionaries and the Raj in order to protect the interests of the country’s Islamic minority. (Historians of Canada would note that diplomacy and warfare with and among First Nations often was similarly complex.)

The game is unpredictable and complex, since each player will pursue different strategies in the country’s many different zones, making and breaking de facto partnerships depending on the circumstances. Amid all of this gaming chaos, the moral logic of decolonization remains a central theme of the game. But by the end of things, you realize that the ejection of the British from India was a big and messy project, as history typically is. While Spirit Island was created with the goal of mainlining anti-colonialism directly into the boardgame experience, Gandhi gets to the same theme obliquely by way of amoral realism, doing a better job pedagogically in the process.

A key aspect of Gandhi is that the Raj has agency: It is not reduced to the status of automaton-villain, as in Spirit Island. But there are limitations to the imaginative ecosystem that players inhabit: Every one of the four players has to take on their assigned role without questioning their underlying, game-dictated objective — including the Raj player, who must, start to finish, exert himself in defence of a colonial project that now is widely viewed as being on the wrong side of history. The other three factions likewise remain prisoners of their parochial regional, religious and doctrinal differences, which, historically, would contribute to millions of deaths in the chaos that accompanied the British exit.

Which brings me to the fourth and final colonialism-themed game I will discuss: the acclaimed 2017 release John Company, by Indiana-based designer Cole Wehrle. In theory, John Company is also a game about British colonialism in India. But here’s the rub: The players all act as competing factions within the commercial innards of John Company (a nickname for the British East India Company). On one hand, the players have a co-operative goal — to keep the company afloat as it manages the enormous expense of creating and operating a colonial apparatus on the subcontinent. But I can attest that far more of players’ mental energy goes into fighting each other for the spoils of war and trade. Indeed, much of the game consists of exchanging favours and bribes among players, as each attempts to leverage positions of power within the company to extract revenues, plunder and positions of influence.

As the game progresses, you notice, almost as an afterthought, that great things are afoot within India: New trade routes are created, military battles are fought, whole regions go into revolt and are pacified, with many (fictional) lives hanging in the balance. But as a player, you barely notice any of this — except to the narrow extent these events can be exploited as a source of wealth, since the way you win the game is by accumulating enough cash and baubles to retire your functionaries into gilded clubs and country houses back in England.

And what of the actual Indians who lived and died under the Raj? They don’t appear at all in the game, for John Company‘s real play arc exists within the corrupt solipsism of intra-corporate deal-making. Which sounds horrifyingly amoral. But when the game’s over, you realize: That’s the whole point. The colonialists who ran India — like those who came to North America and every other place on the map, from South America to the Belgian Congo to China — typically weren’t motivated by a desire to destroy and subjugate. They were out to make a buck, either as lone freelancers in a canoe, or bureaucrats pulling levers within some gigantic corporate behemoth. The horrifying, often genocidal murder and mayhem was a by-product of greed. Which doesn’t make it better. But it does make the narrative more comprehensible in regard to governing our future behaviour as human societies — since we all are vulnerable to spasms of greed, while true evil for its own sake is a rare thing.

Games teach you about the forces of history not by listing a set of facts for you to memorize, but by creating a rules system that effectively pushes you to act in a certain way — whether as a colonialist, revolutionary or deity. If the game is well-designed, then those actions make a certain kind of internal sense. That dark logic is what stays with you — as an explanation of why people acted a certain way at a certain time. It’s always easy to judge historical figures. It’s harder, but ultimately more interesting and valuable, to understand them.

The reasons HMS Queen Elizabeth has two islands – Russia copied the twin island design

Filed under: Britain, Military, Technology, Weapons — Tags: , , , — Nicholas @ 04:00

Military TV
Published 5 Jan 2020

Many have wondered why HMS Queen Elizabeth has two “islands”. Here we consider why she is the first aircraft carrier in the world to adopt this unique arrangement and the benefits it brings.

REDUNDANCY AND SEPARATION CAN BE GOOD
In a moment of inspiration back in 2001, an Royal Navy officer serving with the Thales CVF design team developing initial concepts for what became the Queen Elizabeth class, hit upon the idea of separate islands. There are several advantages to this design but the most compelling reason for the twin islands is to space out the funnels, allowing greater separation between the engines below. Queen Elizabeth class has duplicated main and secondary machinery in two complexes with independent uptakes and downtakes in each of the two islands. The separation provides a measure of redundancy, it increases the chances one propulsion system will remain operational in the event of action damage to the other. Gas turbine engines (situated in the sponsons directly below each island of the Queen Elizabeth class) by their nature require larger funnels and downtakes than the diesel engines (in the bottom of the ship). The twin island design helps minimise their impact on the internal layout.

In a conventional single-island carrier design, either you have to have a very long island (like the Invincible class) which reduces flight deck space or, the exhaust trunkings have to be channelled up into a smaller space. There are limits to the angles this pipework may take which can affect the space available for the hangar. The uptakes can also create vulnerabilities, the third HMS Ark Royal was lost to a single torpedo hit in 1941, partly due to progressive engine room flooding through funnel uptakes.

The twin island design has several other benefits. Wind tunnel testing has proved that the air turbulence over the flight deck caused by the wind and the ship’s movement, is reduced by having two islands instead of one large one. Turbulent air is a hindrance to flight operations and aircraft carrier designers always have to contend with this problem. Twin islands allow greater flight deck area because the combined footprint of the two small islands is less than that of a single larger one. By having two smaller islands it allowed each to be constructed as a single block and then shipped to Rosyth to be lifted onto the hull. The forward island was built in Portsmouth and the aft island built in Glasgow.

This arrangement solves another problem by providing good separation for the main radars. The Type 1046 long range air surveillance radar is mounted forward while the Type 997 Artisan 3D medium range radar is aft. Powerful radars, even operating on different frequencies, can cause mutual interference or blind spots if the aerials are mounted too close together. Apart from a slim communications mast, both the Artisan and 1046 have clear, unobstructed arcs.

A Drag Queen speaks out against Drag Queen Story Hour for kids

Filed under: Books, Education, Health, Politics, USA — Tags: , , , — Nicholas @ 03:00

Libby Emmons reports on a rare bird indeed — a Drag Queen who doesn’t think it’s appropriate to have other Drag Queens visit schools and libraries to read to pre-teen kids:

Drag Queen Kitty Demure has taken to Twitter to speak out against the sexualization of children by woke people co-opting drag culture and rebranding it as an educational tool.

“I have absolutely no idea why you would want [drag queens] to influence your child. Would you want a stripper or porn star to influence your child?”

Demure notes that just as you wouldn’t take your kids out to see porn stars or strippers read stories while in full dress and makeup, you shouldn’t take them to see drag. There’s an effort to introduce kids earlier and earlier to adult sexuality. The idea is that this will help kids be more open-minded and understanding about the difference. What it really does is normalize deviant adult behaviour in children’s minds and override their own instincts. Giving children access to sexual content makes them think this kind of thing is for them, it opens doors that should stay closed until a child is of age.

Demure says here what all of us know: drag culture is adult entertainment. The look is sexualized. The names are sexualized. In fact, the entire concept of drag is a send-up of beauty queen culture. Beauty queen culture is sexualized as well, and while that is sometimes subsumed beneath the surface, it’s obviously fully part of it. That’s what drag plays on. Drag can be lots of fun, but it’s grown-up fun, not for kids.

Lanchester MkI: Britain’s First Emergency SMG

Filed under: Britain, History, Military, Weapons, WW2 — Tags: , , , — Nicholas @ 02:00

Forgotten Weapons
Published 5 Sep 2017

Sold for $16,100 (transferrable).

The Lanchester MkI was the first British effort to produce a domestic submachine gun during World War II. The British military had rejected these types of arms as “gangster guns” prior to the war, and did not see them as useful in a military context. Well, that opinion changed rather quickly as they watched the German blitzkrieg sail through continental Europe.

The very first solution was to purchase Thompson SMGs from the United States, but these were extremely expensive weapons, and not a suitable long term plan. The next solution was to reverse engineer a pair of German MP28 SMGs captured in Ethiopia. This was done by a Sterling company engineer named George Lanchester, and it was a successful project. Both the Royal Navy and Royal Air Force purchased the guns (although the RAF would cancel its order later, and the guns would pretty much all go to the Royal Navy).

Mechanically, the Lanchester is a very close copy of the MP28, with a few stylistic changes. These include the use of an SMLE pattern stock, the addition of a bayonet lug for a 1907 pattern bayonet, and the use of brass or bronze for the magazine housing instead of steel. The original MkI Lanchesters were select-fire, with a lever to allow semi or full-auto fire. This was removed with the simplified MkI* pattern, however.

The Lanchester would be quickly followed by the Sten gun, which offered much cheaper and faster manufacture, and the British Army would use huge numbers of Stens. The Lanchester would stay in service for decades after the war, though, serving on many naval vessels in British service and with other nations when British ships were sold as surplus.

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QotD: Maturity and wisdom

Filed under: Humour, Quotations — Tags: , , — Nicholas @ 01:00

He wondered if it was at all possible to give this idiot some lessons in basic politics. That was always the dream, wasn’t it? “I wish I’d known then what I know now”? But when you got older you found out that you now wasn’t you then. You then was a twerp. You then was what you had to be to start out on the rocky road of becoming you now, and one of the rocky patches on that road was being a twerp.

Terry Pratchett, Night Watch, 2002.

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