Transforming Naval Wargaming: A Framework For Operational-Level Wargaming
Transforming Naval Wargaming: A Framework For Operational-Level Wargaming
Transforming Naval Wargaming: A Framework For Operational-Level Wargaming
A2/Final
September 2004
CNA:
Peter P. Perla, Michael C. Markowitz,
Christopher A. Weuve
Naval War College:
Stephen Downes-Martin,
Michael Martin, CDR, USN
Paul V. Vebber, CDR, USNR
This document represents the best opinion of CNA at the time of issue.
It does not necessarily represent the opinion of the Department of the Navy.
i
Develop a wargaming system for information operations 71
Develop an agent-driven wargaming system . . . . . . 72
ii
Airpower . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Airstrike availability . . . . . . . . . . . . . . . . . . . 89
Allocation . . . . . . . . . . . . . . . . . . . . . . . . 89
System strikes . . . . . . . . . . . . . . . . . . . . . . 90
SAMs & kill box strikes . . . . . . . . . . . . . . . . . 90
Resolving kill box strikes . . . . . . . . . . . . . . . . 90
Close air support . . . . . . . . . . . . . . . . . . . . 90
Special operations . . . . . . . . . . . . . . . . . . . . . . 90
Special missions . . . . . . . . . . . . . . . . . . . . . 91
Fedayeen . . . . . . . . . . . . . . . . . . . . . . . . 92
How to win . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
iii
Summary: Transforming Naval Wargaming
To transform the way we fight wars we must first transform the way we
think about war. One of the major elements affecting the way we
think about war is wargaming. The War Gaming Department (WGD)
of the U.S. Naval War College (NWC) asked the Center for Naval
Analyses (CNA) to work with them to develop some new ideas about
transforming Navy wargaming as part of the Navy's ongoing efforts to
transform U.S. military thinking and practice in response to the per-
ceived changes in the global military-political-technical environment
at the start of the 21st Century.
1
somehow condense that real universe into the game universe. He
does this by combining the six dimensions of wargaming—time,
space, forces, effects, information, and command—to form three
interconnected topologies—operational, informational, and com-
mand. These topologies are the interfaces and engine through which
the players enter and transform the universe of the game. The mea-
sure of the game’s realism is how well the relationships the players
have with the game topologies reflect the relationships real-world
commanders have with the real domains. Ultimately, the goal of any
“science of wargame design” is to delineate these connections,
develop the foundation for understanding the problems by articulat-
ing definitions and postulates, and then using those axioms to pro-
pose and prove theorems about the connections between war and
wargame, and about ways of making coherent connections from
reality to wargame, using the dimensions of wargaming to do it.
2
communicate. In all cases, however, as Robert “Barney” Rubel has
articulated in a number of ways, despite the fact that much of
wargaming is a simulation, the players experience real command and
control processes (even if not always using real command systems).2
3
passive observers. This emphasis on humanity over technology
permeates the history of effective wargaming and the basic
philosophy of wargaming at Newport.4
4. See Perla, Peter P. The Art of Wargaming. Annapolis: Naval Institute Press,
1990.
4
To be useful in studying the operational-level of war, wargames must
better reflect these fundamental dynamics in the real-world context
of the domains of conflict (physical, informational, cognitive); the
essential relationships permeating those domains (awareness,
prediction, understanding and influence); and the driving effects of
time. Our proposed framework addresses these key issues.
The promise is there. We need only take the games seriously enough
to explore the possibilities.
5
6
Transforming naval wargaming: the task before us
To transform wargaming we must first return to its roots. We must
remind ourselves what sets wargaming apart from other techniques
and what makes wargaming most effective at what it does best.
Over the long history of wargaming at the Naval War College, the
playing of wargames was inseparable from discussion—sometimes
heated discussion—of the “rules of the game,” the data and relation-
ships defined for a scenario, and the underlying mechanics that
brought the data and the decisions of the players to life. Much of the
shared understanding about potential future situations arose from
that discussion before the game was even played.5
5. See Perla, 1990 for a discussion of the history of NWC wargaming, par-
ticularly that done between the world wars of the early 20th century.
7
Nevertheless, discussion of rules, data, and procedures still occurs at
the NWC, not only in preparation for games, but during and after
play as well. Players argue that results of combat assessments (BDA-
battle damage assessment) are either not appropriate or conflict with
their assumptions and preconceived notions about what should hap-
pen. Because of the admixture of free-form umpiring and black-box
computer models, however, too often today such discussions occur
with little structured context. The participants frequently find it diffi-
cult to penetrate the secrets of the game to reach the source of the
insights the game seeks to impart. Debate without data or context is
seldom fruitful.
It was, in part, to provide a basis for developing that context and con-
structing that data that the NWC asked CNA to undertake this
research. Our work has evolved from a broad-front attack on a set of
vague goals into a more focused attempt to explore the potential for
developing a scientific foundation for wargame design at the opera-
tional level. By trying to devise a more scientific and rigorous basis for
defining, understanding, and designing wargames, we believe we can
better apply their inherent power to exploring and understanding
the evolutionary processes affecting warfare today. We can explore
some new ways of applying fundamental concepts to reflect those
evolving dynamics. Those dynamics affect all of the six key dimen-
sions that a game must use to represent reality: time, space, forces,
effects, information, and command. Clearly the last two dimensions
are most directly relevant to the ideas of the proponents of a network-
centric warfare revolution.
8
As a tangible example of the basic technology and techniques of
modern board wargaming, consider the game Drive on Metz, designed
by James F. Dunnigan and included in his book The Complete Wargames
Handbook 6 as an example of, and part of a tutorial about, designing
board wargames. The figure shows the major components of the
game, its mapboard, and playing pieces (traditionally known as
“counters”).
The board began with a standard map of the area. To make the scale
of the map clear and regularize the movement and placement of the
9
counters, an hexagonal grid of fixed width (in this case, the width of
one hexagon, or hex, is 4 km) was superimposed on the base map and
the terrain features modified to fit the grid. Terrain types for the
hexes include clear, forest, rough, town, and fortified, with linear fea-
tures such as roads and rivers added over and above basic terrain.
Effect on combat
Effect on movement [Leftward column-
Terrain Example Hex Number [MP's to enter] shifts on CRT]
Clear 0406 2 None
Forest 0404 4 2
Rough 0306 3 1
Town 0206 Same as other terrain 2
in hex
Fortified 0507 Same as other Terrain 3
in hex
Road 0405 1 None
River 0804 Must be adjacent at 3
start of movement, [Only if all attackers
uses all MP’s to cross are attacking
across]
10
Combat results table
Die Roll Differential [attacker's strength minus defender's strength]
-1+ 0 +1 +2,+3 +4,+5 +6,+7 +8,+9 +10+
1 - DR DR DR DR2 DR2 DR2 DR2
2 - - DR DR DR DR2 DR2 DR2
3 AR - - DR DR DR DR2 DR2
4 AR AR AR - DR DR DR DR2
5 AR AR AR AR - DR DR DR
6 AR AR AR AR AR - DR DR
- : No result, DR: defender retreat one hex, AR: attacker retreat one hex, DR2: defender retreat two hexes.
In a classic board wargame such as Drive on Metz, the players have per-
fect knowledge of the terrain, and of the location, strength and capa-
bilities of friendly and enemy forces. Even more crucially, the players
know (or at least have access to) the complete rules of the game gov-
erning movement, combat, logistics, and “how to win.” Within these
constraints, the players can move their forces in any desired way,
knowing that all forces will do exactly what they are ordered to do.
The players also know how the laws of probability interact with the
game’s combat results system, and so can accurately assess the risk of
alternative courses of action. The players receive immediate and
accurate feedback on the results of combat. The structured sequence
of alternating turns allows the players to formulate and execute new
plans instantly, without the need to observe, understand, and react to
simultaneous enemy counter-moves.
11
Our focus in the remainder of this paper is on that level of warfare,
the operational. The U.S. Department of Defense defines the opera-
tional level of war in the following way.7
Not the most precise or intuitive definition, but one that makes it
clear that this operational level of war falls somewhere in the murky area
between the more readily grasped notions of tactics (how forces actu-
ally fight the enemy physically) and strategy (the overall plan for
achieving victory in the war). The same dictionary also defines the
general concept of operations, in these terms.
12
playing the operational wargame must draw on the same (or a very
similar) skill set as real warfare at this level. The DoD dictionary
defines this skill set in terms of operational art.
13
Concepts and postulates for operational-level
design
We begin our efforts to transform wargaming by proposing a set of
interrelated concepts we will use to design a reasonable and useful
boardgame representation of joint military operations in the current
and near-future environment. We propose an underlying foundation
to represent time, space, forces, and effects in relatively simple ways,
but also in ways that allow the interactions of those four elements with
the two remaining ones, information and command, to be represented
with all the richness necessary to explore and understand them.
Our ideas spring from many sources. We base our discussion of the
concept of friction and its connections to elements of chance from
the granddaddy of Western military theorists, Carl von Clausewitz.8
Beginning with Clausewitz's concept of friction, Mark Herman pro-
posed the concept of entropy-based warfare to explore the interactions
15
of friction, disruption, and lethality, and characterized their activity as
the production of entropy.9
16
the NWC,11 such networks must deal with the interactions of the
physical, informational, and cognitive domains of warfare described
by DoD's Command and Control Research Program.12
In the end, however, the approach and its fundamental ideas are
more important than their application to any particular game. In an
attempt to open the door for further development, we conclude with
a detailed discussion of potential research to build on our concepts
and techniques to advance the state of the art of wargame design.
11. Vebber, Paul, CDR, USNR, Wargaming Networks at the Operational Level,
unpublished paper, May 2004
12. Alberts, 2001
13. Clausewitz, p. 119
14. See Perla, 1990
17
To Clausewitz, “Action in war is like movement in a resistant element.
Just as the simplest and most natural of movements, walking, cannot
easily be performed in water, so in war it is difficult for normal efforts
to achieve even moderate results.” This difficulty is created by the
inherent frictions of war, and “[t]his tremendous friction, which can-
not, as in mechanics, be reduced to a few points, is everywhere in con-
tact with chance, and brings about effects that cannot be measured,
just because they are largely due to chance.” The problem stems from
the fact that “Countless minor incidents—the kind you can never
really foresee—combine to lower the general level of performance,
so that one always falls far short of the intended goal.” To overcome
the effects of this friction demands the exertion of enormous will-
power on the part of the commander. “Iron will-power can overcome
this friction; it pulverizes every obstacle, but of course it wears down
the machine as well.” 15
18
Herman: Entropy-Based Warfare
In the late 1990s, Mark Herman, a noted designer of commercial
hobby wargames and an associate in the defense practice at the Booz-
Allen Hamilton consulting firm, proposed a concept he titled Entropy-
Based Warfare. He first described his ideas in a 1997 Booz-Allen tech-
nical paper, and later published them in an article for Joint Force Quar-
terly.16 Reacting to the Cold-War era's campaign models, heavily based
as they were on weapons-oriented attrition calculations as the mea-
sure of merit for assessing operational concepts in a continental war,
EBW, as it came to be called, took a different tack.
Herman based his approach on “the historical view that warfare can
be directed against the cohesion of units or states rather than their
components.… In this paradigm, the goal of a force is to disorder an
enemy while maintaining its own cohesion.” To describe this notion
of disorder, Herman chose as his metric a physics concept: entropy.
He defined entropy in this context as “the steady degradation of a
system” and proposed it as “the mechanism that measures enemy dis-
organization and ineffectiveness.”17 In other words, instead of rating
a unit's capability on the basis of firepower scores or other numerical
measures of its equipment and platform strength, an “entropy level”
can serve as the “collective expression of current unit cohesion and
capability … As organizational entropy rises its capability decreases. A
unit with no entropy can realize its full physical potential.” 18
19
Figure taken from Herman, 1999, p. 87
20
other information-warfare techniques applied to disrupt the move-
ment orders and logistical support for arriving reinforcements could
be an example of the combination of disruption and friction. Over-
laying such an effort with direct attack using multiple-launch rocket
systems against roads jammed with confused traffic is an example of
the three-way intersection, the spot no unit wants to find itself in.
21
networks that confer information superiority, which stresses precision
strike, dominant maneuver, information warfare, and space conflict.
… When effects are coalesced in time, well within the ability of the
enemy to react, the capacity to concentrate lethality against enemy
critical functions can cause sudden surges in entropy. Vital functions
lost to precision strike are often those that could otherwise reimpose
order on units.” 22
But the technologies and techniques that give the RMA force its tre-
mendous advantages when things go right can also lead to disaster
when they go wrong. If the information network should suffer signif-
icant degradation for any period of time, “information superiority,
maneuver agility, and precision strike capabilities should suffer simi-
lar impacts. This loss of cohesion and the corollary rise in entropy
could see the RMA force incapacitated while it sustains only low
attrition.” 23
22
adopting these ideas in a game system will be apparent to the game
designer. Some of them include:
23
and in rare cases even amplified by the workings of a command
system—whether that command system was embodied by a few care-
fully chosen aides riding around the battlefield or the layered organi-
zation of Napoleon's Grand Armée. Herman expands on the
Clausewitzian concept of friction by broadening the analysis to incor-
porate other deleterious effects of warfare on human organizations.
These elements of disruption and destruction (a better word in this
context, perhaps, than lethality) interact and magnify each other and
friction to produce entropy. Herman defined entropy in terms of a
steady degradation of a system. In the context of military operations,
a more persuasive definition may be one given in the dictionary:
entropy is “a measure of the unavailable energy in a closed thermody-
namic system …”26 This notion of “unavailable energy” resonates well
with the concept as applied to military forces.
24
Conveniently for the purposes of game designers, van Creveld also
characterizes both the responsibilities of command and what com-
mand actually does. Its responsibilities include, first, “looking after
itself,” along with “function-related” responsibilities, like arranging
and coordinating “everything an army needs to exist—its food supply,
its sanitary service, its system of military justice, and so on.” It also has
“output-related responsibilities,” which are those that enable “the
army to carry out its proper mission, which is to inflict the maximum
amount of death and destruction on the enemy in the shortest possi-
ble period of time and at a minimum loss to itself.” He includes the
functions of gathering intelligence, making plans, and monitoring
operations among these output-related responsibilities.
25
• Should “adhere firmly” to decisions that are made, “but not
under any and every circumstance”
Van Creveld divides the means through which a command system car-
ries out these functions into “three categories: organizations, such as
staffs or councils of war; procedures, such as the way in which reports
are distributed inside a headquarters; and technical means, ranging
from the standard to the radio.” He argues persuasively that “the
history of command in war consists essentially of an endless quest for
certainty—certainty about the state and intentions of the enemy's
forces; certainty about the manifold factors that together constitute
the environment in which the war is fought,...and, last but definitely
not least, certainty about the state, intentions, and activities of one's
own forces.”29 Key elements in this quest include a system of regular
reports to provide updates about important information. Because
such reports tend to become distorted as they make their way through
the system, van Creveld argues that, “To guard against this danger and
to keep subordinates on their toes, a commander needs to have in
addition a kind of directed telescope—the metaphor is an apt one—
that he can direct, at will, at any part of the enemy's forces, the
terrain, or his own army in order to bring in information that is not
only less structured than that passed on by the normal channels but
also tailored to meet his momentary (and specific) needs.” 30
26
understood as the product of two factors, the amount of information
available for decisionmaking and the nature of the task to be per-
formed...Everything else being equal, a larger and more complex task
will demand more information to carry it out. Conversely, when infor-
mation is insufficient (or when it is not available on time, or when it
is superabundant, or when it is wrong, all of which can be expressed
in quantitative terms), a fall in the level of performance will automat-
ically ensue.” The development of command systems reflects their
constant “race between the demand for information and the ability of
command systems to meet it.” 31
27
establishment of forces capable of dealing with each of these parts
separately on a semi-independent basis” 33 (Napoleon's corps d'armée).
Van Creveld's historical review and his analysis of it led him to a con-
clusion that may be surprising to some in light of current emphasis
(dare we wonder if it's really over-emphasis?) on advanced technology
and the “information revolution.”
28
command operates. To allow that part to dictate the struc-
ture and functioning of command systems, as is sometimes
done, is not merely to become the slave of technology but
also to lose sight of what command is all about. Further-
more, since any technology is by definition subject to limita-
tions, historical advances in command have often resulted
less from any technological superiority that one side had
over the other than from the ability to recognize those lim-
itations and to discover ways—improvements in training,
doctrine, and organization—of going around them. Instead
of confining one's actions to what available technology can
do, the point of the exercise is precisely to understand what
it cannot do and then proceed to do it nevertheless.36
29
• Define and assess alternative courses of action that forces can
pursue
30
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Each of the principals in the conflict (to keep things simple for now,
we will assume there are only two) senses what is going on in the phys-
ical domain through a variety of sensors and sources to which they are
linked by some sort of communications pathway. This process of sens-
ing and communication produces data that the participants refine
into information by embedding the data into the context of the deci-
sion-maker in their information domain. The end result of the pro-
cess produces perceptions about the physical domain and the
relationships that exist there—which we define as knowledge—in
each decision-maker's cognitive domain. For our purposes we con-
sider knowledge to exist exclusively in the cognitive domain. So,
when cognitive domains interact, they do so through the information
domain, as information is derived from knowledge and shared with
others. Information that is rooted in historical or shared knowledge
can be misinterpreted or simply not comprehended and so can be
31
knowledge in the cognitive domain of the originator, but may be
transferred imperfectly to others. Data and information are things
that can be exchanged; knowledge itself cannot.
32
physical domain state at time t + 1. Because sensing and developing
information into knowledge takes time, you need good understand-
ing to predict the interim states accurately to avoid “losing the
bubble” about the situation by the time the next update arrives.
33
6. The speed, accuracy, and quality of direction and information
produced by the command system are the major determinants
of the ability of the overall force to minimize its entropy.
34
The framework connecting war and wargame
If we accept the construct that there are three domains of warfare, the
physical, informational, and cognitive, how can we relate it to the
dimensions of wargaming, which we defined earlier as time, space,
forces, effects, information, and command? To answer this question
is the fundamental task of the wargame designer.
35
Condense Domains
Real-War Domains to Topologies Wargame Topologies
Dimensions of
Physical Wargaming Operational
Time
Space
Forces
Effects
Information
Commanders Command Players
36
Thus, the operational topology condenses the real world to the game-
world relationships among forces, operating areas or environments,
and tasks; the command topology reflects the structure and workings
of the command systems relative to that operational framework; the
information topology reflects the structure and dynamics of flows
among the physical domain, the informational domain, and the cog-
nitive domain.
The topologies of the wargame define the interface between the play-
ers and the game, as well as between the game and the real world.
They are thus the key link that players experience between the play
of the game and real-world experience. The players must, therefore,
relate to the topologies of the game in ways that are analogous to the
way real humans relate to the domains of real war. And the most
important of those relationships are the ones we defined earlier:
awareness, prediction, understanding, and influence. It is the degree
of agreement between the relationships of the real world and the rela-
tionships of the game world that are the true measure of the so-called
realism of the wargame.
37
Theoretical view of gaming the operational level of war
The discussion of the preceding section applies generally to all types
and levels of wargaming. In what follows, we will focus specifically on
wargaming at the operational level of war.
38
whole concept of information-age warfare revolves around the notion
of the self-evident benefits of gaining a time advantage over the oppo-
nent in operations, gaming information-age warfare requires that we
find some way to represent the mechanisms for creating—and the
effects of exploiting—such an advantage in the game system. The
trick, of course, is to find a technique that accomplishes this without
requiring us to play the game itself in real-time, with all the support-
ing infrastructure such a game would demand.
Command topology
In our conception, command is all about decisionmaking. Com-
manders make decisions in the cognitive domain based on knowl-
edge, awareness, and understanding and affected by the influence of
others in the system. There are two fundamental components of deci-
sionmaking: determining that a decision must be made (a decision
point is at hand), and making the decision. Decision points arise from
the interactions in the physical domain coupled with the com-
mander's ability to estimate the effect of those interactions on plans
for future events (prediction). As long as “the plan is working,” then
most often the key decision points will be those planned around
39
branches and sequels within the plan itself. If the commander's assess-
ment of the state of the physical domain begins to diverge from what
he anticipated in the plan, however, then decisions may be necessary
to change the course of ongoing operations or of operations planned
for the future. In our context, a decision point occurs when some-
thing happens in the flow among the physical, information, and cog-
nitive domains to trigger a decision-maker's need to evaluate whether
to respond to a situation. On the other hand, the lack of data, knowl-
edge, awareness, or understanding may result in a decision point’s
being missed.
Within the network of nodes and links, we define two different classes
of content that flows through the system: directives and information.
Directives having a planning and coordination aspect to them;
40
information is not merely raw data but consists of processed and contex-
tualized relationships as well as “knowledge” derived from the raw data.
Feedback is a specific class of information that arises from the opera-
tional and information topologies and facilitates issuing new directives.
41
7/3
4/1
4/2
6/1
20/5
5/1
3/1
5/1 4/1
4/1
8/4
Output to next level of
hierarchy or to OpTop
42
link information to directives, decrease the entropy loss of a link
(more on that later), move information or directives from node to
node, and coordinate actions in the operational topology when an
interaction occurs there. High relevancy ratings, on the other hand,
indicate the relative quantity of information that might be relevant to
the tasks the node is responsible for. This is typically related to the
level of command that node inhabits. Nodes operating at a relatively
high level of command typically make use of a wider variety of infor-
mation than lower-level nodes.
If the entropy cost for moving information across a link is greater than
1, additional staff points can be spent to reduce the entropy cost to a
minimum of 1. (Only a link whose entropy cost is 0 can ever provide a
free ride.) On the other hand, the cost (really the loss) for moving
information across a link may become higher than the printed value of
43
the link when moving information from a storage node. This is when
the entropy rating of the storage node comes into play.
44
Now that we have built this edifice of nodes and links and points and
flows, what does it actually let us do? How do the players interact with
the resulting command topology to play the game in ways that are
analogous to how real commanders command real wars? What can
the players use the command topology to do? Some of the answers to
that question are:
45
Information topology
The command topology defines the set of knobs and levers and
switches the players of the game can use to change the nature of the
game's universe. The information topology delineates the boundaries
of what the players can learn about that universe and defines the win-
dows through which the players may observe its workings.
46
The information topology is where we represent the interconnections of
the various echelons and their command and information networks.
These networks and the information that they process and deliver to the
various echelon commanders play a major role in determining the
results of physical interactions (which we represent in the operational
topology). The principles of information-age warfare predict that the
unit commanders who best understand the battlespace, their adversary,
and the plans and intentions of their superiors will enjoy at least a tem-
porary and frequently a meaningful advantage in combat power.
Formation
Tact ica l Formation
Ta ct ica l
C o m ma nd Co m m an d
U nit U nit
C o m ma nd Co m m an d
47
The situation is actually quite a bit more complicated as there are usu-
ally multiple formation commands under the operational command
and multiple unit commands under each formation. This results in a
rather complicated situation, even for the “simple” traditionally net-
worked organization, as shown below:
Strate gic
Com ma nd
Operation al
Co mm and
Formation
Ta ctical Formation
Ta ct ica l Formation
Tactica l
Co mm and Co mm and Comm and
48
principles and procedures for doing so is not so easy. Here we can
only provide a first, rough, stab at it.
We can characterize our main ideas about how the designer can think
about information in the following contrasts:
Players can acquire information about the state of the game in two
basic ways. They can seek out (look up) the information, for example
in data tables or the printed combat factors of boardgame playing
pieces. Or they can watch the outcomes of interactions to try to dis-
cern the underlying causes of events in the game even when they
cannot access the raw information.
49
how it should affect the evolution of the game, the designer can con-
sider the answers to several key questions.
• Fixed or variable?
• Known or unknown (by the players or by the elements of the
command or operational topologies beyond the players them-
selves)?
• Knowable or unknowable?
• Inherent (in situations or entities) or emergent?
All of these considerations, and probably others, must go into the
design of the information topology and its component parts. The
design of the information topology has significant effects on the abil-
ity of the game to help create the analog of the cognitive domain of
the real world in the minds of the game's players. It is the conduit
through which the players perceive and make sense of the opera-
tional topology and impose their will on that topology, as mediated by
the command topology.
Operational topology
Wargames traditionally represent the operational topology in terms
of maps showing the geographic territory over which a campaign
unfolds. They typically represent the forces that operate over that ter-
ritory during the campaign in some sort of symbolic manner. In
50
boardgames, such as the example described at the beginning of this
paper, the symbols are printed on physical playing pieces; in com-
puter games, they are usually represented by electronic counterparts
to such pieces, on-screen icons. The players move these pieces from
one physical location on the map to another. The characteristics of
the pieces reflect the capabilities of the real forces they symbolize.
These characteristics, defined and employed in the information
topology, will affect or determine the course and outcome of any
interactions that take place in the operational topology.
Although the vast majority of operational games use a map of the type
we normally associate with the word (a scaled representation of actual
terrain), they will also adapt the characteristics and form of the map
to perform game-related functions more easily and efficiently than a
standard operational graphic might (though, to be sure, operational
graphics can and have been used as the basis for wargames). Typical
conventions include the use of a hexagonal grid overlaid on the
actual terrain to regularize and regulate the positioning and move-
ment of forces. The map then represents an almost separable ele-
ment of the operational topology, the physical topography of the
battle space, if you will, while the pieces and their activities as
reflected by the way the players employ them on the map embody
most of the remaining elements of the operational topology.
51
Ta ctical Man eu ver
Forma tion s Are a Aflo at
Assig ne d (Multip le
Alte rna tives)
Rea r
Ba se o f
O pe ratio ns
(Are a)
Pe ne tra tion
Area
(Mu ltiple
Alte rna tives)
Lin e o f
Su p po rt / In it ia l
Com mun ica- Op e ra tin g
tio ns Area M a ne uve r
(Primary (Prima ry Area Ash ore
L in e of Are a)
Area s) (Multiple
Su p po rt /
Alt ern ative s)
Co mmu nica -
tio ns In it ia l
Lin e o f
(S eco nd ary Op era ting
S up po rt/
Area s) Area
Comm un ica-
(Se con da ry Ob jective
tio ns
Area ) Area
(Tert ia ry
Area s) (Mu ltiple
In itial A lte rna tive s)
Ope rat in g
Area
(Te rtiary
Area )
Re tro gra de
Fo rwa rd Are a
Ba se o f (Multiple
O pe ratio ns A lt ern ative s)
(Are a)
Reco nst it u-
tion
Area
(Mu ltip le
Alte rn at ive s)
Each node in the diagram consists of an area (an element of the topog-
raphy or the more general environment) in which operations may occur.
One or more tactical formations may act within these areas to perform
tasks at any particular time. Each area thus defines a physical sub-domain,
if you will, of the true state of the world in that area. Corresponding
52
information and cognitive domains derive from these physical domains
and drive the link between the operational topology and the information
and command topologies of the game.
Interaction at this level involves opposing forces that occupy the same
area and are assigned tasks that cause them to interact. The com-
mand networks and the information and direction that flow through
the networks to and from the commanders at the operational and the
formation echelons can be major determinants of the results of those
physical interactions. All of those threads from the command and
operational topologies ultimately feed into the databases and models
of the information topology to produce the information that the
players receive about the course and outcome of the actions taken by
the units and formations.
Timing is everything
And that brings us to the final crucial component of our framework:
time. And where better to start than with a few pithy quotes from two
experts on time: Napoleon Bonaparte and Albert Einstein.
53
“When a man sits with a pretty girl for an hour, it seems like
a minute. But let him sit on a hot stove for a minute and it's
longer than any hour. That's relativity.”
-- Albert Einstein39
54
to interact with the game's topologies in ways analogous to their
actions in the real world because, paradoxically, by trying to treat time
uniformly and sequentially in the game we disassociate it from the
way real commanders experience time in the real world.
55
The lure of the continuous-time approach is that
In our efforts to condense the real domains of warfare into the topol-
ogies of the wargame, we should care less about the operation of
clocks than about the battle rhythm of human decision-makers. The
precise clock time at which each event occurs, though important to
determining effects in the operational domain is of less importance
overall than representing correctly the flow of information and events
into the cognitive domain of the players, and the effects of that flow
on the four key relationships (awareness, understanding, prediction,
and influence) between the players and the game.
The trick for the game designer is to find a way to combine the tick
of the clock and its inexorable effects on physical actions and
56
interactions with the more subjective experiences of time in the
player's cognition. This linking of physical and cognitive domains in
the real world reflects, perhaps, the heart of the experience of real
command.
43. Griffith, Paddy. Napoleonic Wargaming for Fun. London: Ward Lock, 1980
57
A different view of time: the Road to Baghdad game
As an example of how the framework we sketched out in the preced-
ing section can be applied to create a game dealing with a specific
operation, we have designed a board game to represent Operation
Iraqi Freedom. The rules and other components that embody the
design for this game, which we call Road to Baghdad, are provided in
appendix A.
58
The simplest approach to implementing this idea is to use only two
possible time spans—short and long, or fast or slow—to define two
classes of moves with fixed activity levels available in each. For exam-
ple, suppose that the short (or fast) turn represents 6 hours and the
long (or slow) turn represents 12 hours of activity. The fast turn rep-
resents efficient activity, well-planned and well-supported actions that
follow the predicted course. The slow turn represents the effects of
unexpected or unpredictable factors that create extraordinary
entropy and slow the efficiency of execution. This new approach to
sequencing turns and exposing the players to a different experience
of time in the game is clearly only a baby step in the direction we are
proposing. But it is one worth developing and exploring.
59
The end of the beginning
Although this paper is the final report of the Transforming Naval
Wargaming project, it is, in a real sense, only the beginning of an
attempt to break new ground in meeting the promise of the project's
title. One thing that this research effort has demonstrated is that
accepting the conventional wisdom that considers the discipline of
wargame design as a slowly evolving art form, or craft, wholly depen-
dent on the talent, genius, or inspiration of its practitioners to pro-
duce useful and productive wargames, is neither wise nor necessary.
At the start, we game designers were skeptical that any form of scien-
tific approach—beyond the almost pseudo-scientific appellation of
“social science”—must be doomed to founder on the very humanity
of the practitioners of the art and the players of the games.
No longer. We have taken only one tiny, tentative step in the direction
of building a scientific foundation for wargame design at the opera-
tional level of war. This paper has presented some basic definitions
and proposed some fundamental postulates. It has articulated a view
of wargame design as a process of mapping the physical, cognitive,
and informational domains of real warfare to the operational, com-
mand, and information topologies of a wargame. And it has identi-
fied the representation of time and its challenging mixture of
objective and subjective effects on human activity and cognition as a
primary element to understanding what makes a game go.
61
Why? Because to continue as we have been dooms us to the repetitive
cycles of wargaming fashion. It places our fate at the mercy of the
whims of the genius or the blandishments of the charlatan; wargam-
ing has been blessed with both, though too often more of the latter
than the former. We exist under the threat of an unfortunate equa-
tion of the work of the game designer with that of the computer pro-
grammer. As computing power increases and the high-priests of
technology claim (with more and more justification) that they can
“model” anything you might want in their black-box simulations, the
lack of a rigorous, scientific foundation for understanding, evaluat-
ing, and applying their wares judiciously leaves us distressingly vulner-
able to the wargaming equivalent of quack doctors peddling promises
of quick fixes for all the thorny operational problems that plague us.
Moving onward
To continue the start we have made here, we suggest first of all that
you try out our Road to Baghdad game. Not because it is a finished
product, but because it is not. It is merely a first step, an admittedly
tentative departure from the norm. We hope that it can, nevertheless,
inspire or irritate you enough to take bolder and broader steps of
your own.
62
actually used in an operational situation by the elements of the game
system that can represent their behavior and key outputs based on the
mechanisms of the game system, assumptions inherent in the sce-
nario, and inputs from the players.
63
For our part, we seek to follow up our initial foray into creating a sci-
ence of wargaming and explore two complementary paths. The first
is the theoretical one. We have touched on some ideas from old and
new thinkers about war and about wargames. We have proposed some
ideas we boldly term postulates based on their explorations. Can we
now gather these postulates together into a rigorous system of
thought? Can we (dare we say it, even think it, in our most private
thoughts?) develop and prove “theorems” about wargame design
based on such postulates? Let's at least make the attempt.
64
Finally, we can see some scope for marrying our new thinking about
games and game design to the new sciences associated with agent-
based techniques. SCUDHunt once again provides us some evidence
that marrying these two concepts holds promise for future
research.45 Can we link the techniques of gaming and agent-based
analysis in new and more rigorous ways to allow us to feed off their
strengths and develop a new and powerful approach to studying and
understanding complex problems associated with the integration of
human beings and complex systems?
Prospective projects
To that end, we recommend that the Naval War College initiate a pro-
gram of research to develop further the scientific theory of wargame
design, and apply the learning based on that effort to revolutionize
the practice of wargaming at the operational level. In particular, we
recommend that:
45. Perla, Peter P. et al. Using Gaming and Agent Technology To Explore Joint
C o m m a n d a n d C o n t ro l I s s u e s . C N A R e s e a r c h M e m o r a n d u m
D0007164.A1/Final, October 2002.
65
• The Naval War College develop the principles presented in this
paper into a comprehensive approach for wargaming informa-
tion warfare.
Specific projects that the Navy should consider for future research
include the following.
Background
Future scenarios faced by 5th Fleet in CENTCOM and 7th Fleet in
PACOM will require an understanding of information operations and
the effects of networks on the operational level of war. Although the
Navy has long experience with designing wargames that incorporate
the effects of kinetic weapons, there is a significant shortfall in its
understanding about how best to represent the effects of information
operations, specifically “who knows what, when did they know it, and
with whom did they communicate.”
66
Recommended research
The War Gaming Department should investigate the application of
social network theory and agent-driven wargaming to the construc-
tion and dynamic adaptation of command and control structures
during wargames by examining how staffs organize tasks and informa-
tion flows between themselves. The WGD should gather social-net-
work data during the play of NWC wargames to understand how intra-
staff networks evolve during a game and to develop working hypoth-
eses for detailed experimentation. Such research would also help the
WGD construct future command and control structures and proce-
dures. For example, by understanding how a networked staff struc-
tures itself and uses its assets to accomplish its assigned tasks, it may
become possible to optimize dynamically network assets such as band-
width available to the distributed staffs and decision-makers as a func-
tion of the type and characteristics of the mission and task.
Benefit
Understanding how staffs self-organize will provide insights into com-
mand and control structures, dynamic adaptation, and procedures
necessary to investigate information operations in the challenging
warfighting scenarios faced by 5th Fleet and 7th Fleet.
Background
The 7th Fleet is facing a serious and credible threat from submarines,
mines, and theater ballistic missiles (TBM). With 7th Fleet support,
the War Gaming Department has for several years been researching
detailed approaches to dealing with the threat. Conclusions to date
indicate that it is necessary to truly understand the tactical-level
details of a specific operational environment in order to understand
the operational-level issues. In many cases, commonly held opinions
about how to best proceed at the operational level are simply contra-
dicted by detailed tactical-level analysis.
Recommended research
The War Gaming Department should develop in detail a set of con-
ceptual models of ASW based on current research, implement the
67
models in forms useful for gaming, and develop some initial practical
applications of the gaming approach and model to conduct initial
assessment of the utility and practicality of the approach.
Benefit
The War Gaming Department should use the resulting conceptual
models to explore combat interactions and novel command decision-
making concepts at the operational level of warfare within specific
scenarios faced by 7th Fleet. Such a practical application will demon-
strate the results of the research to operational commanders and will
facilitate the NWC’s using the models for precise and quick assess-
ments in fleet games.
Background
Wargaming innovative concepts and processes that are relevant to the
Fleet usually requires that staffs from those Fleets play the game. How-
ever, 5th and 7th Fleet are extraordinarily busy. Therefore, when
using staffs from these Fleets, it is necessary to make sure that the
innovative concepts have been refined as much as possible before the
wargame so that these staffs do not spend the time they commit to the
game discovering flaws and making recommendations that should
have been discovered in the laboratory. Furthermore, because a game
necessarily addresses only a limited number of possible trajectories
through the space of possible events and outcomes, it is necessary to
address the possibility that the game play missed combinations of
events that would prove important in a real conflict.
Recommended research
The War Gaming Department should develop formal process models
and workflow simulations of innovative concepts proposed for
wargaming. Where feasible, the process models should be embodied
in computer models written using the industry-standard and DoD-
mandated IDEF0 language. The WGD can use these models to define
and design innovative concepts in terms of the activities, resources
used by the activities, inputs and outputs of the activities, and guid-
ance to or constraints on the activities. The work-flow simulations
68
would be dynamic models—designed using the process models—that
track work product through the process that uses the concepts in
terms of time and volume and track the potential work load of the
staff employing the process derived from the innovative concept.
Benefit
An IDEF0 model of proposed innovative concepts provides a strict
documentation of a well-defined process that is unambiguous, pro-
moting clear communication between Fleet staffs and laboratory sci-
entists and facilitating efficient modification of the process before
and after engaging in the expense of a full war game. A dynamic work-
flow simulation provides insights into problems like bottlenecks,
work-load imbalances, and information-flow delays that can be fixed
and tested before engaging in the expense of a full wargame. Addi-
tionally, by running the work-flow simulation in Monte Carlo mode,
you can explore a huge number of paths through the process to seek
out unanticipated problems that may not surface in a standard war-
game using small numbers of staff for limited periods of time.
Background
The professional military wargaming organizations of the DoD are
staffed with military officers who are usually assigned to their posi-
tions on a two-year rotation. To become an expert in something as
complex as the design, execution, analysis, and reporting of war-
games to support clients with complex military problems takes longer
than two years. Therefore, DoD wargaming organizations face a con-
tinual problem of training new staff and losing skills. Despite this,
DoD wargaming organizations have an excellent record based on past
performance of delivering high-quality product. However, as
warfighting becomes more complicated, the pace of change on the
battlefield speeds up, and billets are left unfilled in order to maintain
OPTEMPO overseas, the struggle to maintain corporate memory will
become a losing battle. DoD wargaming faces a near-term train wreck
in its ability to train staff in wargaming methodology, deliver innova-
tive high-value games, increase the number of games played in a year,
and retain necessary skills as staff members rotate out.
69
Recommended research
The War Gaming Department should develop formal process models
and workflow simulations of the processes involved in designing, exe-
cuting, analyzing, and reporting on wargames. The process models
should be used to define and design the processes in terms of the
activities, resources used by the activities, inputs and outputs of the
activities, and guidance to or constraints on the activities. The work-
flow simulations should be designed using the process models, and
should track work product through the process in terms of time and
volume, and should also track the potential work load of the
participants at a game.
Benefit
A model of proposed wargaming processes provides a strict documen-
tation of a well-defined process that is unambiguous, promoting clear
communication between WGD staff and facilitating efficient
modification of the process before and after engaging in the expense
of a full war game. A dynamic work-flow simulation provides insights
into problems that can be fixed and tested before actually beginning
the game. Together, the two types of model capture knowledge about
how and why games are designed for specific purposes, thus facilitat-
ing training of incoming WGD staff, capturing knowledge and
experience from outgoing staff, and facilitating the design of novel
wargaming techniques for new types of games.
Background
If adaptive information architectures are to be of use to Fleet staffs,
then the system that manages information databases, access to those
databases, and the business rules in force must also be adaptive to the
changes in the C2 architecture. It is not good enough simply to pro-
vide staff members with access to new databases as the C2 architec-
ture—and so their role—adapts. This is called “information
management,” and while necessary it is not sufficient for improving
the effectiveness of C2 operations. What is missing and required is
“knowledge management,” a set of functions that includes but is not
limited to providing assistance to staff member to help them to
70
understand quickly the significance of the new types of information
to which they have access.
Recommended research
The War Gaming Department should develop sets of proposed “busi-
ness rules” for handling information within a dynamically adaptive C2
architecture. It should also design experiments for testing these rules
within the current or future DoD systems. Further, the War Gaming
Department should investigate the feasibility of using or adapting
commercial systems (for example, the Microsoft Help System) to pro-
vide assistance to staffs in the use and meaning of information as their
access to databases adapts.
Benefit
This research will provide design advice for knowledge management
that can be incorporated into operational-level wargames proposed
to the Fleet and joint commands, whether or not adaptive C2 is used.
The results of the research will increase the willingness of Fleet oper-
ators to accept the use of adaptive C2 approaches by making those
approaches easier to use during exploratory wargames (and possibly
also during operational deployments).
Background
Future scenarios faced by 5th Fleet in CENTCOM and 7th Fleet in
PACOM will require an understanding of information operations and
the effects of networks on the operational level of war. There is a sig-
nificant shortfall in our understanding of how better to represent
information operations during wargames.
Recommended research
The War Gaming Department should develop an Information Warfare
Wargame Construction Kit that focuses on managing information and
information-processing assets (such as networks, bandwidth, connectiv-
ity routing) and on the effects of networks on the operational level of
warfare. The focus should be on information, with an interface to a
separate “traditional” wargame (one focused on representing kinetic
effects) to ensure general applicability of the techniques. Initially, the
71
War Gaming Department should test the Information Warfare War
Game using a distillation game. It should then expand the approach by
adapting it to an expanded version of the Road to Baghdad operational-
level wargame described in the appendix. Finally, the War Gaming
Department should use the results of the research to provide design
advice for operational-level war games proposed to the Fleet, joint com-
mands, and others as appropriate.
Benefit
This research will provide design advice for wargames in which the
players must make decisions about handling information and their
information resources (such as bandwidth and processors) in order
to achieve their desired operational effects. The players will have to
“fight their networks” (in an analogous way to how they are currently
expected to “fight their strike systems”) when faced with opposing
players who attempt to wage information operations against them.
This will provide the Fleets with much more realistic wargames that
deal with current and future threats.
72
Recommended research
The War Gaming Department should develop an agent-driven war-
game engine designed to enable the gaming of novel concepts in
future scenarios, based on CNA's agent-based approach developed by
Andrew Ilachinski's work on the EINSTein model46 and applied and
extended in the SCUDHunt research.47
Benefit
This research will provide rapid testing of multiple concepts and
courses of action in a scenario prior to fully manned gaming, thus
providing wargame design assistance that will enable the wargame to
make optimum use of valuable staff time. The research will also
provide a system rapidly to test out ideas and approaches generated
by the fully manned wargame.
73
74
Appendix A
Game scale
Units are mostly brigades for the Coalition player and divisions for
the Iraqi player. A game turn represents 12 – 24 hours of real time.
Most units move from point to point on the map. Paths between cit-
ies, towns and “waypoints” range from a few km to 100 km.
75
Appendix A
Playing pieces
Combat units
Combat units are colored wooden blocks with a blank side and a label
side. Combat units are kept off the map, and represented on the map
by numbered Force markers. The blank side is kept facing the enemy
player, except during combat. The label side shows the following
information:
• Uppercase letter that indicates the unit Quality rating (A= elite,
B = regular, C = conscript D = armed mob).
• Lowercase letter (“tag”) that shows the unit’s Group. Units that
belong to the same Group enjoy a synchronization advantage
in Combat (minus 1 to the die roll).
• Status bars on the edge that indicate the unit’s current condi-
tion (Green = fully capable, Yellow = reduced, Red = critical.)
“Status” is a composite of fatigue, supply, and damage to people
and equipment. A unit’s Status may worsen as a result of
combat or improve through reconstitution. The unit is rotated
in 90-degree increments so that the current Status is always at
the top.
Force markers
Force markers are double-sided numbered counters that serve as on-
map “containers” for Combat units. When the hexagon side is face-
up, the Force is static and may not move. When the arrow side is face-
up, the Force is mobile, and must move in the direction indicated by
the arrow.
76
Appendix A
Force marker
1 1
Clock markers
Clock Markers are drawn from a cup and place on the Time Track.
The rabbit symbol indicates a Fast phase, the tortoise symbol indi-
cates a Slow phase. An hourglass marker indicates the current clock
“tick.” The fast turn represents efficient activity, well-planned and
well-supported actions that follow the predicted course. The slow
turn represents the effects of unexpected or unpredictable factors
that create extraordinary friction and slows the efficiency of
execution.
77
Appendix A
50 50
System Strike Kill Box Strike
Operations chits
Operations points (Ops) are an abstraction of command attention,
network capacity, staff work, logistic support, information and other
operational enablers. Ops are represented by poker chips and are
used to overcome friction in a local area and allow units that would
normally not be able to act during a move to carry out some limited
actions. Ops may also be used to enable a unit to recover combat
losses, to synchronize attacks of multiple formations, improve the
effectiveness of units in combat, enable a fast unit to conduct an
exploitation, to conceal the identity of units revealed through combat
or other means, or to entrench a unit in a critical defensive position.
Ops are placed, moved and expended on the Command Display.
Command cards
These cards represent Theater, Army, Corps and other command
nodes. They are placed on the Command display.
78
Appendix A
Sequence of play
O ff-clock Players
D raw a C lock M arker A dvance Tim e Track
M ay Spend O ps
21
9
9
9
R eplenish O ps
Exploitation Plans Phase D ig in
R estore D isabled N odes
R einforcem ents
R eplenish units
R oad to B aghdad A dm inistrative M oves
Establish FA R P
S equence of P lay M ode change
A ir A llocation
79
Appendix A
80
Appendix A
81
Appendix A
Command
Each side in the game has a command and control network, repre-
sented by an arrangement of cards (the Command Display). The
cards represent nodes in this network and the physical arrangement
(“topology”) of the cards represents the linkages of these nodes.
The number on each card represents its “storage” capacity for Ops.
At the beginning of the game, each Node receives its full storage
capacity. Each side has a top Theater-level node: Saddam for the Iraqi
side and CENTCOM for the Coalition side.
82
Appendix A
Generating Ops
During the Plans phase, each Functional node in the Command Dis-
play generates one Op, and may move any number of Ops to a linked
node that is Functional.
Functional nodes
A Theater-level node is “Functional” if it is face-up. Any other node is
Functional if it is face-up and linked to a Functional higher-echelon
node.
Broken link
A node may be turned face-down as a result of System Strike or
Regime Collapse. Any stored Ops are destroyed. A face-down node
may be restored during any subsequent Plans phase when a higher-
echelon node spends an Op. A face-down Theater-level node may
restore itself, but may not perform any other action during the phase.
Subordination
In general, a node may only spend Ops on units it directly or indi-
rectly controls. Every Combat unit “belongs” to a Command node.
For example, CENTAF may only spend Ops for Airstrikes, and V
Corps may only spend Ops on units of the 3rd Infantry, 4th Infantry,
101st Airborne, 11th Aviation Bde and 82nd Airborne.
Get Saddam
[We suggest you consider this an optional rule]. System strikes on the
Saddam node are resolved as follows: Shuffle the Saddam card with
the three “decoy” nodes and arrange them face down. The Coalition
player selects one randomly. If it is the Saddam card, Saddam is killed
and replaced by Uday. Otherwise, no effect.
Movement
Forces in Mobile mode must move in the direction indicated by the
arrow on the Force marker.
83
Appendix A
If a force is larger than the road capacity, it must split off a Force,
equal or less than the road capacity, that can move in the current
phase. Any remainder must attempt to move in the next possible
phase, unless redirected or placed in Static mode by spending an Op.
84
Appendix A
Ground movement
Ground movement takes place along roads. Road capacity is mea-
sured in Combat units (Coalition brigades or Iraqi divisions). Feday-
een and Coalition SpecOps units count as “zero” for Ground
Movement purposes. A Force of up to six combat units may move
along a Primary Road in each direction. A Force of up to three combat
units may move along a secondary road in only one direction.
Airmobile movement
All units of the 101st Airborne Division, the 82nd Airborne, 173rd Air-
borne, Attack helicopters and the UK 16th Airmobile Brigade may use
Airmobile Movement. This takes at least two successive phases. In the
first phase, LIFT markers are placed on the units that will move.
These units must be in Static mode, but the placement of each LIFT
marker counts as movement, and requires an Ops point. On any sub-
sequent phase, units under a LIFT marker may move—off the road
network—to any FARP in the same or an adjacent air zone, or they
may establish a Landing Zone (LZ) anywhere in the same Air Zone or
an Adjacent Air Zone. The LZ marker is placed in any convenient
open terrain, adjacent to any space (town, city or waypoint). Units
that begin a phase in an LZ may enter the adjacent space.
85
Appendix A
Administrative movement
A Force that begins and ends its movement in spaces free of any
enemy Force, and that does not enter or pass through a space con-
taining an enemy Force may move up to five spaces. This costs 1 Op
per Force. The Coalition player may only use Admin movement
through spaces that have previously been occupied by Coalition
Forces (i.e. through Iraqi territory that has been “liberated”.)
The Map
Map scale is approximately 24 miles per inch. International and prov-
ince boundaries (green or brown for Kurdish-controlled provinces)
are provided for reference only and have no effect on movement or
combat in the basic game.
Roads
Main roads (up to 6 units in each direction) are shown in red. Second-
ary roads (up to 3 units in one direction) are shown in gray.
Combat
Ground combat takes place between opposing forces in the same
space.
86
Appendix A
Coordination
Units belonging to the same Group get a combat bonus (subtract 1
from the die roll for the second and all subsequent units of the same
Group firing at the same target.)
Combat example.
87
Appendix A
Combat results
Combat results are applied differently depending on the side. For
Iraqi units, each hit causes the affected unit to lose a Status level.
Rotate the unit 90 degrees counter-clockwise. If this loss is a change
of color (green to yellow, or yellow to red) then the unit must retreat.
Exception: units in a city are never forced to retreat. For Coalition units,
each hit causes the affected unit to lose a Status level and the unmod-
ified die roll is added to the Coalition casualty total. A die roll of 10,
however is recorded as zero.
Setup
See the OB spreadsheet for start locations and reinforcement sched-
ule.
Iraqi units set up in static mode, one Force per location. SAMs are
placed in their Air Zone. Coalition units set up in Kuwait, in Mobile
mode as follows:
88
Appendix A
Airpower
The Coalition player has a variable number of Airstrike markers each
turn.
The Iraqi player has a fixed number of SAM brigades assigned to Air
Zones at the start of play.
Airstrike availability
Airstrikes are allocated three days in advance on the Air Tasking dis-
play. The number of Airstrike markers for any given day is 10 + 2d6
(min 12, max 22). At the start of play, the Coalition player determines
availability and makes allocations for the first three days. At the begin-
ning of each turn, the Coalition player repeats this process for
another subsequent day.
Allocation
The Coalition player allocates Airstrikes by assigning markers to an
Air Zone, with either the blue (System Strike) or brown (Kill Box)
side facing up.
89
Appendix A
System strikes
Iraqi Command nodes are marked with the Air Zone in which they
are located. To execute System Strikes, the Coalition player spends
one Op per Airstrike marker and places the marker(s) on the tar-
geted Node(s). All System strikes are placed before any are resolved.
Roll 1d6 for each marker. The node is disrupted (turned face down)
on a roll of 3 or less.
Special operations
Coalition units marked with a bullet [•] rather than a firepower
rating are Special Operations (SpecOps) units. They do not move on
90
Appendix A
Special missions
• Recon: pick an enemy Force in the Air Zone and roll 1D6. On
a roll of 1 – 5 the contents of the Force are revealed. On a roll
of 6 the mission fails and must be Extracted.
• SAM site Takedown: Pick a SAM unit and roll 1d6. On a result
of 1 – 3 the SAM is destroyed. On a roll of 6, the SpecOp suffers
six casualties and must be extracted. Any other result is No
Effect. [The “SCUD Hunt” can be represented by requiring the
Coalition player to eliminate all SAMs in Air Zone III by a cer-
tain date.]
91
Appendix A
Fedayeen
Fedayeen “brigades” have a Black unit symbol marked with a white F.
They represent Ba’ath party loyalists, foreign fighters, and local mili-
tia. Five are present in the initial setup. The other five may be created
during any Plans phase in any Iraqi town or city by expending one
Op. No more than one Fedayeen unit may ever be present in a space.
Fedayeen have the option of not retreating from a town when they
suffer a combat result. Eliminated Fedayeen are eligible to be rebuilt
on subsequent phases, even in enemy-occupied spaces.
How to win
Coalition victory: The Coalition player must occupy at least five Crit-
ical Objectives (causing Iraqi Regime Collapse) before the end of the
30th game turn, otherwise the Iraqi player wins a Symbolic Moral Vic-
tory. The presence or absence of Iraqi units is irrelevant in determin-
ing “Occupation” for purposes of this rule. When regime collapse
occurs, all Iraqi regular unites (those with gray unit symbol boxes) are
removed from the map. All five Iraqi regular corps HQ’s are removed
from the command display (I, II, III, IV, V).
If the Coalition player suffers more than 500 casualties, the Iraqi
player wins an Arab Media Virtual Victory, regardless of Regime Col-
lapse.
92
Appendix A
• Counter sheets (six sheets): Artwork for the game pieces. The
combat units (sheet 1) are labels that must be affixed to
wooden blocks. 30 Green blocks are required for the Coalition
forces and 36 Red blocks for the Iraqi forces. The 16 Iraqi SAMs
on this sheet go on cardboard counters, not blocks. Force
Markers and AirStrikes are double-sided counters. All other
counters are single sided.
• Graphics for the Sequence of Play, Red and Blue Force Holding
boxes, Air Tasking display and Time Tracks (4 pages) .
In addition, to play the game you will need to provide a set of poker
chips or other markers, some ten-sided and six sided dice, and blocks
to paste the counter faces on. Blocks may be obtained from various
game supply shops or publishers. See, for example, Columbia Games.
h t t p : / / w w w. c o l u m b i a g a m e s . c o m / c g i - b i n / q u e r y / c f g /
search.cfg?search=blocks&submit=Go
93
Appendix A
B/6
SAM
x
Combat Units
B/5
SAM
x
C3k
B3j
D 2x
D2x
D3q
x
SAM
xx
xx
x
F
x
D3m
D3q
A5c
B3i
D2x
D2x
xx
x
xx
SAM
x
x
F
C3k
A4c
D2x
D2x
D4q
xx
SAM
x
x
xx
x
x
F
3M/3
4M/3 1Kurd Bagdad III/51M 1Fdyn 7Fdyn B/1
B5a
D2x
D2x
C3k
A6h
D3p
x
C3r
xx
xx
SAM
x
x
x
F
x
3M/2 4M/2 SOTF-W Medina III/11 6Fdyn IV/2
B5a
26 SF
A 6h
A •s
C 2x
D3p
D2x
x
C4r
xx
x
xx
SAM
x
x
F
x
3M/1 4M/1 SOTF-N Adnan IV/1
III/6A 5Fdyn
B5a
3 SF
A6h
A •s
D2x
C2x
D4p
C3r
xx
x
SAM
x
xx
x
x
x
101/Av Mar/Tw CSOTF
Al Nida II/34 II/1 III/2
A 6d
D 3n
V/16
A 6b
A •s
C3r
D3t
SAM
X
x
xx
xx
SAM
x
xx
x
101/3 Mar/7 11Av Nbchdzr II/15 I/3 III/1
D3n
V/7
A6b
A6d
C3r
B5d
SAM
D3t
xx
X
xx
x
SAM
x
xx
x
101/2 SOTF-S Hmrbi II/3A
Mar/5 I/2
V/4 II/3
A6b
B5d
C3r
D4n
A •s
xx
xx
SAM
D3t
xx
SAM
x
x
Mar/1 SpRGd
101/1 82A/1 I/5M V/1M I/1 II/2
B5d
D4m
A6b
A4e
C4r
D4t
xx
xx
xx
SAM
X
SAM
x
x
x
x
94
Appendix A
BDA Chits
E LIM E L IM E LIM E LIM E L IM E LIM E L IM E LIM E LIM E LIM
1 S te p 1 S te p 1 S te p 1 S te p 1 S te p 1 S te p 1 S te p 1 S te p 1 S te p 1 S te p
No No No No No No No No No No
E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t
No No No No No No No No No No
E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t
No No No No No No No No No No
E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t
No No No No No No No No No No
E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t E ffe c t
95
96
1 2 3 4 5 6 7 8 9 10
Six Nine
Force Markers
1 2 3 4 5 6 7 8 9 10
Six Nine
11 12 13 14 15 16 17 18 19 20
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
31 32 33 34 35 36 37 38 39 40
Appendix A
Appendix A
Clock Chits
TO D A Y
W EEK
T H IS
97
98
50 50 5050 5050 50
50 50
50 50
50 50 50 50
Nuke Chem Bio Out Out Out Out Out Out Out
Pvt. Jessica
FARP FARP FARP FARP SCUD LIFT LIFT LIFT
50 50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50 50
decoy decoy decoy decoy decoy decoy decoy decoy decoy decoy
decoy decoy decoy decoy decoy decoy decoy decoy decoy decoy
Appendix A
Appendix A
LZ A LZ B LZ C Dug In Dug In Dug In Dug In Dug In Dug In Dug In
50 50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50 50
50 50 50 50 50 50 50 50 50 50
99
100
4 3 3 3
Central Air Component Maritime Land
Command Command Component Component
(CENTAF) Command Command
(NAVCENT) (ARCENT)
2 3 3
Special
Operations V Corps I Marine
Command Expeditionary
Central
Force
SOCCENT
Appendix A
Appendix A
1 1 1 1
3 rd Infantry 101 st 1 st 1 st UK
Division Airborne Marine Armoured
Division Division Division
1 2 2 1
82nd
Airborne 4th Infantry
Division Division CAOC
8 th Air Force
Prince Sultan
Barksdale
Saudi Arabia
Louisiana
101
102
3 2 2 1
Saddam R G C o rp s R G C o rp s I C o rp s
N o rth S o u th
N S
B IV II IV
1 1 1 1
II C o rp s III C o rp s IV C o rp s V C o rp s
II I I IV
Appendix A
Appendix A
2 2 2
Northern Southern Central
al-Douri al-M ajid Q usay Hussein
IV I B
2
Fedayeen
Uday Hussein Safe House H ide Site Cave
B
103
Appendix A
Turkey
Zakhu
DAHUK
Syria
Mosul
Bashur
NINAWA
Arbil
ARBIL
AT TAMIM Sulaymaniyah
Kirkuk
Al Qaim SALAH AD DIN AS SULAYMANIYAH
Tikrit
H-1 Hadithah
Dam
Samarra
H-2
Rutbah
Khanaqin
Fallujah
Mudaysis Jct. Ba’qubah
North
Ramadi BIAP Baghdad
DIYALA
Center
South
Aziziya
Musayyib
KARBALA
Numaniya
Kut
AL ANBAR Hillah
WASIT
Hindiyah
“The Elbow”
Kifl Afak
Najaf Qalat
Diwaniyah Sukar
QADISIYAH
OBJ Amarah
RAMS
Shatrah
AN NAJAF DHI QAR
Nasiriyah MAYSAN
Tallil Iran
Jalibah
AL MUTHANNA
Rumaylah
Waypoint
AL BASRAH Basrah
City Town or Objective
Zubayr
River Kurdish
Province Province
boundary boundary Um Qasr Fao
Primary Road
Critical Objective Udairi
Secondary Road Shrine City
Al Salem
Air Zone
boundary
Bridge
Kuwait
104
Syria
NINAWA
Turkey
Zakhu
DAHUK
« Mosul
Q Bashu
Arbil
ARBIL
ur
Jordan
Rutbah
Al Qaim
H-1 Hadithah
Dam
H-2 Q
Q
Mudaysis Jct.
Ramadi
AT TAMIM
«
Kirkuk
SALAH AD DIN AS SULA
Tikrit
m
«
Samarra
Fallujah
Ba’qubah
i Baghdad
BIAP
Q « « North DIYAL
Center
« South
Aziziya
Musayyib
Sulaymaniyah
AYMANIYAH
Khanaqin
LA
Saudi
AL ANBAR
AN NA
i Arabia
KARBALA
Numaniya
Z
Hillah
Hindiyah
“The Elbow”
Kifl Afak
Z
Najaf
Diwaniyah
QADISIYAH
OBJ
RAMS
S
AJAF DHI
Na
Samawah
Tallil
Jalibah
AL MUTHANNA
a
Kut
WASIT
Qalat
Sukar
Amarah
Shatrah
QAR
asiriyah MAYSAN
Iran
h
Rumaylah
Waypoint
City Town or Objective
Kurdish
River Province Province
boundary boundary
Primary Road
« Critical Objective
Secondary Road
Z Shrine City
Air Zone
boundary
Bridge
AL BASRAH « Basrah
Zubayr
Um Qasr Fao
Udairi
Al Salem
Kuwait
Appendix A
U n it ID C la s s S tr e n g th ta g e n d u ran ce S ta r t L o c
3 M ID 1 st B d e 1 /3 B 5 a GGYR U d a iri
3 M ID 2 n d B d e 2 /3 B 5 a GGYR U d a iri
3 M ID 3 rd B d e 3 /3 B 5 a GGYR U d a iri
I M EF 1 RC T M a r1 A 6 b GGYR A l S a le m
I M EF 5 RC T M a r5 A 6 b GGYR Al S a le m
I M EF 7 RC T M a r7 A 6 b GGYR Al S a le m
I M E F T F T a ra w a M /T rw A 6 b GGYR Al S a le m
U K 7 th A rm o u r B d e 7 A r/U K A 5 c G YYR Al S a le m
U K 1 6 th A a slt B d e 16 A 4 c G YYR A l S a le m
U K 3 C do Bde 3 A 4 c G YYR Fao
1 0 1 A b n 1 st B d e 1 0 1 /1 B 4 d G YR 2 1 -M a r
101 A bn 2nd Bde 1 0 1 /2 B 4 d G YR 2 1 -M a r
1 0 1 A b n 3 rd B d e 1 0 1 /3 B 4 d G YR 2 1 -M a r
1 0 1 A b n A vn B d e 101 A 6 d GR 2 1 -M a r
82nd A bn 1 Bde 8 2 /1 A 4 e GGYR 2 6 -M a r
1 1 A vn B d e 11 Av A 6 f GR K u w a it
173 A bn Bde 173 B 4 g G YR 2 6 -M a r
"C S O T F " S p e cO p A • s o ff m a p
S O T F -N S p e cO p A • s o ff m a p
S O T F -W S p e cO p A • s o ff m a p
S O T F -S S p e cO p A • s o ff m a p
4 M ID 1 st B d e 4 /1 A 6 h GGYR 4 -A p r
4 M ID 2 n d B d e 4 /2 A 6 h GGYR 4 -A p r
4 M ID 3 rd B d e 4 /3 A 6 h GGYR 4 -A p r
2 n d A rm C a v R g t (L ) 2AC R B 3 j G YR 6 -A p r
3 rd A rm C a v R g t 3AC R B 4 j G YYR 6 -A p r
1 K u rd ish "B d e " 1 K u rd C 3 k G YR Z akhu
2 K u rd ish "B d e " 2 K u rd C 3 k G YR A rb il
3 K u rd ish "B d e " 3 K u rd C 4 k G YR S u la y m a n iya
4 K u rd ish "B d e " 4 K u rd C 5 k G YR S u la y m a n iya
S p e c R e p G u a rd D iv SpR G d C 4 r G YR B a gh d a d C e n te r
H a m m u ra b i R G D iv H m rb i C 3 r GR B IA P
N e b u ch a d n e za r R G N b ch zr C 3 r GR K irk u k
M e d in a R G D iv M edna C 4 r G YR B a gh d a d S o u th
A d n a n R G D iv Adnn C 3 r GR T ik rit
A ln id a R G D iv A ln d a C 3 r GR B a gh d a d N o rth
B a g d a d R G D iv Bgdd C 3 r GR Kut
2 n d In f D iv I/2 D 3 m GR K irk u k
8 th In f D iv I/8 D 3 m GR K irk u k
3 8 th In f D iv I/3 8 D 3 m GR K irk u k
5 th M e c h D iv I/5 M D 4 m GR K irk u k
3 rd A rm D iv II/3 A D 4 n GR R am adi
121
122
Off-clock Players
Draw a Clock M arker Advance Time Track
M ay Spend Ops
21
9
9
M ove on-clock M obile M ove off-clock M obile
Resolve Combat
Forces Forces
Replenish Ops
Exploitation Plans Phase Dig in
Restore Disabled Nodes
Reinforcements
Replenish units
R oad to B aghdad Adm inistrative M oves
Establish FARP
S equence of Play M ode change
Air Allocation
Appendix A
Appendix A
Road to Baghdad Time Tracks
Su M Tu W Th F Sa
19-Mar-03 Wednesday
20-Mar-03 Thursday
21-Mar-03 Friday
1
22-Mar-03 Saturday
23-Mar-03 Sunday
Begin 24-Mar-03 Monday
19-Mar-03
25-Mar-03 Tuesday
26-Mar-03 Wednesday
27-Mar-03 Thursday
28-Mar-03 Friday
2
29-Mar-03 Saturday
30-Mar-03 Sunday
31-Mar-03 Monday
Air Tasking Track 1-Apr-03 Tuesday
2-Apr-03 Wednesday
Day 1 3-Apr-03 Thursday 3
I II III IV B S 4-Apr-03 Friday
5-Apr-03 Saturday
6-Apr-03 Sunday
Day 2 7-Apr-03 Monday
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
17 18 19 20
Appendix A
Appendix A
21 22 23 24
25 26 27 28
29 30 31 32
33 34 35 36
37 38 39 40
127
Perla, Peter P. The Art of Wargaming. Annapolis: Naval Institute Press,
1990
Perla, Peter P. et al. Using Gaming and Agent Technology to Explore Joint
Command and Control Issues. CNA Research Memorandum
D0007164.A1/Final, October 2002.
Perla, Peter P. and Julia Loughran, “Using Gaming and Agent Tech-
nology to Explore C2,” Proceedings of the 8th International Command
and Control Research and Technology Symposium (ICCRTS), 17 to 19
June 2003
128
CRM D0010807.A2/Final