All posts by Guest Author

Bilge Pumps Episode 38: Section 22 – The Forgotten Electronic Warfare Superstars of WWII

By Alex Clarke

Hello everyone! This is the first of our users’ submissions to air. Originally due to the number of people involved, it was thought to be one of the hardest episodes to organize, but it came together remarkably quickly. For that we have to thank the three members of the Section 22 research team who joined us:

Trent Telenko (@trenttelenko), Craig Bellamy, and Peter Dunn (@Ozatwar) of Australia at War

They were fantastic guests and we hope you love this bumper-length and bumper content episode as much as we did.

#Bilgepumps is still a newish series and new avenue, which may no longer boast the new car smell, in fact decidedly more of pineapple/irn bru smell with a hint of mint cake and the faintest whiff of fried chicken. But we’re getting the impression it’s liked, so we’d very much like any comments, topic suggestions or ideas for artwork to be tweeted to us, the #Bilgepump crew (with #Bilgepumps), at Alex (@AC_NavalHistory), Drach (@Drachinifel), and Jamie (@Armouredcarrier). Or you can comment on our Youtube channels (listed down below).

Bilge Pumps Episode 38: Section 22 – The Forgotten Electronic Warfare Superstars of WWII

Links

1. Dr. Alex Clarke’s Youtube Channel
2. Drachinifel’s Youtube Channel
3. Jamie Seidel’s Youtube Channel

Alex Clarke is the producer of The Bilge Pumps podcast.

Contact the CIMSEC podcast team at [email protected].

Bilge Pumps Episode 37: Rating Ships – It Can’t Be Fourth Rate, NATO Nations Don’t Buy Anything But First Rate

By Alex Clarke

So last week, in the Long War discussion of Episode 36, we chatted for a small amount of time, as the Bilge Pumps crew is want to do, about applying the age of sail rating system to modern ships. Someone may have mentioned that the Daring-class are fourth rate under those terms and that the U.S. Navy is rapidly getting rid of its only first rates. Drach may have pointed out that the Sejong the Greats are first rates, and Jamie may have questioned the rationale for certain ships…

Anyway, this seems to have made several people rather angry, and furthermore, it may have led to a number of contacts where we were firmly told we were wrong as “<insert western/European nation of choice here> doesn’t buy anything but first rate ships for their <insert adjective of choice here> navy” and that we should drop it. So we did, right into the suggestion box for the headline topic of this week. Enjoy! And seriously, for people who claimed to be “regular listeners to our otherwise brilliant show,” it’s as if they didn’t know us at all!

#Bilgepumps is still a newish series and new avenue, which may no longer boast the new car smell, in fact decidedly more of pineapple/irn bru smell with a hint of mint cake and the faintest whiff of fried chicken. But we’re getting the impression it’s liked, so we’d very much like any comments, topic suggestions or ideas for artwork to be tweeted to us, the #Bilgepump crew (with #Bilgepumps), at Alex (@AC_NavalHistory), Drach (@Drachinifel), and Jamie (@Armouredcarrier). Or you can comment on our Youtube channels (listed down below).

Bilge Pumps Episode 37: Rating Ships – It Can’t Be Fourth Rate, NATO Nations Don’t Buy Anything But First Rate


Links

1. Dr. Alex Clarke’s Youtube Channel
2. Drachinifel’s Youtube Channel
3. Jamie Seidel’s Youtube Channel

Alex Clarke is the producer of The Bilge Pumps podcast.

Contact the CIMSEC podcast team at [email protected].

The Future is Unmanned: Why the Navy’s Next Generation Fighter Shouldn’t Have a Pilot

By Trevor Phillips-Levine, Dylan Phillips-Levine, and Walker D. Mills

In August 2020, USNI News reported that the Navy had “initiated work to develop its first new carrier-based fighter in almost 20 years.” While the F-35C Lightning II will still be in production for many years, the Navy needs to have another fighter ready to replace the bulk of the F/A-18E/F/G Super Hornets and Growlers by the mid-2030s. This new program will design that aircraft. While this is an important development, it will be to the Navy’s detriment if the Next Generation Air Dominance (NGAD) program yields a manned fighter.

Designing a next-generation manned aircraft will be a critical mistake. Every year remotely piloted aircraft (RPAs) replace more and more manned aviation platforms, and artificial intelligence (AI) is becoming ever increasingly capable. By the mid-2030s, when the NGAD platform is expected to begin production, it will be obsolete on arrival if it is a manned platform. In order to make sure the Navy maintains a qualitative and technical edge in aviation, it needs to invest in an unmanned-capable aircraft today. Recent advances and long-term trends in automation and computing make it clear that such an investment is not only prudent but necessary to maintain capability overmatch and avoid falling behind.

Artificial Intelligence

This year, AI designed by a team from Heron Systems defeated an Air Force pilot, call sign “Banger,” 5-0 in a simulated dogfight run by DARPA. Though the dogfight was simulated and had numerous constraints, it was only the latest in a long string of AI successes in competitions against human masters and experts.

Since 1997, when IBM’s DeepBlue beat the reigning world chess champion Gary Kasparov over six games in Philadelphia, machines have been on a winning streak against humans. In 2011, IBM’s “Watson” won Jeopardy!. In 2017, DeepMind’s (Google) “AlphaGo” beat the world’s number one Go player at the complex Chinese board game. In 2019, DeepMind’s “AlphaStar” beat one of the world’s top-ranked Starcraft II players, a real-time computer strategy game, 5-0. Later that year an AI from Carnegie Mellon named “Pluribus” beat six professionals in a game of Texas Hold’em poker. On the lighter side, an AI writing algorithm nearly beat the writing team for the game Cards Against Humanity in a competition to see who could sell more card packs in a Black Friday write-off. After the contest the company’s statement read: “The writers sold 2% more packs, so their jobs will be replaced by automation later instead of right now. Happy Holidays.”

It’s a joke, but the company is right. AI is getting better and better every year and human abilities will continue to be bested by AI in increasingly complex and abstract tasks. History shows that human experts have been repeatedly surprised by AI’s rapid progress and their predictions on when AI will reach human parity in specific tasks often come true years or a decade early. We can’t make the same mistake with unmanned aviation.

Feb, 11, 1996 – Garry Kasparov, left, reigning world chess champion, plays a match against IBM’s Deep Blue, in the second of a six-game match in Philadelphia. Moving the chess pieces for IBM’s Deep Blue is Feng-hsiung Hsu, architect and principal designer of the Deep Blue chess machine. (H. Rumph, Jr./AP File)

Most of these competitive AIs use machine learning. A subset of machine learning is deep reinforcement learning which uses biologically inspired evolutionary techniques to pit a model against itself over and over. Models that that are more successful at accomplishing the specific goal – such as winning at Go or identifying pictures of tigers, continue on. It is like a giant bracket, except that the AI can compete against itself millions or even billions of times in preparation to compete against a human. Heron Systems’ AI, which defeated the human pilot, had run over four billion simulations before the contest. The creators called it “putting a baby in the cockpit.” The AI was given almost no instructions on how to fly, so even basic practices like not crashing into the ground were things it had to learn through trial and error.

This type of ‘training’ has advantages – algorithms can come up with moves that humans have never thought of, or use maneuvers humans would not choose to utilize. In the Go matches between Lee SeDol and AlphaGo, the AI made a move on turn 37, in game two, that shocked the audience and SeDol. Fan Hui, a three-time European Go champion and spectator of the match said, “It’s not a human move. I’ve never seen a human play this move.” It is possible that the move had never been played before in the history of the game. In the AlphaDogfight competition, the AI favored aggressive head-on gun attacks. This tactic is considered high-risk and prohibited in training. Most pilots wouldn’t attempt it in combat. But an AI could. AI algorithms can develop and employ maneuvers that human pilots wouldn’t think of or wouldn’t attempt. They can be especially unpredictable in combat against humans because they aren’t human.

A screen capture from the AlphaDogFight challenge produced by DARPA on Thursday, August 20, 2020. (Photo via DARPA/Patrick Tucker)

An AI also offers significant advantages over humans in piloting an aircraft because it is not limited by biology. An AI can make decisions in fractions of a second and simultaneously receive input from any number of sensors. It never has to move its eyes or turn its head to get a better look. In high-speed combat where margins are measured in seconds or less, this speed matters. An AI also never gets tired – it is immune to the human factors of being a pilot. It is impervious to emotion, mental stress, and arguably the most critical inhibitor, the biological stresses of high-G maneuvers. Human pilots have a limit to their continuous high-G maneuver endurance. In the AlphaDogfight, both the AI and “Banger,” the human pilot, spent several minutes in continuous high-G maneuvers. While high G-maneuvers would be fine for an AI, real combat would likely induce loss of consciousness or G-LOC for human pilots.

Design and Mission Profiles

Aircraft, apart from remotely piloted aircraft (RPAs), are designed with a human pilot in mind. It is inherent to the platform that it will have to carry a human pilot and devote space and systems to all the necessary life support functions. Many of the maximum tolerances the aircraft can withstand are bottlenecked not by the aircraft itself, but to its pilot. An unmanned aircraft do not have to worry about protecting a human pilot or carrying one. It can be designed solely for the mission.

Aviation missions are also limited to the endurance of human pilots, where there is a finite number of hours a human can remain combat effective in a cockpit. Using unmanned aircraft changes that equation so that the limit is the capabilities of the aircraft and systems itself. Like surveillance drones, AI-piloted aircraft could remain on station for much longer than human piloted aircraft and (with air-to-air refueling) possibly for days.

The future operating environment will be less and less forgiving for human pilots. Decisions will be made at computational speed which outpaces a human OODA loop. Missiles will fly at hypersonic speeds and directed energy weapons will strike targets at the speed of light. Lockheed Martin has set a goal for mounting lasers on fighter jets by 2025. Autonomous aircraft piloted by AI will have distinct advantages in the future operating environment because of the quickness of its ability to react and the indefinite sustainment of that reaction speed. The Navy designed the Phalanx system to be autonomous in the 1970s and embedded doctrine statements into the Aegis combat system because it did not believe that humans could react fast enough in the missile age threat environment. The future will be even more unforgiving with a hypersonic threat environment and decisions made at the speed of AI that will often trump those made at human speeds in combat.

Unmanned aircraft are also inherently more “risk worthy” than manned aircraft. Commanders with unmanned aircraft can take greater risks and plan more aggressive missions that would have featured an unacceptably low probability of return for manned missions. This increased flexibility will be essential in rolling back and dismantling modern air defenses and anti-access, area-denial networks.

Unmanned is Already Here

The U.S. military already flies hundreds of large RPAs like the MQ-9 Predator and thousands of smaller RPAs like the RQ-11 Raven. It uses these aircraft for reconnaissance, surveillance, targeting, and strike. The Marine Corps has flown unmanned cargo helicopters in Afghanistan and other cargo-carrying RPAs and autonomous aircraft have proliferated in the private sector. These aircraft have been displacing human pilots in the cockpit for decades with human pilots now operating from the ground. The dramatic proliferation of unmanned aircraft over the last two decades has touched every major military and conflict zone. Even terrorists and non-state actors are leveraging unmanned aircraft for both surveillance and strike.

Apart from NGAD, the Navy is going full speed ahead on unmanned and autonomous vehicles. Last year it awarded a $330 million dollar contract for a medium-sized autonomous vessel. In early 2021, the Navy plans to run a large Fleet Battle Problem exercise centered on unmanned vessels. The Navy has also begun to supplement its MH-60S squadrons with the unmanned MQ-8B. Chief among its advantages over the manned helicopter is the long on-station time. The Navy continues to invest in its unmanned MQ-4C maritime surveillance drones and has now flight-tested the unmanned MQ-25 Stingray aerial tanker. In fact, the Navy has so aggressively pursued unmanned and autonomous vehicles that Congress has tried to slow down its speed of adoption and restrict some funding.

The Air Force too has been investing in unmanned combat aircraft. The unmanned “loyal wingman” drone is already being tested and in 2019 the service released its Artificial Intelligence Strategy arguing that “AI is a capability that will underpin our ability to compete, deter and win.” The service is also moving forward with testing their “Golden Horde,” an initiative to create a lethal swarm of autonomous drones.

https://gfycat.com/sentimentalunknownharpyeagle

The XQ-58A Valkyrie demonstrator, a long-range, high subsonic unmanned air vehicle completed its inaugural flight March 5, 2019 at Yuma Proving Grounds, Arizona. (U.S. Air Force video)

The Marine Corps has also decided to bet heavily on an unmanned future. In the recently released Force Design 2030 Report, the Commandant of the Marine Corps calls for doubling the Corps’ unmanned squadrons. Marines are also designing unmanned ground vehicles that will be central to their new operating concept, Expeditionary Advanced Base Operations (EABO) and new, large unmanned aircraft. Department of the Navy leaders have said that they would not be surprised if as much as 50 percent of Marine Corps aviation is unmanned “relatively soon.” The Marine Corps is also investing in a new “family of systems” to meet its requirement for ship-launched drones. With so much investment in other unmanned and autonomous platforms, why is the Navy not moving forward on an unmanned NGAD?

Criticism

An autonomous, next-generation combat aircraft for the Navy faces several criticisms. Some concerns are valid while others are not. Critics can rightly point out that AI is not ready yet. While this is certainly true, it likely will be ready enough by the mid-2030s when the NGAD is reaching production. 15 years ago, engineers were proud of building a computer that could beat Gary Kasparov at chess. Today, AIs have mastered ever more complex real-time games and aerial dogfighting. One can only expect AI will make a similar if not greater leap in the next 15 years. We need to be future-proofing future combat aircraft. So the question should not be, “Is AI ready now?” but, “Will AI be ready in 15 years when NGAD is entering production?”

Critics of lethal autonomy should note that it is already here. Loitering munitions are only the most recent manifestation of weapons without “a human in the loop.” The U.S. military has employed autonomous weapons ever since Phalanx was deployed on ships in the 1970s, and more recently with anti-ship missiles featuring intelligent seeker heads. The Navy is also simultaneously investing in autonomous surface vessels and unmanned helicopters, proving that there is room for lethal autonomy in naval aviation.

Some have raised concerns that autonomous aircraft can be hacked and RPAs can have their command and control links broken, jammed, or hijacked. But these concerns are no more valid with unmanned aircraft than manned aircraft. Modern 5th generation aircraft are full of computers, networked systems, and use fly-by-wire controls. A hacked F-35 will be hardly different than a hacked unmanned aircraft, except there is a human trapped aboard. In the case of RPAs, they have “lost link” protocols that can return them safely to base if they lose contact with a ground station.

Unfortunately, perhaps the largest obstacle to an unmanned NGAD is imagination. Simply put, it is difficult for Navy leaders, often pilots themselves, to imagine a computer doing a job that they have spent years mastering. They often consider it as much an art as a science. But these arguments sound eerily similar to arguments made by mounted cavalry commanders in the lead up to the Second World War. As late as 1939, Army General John K. Kerr argued that tanks could not replace horses on the battlefield. He wrote: “We must not be misled to our own detriment to assume that the untried machine can displace the proved and tried horse.” Similarly, the U.S. Navy was slow to adopt and trust search radars in the Second World War. Of their experience in Guadalcanal, historian James D. Hornfischer wrote, “…The unfamiliar power of a new technology was seldom a match for a complacent human mind bent on ignoring it.” Today we cannot make the same mistakes.

Conclusion 

The future of aviation is unmanned aircraft – whether remotely piloted, autonomously piloted, or a combination. There is simply no reason that a human needs to be in the cockpit of a modern, let alone next-generation aircraft. AI technology is progressing rapidly and consistently ahead of estimates. If the Navy waits to integrate AI into combat aircraft until it is mature, it will put naval aviation a decade or more behind.

Platforms being designed now need to be engineered to incorporate AI and future advances. Human pilots will not be able to compete with mature AI – already pilots are losing to AI in dogfights; arguably the most complex part of their skillset. The Navy needs to design the next generation of combat aircraft for unmanned flight or it risks making naval aviation irrelevant in the future aerial fight.

Trevor Phillips-Levine is a lieutenant commander in the United States Navy. He has flown the F/A-18 “Super Hornet” in support of operations New Dawn and Enduring Freedom and is currently serving as a department head in VFA-2. He can been reached on Twitter @TPLevine85.

Dylan Phillips-Levine is a lieutenant commander in the United States Navy. He has flown the T-6B “Texan II” as an instructor and the MH-60R “Seahawk.” He is currently serving as an instructor in the T-34C-1 “Turbo-Mentor” as an exchange instructor pilot with the Argentine navy. He can be reached on Twitter @JooseBoludo.

Walker D. Mills is a captain in the Marines. An infantry officer, he is currently serving as an exchange instructor at the Colombian naval academy. He is an Associate Editor at CIMSEC and an MA student at the Center for Homeland Defense and Security at the Naval Postgraduate School. You can find him on twitter @WDMills1992.

Featured Image: The XQ-58A Valkyrie demonstrator, a long-range, high subsonic unmanned air vehicle completed its inaugural flight March 5, 2019 at Yuma Proving Grounds, Arizona. (DoD)

The Shores of Tripoli: Waging the First Barbary War

By Caitlyn Leong and Ens. Brandon Bridges, USN

The Shores of Tripoli (SoT) is a one-to-two-player card-driven wargame by designer Kevin Bertram and Fort Circle games. SoT presents players with the opportunity to make strategic choices on behalf of the U.S. Navy and Marine Corps or the pirates of Tripoli during the First Barbary War. Our review focuses on the two-player game experience and we outline the game components, basic rules, and our thoughts on the value of the game as both a wargame and a means of learning history. While not heavily focused on the tactics or international politics of the First Barbary War, SoT accurately captures the high-level strategic decisions and asymmetries of the actual conflict, allowing players to develop insights that are relevant to history and to contemporary conflict dynamics. Overall, SoT is an excellent game for those who are interested in the First Barbary War, and both new and experienced wargamers. 

Game Components 

The Shores of Tripoli arrives as a boxed set, with high-quality wood components, card decks for the American and Tripolitan player, a full-color game map, and a bag of twenty-four six-sided dice. The box also contains a historical supplement with designer’s notes and a copy of Thomas Jefferson’s 1801 letter to Yusuf Qaramanli, the pasha of Tripoli. 

The Shores of Tripoli game components. (Photo by the authors.)

The large three-masted ships represent frigates. The blue frigates represent the U.S. Navy, the red frigates are Tripolitan, and the two yellow frigates represent the Swedish Navy, which had been engaged in conflict with Tripoli since the late 1790s. The smaller single-masted vessels represent American gunboats (blue) and pirate corsairs (red and orange). The orange corsairs represent the pirate forces of the Tripolitan allies in Algiers, Tangier, and Tunis. Ground units are represented by wooden cubes, blue for U.S. Marine Corps, white for Arab infantry that fought alongside the U.S., and red for Tripolitan infantry. The twelve gold coins represent tribute and stolen treasure that the Tripolitan player can attempt to win throughout the game. 

The map has three different types of playable areas. The color-coded circles represent the nine harbors in the region. The colors indicate whether the harbor is friendly for the Americans or the Tripolitans, although they can peacefully coexist in Gibraltar. The lightly-shaded semicircles outside of five of the harbors represent patrol zones, which American frigates can patrol to try and prevent pirate corsairs from leaving the harbor. Everything outside of the harbors and patrol zones is the open sea, where the corsairs may engage in piracy against merchant ships that are not physically represented in the game.

The game map for The Shores of Tripoli. (Photo by the authors.)

At the bottom of the map, a turn tracker marks the year and the season. The game begins in the spring of 1801. The upper right corner of the map also features a designated supply area where extra American and Tripolitan pieces, along with their allies’ pieces may be stored for ease of access during gameplay. 

 Victory Conditions and Combat Adjudication

SoT offers multiple paths to victory for both the American and Tripolitan players. The asymmetries between these objectives make for very engaging gameplay. The American player wins by either forcing the Tripolitan player to sign the Treaty of Peace and Amity (1805 or later) if certain conditions are met, or by capturing Tripoli, which requires defeating both the Tripolitan pirate fleet and infantry. The Tripolitan player has three paths to victory. First, they can sink a total of four American frigates, forcing the Americans to acquiesce on the basis of having lost too much of their nascent fleet. Alternatively, Tripolitan corsairs and their allies in Tunis, Algiers, and Tangier can win by acquiring twelve gold coins, reflecting their ability to prey on Mediterranean trade successfully. Finally, if the Tripolitans can defeat and eliminate Hamet’s Army (the American ground force), they win. If neither player has achieved victory before 1806, the game ends in a draw. 

SoT features two types of combat: naval and ground. In both types of combat, the results are adjudicated by simple dice rolls, which, regardless of the apparent strength of the attacking force, can leave a lot to chance. The American player also has the option to conduct a naval bombardment of enemy infantry. Regardless of the type of combat, players roll dice based on their units’ strength and can modify these rolls for better results using cards. 

The Two-Player Game Experience 

In order to thoroughly test the game’s iterability and the likelihood of in-game events, we played the two-player version of SoT twelve times before writing this review. We noted on our first playthrough that SoT has a very low barrier to entry in terms of learning the rules and understanding the game’s dynamics. This is especially important if one is new to wargaming or wants to play with someone who is. 

Game set-up is fairly simple and outlined clearly in the rulebook. Each player gets event cards that allow them to take certain actions during the game and draws a hand of eight cards from their deck. At the start of each subsequent year, players will draw cards from the deck and discard excess cards from their hand, if necessary. One card must be played per season by each player. 

For the first game, we recommend being very slow in assessing your hand and your options and making sure to move the season tracker. When we tried to move too quickly in our first few games, we each lost track of the season and missed some critical moves made by our opponent. That said, we never had a game last longer than an hour, so SoT is a great game to play if you want minimal setup and quick play. 

Our games made it clear that players must balance competing strategic objectives based on the cards they draw and the current year and season. Some cards can only be played after a certain year or season has passed, particularly the American victory condition cards. Some cards can also be stacked with each other to make their effects stronger or modify combat but using certain cards may permanently remove them from the game. Consequently, successful players must choose their path to victory and identify the cards that they will need to achieve that victory relatively early in the game.

We found that as we gained more experience with the game, we became better at planning our hands and playing the right cards together to achieve certain effects or strategic objectives. This also made the game more challenging, since each of us was more familiar with the other player’s deck and strategic choices. However, we did not have a game that ended in a draw. In our testing of the game, we found that the Tripolitan player is most likely to win by amassing the requisite twelve gold coins, while the American is most likely to win by assaulting Tripoli. 

While much of the game’s progression towards victory depends on a player’s hand, much also depends on the roll of the dice. As previously mentioned, strategies that may work in other games, such as massing forces or stacking modifying cards in one final climactic battle may not be enough to win SoT. In one game the entirety of the American Navy and Hamet’s Army (supported by extra Arab infantry) assaulted Tripoli, but lost four frigates to the Tripolitans, resulting in a last-minute Tripolitan victory. 

Assault on Tripoli: The ill-fated American attack on Tripoli resulted in a Tripolitan victory. (Photo by the authors.)

We also had several games where the Tripolitans reached twelve gold coins just before the American player could play the Treaty of Peace and Amity in 1805. While this can be incredibly frustrating if it happens routinely, (we did play the game twelve times in fairly short order), we felt that this contributed to the opportunity to explore counterfactuals through SoT

The History of the First Barbary War and the Historic Counterfactuals in Shores of Tripoli

Learning about conflict dynamics and history through wargames can reveal new insights and inform understandings of contemporary conflict dynamics. To that end, SoT offers players an opportunity to understand the challenges of strategic decision-making, particularly during a protracted and asymmetric conflict like the First Barbary War. The First Barbary War lasted from 1801 to 1805. The war began in 1801 when Tripoli formally declared war after years of tensions over the tributes required to ensure merchant ships’ safe passage in the Mediterranean. At the time of the war, the US had just started building the first six frigates of the U.S. Navy and had barely been acknowledged as a nation by the European powers.

By contrast, Tripoli and its allies, Tunis, Algiers, and Tangier, were semi-autonomous states belonging to the Ottoman Empire, whose pirate corsairs extorted merchant ships and effectively controlled trade throughout the Mediterranean. England and France had much greater ability to pay the requisite tribute to Tripoli to ensure their trade routes would remain safe, and the steady stream of payment allowed Tripoli to drive up the tribute prices to exorbitant sums that the Americans could ill afford. As a result, American merchant ships were frequently captured, and their crews were held for ransom or sold into slavery. The U.S. Navy was simply not large enough at the time to provide escorts for their merchant vessels, of which the Tripolitans took full advantage. 

As in history, some of the Tripolitan victory conditions in SoT involve making the cost of the war too high for the US in terms of their military assets or the ongoing costs associated with the loss of their merchant ships and ransoming their crews. Similarly, the American player can win by establishing the actual conditions that lead to the Treaty of Peace and Amity in 1805 or by eliminating the Tripolitan fleet and ground forces in that same year or later. 

The cards in SoT highlight key events and elements of the conflict that affected the progression of the First Barbary War. In the game, these events may not occur exactly when they occurred in history, which adds a strong element of the historical counterfactual to gameplay in ways that may be fun for wargamers and casual players, but less so for hardline historians and naval tacticians.

What makes SoT interesting and fun to play over and over is the opportunity to test the counterfactual. For example, what if Tripoli and its allies were much more successful at sinking American frigates than they were during the war? Or what if Thomas Jefferson actually provided the necessary naval reinforcements for the intended 1805 assault on Tripoli? These counterfactual events lead to very different victory conditions than what occurred in history (the signing of the Treaty of Peace and Amity in 1805), and present an opportunity for players to consider what elements of the conflict mattered at the strategic level and during what year or season they are most significant. 

Through our numerous playthroughs, we found that certain types of victory are more likely to occur for both the American and Tripolitan player, in ways that occasionally deviate from history. We found that a successful American assault on Tripoli was the most common ending in our twelve games. We debated whether this is a good thing and have concluded that if you are looking to learn more about the strategic dynamics of the First Barbary War and understand that SoT abstracts the majority of tactics, international relations, and logistical challenges that occurred during the war, you will likely get a lot of value out of SoT

Gamers looking for precisely-modeled combat and naval tactics may find that SoT is not the right game for them. However, SoT is a strong entry-level wargame that highlights the key historical events and figures of the war without being bogged down by the minutiae of history.  

Caitlyn Leong is a M.A. candidate and CyberCorps Scholarship for Service Fellow at Georgetown’s Security Studies Program. She currently serves as the President of the Georgetown University Wargaming Society and previously served as Director of Simulations for The George Washington University’s Strategic Crisis Simulations. She specializes in wargaming, emerging technologies, and cybersecurity policy.

ENS Brandon Bridges is a prospective Surface Warfare Officer in the United States Navy. His views are his own and do not represent the views of the U.S. Navy or Department of Defense. 

Featured Image: A painting of the burning of the captured USS Philadelphia by Stephen Decatur. Decatur led a small team aboard Philadelphia, which had been captured by the Tripolitans, and burned the ship rather than let it be used as a corsair vessel. (Painting by Niccolo Calyo from the collection of the Mariners’ Museum of Newport News, Va.)