Civil-Military Simulation and Analysis

Total Page:16

File Type:pdf, Size:1020Kb

Civil-Military Simulation and Analysis CIVIL-MILITARY SIMULATION AND ANALYSIS ROLANDS & ASSOCIATES Corporation SETTING THE STANDARD OF EXCELLENCE A Message From the President R&A was established with a focus on the design, development, and support of modeling and simulation (M&S) applications. Our primary mission has been to sustain our prominence as a company that emphasizes the quality of both our work and our staff’s working environment. These two aspects are essential for maintaining our delivery of efficient, quality services. The requirement for quality and professional ethics established in our M&S delivery strategy has promoted the controlled growth of R&A. It is with great pride that I point to R&A’s Guiding Principles, which influence all of our management and engineering decisions as we work to achieve our mission. They have allowed us to create a corporate culture that rewards innovation, supports our staff, provides effective and individualized solutions for our clients, and adds positive value to the ever-changing M&S community. Sincerely, Ronald J. Roland, Ph.D. President R&A’s Guiding Principles • Set the standard of excellence in cost-effective, • Encourage multi-disciplinary collaboration high quality M&S delivery and maintenance among staff and clients to nurture personal, • Establish mutually supportive arrangements professional, and ethical relationships with other M&S practitioners and with clients • Encourage active participation of employees, who have M&S needs teaming partners, consultants, and • Create a customer-centric environment in subcontractors which an active, open dialogue allows the • Respond to the needs of our clients and serve Company to fully understand and be responsive as a unique resource to the M&S community to its clients’ requirements • Provide a workplace that supports technical innovation Table of Contents 1 INTRODUCTION 4 APPLIED M&S 6 THE MARKET SPACE 8 THE R&A TEAM 11 TESTIMONIALS AND RECOGNITION Started in 1982... ... by Dr. Ronald J. and Ellen F. Roland, Problem Space processors that can manage applications ROLANDS & ASSOCIATES Corporation (R&A) is World leaders have growing needs to process, on-demand, and over protected networks. a business dedicated to designing, developing, visualize, make readable, understand, and and supporting a single simulation application deploy complex models that use immense From theory to experimentation to the of exceptional quality. Established long before amounts of data. These leaders must development of standards and advanced the term Modeling and Simulation—or M&S— transform data into valid hypotheses on methodologies, R&A is continually pushing the was coined, R&A created, tested, delivered, which critical decisions are based; be able to envelope of available technologies. Computing and supported a simulation in accordance with quickly change their scenarios in response power and storage in heterogeneous specific requirements established by the U.S. to new hypotheses; and work with multiple, environments, resource virtualization, Joint Forces. highly specialized coalition experts based in services consumed on demand with minimal geographically distant areas. limitation for resource location, power issues, Today, R&A’s extensive knowledge and history miniaturizing, and massive datasets are all in M&S allow the Company to optimize an considered. The Company’s simulation tools ever-growing number of operational and Value Outcome harness best of breed capabilities, which are decision support requirements, and effectively In response to these needs R&A clients have carefully selected or developed to provide tailor its product so clients have the necessary selected us to provide and support them with cost-effective and time-sensitive solutions. data to make informed decisions. This current a capability to manage and evaluate their client geography manifests itself from the operational oriented decision environment Solution Space non-governmental organizations (NGOs), with efficient and effective tools and The currently proposed solutions for informing through civil agencies into the governments procedures. They know that R&A produces leadership at the operational level of throughout the world. R&A has become a software architectures that are highly efficient, management and command include either trusted partner supporting civil, military, and versatile, and compatible with current individual simulations for specific application defense programs around the world. technologies, such as cloud and grid computing, areas, such as space, land, naval, and air forces, web-based and distributed access, ubiquitous or coalitions of simulations married with 1 a variety of unique/individual integration processes. As the number of different tools in a coalition increases, the cost and complexity of the final solution also increase exponentially. Consequentially, R&A strives to exceed each client’s expectations by becoming the size of the enterprise increases, adding to the product delivery closely acquainted with the client and fostering relationships schedule and cost. that allow the client to meet its goals. This relationship translates into: R&A is positioned to directly address its clients’ individual needs, and promptly adjust deliverables as those needs change. A solution is CLIENT DEFINES: submitted herein to efficiently and effectively meet this need. The DECISION ENVIRONMENT Company is aware that future M&S solutions may embrace advances in AI, Machine Learning, Big Data, and Neural Networks. We are R&A PROVIDES: proud of our history of providing a high quality product that is built DECISION SUPPORT to the clients’ specifications and requirements, and that include individually tailored services, such as customizations, training, CLIENT DEFINES: installed databases, and special reports. The Company has met all SUBJECTIVE CRITERIA performance objectives and critical requirements in its government R&A PROVIDES: and commercial contracts. R&A consistently provides contract OBJECTIVE RELATIONSHIPS deliverables on or ahead of schedule and within budget. Our research will determine whether and when to introduce new technologies, but CLIENT DEFINES: until then, our goal is to meet the client’s needs, today. GENERAL SCENARIO R&A PROVIDES: DETAILED LAYDOWN "We believe in CLIENT DEFINES: LIMITED BUDGET providing the highest R&A PROVIDES: COST-EFFECTIVE DESIGN quality possible in AND IMPLEMENTATION everything we design and develop." 2 What is M&S? Modeling and Simulation (M&S), as defined in Wikipedia, refers to an important field of engineering in which mathematics, probabilities, and statistics are used to explore what might happen in a hypothetical scenario. R&A’s premier M&S product, Joint Theater Level Simulation-Global Operations (JTLS-GO®), provides senior government and business leadership with a better understanding of how various civil-military, humanitarian, and disaster situations can play out in their communities, thus allowing them to anticipate and prepare for multiple possibilities. 3 Applied M&S The Joint Theater Level Simulation-Global Among Other Attributes, User Experience Operations, otherwise known as JTLS-GO®, JTLS-GO: JTLS-GO is an interactive simulation that is R&A’s exclusive M&S product. This highly • Accounts for the changing modalities of allows its users to make decisions about the sophisticated and adaptable simulation models warfare management of processes and entities. The civil and military decision-making environments • Simulates air, land, maritime, space, Simulation’s success is partially based on from a globally integrated, operational-level intelligence, logistics, and special providing access to apply specific and individual perspective. JTLS-GO empowers users with the operations, as well as civilian and other tactics, techniques, and procedures, and to information they need to plan, program, budget, non-combatant forces receive and respond to the Simulation’s and inform policies in the context of national • May be configured and scaled to examine user-friendly interface. It is no surprise that R&A civil-military and humanitarian endeavors. joint tasks, operations, functions, and has made usability an important component of missions at the operational levels of civil- its ongoing efforts to improve JTLS-GO. R&A began development of JTLS-GO in 1983 as a military engagements • JTLS-GO does not require programming project funded by the U.S. Readiness Command, • Recognizes relevant terrain, weapons, knowledge to operate it effectively the U.S. Army Concepts Analysis Agency, and movement, attrition, unit characteristics, • The Simulation is web-enabled, allowing the U.S. Army War College. The Simulation was ​​ and Time-Phased Force Deployment Data users to access it wherever there is originally designed as a tool for developing and as input internet access analyzing joint and combined operations plans. • Provides clients with reusable input • The Web Hosted Interface Program (WHIP) R&A has spent the past 35 years fine-tuning the modules and gives them the option of conforms to IEEE Internationalization model’s data structures, improving usability, and working with R&A to develop their own Standards, allowing users to deploy and expanding its capabilities. unique scenarios and databases interface with the Simulation in their • Is well suited for FEMA applications in native languages Humanitarian Assistance and Disaster Relief (HA/DR) scenarios 4 Humanitarian Assistance & Disaster Relief Availability JTLS-GO is used to simulate more than just civil-military operations.
Recommended publications
  • What Is Transformation?
    NATO UNCLASSIFIED - PUBLICLY DISCLOSED What is Transfor?mation NATO UNCLASSIFIED - PUBLICLY DISCLOSED NATO UNCLASSIFIED – PUBLICLY DISCLOSED Intentionally Blank NATO UNCLASSIFIED – PUBLICLY DISCLOSED NATO UNCLASSIFIED – PUBLICLY DISCLOSED What is Transformation? An Introduction to Allied Command Transformation (January 2015) NATO UNCLASSIFIED – PUBLICLY DISCLOSED NATO UNCLASSIFIED – PUBLICLY DISCLOSED WHAT IS TRANSFORMATION? – AN INTRODUCTION TO ALLIED COMMAND TRANSFORMATION TABLE OF CONTENTS Foreword....................................................................................................................... i Preface......................................................................................................................... ii Chapter 1: Transformation – Definition, Strategic Environment and Role of ACT........ 1 Chapter 2: Transformation – Key Enablers & Tools..................................................... 5 Chapter 3: Transformation – Cooperation, Interaction & Engagement...................... 15 Chapter 4: Transformation – The Transatlantic Bond................................................ 25 Conclusion................................................................................................................. 26 Annex A: The ACT Command Structure Annex B: Glossary of Abbreviations NATO UNCLASSIFIED – PUBLICLY DISCLOSED NATO UNCLASSIFIED – PUBLICLY DISCLOSED Foreword (by Lieutenant General Phil Jones, Chief of Staff, Supreme Allied Commander Transformation) When Allied Command Transformation (ACT)
    [Show full text]
  • JAPCC Annual Report 2019
    2019 annual REPORT Joint Air Power Competence Centre Joint Air Power www.japcc.org Competence Centre Cover picture: Satellite: © ESA /AOES Medialab; Earth: © 2012 EUMETSAT; Background: © StarLine /shutterstock © This work is copyrighted. All Inquiries should be made to: The Editor, Joint Air Power Competence Centre (JAPCC), [email protected] Disclaimer This publication is a product of the JAPCC. It does not represent the opinions or policies of the North Atlantic Treaty Organization (NATO) and is designed to provide an independent overview, analysis, food for thought and recommendations regarding a possible way ahead on the subject. Release This document is releasable to the Public. Portions of the document may be quoted without permission, provided a standard source credit is included. Published and distributed by The Joint Air Power Competence Centre von­Seydlitz­Kaserne Römerstraße 140 47546 Kalkar Germany Telephone: +49 (0) 2824 90 2201 Facsimile: +49 (0) 2824 90 2208 E­Mail: [email protected] Website: www.japcc.org Denotes images digitally manipulated Follow us on Social Media JAPCC | annual REPORT 2019 1 foreword Today, NATO Air Forces stand on the verge of the at the peer­to­peer level. We must use the lessons most meaningful transformation of technology and learned from this and other exercises to evolve our capability in our history, a transformation which con­ Alliance into a connected, Joint All Domain fighting tinues to be enabled in part by the independent force that is agile and capable of acting at speed that thought and analysis from the recognized air and future conflicts will require. I have great confidence space power experts in the Joint Air Power Compe­ that our Nations and our people will work closely with tence Centre.
    [Show full text]
  • Simulation, History and Experience in Avalon and Military-Entertainment Technoculture
    Simulation, History and Experience in Avalon and Military-Entertainment Technoculture PATRICK CROGAN University of the West of England, UK Abstract: This essay takes Mamoru Oshii’s Avalon (2001) as a starting point for considera- tion of the impact of simulational interactive media on contemporary technoculture. The con- nections made in the film between virtual reality games and military research and develop- ment, and its quasi-simulational modelling of various historical ‘Polands’ in re-sequencing a dystopian end of history are the most valuable resources it brings to this study of how simula- tion’s predominant development represents a major challenge to the forms of critical cultural reflection associated with narrative-based forms of recording and interrogating experience. Analysis of the methods and rhetorics of simulation design in the military-industrial (and now military-entertainment) complex will elaborate the nature and stakes of this challenge for to- day’s globalising technoculture of ‘militainment’. Keywords: simulation, videogames, anime, war, history, technoculture, militainment his article is not so much about Mamoru Oshii’s 2001 Japanese-Polish, anime-live ac- Ttion hybrid feature, Avalon, as it is about the challenge that the film’s subject— videogame virtuality—represents for the critical analysis of contemporary global, digital technoculture. I propose that videogames are exemplary forms of digital technoculture, not least because they illustrate the powerful influence of military technoscience on the latter. Avalon
    [Show full text]
  • The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800
    The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800 Reference Code: DF0065SR The Global Military Simulation and Virtual Published: April 2015 Training Market 2015–2025 Report Price: US$ 4,800 (Single Copy) The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800 Summary “The Global Military Simulation and Virtual Training Market 2015–2025” report offers the reader detailed analysis of the global military simulation market over the next ten years, alongside potential market opportunities to enter the industry, using detailed market size forecasts. The global military simulation and virtual training programs market is expected to value US$XX billion in 2015 and increase at a CAGR of XX% to reach US$XX billion by 2025. The market consists of three simulation categories: flight, combat, and maritime. Flight simulators are expected to account for XX% of the global military simulation market, followed by maritime simulators and combat simulators with shares of XX% each. Over the forecast period, the cumulative global expenditure on military simulators and virtual training programs is expected to reach US$XX billion. “The Global Simulation and Virtual Training Market 2015–2025” provides detailed analysis of the current industry size and growth expectations from 2015 to 2025, including highlights of key growth stimulators. It also benchmarks the industry against key global markets and provides a detailed understanding of emerging opportunities in specific areas. Key Findings The global military simulators and virtual training programs market is expected to value US$XX billion in 2015 and is expected to increase to US$XX billion by 2025, representing a CAGR of XX% during the forecast period.
    [Show full text]
  • 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.
    [Show full text]
  • Fifth Progress Report on the Implementation of the Common Set of Proposals Endorsed by EU and NATO Councils on 6 December 2016 and 5 December 2017
    Fifth progress report on the implementation of the common set of proposals endorsed by EU and NATO Councils on 6 December 2016 and 5 December 2017 16 June 2020 On 6 December 2016 and on 5 December 2017, EU and NATO Councils endorsed, in parallel processes, a common set of 74 proposals for the implementation of the Joint Declaration signed in Warsaw on 8 July 2016 by the President of the European Council, the President of the European Commission and the Secretary General of NATO. Responding to the taskings by the Ministers of both organizations, regular progress reports on implementation were submitted to the respective Councils in June and December 2017, in June 2018, as well as in June 2019. The present, fifth, report covers the period between June 2019 and June 2020. It elaborates on progress achieved in the implementation of the 74 common proposals by showcasing tangible deliverables in all areas of cooperation. In particular, the following elements can be highlighted: - Political dialogue has further intensified at all levels and settings, including in virtual formats, while maintaining the positive trend of mutual and reciprocal cross-briefings. It remains an essential and indispensable instrument for strengthening mutual understanding, building confidence and ensuring reciprocal transparency vis-à-vis the NATO Allies and the EU Member States, as well as their strong engagement. - The Structured Dialogue on military mobility at staff level continues to contribute to information sharing in the key areas of military requirements, transport infrastructure, transport of dangerous goods, customs and cross border movement permissions. - In the area of strategic communications, cooperation focused on strengthening mutual alerting on disinformation incidents and hostile information activities, as well as improving capacities related to detection, analysis and exposure to disinformation.
    [Show full text]
  • Counter Terrorism Simulation: a New Breed of Federation
    Simulation Interoperability Workshop – Spring 2002 Counter Terrorism Simulation: A New Breed of Federation Roger Smith Titan Systems Corporation Orlando, Florida 32765 [email protected] Keywords: Terrorism, Federation, System Dynamics, FOM ABSTRACT: In this paper we will explore the need for a suite of simulation tools that can be used to analyze, predict, and prevent terrorist activities. Simulation technology and tools can be applied directly to the war against terrorism, but custom solutions for this mission do not yet exist. A simulation of terrorism must address each of the components of a terrorist network – the command nucleus, field cell, group communications, national host, sympathizers, and support assets. Together these components create a network that enables a small group to conduct guerilla warfare against any target in the world. Simulating our response to these components will require more than traditional interactive or analytical simulations. An appropriate simulation must represent the assets and missions of 1) the surgical application of military special forces - to include helicopter insertion and support, infantry operations in an urban environment, and search and rescue teams; 2) intelligence collection against urban and guerilla forces - particularly focused on communications and human intelligence and moving target surveillance; 3) political actions to decrease the ability of an organization to operate in specific countries; 4) legal actions against non-governmental sympathizers that support terrorists; 5) financial and economic sanctions targeted at assets belonging to terrorists and at national that host them; and 6) the cultural influences on potential recruits and supports of terrorists. These activities cover a very broad spectrum and it is probably not feasible to include all of them in a single simulation system.
    [Show full text]
  • 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.
    [Show full text]
  • Abreviations and Acronyms
    European Centre of Excellence for Multinational Medical Coordination Centre/ German Federal Office of Civil Countering Hybrid Threats Protection and Disaster European Medical Command Assistance RESILIENT RESPONSE 2020 (RERE 20) ANNEX-E_ABREVIATIONS AND ACRONYMS - NON SENSITIVE INFORMATION - RELEASABLE TO THE PUBLIC - AAR After Action Review HIST Health Information Systems and ACO Allied Command Technology Working Operations Group ACT Allied Command HN Host Nation Transformation HQ Headquarters BEL BELGIUM HRV CROATIA CAX Computer Assisted Exercise HUN HUNGARY CDR Commander ICU Intensive Care Medicine CCOE Civil-Military Cooperation Centre IOC Initial Operational of Excellence Capability CIV Civilian ITA ITALY COMEDS The Committee of JSEC Joint Support and Chiefs of Military Enabling Command Medical Services in JWC Joint Warfare Centre NATO LE Local Evaluator CPX Command Post Exercise LOCON Lower Control DEU GERMANY LTU LITHUANIA EADRCC Euro-Atlantic Disaster LUX LUXEMBOURG Response LVA LATVIA Coordination Centre MILMED COE Centre of Excellence EDA European Defence for Military Medicine Agency MEDAD Medical Advisor EST ESTONIA MedC4I Medical Command, EXCON Exercise Control Control, EXDIR Exercise Director Communications, Computers and EXEVAL Exercise Evaluation Information EO Exercise Objectives MEDEVAC Medical Evacuation ESP SPAIN MedSupp Medical Support EUMS European Military MedSuppSys Medical Support Staff System FAC Facilitator MMCC/EMC Multinational Medical FER Final Exercise Report Coordination Centre / European Medical FNC Framework
    [Show full text]
  • Constructive Vs Serious Games
    Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2008 Games – Just How Serious Are They? Dr. Paul A. Roman Mr. Doug Brown Royal Military College of Canada Land Synthetic Environments Kingston, Ontario Kingston, Ontario [email protected] [email protected] ABSTRACT As military forces around the world begin to adopt gaming technology as an apparently cost effective and robust means for military tactical training it seems appropriate to consider how well suited they are for this task. This paper uses an evidence based approach to illustrate how American, British, Canadian and Australian forces are applying serious game (SG) technology to meet a variety of training needs. In particular, the paper uses these specific examples to address three questions: What tactical training requirements are serious games best suited to meeting? How effective and efficient are they at meeting those requirements? What are the technological limits associated with their use? In answering these questions, the paper concludes that SGs are providing a cost-effective means to provide experience-based learning with emphasis on cognitive and increasingly affective training domains. War fighters will not develop the expert psycho-motor skills they need to effectively employ their weapon systems using game-based training. However, once the team of experts in various weapon systems is created, SG technology affords trainers the opportunity to turn them into an expert team capable of communicating well with the cognitive skills they need to effectively operate as teams. The examples demonstrate that this is true for infantry, armoured or combined arms training in open or urban terrain and holds for the very technologically demanding case of aviation training.
    [Show full text]
  • 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.
    [Show full text]
  • Strategic Landpower in NATO Vital for U.S
    Association of the United States Army Voice for the Army—Support for the Soldier October 2014 Strategic Landpower in NATO Vital for U.S. Security Allied Land Command is the leading advocate for soldiers and land forces in NATO, responsible for ensuring their effectiveness and interoperability. Lieutenant General Frederick B. Hodges, USA Commander, NATO Allied Land Command* Introduction Today’s global security environment is defined by its complexity, unpredictability and the increasing momentum of human interaction; it is the essence of the joint and combined force to remain trained and fully ready to meet any challenge. Strategic land- power—the application of land forces (Army, Marine Corps and special operations forces) toward achiev- ing strategic outcomes across the range of military operations—provides a critical hedge against this un- certain future. The role of strategic landpower is to shape and prevail within the human domain, creating conditions that stabilize people’s daily dealings with one another and generate momentum to bring about and combined-arms capabilities to dominate the en- the nation’s strategic objectives. vironment; and winning decisively when called. The Army is sustaining its commitment to maintain strong Even as the Department of Defense (DoD) rebal- relationships and interoperability with its proven ances its posture to the Asia–Pacific region, Europe partners in NATO. A large part of this effort is on- will continue to require a strong commitment from going by means of NATO’s Allied Land Command the United States, including responsive, adaptive and (LANDCOM). Established in 2012, it is the newest regionally engaged forces to maintain security and single-service command of NATO’s military arm and stability.
    [Show full text]