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Title: Wargaming and Military Culture: Education and Cohesion-Building


1
Wargaming and Military Culture Education and
Cohesion-Building
  • Eric M. Walters, MA MSSI
  • Professor of Land Warfare, Military History, and
    Intelligence
  • American Military University

2
Agenda
  • Some Definitions
  • The Goals of Military Culture
  • Symptoms of an Underdeveloped Military Culture
  • The Cultural Paradox
  • Wargaming Parables
  • Wargaming and Education
  • Wargaming and Cohesion
  • Future Wargame Requirements

3
Definitions
  • Culture 4.a) development, improvement, or
    refinement of the mind,b) the result of this,
    refined ways of thinking, talking, acting,etc.6.
    The ideas, customs, skills, arts, etc., of a
    given people in a given period.

Websters New World Dictionary of the American
Language, Second College Edition, p. 345.
4
Definitions
  • Education 1. The process of training and
    developing the knowledge, mind, character, etc.,
    especially by formal schooling teaching
    training 2. Knowledge, ability, etc., thus
    developed 3.a) formal schooling at an
    institution of learning b) a stage of this 4.
    Systematic study of the methods and theories of
    teaching and learning.

Websters New World Dictionary of the American
Language, Second College Edition, p. 444.
5
Definitions
  • Cohesion 1. The act of condition of cohering
    tendency to stick together...
  • Cohere 1.a) to stick together, as parts of a
    mass2. To be connected naturally or logically,
    as by a common principle be consistent 3. To
    become or stay united in action be in accord.

Websters New World Dictionary of the American
Language, Second College Edition, p. 276.
6
Definitions
  • Wargame 1. Same as KRIEGSPIEL 2. Practice
    maneuvers involving actual troops and military
    equipment.
  • Kriegspiel a game for teaching or practicing
    military tactics by the use of small figures
    representing troops, tanks, etc., moved about on
    a large map or representation of the terrain.

Websters New World Dictionary of the American
Language, Second College Edition, pp. 783 1601.
7
The Goal of Military Culture
  • The essential thing is action. Action has three
    stages the decision born of thought, the order
    or preparation for execution, and the execution
    itself. All three stages are governed by will.
    The will is rooted in character, and for the man
    of action, character is of more critical
    importance than intellect. Intellect without
    will is worthless, will without intellect is
    dangerous.

Hans von Seeckt, Thoughts of a Soldier, p. 123
8
Symptoms of an Underdeveloped Culture--in Planning
  • The clearest evidence ofdeficiency is too much
    communication--reams of orders and directives
    which in the planning stage are little more than
    generalities and exhortations, and which defer
    too much to the moment of decision.

CAPT Wayne P. Hughes, Jr., USN (Ret.) Fleet
Tactics and Coastal Combat, Second Edition, p. 31
9
Symptoms of an Underdeveloped Culture--in
Execution
  • From A Band of Brothers? Multi-Player Games
  • If you hold the chief command, among other
    things you will learn that
  • 1) Your subordinates cannot read your
    handwriting.
  • 2) Your subordinates cannot tell left from right.
  • 3) Your subordinates cannot grasp the simplest
    concepts of maneuver.
  • 4) Threats of physical violence are often
    necessary to secure compliance with your orders.

S. Craig Taylor, Fighting Sails, The General
Magazine, Vol. 13, No. 2 (Jul-Aug 1976), p. 5.
10
Symptoms of an Underdeveloped Culture--in
Execution
  • If you hold a subordinate command, you will
    learn that
  • 1) You cannot read the commanders handwriting.
  • 2) The commander keeps issuing orders to turn
    left when the situation obviously calls for
    turning to the right.
  • 3) The commander must think you can read his mind
    to even attempt such complex maneuvers.
  • 4) The commander has a nasty temper.

S. Craig Taylor, Fighting Sails, The General
Magazine, Vol. 13, No. 2 (Jul-Aug 1976), p. 5.
11
The Cultural Paradox
  • Draw any good naval leaderinto a conversation
    on his experienceand it will quickly come out
    that the tactical plan imposed by his seniors was
    to his mind too rigid. He will tell you how he
    maneuvered more cleverly and fired his weapons
    more effectively thanprescribed.

CAPT Wayne P. Hughes, Jr., USN (Ret.) Fleet
Tactics and Coastal Combat, Second Edition, p. 31
12
The Cultural Paradox
  • In the next breath he will tell you how when he
    was in command his units moved together like
    clockwork. He will swear to you that all his
    captains knew exactly what each teammate would do
    as instinctively as a basketball player knows
    from body language which way his teammate will
    cut. It will never occur to the speaker that
    there is the slightest inconsistency in his
    account.

CAPT Wayne P. Hughes, Jr., USN (Ret.) Fleet
Tactics and Coastal Combat, Second Edition, p. 31
13
Coping with the Paradox
  • Education Learning about the game (i.e., War)
  • Cohesion Learning about the team (i.e., the
    unit)
  • What does wargaming/kriegspiel offer?

14
What wargaming offers
  • Individual experience Education
  • The environment
  • The opposition
  • What works, what does not work (?)
  • Self-confidence
  • Collective experience Cohesion
  • Collective knowledge wisdom resulting from
    individual education
  • Trust in each other

15
A Wargaming Parable Available in Military
Literature
  • Daniel P. Bolgers The Battle For Hunger Hill
    The 1st Battalion, 327th Infantry Regiment at the
    Joint Readiness Training Center (1997)
  • Laser tag team competitions used to train all
    hands
  • Two JRTC rotations demonstrate improvements in
    individual education and collective cohesion

16
A Wargaming Parable Available in Science Fiction
  • Orson Scott Cards Nebula and Hugo Award Winner
    Enders Game (1977)
  • Computer wargames and 3-D zero-G laser tag team
    competitions used to train future commanders
  • Used for individual education and building
    collective cohesion

17
Wargaming and Education
  • Nine-tenths of tactics are certain, and taught
    in books but the irrational tenth is like the
    kingfisher flashing across the pool....It can
    only be ensured by instinct, sharpened by thought
    practicing the stroke so often that at the crisis
    it is as natural as a reflex.

Colonel T. E. Lawrence, The Science of Guerrilla
Warfare, 1926.
18
Wargaming and Education One Problem To Be Solved
  • I have often seen how pathetic those general
    staff officers are who draw their advice from
    their own observed data, how indecisive and timid
    they are to accomplish anything thatthe
    circumstances demand. Such people do not know
    the risks which must be taken in warThey
    probably never risk a bold idea, since no similar
    situation crowned with success in the past give
    them the necessary self-confidence.

General Gerhard Scharnhorst, quoted in Rudolf
Stadelman, Scharnhorst Schicksal und geistige
Welt, ein Fragment, pp. 155-156
19
Wargaming and Education And Another.
  • art can be developed, but like hitting a curve
    ball, it takes a bit of innate talent, too. One
    day, if you have it, you look at a situation and
    you get the picture. Some folks, even very
    senior officers, never get it. These men, often
    very bright, insist upon learning all the proper
    buzz words, and chant them repeatedly, as if
    saying them enough would somehow impart
    understanding. Despite Benning, Leavenworth, and
    all the books, such people never quite bridge the
    gap between theory and practice. They look, but
    do not see.

Daniel P. Bolger, The Battle For Hunger Hill, p.
88.
20
Historical Antecedents Wargaming and Education
  • Ancient Games Chess and Go
  • The Prussian Army game Reisswitzs kriegspiel
  • Its not a game at all--its training for war!
    Army Chief of Staff, Gen. Von Muffling
  • Lots of rules and tables
  • Verdy du Vernoiss Simplified War Game
  • Relied on umpire experience/judgment

21
Historical Antecedents Wargaming and Education
  • Commercial Games/Miniatures (H.G. Wells, Fred
    Jane, Fletcher Pratt, Charles Roberts, Jim
    Dunnigan, et. al.)
  • Naval War College wargames
  • WW II wargames
  • German wargames
  • Soviet wargames
  • Japanese wargames

22
Educational Wargaming Today
  • Commercial Gaming
  • Paintball and Laser Tag
  • Board wargames and miniatures
  • Computer wargames
  • Department of Defense Gaming
  • Field Laser Tag NTC, JRTC, and CTC (USA)
  • Red Flag (USAF)/Top Gun (USN)/WTI FINEX
    (USMC)
  • Adapted commercial games
  • Command Post Exercise (CPX) drivers

23
Educational Wargaming Issues
  • Entertainment versus realism
  • Commercial paintball, laser tag, and many
    computer games suffer here
  • Game design bias versus realism
  • DoD games most prone
  • Acquisition imperatives
  • C4I system limitations
  • Difficulties in translating experience obtained
    from artificial environments to real situations
    in the future

24
Wargaming and EducationWorst Case Outcome
  • Attempts at realism can be a distraction for
    contemporary situations
  • It worked when we did it in substitute exercise
    name here, so it will work again.
  • Insert exercise name here validated our
    concepts.
  • To mitigate this, include many variables on
    conditions, weapons performance, unit morale, and
    a host of other imponderablesand play it more
    than once!

25
Wargaming and EducationBest Case Outcome
  • Fighters gain self-confidence from their
    successes and learn from their failures/mistakes.
  • Unintended bias is kept to a minimum. Compare
    outcomes to history/combat experience.

26
Wargaming and Cohesion
  • Four brave men who do not know each other will
    not dare attack a lion. Four less brave, but
    knowing each other well, sure of their
    reliability and consequently of their mutual will
    attack resolutely.

Colonel Charles Ardant du Picq. Battle Studies,
p. 110
27
Wargaming and Cohesion One Problem To Be Solved
  • The men lacked true battle drills to act on
    contact. Again, home station training, heavily
    laden with live-fire exercises, exacerbated this
    tendency. On the range one could merely leapfrog
    along, with one group shooting while neighbors
    alongside inched forward. The fixed targets
    always obediently remained to the front. Real
    enemies do not so oblige. A big bold flank cures
    that.

Daniel P. Bolger, The Battle For Hunger Hill, p.
132.
28
Wargaming and Cohesion And Another.
  • Tiger and Griffin soldiers were reduced to
    chanting catcalls, while their commanders argued
    about whether to try to use their overwhelming
    force to attack Dragon Army.Momoe was all for
    attacking--we outnumber him two to one--while
    Bee said, sit tight and we cant lose, move out
    and he can figure out a way to beat us.

Orson Scott Card, Enders Game, p. 152.
29
Historical Antecedents Wargaming and Cohesion
  • Admiral Horatio Nelson, his captains, and his
    victories
  • Tactical wargaming/seminars
  • Prussian reformers and the victories of 1813,
    1815, 1866, and 1870
  • Kriegspiel
  • Staff rides
  • Tactical Decision Games

30
Contemporary Efforts Wargaming and Cohesion?
  • National Training Center (NTC), Combat Training
    Center (CTC), and Joint Readiness Training Center
    (JRTC)?
  • Top Gun (USN), Red Flag (USAF), and Weapons
    Tactics Instructor Course (USMC)?
  • GAUNTLET training at Fort Knox U.S. Army Armor
    School?
  • Computer-driven CPXs

31
Wargaming Cohesion Issues
  • Training objectives lead to scripted/canned
    scenarios
  • The group is not sufficiently stressed
  • Opportunities to practice are limited
  • Resource limitations (time, space, tools)
  • Simulation availability
  • Training area/range availability
  • The tyranny of the unit training schedule
  • Keeping the team together
  • Personnel system doesnt encourage this

32
Wargaming and CohesionWorst Case Outcome
  • The game is rigged for success each time--the
    team is not seriously stressed.
  • Small local teams can win at home, but it doesnt
    always mean they are ready to win the
    championship in the Big Leagues.

33
Wargaming and CohesionBest Case Outcome
  • Individuals within the unit learn under stress
    how each other think and perform they begin to
    trust all members of the team IAW this
    understanding.
  • Close personal bonding makes it harder for
    individuals to let down their teammates.

34
Future Wargame Requirements
  • Strive towards realism (especially for historical
    situations), but include entertainment where you
    can
  • Allow changes in performance parameters and
    algorithms, especially in contemporary scenarios
  • Include a wide variety of scenario/situation
    types across all conflict spectrums and
    environments
  • Land, Air, SeaStrategic, Operational, Tactical
  • Ancient through Near Future, even Sci-Fi

35
Future Wargame Requirements
  • Ensure free play force-on-force
  • Always maximize fog and friction
    rheostat/toggle down enemy strength and
    capabilities to work up new units at first
  • Maximize available resources
  • Obtain commercial solutions put them to work
  • Integrate competitive team wargames training
  • Allow unstructured practice and play
  • Stabilize the unit
  • Identify the playing season and keep the team
    together throughout

36
Best References/Resources
  • Rudolf M. Hofmann, General der Infanterie.
    German Army War Games. Carlisle, PA US Army War
    College, 1983.
  • Peter P. Perla. The Art of Wargaming A Guide
    for Professionals and Hobbyists. Annapolis, MD
    Naval Institute Press, 1990.
  • James F. Dunnigan, MILGAMES listserv
    http//members.aol.com/jfdunnigan/private/index.ht
    m. Also check out his Professional Wargamers
    Page at URL http//www.strategypage.com/prowg/de
    fault.asp
  • Annual CONNECTIONS conferences, coordinated by
    Matthew Caffrey e-mail at ltMatthew.Caffrey_at_MAXWEL
    L.AF.MILgt

37
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