Transforming Naval Wargaming: a Framework for Operational- Level Wargaming
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Army ROTC Cougar Battalion ALPHA COMPANY
Army ROTC Cougar Battalion ALPHA COMPANY “Educate, Train, and Inspire…” Tactical Standard Operating Procedures (TACSOP) MARCH 2011 Adapted from the 2011 LDAC Warrior Forge TACSOP Infantry Platoon Tactical Standing Operating Procedure This publication is generally comprised of extracts from FM 3-21.8 Infantry Rifle Platoon and Squad, but also references multiple sources. It provides the tactical standing operating procedures for infantry platoons and squads as applied to Warrior Forge, focusing on ROTC cadet use. The procedures included in this TACSOP apply unless leadership makes a decision to deviate from them based on METT-TC. Deviations from this TACSOP must be narrow and apply only to specific situations. CHAPTER 1 – DUTIES AND RESPONSIBILITIES ............................................................................................. 3 CHAPTER 2 – COMMAND AND CONTROL ....................................................................................................... 8 SECTION I – TROOP LEADING PROCEDURES............................................................................................. 8 SECTION II – COMPOSITE RISK MANAGEMENT PROCESS.................................................................. 10 SECTION III – ORDERS ..................................................................................................................................... 13 CHAPTER 3 – OPERATIONS................................................................................................................................. 16 SECTION -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
Donald Featherstone's Air War Games: Wargaming Aerial Warfare 1914
Donald Featherstone’s Air War Games Wargaming Aerial Warfare 1914-1975 Revised Edition Edited by John Curry This book was first published in 1966 as Air War Games by Stanley and Paul. This edition 2015 Copyright © 2015 John Curry and Donald Featherstone Sturmstaffel: Defending the Reich is copyright of Tim Gow; Rolling Thunder is copyright Ian Drury, and On a Wing and Prayer is copyright John Armatys. All three sets of rules are reproduced with permission. With thanks to all three of these people who kindly contributed to this new edition. The right of John Curry and Donald Featherstone to be identified as Author of this Work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the prior written permission of the authors in writing. More than 30 books are currently in the History of Wargaming Project Army Wargames: Staff College Exercises 1870-1980. Charlie Wesencraft’s Practical Wargaming Charlie Wesencraft’s With Pike and Musket Donald Featherstone’s Lost Tales Donald Featherstone’s War Games Donald Featherstone’s Skirmish Wargaming Donald Featherstone’s Naval Wargames Donald Featherstone’s Advanced Wargames Donald Featherstone’s Wargaming Campaigns Donald Featherstone’s Solo Wargaming Paddy Griffith’s Napoleonic Wargaming for Fun Sprawling Wargames: Multi-player wargaming by Paddy Griffith Verdy’s ‘Free Kriegspiel’ including the Victorian Army’s 1896 War Game Tony Bath’s Ancient Wargaming Phil Dunn’s Sea Battles Joseph Morschauser’s How to Play War Games in Miniature And many others See The History of Wargaming Project for other publications. -
Naval Postgraduate School Thesis
NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS INSURGENT UPRISING: AN UNCONVENTIONAL WARFARE WARGAME by Jeremy J. Arias Chad O. Klay December 2017 Thesis Advisor: Robert Burks Second Reader: Jeffrey Appleget Approved for public release. Distribution is unlimited. THIS PAGE INTENTIONALLY LEFT BLANK REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704–0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington, DC 20503. 1. AGENCY USE ONLY 2. REPORT DATE 3. REPORT TYPE AND DATES COVERED (Leave blank) December 2017 Master’s thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS INSURGENT UPRISING: AN UNCONVENTIONAL WARFARE WARGAME 6. AUTHOR(S) Jeremy J. Arias and Chad O. Klay 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) 8. PERFORMING Naval Postgraduate School ORGANIZATION REPORT Monterey, CA 93943-5000 NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S) AND 10. SPONSORING / ADDRESS(ES) MONITORING AGENCY N/A REPORT NUMBER 11. SUPPLEMENTARY NOTES The views expressed in this thesis are those of the author and do not reflect the official policy or position of the Department of Defense or the U.S. Government. -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
History of Wargames
History of Wargames: Toward a History Based Doctrine for Wargaming as of 6 Jan 2000 By Matthew Caffrey Send comments to [email protected] - A Congressman with a national reputation as a defense expert opposes the President's plan for military action because of the casualty levels predicted by war games. - One weapons program is canceled and another accelerated, both largely due to the results of war games. - An air component commander convinces an area CinC to change the deployment plan of a major regional plan due to problems anticipated through a war game. Our expectations of the future shape that future. Those who concern themselves with the future of warfare develop their expectations in many ways, from the study of history to the building of complex mathematical models, to the integration of both these approaches using the medium of wargaming. Without question war games shape those expectations, hence they help shape the future. Ever more powerful computers appear to promise ever better war games. Yet is the Emperor really wearing clothes? Or to use a more contemporary expression, isn't the validity of "garbage in garbage out" independent of computing power? Will war games lead or mislead us in the future? As several historians have observed, "I know of no guide to the future but the past." For almost 200 years modern war games have been providing life saving insights and fatal mirages. If these different outcomes were random there would little use in studying that history. However, as the Caffrey Cycle illustrates, history provides the raw material for anticipating cause and effect. -
Military Leadership and Organizational Innovation: a Case Study of the Pacific Theater in Ww Ii
DISSERTATION APPROVED BY June 16, 2020 James R. Martin Jr. Date James R. Martin, Jr., Ph.D., Chair Elizabeth Elliot-Meisel, Ph.D., Committee Member Jennifer Moss Breen, Ph.D., Director _______________________________________ Gail M. Jensen, Ph.D., Dean MILITARY LEADERSHIP AND ORGANIZATIONAL INNOVATION: A CASE STUDY OF THE PACIFIC THEATER IN WW II ___________________________________ By Anthony C. Zinni ___________________________________ A DISSERTATION IN PRACTICE Submitted to the faculty of the Graduate School of Creighton University in Partial Fulfillment of the Requirements for the degree of Doctor of Education in Interdisciplinary Leadership _________________________________ Omaha, NE (May 15, 2020) Copyright (2020), Anthony C. Zinni This document is copyrighted material. Under copyright law, no part of this document may be reproduced without the expressed permission of the author. iii Abstract The US military, faced with unprecedented challenges, has sought to transform its services and other commands into more innovative organizations and has struggled in trying to understand the process to accomplish this. Studies that have been conducted to determine how best to make this transformation have not offered a comprehensive methodology or model that has proven useful. The purpose of this study was to explore the relationship between the practices of military leadership teams and organizational innovation in historic and highly successful military commands, specifically in the World War II Pacific theater of operations, to gain insights into how current and future leadership may influence innovation. The research examined historical documents, leader accounts, and scholarly literature on innovation. Through this case study, insights were gained into how current and future leadership may influence the transformation into innovative organizations through their practices. -
Mission Briefings Operation: Operation Briefing Typhon’S Children
MISSION BRIEFINGS OPERATION: OPERATION BRIEFING TYPHON’S CHILDREN At 1530 on 09 JUL, Lt. Marcus Taimber ACT 1: RIVER CROSSING returned to friendly lines after his Horsa Mission Briefing -Abe’s Log: Looks like we’re not going to be using the bridge. Operation Ladbroke was a complete glider failed to reach its objective: the bust, which was a surprise to exactly nobody. They packed two thousand men and a bunch of green pilots into gliders and threw them at a bridge in the middle of the night. Most of them crashed or wound up drowning their Ponte Grande bridge spanning the Anapo crews at sea. Ponte Grande Bridge is now under the control of the 75th Napoli Infantry Regiment, rendering it River in Italy. The Lieutenant claims unusable for our mission. Scuttlebutt is that the Royal Scots Fusiliers are on the way, but we don’t have time to wait that eleven men survived the crash, for them to tidy up the bridge for us. There’s a civilian ferry terminal about twelve miles downriver, so that’ll have to do. If we push hard, we’ll arrive just before dawn. but were subsequently attacked and Mission Goal: Cross the Anapo River using the designated ferry. killed by unknown combatants prior to rescue. When found, Lt. Taimber was in Spawn Pool: possession of an animal carcass, which he Mission Children of Typhon Objectives: claimed was responsible for the deaths of • Corrupted Animals – • Repair the Ferry 10 armed and alert soldiers. 2 per hero • Acquire Specimen Reserve Pool: Samples Division Zero intercepted the report and EXIT Children of Typhon Recon Deck: acquired the carcass for study, noting • Corrupted Human x 1 • Ferry Fuel Discovery several telltale deformities that they Required Hero • Engine Propeller believe indicate the presence of an active Roles: Discovery • 10 Random Events and aggressive supernatural artifact. -
How to Train Your Squad
How To Train Your Squad A Training Guide for Infantry Squad Leaders Lieutenant M.M. Obalde USMC May 1998 Updated 2001 Table of Contents What are My Training Responsibilities? Section 1 What are My Training Responsibilities? 1-1 Who Supports Me? 1-2 Guidelines for Training 1-3 What Tools Support My Training? Section 2 What Training Needs to be Done? 2-1 What are Individual Skills? 2-2 What are Collective Tasks? 2-3 How Do I Use References? 2-4 How Do I Conduct Training? Section 3 How Do I Train Individual Skills? 3-1 How Do I Train Collective Tasks? 3-2 How Do I Conduct Leadership Training? 3-3 How Do I Evaluate My Squad? 3-4 What is Opportunity Training? 3-5 Tips for Training 3-6 This booklet was prepared in accordance with the following publications: MCRP 3-0A Unit Training Management Guide Washington, D.C., HQ USMC, November 1996 MCRP 3-0B How to Conduct Training Washington, D.C., HQ USMC, November 1996 FM 25-101 Battle Focused Training Washington, D.C., Department of the Army, September 1990 Section 1 What are My Training Responsibilities? What are My Training Responsibilities? Train Your Marines. As a Squad Leader, you must train the Marines you lead. Everything you do should prepare your squad for combat. Train Individual Skills. Train your Marines to perform Individual Skills. You are the primary trainer for the Individual Skills of your Marines. Train Collective Tasks. Along with the other commanders in your chain of command, you train your squad to execute Collective Tasks. -
The Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s. -
All Guns Blazing! Newsletter of the Naval Wargames Society No
All Guns Blazing! Newsletter of the Naval Wargames Society No. 250 – AUGUST 2015 EDITORIAL Tin pieces from a Battle of Coronel and Falkland Islands Game dating from 1915. The Game was included for free in “Chums” a newspaper for boys. (And a Schneider Trophy winning seaplane for some reason. Designed by Mitchell, who went on to design the Spitfire of course). The Imperial War Museum has a set of the pieces and many other artefacts relating to the battles. They also have photographs taken by officers during the sea fight and oral histories from men who were there. My memory of late 1982, early 1983 is that a Falkland Island War Game was in the shops; I saw it but dithered on buying it, as it came with a paper map. I’m from the generation that believes “board games” should have a board. There was controversy at the time, as the Game, so soon after the Falklands War was thought to be, “in bad taste”. It was withdrawn for sale (in the UK at least) and I forgot all about it. 30 plus years later and with the help of the internet, I came upon it by chance. He who hesitates is lost, so I took the plunge and bought a copy. An introductory level game from Mayfair Games which covers the events of the Great War plus those of 1982. It’s good fun and should you come across it, I suggest you buy it. By the way; “Chums” 500 plus pages for 1d. (For you youngsters that’s one old penny and there were 240 pennies in a Pound) 1 The following is an excerpt from Mensun Bound’s notes in the “Penguin News”; the Falkland Islands’ weekly newspaper. -
Guns Blazing! Newsletter of the Naval Wargames Society No
All Guns Blazing! Newsletter of the Naval Wargames Society No. 287 – SEPTEMBER 2018 Monday 6th August was International Naval War-Gaming Day, celebrating the birth of Fred Jane, father of naval wargaming. Last year games were played all around the world (the first started in Australia at just after midnight), ancient to ultra-modern, solo players to big groups. I hope this year was as good or better but as yet I have not seen anything to support it. Rob Morgan regularly brings to my attention articles in newspapers with naval links. Like the €1bn Spanish submarine that is too long for the dock at Cartagena resulting in additional expenditure for dock works and infrastructure. Another article was about the Australian invitation to China to join in the biennial Kakadu exercises and wargames. See also the book review about the “Indianapolis” which will be in next month’s AGB. WW2 shipwrecks are being plundered for scrap metal in Indonesia and Malaysian waters. The ten ships consist of HMS Prince of Wales, SS Loch Ranza, HMS Tien Kwang, HMS Banka, HMS Repulse, HMS Encounter, HMS Electra, HMS Exeter and HMS Thanet. The UK government absolutely condemns the unauthorised disturbance of any wreck containing human remains, and always has done. A military wreck should remain undisturbed and those who lost their lives on board should be allowed to rest in peace. The UK will work closely with the Indonesian and Malaysian Governments and local authorities to investigate. Somewhere in the world, the sun is over the yardarm. Norman Bell EAST CHINA SEA (Aug 2018) A Mark 45 5-inch gun weapon system fires ordinance during a live-fire weapon training exercise aboard the Ticonderoga-class guided-missile cruiser USS Antietam (CG 54).