E-Z WAR GAMING

M113A3 Gavin AIFV

A former South African Defense force infantry officer writes:

"The Pentagon played their blue and red games in the '60s before Nam (RAND Corp features prominently in many of the Pentagon simulations). And the blue team lost. They said the reds played unfair. But then the reds were made up of younger officers who could adapt (or even throw away) western doctrines in favour of things that worked [now that sounds familiar, doesn't it Mike ;-).] The blue were 2 or 3 stars, mostly seniors. And so set in their ways that they expect the enemy to fight by the rules. Scary thing is that the real Nam turned out almost exactly as the simulation they did. Even down to the downing of the U-2 with the simulation datetime a month or two different from what really happened."

A QUICK, and e-z war game would give maximum time for leaders to appreciate the enemy's capabilities, the terrain, weather and time. Learning how to war game will enable you to analyze Courses Of Action (COA) when actually troop leading and writing operations orders (OPORDs). This will enable you to anticipate the enemy's actions, counter them and come up with the best plan to defeat him. Combine this with professional military reading, and each Soldier should have a "Coup d'oeil" which is French for a grasp of everything at one time. Napoleon described this as knowing the essence of all things in a battle instantly, a form of intuition. COl Dan Bolger describes it in detail in his book, "The Battle for Hunger Hill" where he describes how you need to know how every aspect of modern war inter-relates to come up with a plan to win against unconventional foes like those replicated at the Joint Readiness Training Center (JRTC). To do this we must simplify the war game without the ratios, dice rolling and squabbling that current games have so you can see the ESSENCE of what is going on and how it inter-relates and unfolds. The way to do this is with a "home station" Observer-Controller (OC) who acts as the enlightened judge. 99% of the time the OC determines who is totally killed or mobility killed during the war game. In those rare occasions where its hard to decide, the OC can chose to have players roll dice to determine kills in evenly factored situations when he cannot render a decision.

Begin with a large terrain model or sand table made with grid lines to match the topo map(s) you have of the area you are to fight over. This can be indoors on a table with a terrain board or wooden box filled with sand or outdoors using the ground itself. The best terrain boards are modules that can be re-arranged to make many varieties of terrain. Have the board/ground oriented towards actual magnetic north so players can use lensatic compasses to determine magnetic azimuths for navigation/calls-for-fire. The situation can be from the U.S. Army ARMOR magazine's "Tactical Vignettes" or McGazette's "Tactical Decision Games" for a quick battle involving Rommel-esque problem solving. The U.S. Army Infantry magazine began a "You Decide!" fast war game battle drill, creating the "Combat Decision Game" (CDG) in the January-February 1973 issue. An excellent article on "Combat Decision Games" by Colonel Daniel Gans, USAR (Ret.) in the same issue describes in detail how CDGs can be played.

You Decide! Combat Decision Games (CDGs) from U.S. Infantry magazine


(Under construction)

"Through the mountain pass" by CPT Jerry A. Brown

"Escort SP Artillery into a firing position" by CPT Peter Brownback III

"Anti-armor ambush" by Walter Brinker

Tactical Vignettes from U.S. Army Armor magazine (Note how the Commander depicted holds his binoculars properly with fingers cupped over the ends to prevent glint!)


(under construction)

97-6 "Ambush at Dogwood Crossing"
98-1
98-2 "The Defense of Kozda"
98-3
98-4

Tactical Decision Games


http://kepler.egr.duke.edu/NROTC/gazette/tdgpage.htm

TERRAIN MODEL/SKETCH

When giving an orientation, you will use the terrain/sand model or sketch and a map. The orientation will contain:

The secret weapon of the 82d Airborne Division in WWII: the sand table

A. Map sheet name and number, and datum so it can be used to interface with GPS based weapons systems.

B. Unit.

C. Mission.

The following list is what is needed on the terrain model/sketch that will enable you to brief a mission thoroughly and in the proper sequence.

NOTE: GL = Grid Location. Dir = Direction to. PR = Primary TF = Terrain Feature AZ = Azmuth to ALT = Alternate

1. TERRAIN MODEL ORIENTATION - Explain legend.

-North arrow location.

-Terrain model in relation to the map. 2. LOCATION - Your present grid location GL/TF.

3.DIRECTION FACING - Cardinal direction.

4.DIRECTION OF MOVEMENT - DIR/AZ.

5. KEY TERRAIN - In your area of operation GC/TF.

"CONTROL MEASURES"

6. PHASE LINES - Shown on natural or man made features.

7. BOUNDARIES - Teams, support units, adjacent units GC/TF.

8. ROUTE TO & FROM OBJ - Primary and alternate.

9. DANGER ARES & OBSTACLES - Location and type.

-Near Side Rally Point (NSRP) = TF/GC/DIR

-Far Side Rally Point (FSRP) = TF/GC/DIR

10. RALLY POINTS - If you can see them, point them out. If not, show them on the map or terrain model.

1) IRP = TF/GC & PR & ALT.

2) ERRP = TF/GC or designate in route.

3) RRP = TF/GC & PR & ALT.

4) ORP = TF/GC & PR & ALT.

11. CHECK POINTS - TF/GC

12. FIRE SUPPORT TARGETS - TGT # IOL/Type.

13. OBJECTIVE - if possible have a separate sand table, terrain model or sketch that is enlarged so you can show in detail how all the elements are employed in and around the OBJ are also state TF/GC.

IF SUPPORTED UNIT IS IN THE OFFENSIVE

14. LINE OF DEPARTURE - TF/GC.

15. FINAL COORDINATION LINE AND PROBABLE LINE OF DEPLOYMENT - TF/GC.

16. DIRECTION OF ATTACK - Show on the terrain model or sketch.

IF SUPPORTED UNIT IS IN THE DEFENSIVE

17. LOCATIONS OF DEFENSIVE POSITIONS ON FLOT - TF/GC.

18. LOCATION OF SECURITY ELEMENTS (forward of FLOT) - TF/GC.

19. ROUTES OF ANY PATROLS (security) IN AO - TF/GC)IR/AZ

20. SUPPORTING UNITS - TF/GC.

Purchase miniature metal models of your MTOE vehicles and your North Korean, Iraqi etc.(OPFOR) opponents

http://www.ghqmodels.com/modern.html

The GHQ brand of 1:285,000 scale miniatures are official U.S. Army standard. They have incredible detail. You can even use them for Armor identification classes and for a tabletop SALUTE Station for EIB. For example, when you compare the latest Russian-made IFV, the BMP-3 its awesome 100mm gun/missile and 30mm auto-cannon/MMG 7.62mm co-ax armament is shown. Then you look at the GHQ BMP-3 compared to the M113A3 with applique armor and you will realize how much LARGER the BMP-3 is. You then place it next to the M-2 Bradley IFV and you see that while the BMP-3 is lighter at 20 tons, its also lower in silhouette than the 33-ton Bradley as well as better armed. The Bradley is better armor protected and spacious inside than the BMP-3. GHQ also has NATO and former Warsaw Pact Aircraft that can be obtained to simulate Close Air Support (CAS) and the Anti-aircraft battle using Avenger HMMWVs, Bradley LineBackers etc. New tactics like using the AvengerHMMWVs to shoot 2.75" rockets instead of Stinger SAMs for ground fire support can also be simulated in the e-z war game.

I recommend that you take the clear plastic wrappings from the back of the GHQ packages, remove any excess paper still attached and glue them together with model cement. Then paint the edges either Blue for BlueFOR or Red for OPFOR using model paint. You now have storage trays for your GHQ AFV models that can be stacked inside a plastic fishing tackle box or ammo can. Use model paints--the water-based varieties are excellent to paint your AFVs in flat camouflage colors. Paint the inside underneath areas of these miniature AFVs RED so when the vehicle is "killed" during the war game it can be turned over to signify being on fire.

The entire world of GHQ miniature model war gaming is composed of very brilliant people who take TOEs seriously and write about them and tactics that are very fitting for the U.S. Army warfighter.

The Maisto Company makes larger 3 inch metal military vehicles as does Matchbox and Hot Wheels coming in a 5-pack called the "Military Assortment" UPC Code #11001. This comes with:

M3 Bradley CFV
M1 Abrams tank
UH-60L Blackhawk with ESSS wings
5-ton truck
Jeep

In other words, its well worth your money to buy 10 packs just to get 10 BFVs because you get other useful vehicles for your terrain models/sand tables.

The way to order these is through your U.S. Army AAFES. Have them contact MJ Daniel, the distributor of the Maisto products at (972) 245-3600.

Dismounts can be made by pasting circles to pennies/nickels with weapons/duty assignment symbols. We have made a chart, soldierdisk.jpg. You can print it out and cut out the circles.

These can then be stacked into clear syrup spout caps with their miniature vehicle placed on top. They are moved together until the dismounts are needed on other parts of the board. If you do not have the $ or the time to order miniature AFV models from GHQ, you can make AFV disks in the same size as the Soldier duty assignment disks. These can be printed out from the AFV disk web page we are making here:

http://www.geocities.com/Pentagon/Quarters/2116/afvdisks.htm

derived from a small drawing of the vehicle you need depicted. Mark underneath the vehicle drawing the unit it belongs to: 1st Squad, 1st Platoon "1/1" etc. Then, the Soldier disks with their AFV disk on top inside the clear plastic drink spout cover cap. Another added plus of the Soldier/AFV disks is that they are compact enough to be carried into the field terrain model kit, an ideal application would be to glue the disks in paper to some 3x5 cards for stiffness then laminate. This creates a waterproof and lighter disk that doesn't have any risk of rattling in your pockets.

ALL PLAYERS in the game should be signed in pencil on a battle roster like the Bradley AFV roster depicted below:

http://www.geocities.com/Pentagon/Bunker/1677/roster.htm

Look at your unit Tables of Organization & Equipment (TOE) and create a battle roster for the subunits involved in the war game. The Driver from directions of the Vehicle Commander moves the entire playing piece with all Soldier/AFV disk or GHQ miniature in its clear plastic holder. Each player moves his Soldier disk if away from the vehicle on direction of their dismounted leader. Soldiers/AFVs that are killed are crossed off the battle roster as the game progresses.

Have a yardstick measured in 1000m increments for vehicle or unit commanders to call their "shots"

Have your OPFOR player set up the enemy on the board

Write an OPORD for Army leaders and issue in room where they cannot see the board

They in turn send their scout section ahead to recon/report back enemy situation

As your sub-units Cdrs write their OPORDS (and/or concept sketches on a clipboard), Scouts go out and enter the room with the terrain board

Scouts recon on board the enemy and get engaged by OPFOR player if unable to stay undetected. The OPFOR (s) draw up their defense or offense plans using a concept sketch on a clipboard that the OC can see to verify that indeed a minefield was placed at a particular location when vehicles run over them, dismounts step into them etc. The BlueFOR and OPFOR concept skecthes on clipboards are the "ground truth" the OC can use to prevent cheating.

Scouts return with latest information, OPORDS/Concept sketches amended

Give BN CDRs/Staffs just 30 minutes to make their final plans

Target Reference Ponts (TRPs) are decided upon and marked on the board. A Fire Direction Center (FDC) player is designated.

The BlueFOR ID BDE "moves out" at no faster than 1000m a turn if mounted. 100m if dismounted. 4000m a turn if moved by helicopter (AIRmechanized) Each turn is 2 minutes in actual war time AND decision making time. If a side stops to think, they waste turns the other side can be moving/firing. Fast-moving aircraft can cover the ntire game board in one turn and hit any location on it, BUT its ordnance is limited to one for each target. The OC determines the ordnance onboard and this can be expended at once or for as many passes/turns as there is ordnance which is deducted as its used. The aircraft stays over the target area for the other side's turn. The opposite side's air-defense weapons can engage if within range, with the OC determining the outcome. Even situations decided by dice roll of the opponents. The highest number rolled, wins. The OC declares at the end of each time increment: "Your turn ARMY" or "Your turn OPFOR" etc.

The OC gives each Army and OPFOR players 2 minutes to make their moves, and declare what they are firing on.

If the vehicle commander says he is firing at an enemy vehicle, he proves its within range by the yardstick or 1000m range marker, and states the way he is engaging it.

TOW shots at maximum range (3750m) require one whole turn to represent tracking time and the slower speed of the Bradley with TOW launcher raised. Hits are determined on the next turn.

The OC determines if the enemy vehicle is hit or not depending on his grasp of the weather, visibility, movement etc.

If a players is controlling more than one vehicle he calls out what he wants each one to fire at and goes through the same OC yea/nay process.

Vehicles that are destroyed are replaced with a crumpled piece of paper representing wreckage or turned over. Damaged, immobile vehicles have their turrets turned rearwards (don't glue the GHQ miniatures' turrets).

One fire mission per turn can be called per battery on call as per the wargame scenario. Designated FOs must go through the correct call- for-fire procedure. Actual magnetic azimuths must be called in after being determined by a lensatic compass. The FDC player receives and adjusts the fire mission as per the FO's calls. The OC drops pennies or a blast circle card on the board spot where the TRP is or the adjusted position of the first round. Where the penny/blast circle card bounces is where the rounds actually "land" and the FO adjusts, until FFE is given. 3 adjustments can be made in one 2 minute turn. The OC determines what is damaged/destroyed. Or the exact location of a FASCAM minefield if available in the war game scenario.

Logistics
Once the "hang" of e-z wargaming is understood, logistics can be factored by giving each player an ammo/fuel load written on a sheet on a clipboard which they cross off as they use them up. Each turn, 1000m of engine fuel consumption should automatically be deducted by each player. If the game continues into days, MRES/water need to be deducted.

Resupply actions will have to be done on the board as the need arises.

I tried this simplified war game set up recently with a Mechanized Infantry Company with each vehicle moved/gamed by a Soldier, but platoons/companies could be controlled by one player for BN/BDE sized war games. E-Z war gaming is fun and draws in the interest of our junior Soldiers who now can see "the big picture" so they understand why they are told the things they are told to do. With their thinking, seeing obedience, we gain a higher quality of followership that can understand the Commander's intent and "make it so" on the 21st Century AIRLAND battlefield.


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