
This is the wrong title. The book is about the systems of county parks, not about how to make war.
Frank Dunnigan's "How to Make War", which is putatively about how to develop war games, goes into some depth of comparing offensive versus defensive impact of various weapon systems. It makes for an interesting read.
[1] http://www.amazon.com/How-Make-Fourth-Edition-Comprehensive/...
A long time ago (1983 to be precise) I started rewriting Empire, a curses based turn based strategy game (Hi Walter!) because I was convinced I could make it so much better and I had spent a lot of hours playing it. When I was at Intel working on a high end graphics chip I joked with one of the design engineers that it would be cool if you could see little armies fighting but we both agreed there probably wouldn't be enough CPU / graphics capability to do that in real time, at least not in our lifetime :-).
While I never finished my efforts (-1 for me I guess) I learned so much along the way, I bought Dunnigan's excellent 'How to Make War' book which was the bible for wargames at the time (and to some extent still is) and tackled path finding algorithms, and automated forces deployment, and strategic evaluation with limited vision, and all sorts of really interesting problems/puzzles that each offered up a ton of interesting insight. Bottom line it wasn't a waste of time for me, even though I have nothing to show for it.
I love that Adam stuck with it and got it done. Very inspiring.
The old Soviet defense design houses benefitted tremendously by being the follow-on developers. They could see what US defense contractors did, then figure out how to do it cheaper and more reliably.
That said, the Soviets have had an amazing record of comparable, cheaper, more rugged, more reliable dating from World War II. Where a US cargo plane requires infrastructure, a comparable Soviet cargo plane would be able to land on unpaved airfields and include a manually operated fuel-pump. Where German designers would require over 20 parts for some doo-dad in an artillery piece, the US equipment would accomplish the same functionality in about 3/4ths of the parts, but the Soviets would undercut them by another 3 or 4 parts.
James Dunnigan discusses this in his classic _How to Make War_.
Being the follow-on competitor is actually a great way to avoid overengineering.
The best book I know of in the "detailed stuff, like how to use tanks, planes and so on" area is James F. Dunigan's "How to Make War". It's a little cold-war oriented but still pretty applicable, and the first chapter is helpfully titled "How to Become an Effective Armchair General". Given that wars are usually massive economic and logistical operations, it has a lot of charts and tables to that effect, showing the number of shots per soldier killed over the centuries, tonnage of explosives per plane, etc.
Just by glancing over the charts you can see the basic history of military activity -- the Civil War being the first "modern" war in terms of slaughter, economic mobolization, and etc; then a period of regression to small wars, before WWI and so on.
As far as "how to use tanks" and so on, that is often considered tactics not strategy. There are books written on that stuff, however; how many people should be in a small platoon and how they should move, leapfrogging each other so one moves while the other keeps the enemy ducking; how two tanks can use their light machine guns to clear each other's close-in areas that they can't see or shoot at themselves; the strategy of having a tank attached to a platoon of infantry so they work together; etc.
But I don't know of one single book that collects all that. If I had to find them I would probably look at the some of the publications of the Army War College, and I would go to a gun show and find that guy who is always there with a lot of field manual publications, and ask him.
