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Marine Corps Gazette: Wargaming
Marine Corps Wargaming

 
 
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By Capt John C. Ketcherside

The Marines have a history of embracing innovative concepts that add to their warfighting capability. These concepts include intellectual and academic ideas, such as wargaming. The wargaming conducted by the Marine Corp in the 1930s laid the foundation of the amphibious doctrine used in World War II and is still cited as a classic use of wargames to win wars. However, in the Marine Corps today, wargaming below the Marine expeditionary force (MEF) level suffers from ignorance and apathy -- I don't know and I don't care. Most Marines have not been exposed to any wargaming or simulations during their careers, and have no idea why they should be. This is because wargaming in the modern Marine Corps suffers from both misused capabilities and unused potentials.

For clarity, this article is not referring to course of action wargaming as used in the Marine Corps Planning Process. Rather, it is referring to the conventional wargame that is a conflict simulation or as defined by the Wargaming Division of the Marine Corps Warfighting Laboratory (MCWL) as:
. . . the artificial replication of a situation of competition or conflict not involving actual military forces, and is characterized by human decisionmaking which impacts the course of events throughout. It revolves around the interaction of two or more opposing forces guided by predetermined objectives, rules, data, and procedures designed to depict an actual or assumed real world situation.
The Marine Corps has developed two extremes in regard to wargaming. The first is that most simulations Marines encounter (if they encounter any) are large, complex, high command- level computer simulations that last for days or weeks. On the other end are tactical decision games (TDGs). TDGs are one of the best and most enduring training aids the Marine Corps has used, but they are limited by the fact that they have a static enemy force. They are excellent for what they are designed to do, and that is train Marines to develop an executable plan in the minimum amount of time. But, unlike a simulation, there is no following test of that plan against a thinking enemy. A simulation trains a Marine in the same things as a TDG but also trains the decisionmaking cycle against an intelligent opponent.

As far as the large, complex simulations are concerned, this is where the Marine Corps has misused capabilities. This author has participated in Marine tactical warfare simulations in Twentynine Palms, Camp Lejeune, and with the Marines in Thailand, and in ULCHI FOCUS LENS in Okinawa and UNIFIED ENDEAVOR at Camp Lejeune. The utility of these simulations for command levels below division was minimal. These simulations were designed to train joint commands on a MEF level and higher. These fall under the category of Title 10 wargames, such as the type addressed in the article by the Wargaming Division, MCWL, "Expeditionary Warrior: The Marine Corps and Title 10 Wargaming," (MCG, Sep03). These games usually involved dozens or hundreds of people for several days or weeks. The problem is that for Marines and staffs under a divisional level, there is a great deal of time spent with little in return. Since the focus of these games is high-level command and control, small unit staffs are relegated to pushing icons around the screen in a slow and tedious process. There is rarely any realistic tactical play for these units. For instance, the smallest level unit in ULCHI FOCUS LENS was a battalion that could not be broken down into its component units. This is a software problem and could be fixed, but that is not the focus of Title 10 simulations, so it probably will not be addressed.

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Nor should it be. The focus for Title 10 wargames is high-level command and control. The actions of an individual company may not contribute to the training objectives on that level. The problem is that battalion staffs, company grade officers, staff noncommissioned officers (SNCOs) and NCOs are drawn into these simulations to act as unit commanders and staffs. While these units derive some training benefit from these simulations by conducting staff planning and writing orders, this is usually done by the unit only for their use and will end up having no real impact on the simulation. Battalion and company commanders would most prefer to use their scarce time to conduct this type of staff training in conjunction with their own field exercises and training objectives.

The future trend is for more simulations of this type becoming bigger, more complex, and joint. The MCWL Warfighting Division web site at www.wargaming.quantico.usmc.mil discusses several of these simulations in detail. This is a good trend and will be most beneficial to joint staffs and higher level commands. Unfortunately, it is not good for units that must participate or send Marines to participate for a week or more at a time in a simulation that provides little to the unit in return.



How can this problem be corrected? Two ways are by focusing and limiting -focusing on what the training objectives of these simulations are and limiting the number of people involved to those being trained and the minimum needed to operate the simulation (usually contractor personnel). Focusing on specific objectives and personnel will restrain the urge to incorporate more and more Marines with the idea that "everyone will get something out of it." Specifically, if the objective is to train a joint staff in strategic-level operations, then there is no need to incorporate lieutenants as battalion commanders pushing icons across a screen. This addresses the misused capability in wargaming the Marine Corps has, but what about the unused potential?

The unused potential is the widespread availability of wargames and the ability of battalions, companies, and squads to use them for their own training. For the purposes of this article there are three types of wargames available for widespread use-computer, manual, and nonspecific.


© 2004 Marine Corps Gazette. All rights reserved.
 

 

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