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Down to the Sea in USVs

By Norman Polmar and Scott C. Truver

“How often can you be at the christening of a robot warship?” Deputy Secretary of Defense Robert Work asked the crowd at the baptism of the Navy’s Sea Hunter unmanned surface warship in 2016.1 “…You’re going to look back at this day just like… when the USS Nautilus was christened, or when the USS Enterprise was commissioned,” he said. “And you are going to look back on this and say, ‘I was part of history.'”

Also part of that history, President Trump and the Navy Department are in tenuous agreement that the U.S. Navy requires 355 manned and unmanned ships, a significant increase from the current force of some 290 ships. This requirement is in part based on great power competition with China and Russia, which involves a growing renaissance in naval and maritime activities. Further, the world situation continues to witness crises, terrorism, and civil wars raging across Africa, the Middle East, and Asia. Yet even in “peacetime” naval ships are invaluable to represent U.S. political and economic interests in many areas of the world. Considering this global political-military environment, innovative concepts are essential to sustaining U.S. sea power.

A family of large, medium, and small USVs will take advantage of new technologies – some only dimly perceived in early 2020 – to provide increased capabilities to the Fleet with reduced construction, maintenance, and manpower. Getting there from today’s fiscal environment is critically important, and there is still much work to do to increase trust and develop CONOPs, but the potential for these unmanned vehicles to transform the future Navy is astounding.

“But I got to tell you,” Vice Adm. Richard Brown, commander of Naval Surface Forces and Naval Surface Force Pacific, warned the Surface Navy Association, “the security environment isn’t getting any more secure, it’s getting less secure, and it’s a maritime security environment hands down. And when the United States Navy’s not there, it creates a sucking vacuum and people fill it in. And it’s usually not good people.”2

Significantly, in December 2019, during deliberations on the president’s budget, the Navy proposed a 287-ship force by fiscal year 2025. “But that level,” Bloomberg News explained, “which includes the decommissioning of 12 warships to save money, would be well below the long-term 308-ship target set by the Obama administration and even farther from President Trump’s goal of 355 ships.”3

The Office of Management and Budget (OMB) has directed the Navy and the Department of Defense to review force level goals, and reiterated the need for a “resource-informed plan to achieve a 355-ship combined fleet, including manned and unmanned ships, by 2030.” Acting Navy Secretary Thomas Modly issued a 6 December 2019 memo to his staff that was “in sync” with the White House/OMB directive. He called for a plan to achieve a fleet of 355 or more ships “for greater global naval power within ten years” that includes robust levels of unmanned systems.4

U.S. shipyards could deliver the additional ships, even taking into account the accelerated retirement of outdated ships, but it would not be easy. Several yards are short of skilled workers, contributing to increasing ship construction and maintenance times. There are other constraints listed by Bloomberg: “Looming over the push to accelerate shipbuilding is an inconvenient truth outlined on December 4 by the Government Accountability Office: “The Navy continues to face persistent and substantial maintenance delays that hinder its ability to stay ready for operations and training. Since fiscal year 2014, Navy ships have spent over 33,700 more days in maintenance than expected.’”5 

Another problem with a larger fleet is the requirement for even more personnel: The Navy currently is short some 7,000 sailors. More ships will demand more sailors, a problem in the current, highly favorable U.S. economy.

“I think the number we identified matches the ownership costs that we identified,” said Rear Adm. Brian Luther, deputy assistant secretary of the Navy for budget, during congressional testimony.6 “So we grow in lead of some of the equipment because we have to train people ahead of when the ship arrives. It was a disciplined approach to ensure we didn’t procure a ship without people, [and] we didn’t procure a ship without armament. So, it’s a very balanced and disciplined approach.”7

A practical and near-term Surface Force solution­ is unmanned surface vessels (USVs). Successful testing of the DARPA and Office of Naval Research prototype Sea Hunter underscores the feasibility of USVs. During her evaluation, the 132-foot-long trimaran Sea Hunter sailed—unmanned­—from San Diego to Pearl Harbor, and back, and conducted a variety of demonstrations, showcasing the ability to host a variety of mission payloads. While important lessons were learned, there were no significant problems during her 5,000-mile voyage.8 The Sea Hunter has since transitioned to the Navy’s Surface Development Squadron ONE (SURFDEVRON-1), and the Navy is testing two other USVs as part of the Pentagon-sponsored Ghost Fleet program.9

“Because it is big and it has a lot of payload capacity, and because it also has a lot of range and endurance, it can potentially carry out a range of different missions,” Scott Littlefield, former DARPA program manager in the tactical technology office, predicted in 2016.10

Follow-on USVs are now being developed and procured by the Naval Sea Systems Command to provide increased capabilities at reduced costs. The Navy is shaping multiple competitions for successors—a “family” of small, medium, and large USVs—that look to operationalize how a more advanced USV could be employed for a broad spectrum of missions and tasks. In December, the U.S. Fleet Forces Command (FFC) issued a notice asking the service’s surface force to develop a concept of operations (CONOPS) for the large and medium USVs in development.11

“The MUSV will initially focus on intelligence, surveillance and reconnaissance (ISR) payloads and electronic warfare (EW) systems, while the LUSV will focus on surface warfare (SUW) and strike missions,” the FFC explained. “The fundamental capabilities of these platforms may necessitate changes in how Carrier Strike Groups, Expeditionary Strike Groups and Surface Action Groups conduct operations. The CONOPS will describe the capabilities at initial operating capability (IOC), the organization, manning, training, equipping, sustaining, and the introduction and operational integration of the Medium Unmanned Surface Vehicle and Large Unmanned Surface Vessel with individual afloat units as well as with Carrier Strike Groups, Expeditionary Strike Groups, and Surface Action Groups.”

“Knowing what’s going on out there is extremely important,” Admiral James Foggo, the commander of U.S. Naval Forces Europe and Africa and NATO’s Allied Joint Force Command Naples, remarked in December. “So, for unmanned systems, [intelligence, surveillance and reconnaissance] is probably one of our limitations and we could use more of it. Indications and warnings are important. If you could put an unmanned system up, then there’s less of a risk, less of a threat.”12

Speaking at the U.S. Naval Institute’s defense forum in December 2019, the new Chief of Naval Operations Admiral Michael Gilday said that unmanned systems will be part of the Navy’s Integrated Force Structure Assessment expected in early 2020. “I know the future force has to include a mix of unmanned systems. We can’t wrap $2 billion platforms around missiles.”13

There has been programmatic success that looks to invigorate the USV family. According to Defense News, the Navy will get two large unmanned surface vessels (LUSVs) in 2020.14 The 2020 Defense appropriations bill funds the two LUSVs that the Navy requested, but prohibits funding for integrating/testing of vertical launch systems on those vessels, which is the heart of the LUSV mission. Congress also directed the service to prepare a comprehensive unmanned surface vessel plan before it charges ahead.

In that context, the White House and OMB told the Navy to develop a proposal for counting at least some of its unmanned surface vessels and underwater vehicles among its “Battle Force,” the portion of its fleet that has historically included larger, manned warships, such as aircraft carriers and destroyers, and support ships, according to The Drive.15 “This would be a major shift that would create a more realistic path for the service to meeting the ambitious congressionally mandated goal of a 355-ship Battle Force fleet and would help solidify the already growing importance of unmanned platforms in its future concepts of operation.”

The U.S. Navy is on the threshold of a new era in maritime-naval operations. “I think it’s well within the possibility that we’ll fight fleet on fleet with unmanned surface vessels deep into that fight,” Vice Adm. Brown predicted, “calling it a fundamental change to how the fleet fights akin to the introduction of carrier-based aviation to a battleship-centric fleet ahead of World War II.”

“[I]n in the United States Air Force, there are airplanes and drones,” Deputy Defense Secretary Bob Work remarked. “The Navy cannot make that mistake. There have to be warships. And it doesn’t matter whether they are manned or unmanned. They will take the fight to the enemy.”

Norman Polmar is a naval analyst, historian, and author. He is a consultant to Leidos on naval and maritime issues.

Dr. Scott Truver is a Washington-based naval analyst.

References

1. Bob Work, Deputy Secretary of Defense Speech, Remarks at the ACTUV “Seahunter” Christening Ceremony, April 7, 2016, Portland, OR, 779197.

2. Meghan Eckstein, “VADM Brown: Future Fleet Must be Bigger, Leverage Unmanned Vessel Vessels, USNI News, 13 January 2020.

3. Tony Capaccio, “White House Presses Navy to Stick with Trump’s 355-Ship Target,” Bloomberg News, 20 December 2019.

4. David B. Lartner, “US Navy to add 46 Ships in five years, but 355 ships won’t come for a long time,” Navy Times, 12 February 2018.

5. Ibid. See also, David Sharp and Lolita Baldor, “Navy Considers Shipbuilding Cuts for Upcoming Budget,” Associated Press, 28 December 2019.

6. Lartner, “US Navy to add 46 Ships in five years, but 355 ships won’t come for a long time,” Navy Times, 12 February 2018.

7. Eckstein, “Sea Hunter Unmanned Ship Continues Autonomy Testing as NAVSEA Moves Forward with Draft RFP,” USNI News, 29 April 2019. 

8. Ibid.

9. “US Navy starts second phase of Ghost Fleet Overlord Programmed,” Naval Technology, 3 October 2019.

10. Adam Stone, ‘ACTUV on Track for Navy Success Story,” C4ISRNET, 21 December 2016.

11. Nathan Gain, “US Navy Issues Request for LUSV/MUSV CONOPS Development,” Naval News, 6 January 2020.

12. Epstein, “Foggo: Navy Needs Unmanned ISR, Tankers to Counter Russia,” USNI News, 18 December 2019.

13. Matthew Cox, “The new acting Navy secretary wants a fleet larger than the current 355-hull plan,” Military.com, 10 December 2019.

14. Lartner, “The U.S. Navy Gets Its Large Unmanned Surface Vessels In 2020 With Strings Attached,” Defense News, 21 December 2019.

15. Joseph Trevithick “White House Asks Navy To Include New Unmanned Vessels In Its Ambitious 355 Ship Fleet Plan,” The Drive, 20 December 2019.

Featured Image: The unmanned Sea Hunter vessel during testing. (Still image from DARPA video)

CIMSEC DC Invite: 28 Jan. Conversation with James Goldrick

Join CIMSEC’s DC chapter for an evening happy hour discussion with Rear Admiral James Goldrick, Royal Australian Navy (Ret.), former President of the Australian Naval Institute and prolific naval scholar.

RSVPs not required but appreciated at [email protected].  Guests welcome.

When: Tuesday, January 28th, 6:00-8:00pm

Where: Franklin Hall, 1358 Florida Ave NW, Washington, DC (Nearest Metro: U Street)

(Photo:  HMAS Sydney, https://www.abc.net.au/news/2015-02-26/hmas-sydney-4/6267052)

The Navy Wants To Put Its Head In The Cloud

By Christian H. Heller

The Navy is pushing toward an IT future based on cloud computing that promises enormous benefits and can set the foundation for a future force shaped by emerging technologies. The incremental adoption of cloud services by the Department of the Navy (DON), other services, and private industry already holds much promise, but the stakes are high. Getting the cloud migration right can underpin revolutionary developments like artificial intelligence and give the Navy the advantage it needs for the coming decades.

What Is the Cloud

Cloud computing is the linking of computer systems and networks over the internet. Instead of storing all information and computer programs on physical hard drives in a single site, the cloud takes advantage of spare storage and processing capacity across widespread locations. This system allows the using agency – the DON – to only pay for the services it needs without maintaining large-scale IT infrastructure in numerous areas.

Cloud services offer many benefits to organizations which adopt them. The cloud helps to overcome physical information technology (IT) limitations, limitations on manpower, and overlapping and cumbersome small-scale contracting measures. Cloud computing is extremely cost-efficient for large organizations and reduces the organic cost of installing computer hardware and IT infrastructure. The lack of required hardware supports scalable operational requirements around the globe. Cloud services provide fast and responsive transfers of information which increases organizational flexibility. Since it connects all subordinate networks, cloud systems also support computing performance when and where it is needed while guaranteeing reliability from backups. Cloud-based networking can also support regular and timely comprehensive upgrades to security systems to better support the Navy’s cybersecurity needs.

The Navy demands extensive requirements from its cloud adoption. The naval services conduct a vast array of missions in diverse global environments. Naval platforms gather information from dozens of sensors and communications systems at any given second. Command and control networks facilitate effective fleet management and direction. The Navy can disperse its needs between organic cloud networks onboard deployed ships which then forward information to larger shore-based clouds whenever bandwidth and operations allow. For a scale comparison, the Navy collects new data equivalent to the Library of Congress – approximately 200 terabytes – every day. This number is increasing faster every year, and any cloud system must be able to accommodate the variety and velocity of this data collection.

Benefits of the Cloud

A major benefit of cloud computing for the Navy is the ability to combine disjointed information systems spread amongst various units. The integration of these networks in the cloud is necessary for the DON to harness the benefits of big data and machine learning. In effect, the transition to the cloud is the first step of many in the DON’s transition to the future of warfare and technology. This cloud infrastructure must not only be widely implemented, but optimized for data processing and proper use.

Other benefits of cloud computing for the DON are numerous. Cloud computing can allow departments to do more with less by supporting greater speed for administrative and technological processes (such as audits and inventories), all the while occupying fewer personnel. It also facilitates quicker access to and reconciliation of data between distant units which supports expeditionary operations and better coordination. These more efficient information transfers will increase commanders’ situational awareness both locally amongst squadrons or distantly between fleets.

Other militaries have already had success migrating to the cloud. The United Kingdom has implemented a “cloud-first approach” which mandates that all purchases of IT products and services must first be considered through the cloud. Private firms helped the Australian Department of Defence move various systems to the cloud, including its non-material procurement, material procurement, and other acquisition programs. This process involved linking 13 different, non-interacting systems into a transparent and interlinked procurement program accessible by all users.

Amazon Web Service (AWS), one of the largest cloud service providers in the U.S., already supports other government entities such as the intelligence community. The CIA spent $600 million migrating to the cloud in what former Principal Deputy Director of National Intelligence Sue Gordon called, “one of the best decisions we made.” AWS created its own “secret region” to support government needs across the full range of classifications, an offering which the Navy also would require. U.S. Air Force Special Operations Command saved $3.5 million in 2019 by transitioning to the cloud. Additionally, the National Oceanographic and Atmospheric Administration (NOAA) provides an example of how the Navy can benefit from cloud-based weather systems for more accurate research and forecasts.

The government has laid out four critical requirements that cloud services must meet to support operational units. Any cloud system must support all classification levels, must have a global reach, must be synced and interoperable with other government cloud initiatives, and, most importantly, must support the future needs of artificial intelligence and machine learning programs. The current steps by the Navy meet these requirements and promise substantial return on investment.

Current Steps Forward by the Navy

The DON has pursued cloud computing services over the past decade. Its Chief Information Officer (CIO) issued guidance in 2015 on the acquisition of commercial cloud services for the Navy’s various branches and commands. Some units like the Space and Naval Warfare Systems Center (SSC) Atlantic embraced the cloud and have pushed forward under Department of Defense (DoD) instruction to accelerate cloud migration. Its pilot programs involved multiple major cloud service providers like Microsoft and Amazon.

Last year the Navy awarded $100 million for commercial cloud service contracts as a preliminary step towards future cloud adoption. Earlier last summer, the Navy completed its largest cloud migration to date. The DON migrated its Enterprise Resource Program (ERP), its financial system of record, this past August in one of the largest cloud transitions in North American history. The program, which tracks over $70 billion annually and maintains half of the DON’s financial and logistics dealings and involves 72,000 users, took ten months to complete and paved the way for future large-scale naval IT conversions. The Navy also operates one of DoD’s only two cloud computing access points to transfer high-impact unclassified data to and from the commercial cloud, a bottleneck which the Defense Innovation Unit seeks to overcome.

An early cloud transition for logistics programs makes sense as a proven method for quick benefits. The Defense Logistics Agency (DLA) upgraded its educational systems to the cloud as an early test of large-scale cloud-hosting for sensitive information. U.S. Army Logistics Activity (LOGSA), which manages 40 million different data points daily, transitioned to the cloud to implement better analytics tracking cost-saving benefits. Data-driven maintenance is an additional area where the Navy stands to benefit in the near-term from moving to cloud-based management systems. The DON also employed an early cloud transition for its Fleet and Family Readiness Division. The Navy’s GovCloud system only maintained unclassified information but demonstrated the benefits of a cloud enterprise through its maintenance of 95 websites, 10 regional content management systems, and 113 mobile phone applications, delivering more than six terabytes of data every month.

Another major goal for the Navy’s cloud evolution is to establish a digital environment for rapid software development, testing, and implementation. This “Cloud-to-Edge” (CTE) environment could be employed on either individual ships or entire strike groups and allow the navy to adapt more rapidly to changing environments. One key component of the CTE was successfully tested last year with the AEGIS system on the USS Arleigh Burke, USS Ralph Jonson, and USS Thomas Hudner which developed and deployed software updates within 24 hours.

The Bureaucracy Gets a Vote

Bureaucratic decision-making has already played a major role in the Navy’s cloud transition and will likely lead to additional changes in the future. In 2015, the Navy decided to consolidate cloud-leadership within its Program Executive Office for Enterprise Information Systems (PEO-EI). Two years later, it divided that authority between eight functional community commands. The DON intends to pursue its primary cloud enterprise contract for 95 percent of the naval services’ needs. These eight other commands – including Navy Installations Command and Military Sealift Command – will be allowed to establish individual cloud networks for mission-specific needs and will oversee their units’ transitions and readiness for the cloud implementation. The preparation of commands and systems to migrate to the cloud will be vital in facilitating the DON’s goal of a total cloud migration by 2021.

Overlapping strategic guidance will require daft navigation by DON leaders. DOD officials issued strategic guidance in February to provide some cohesion and direction to the various cloud processes currently underway amongst the services. The Director of Naval Intelligence (DNI) issued its own Cloud Computing Strategy which, if naval intelligence units are to utilize the full assets of the intelligence community, the DON will need to adopt (at least on a select basis).

The DOD and the services have knocked heads over cloud implementation throughout this period of change. Despite the DOD’s push for an overarching, large-scale cloud under the JEDI program, individual services and departments will continue operating their multiple clouds already in place. In total, DOD already spends more than half a billion dollars on cloud technology every year, and the department will continue working on new ways to integrate service-specific clouds with DOD enterprise clouds.

Inspector General investigations and reviews by the Secretary of Defense will also likely alter the path forward for the Navy’s cloud adoption in the coming years. In October, DOD announced it awarded the JEDI contract to Microsoft. The contract has a potential period of 10 years and the total payments could range from $1 million to $10 billion. A single-source contract with such potential has sparked significant backlash from other competitors. Oracle is suing the federal government for a third time. Amazon announced a challenge soon after. The impact upon the Navy from such developments is unclear for now, though they will certainly will affect cloud developments over the coming years.

Conclusion

The current transition is only the latest example of the difficulties faced by the DON as it adopts major projects for the next era of warfare. Similar challenges accompany every major change in naval technology. Future administrative battles over artificial intelligence, unmanned vehicles, and advanced weapons like hypersonic missiles will inevitably ensue, but the cloud will be the link which enables their effective application. The Navy cannot afford to get it wrong.

Christian Heller is a graduate of the U.S. Naval Academy and the University of Oxford. He currently works as an officer in the U.S. Marine Corps, and can be followed on Twitter @hellerch.

Featured Image: MEDITERRANEAN SEA (Jan. 30, 2011) Information Systems Technician 2nd Class Jeffrey Bennett, left, and Information Systems Technician 2nd Class Joseph Camino observe the proper configuration of a high-frequency radio aboard the amphibious command ship USS Mount Whitney (LCC/JCC 20). (U.S. Navy photo by Mass Communication Specialist 2nd Class Felicito Rustique Jr./Released)

Being “Red”: The Challenge of Taking the Soviet Side in War Games at the Naval War College, Pt. 2

The following article originally appeared in The Naval War College Review and is republished with permission. Read it in its original form here. It is republished in two parts. Read Part One here.

By David Alan Rosenberg

In 1981, the creation of the Center for Naval Warfare Studies further encouraged the shift from using war gaming primarily as a training tool toward using it for the analysis and development of strategy. The new center incorporated the old war gaming center, along with the Center for Advanced Research, the Naval War College Press, and the new Strategic Studies Group, made up of front-running Navy and Marine officers who were chosen by and reported directly to the Chief of Naval Operations. The center was to serve as a vehicle for the development and dissemination of naval strategy or, more accurately, to define the Navy’s place in national strategy.

The establishment of the new center meant greater responsibilities for the NFOIO detachment. To meet the challenge, the size of the detachment was increased. As of 1984, it was composed of seven naval officers, two civilian analysts, and two enlisted personnel for office and library support. Reflecting its increased capability, the detachment was assigned the additional task of providing the director of the new Center for Naval Warfare Studies and the Strategic Studies Group with intelligence support and background information “‘on matters pertaining to Soviet strategy and doctrine.’’ An eighth officer was added to the now redesignated Navy Operational Intelligence Center (NAVOPINCEN) detachment in 1986.

Presenting the Soviet side in war gaming and analysis, whether for the purpose of training officers or with the intention of shaping naval and national strategy, is a large, intricate, and time-consuming task. The 1986-1987 war gaming schedule listed more than 50 separate games or exercises. In addition, gaming personnel and NAVOPINCEN detachment members participated in training sessions and seminars related to war gaming. Since completion of the new enhanced naval war gaming computer system in early 1987, it has become possible for more and more games to be played at remote sites, including fleet headquarters in Norfolk, Pearl Harbor, and even London. This will decrease the amount of travel required of fleet personnel to Newport, allowing state of- the-art Navy war gaming to reach more commands. However, War Gaming Department and NAVOPINCEN detachment members have found that such remote gaming increases rather than decreases their workload because pregame preparations usually require as much, if not more, travel and advance planning as games played solely in Sims Hall.

Fewer than 40 percent of the games played at Newport are sponsored by the Naval War College, and an even smaller percentage are used purely for the instruction of War College students. The game sponsors today are active operational commanders and strategic planners in Washington. Among the game sponsors for 1986-1987 were the Commanders of the Atlantic and Pacific Fleets and U.S. Naval Forces Europe; the Supreme Allied Commander, Atlantic; the NATO Strike Fleet Atlantic; the Fleet Marine Force, Atlantic; the U.S. Seventh Fleet; Submarine Group Two in New London; and the Strategic Concepts Branch and the Director of Naval Warfare in the Office of the Chief of Naval Operations. The game sponsor sets the parameters of the simulation to be played, including the general questions that need to be explored and the range of specific tactical and strategic issues that should be included during game play. Each one of these games has a War Gaming Department staff mentor assigned to it as a scenario design representative, and a NAVOPINCEN detachment member assigned as a representative to develop ways for the opposition to be played.10

The NAVOPINCEN detachment’s approach to playing the opposition in war games is more of an art than a science. The detachment draws heavily on data from the Washington intelligence community, including the Navy Operational Intelligence Center in Suitland, Maryland, the rest of the Naval Intelligence Community, plus the National Security Agency, Central Intelligence Agency, and Defense Intelligence Agency. The Operational Intelligence Center provides data on current Soviet operations and exercise activity, while National Intelligence Estimates and Soviet open-source literature provide reference points for building scenarios and conducting the games. In games involving joint action, the detachment can call upon the services of two Army Fellows assigned to Newport for two year tours to assist the War Gaming Department in getting ground operations correct. One of the Army Fellows is a military intelligence officer; the other is a combat arms professional. In addition, the NAVOPINCEN detachment regularly calls upon the U.S. Air Force “Checkmate” office and other Air Force commands for answers to questions regarding the simulation of Soviet air operations.

Before a game begins, NAVOPINCEN detachment members engage in extensive preparations. They work with the game sponsor and the War Gaming Department design representative in setting up scenarios that are realistic and yet tailored to facilitate analysis of the issues and courses of action the sponsor is concerned about testing. Opposing simulation forces are built up, computer databases prepared, and scenarios worked and reworked to fit the requirements of the game. By the time the players arrive and the game begins, much of the work of playing or being “Red” has been completed.

It is never possible to achieve complete accuracy and fidelity in playing the opposition. War games are by their nature only approximations of combat situations. Furthermore, intelligence is never perfect, and questions inevitably arise for which there are no answers. The problem of incomplete intelligence is compounded by the pressures of game play. When the NAVOPINCEN detachment is presented with an unexpected choice, it may be possible to come up with relevant data by doing a quick search of the literature or querying intelligence community sources. Sometimes, to expedite the game, the detachment is forced to fall back on the cumulative experience of its members in making a “best military judgment” regarding likely courses of Soviet action. In such instances detachment members are nagged by the thought that the answer might have been found if only there had been time to look for it, and the choice that was made may not have been consistent with the best possible information. The professional ‘Red’ team players find it sobering to consider that “rightly or wrongly, we are leaving high-ranking military officers with a certain perception of how Red is going to fight,” although every decision is not backed by hard data.11

This problem is further compounded when intelligence is available but cannot be used without violating security. The NAVOPINCEN team makes use of even the most sensitive information in preparing its scenarios, but once play begins, caution is in order since only a few of the games are classified above the “Secret” level. Detachment members will utilize their knowledge of highly classified information during gameplay only if this can be done without revealing the source. It may be necessary on occasion to play the Soviet side with less than total fidelity and precision in order to avoid Compromising critical intelligence sources.

The NAVOPINCEN detachment also faces another more mundane, but not insignificant, constraint on how realistically it can portray Soviet forces. The U.S. side in any given game will always have the use of far more computer terminals than the Soviet side. This is a logical arrangement since U.S. choices, not Soviet ones, are the focus of the game. Nevertheless, it does mean that the detachment is not able to present the actions of Soviet forces in full detail. For example, it is particularly difficult to present Soviet air operations on a full scale basis with this constraint. The shortage of control terminals has occasionally turned out to be a blessing in disguise. The fewer terminals “Red” has available, the fewer dedicated “Red” personnel are needed to man them. In a sense, the NAVOPINCEN detachment gamers face fewer command, control, and communication problems this way. Still, the lack of a fully staffed “Red” side means that those on the U.S. side may not have as complete a simulated picture as possible of the array of threats they would be facing in a real war.

There are also some larger questions about the design and use of the war games which are of concern to those who have served with or played against the NAVOPINCEN detachment. These are not specific constraints on how accurately the Soviets can be portrayed, but more general problems that are particularly apparent to those charged with being “Red.”

First, it should be noted that not all war games are alike. Some have a comparatively narrow tactical focus, i.e., examining military issues and possible options for the use of set numbers and types of forces to resolve certain specific regional problems. Others are strategic in orientation, looking at a large number of issues over a variety of regions and with a great array of military forces. These are more scenario and personality dependent; the designers and players have greater latitude in making decisions because of the complexity inherent in large numbers of variables. Both tactical and strategic games have their uses. Tactical games are most useful in assessing, through computer modeling, the technical boundaries and general parameters of military options. Strategic games are best characterized as politico military simulations whereby the military interaction is dependent on game-oriented political decisions rather than on more narrow technical and military considerations. They stimulate creative strategic thinking and are most useful in giving the players an opportunity to role-play decision making in wartime and crisis situations.12

Both strategic and tactical games often begin with a scenario that is strategically realistic but politically improbable at best. This inconsistency arises because, in order to mount a game, it is necessary to posit an outbreak of hostilities between the Soviet Union and the United States, something both nations are, in fact, anxious to avoid. Since the United States never acts as the aggressor in war games, it is often necessary to “force” the Soviet Union to engage in open hostilities without adequately explaining its reasons for doing so.

A related problem revolves around the question of the “first salvo.” While the large, strategic global war games begin in peacetime or a crisis, many smaller games (particularly tactical exercises) open after war has actually started. To focus on naval engagements that permit room for American commanders to take the initiative, it is often necessary to skip over the Soviet attack that signaled the outbreak of the war and zero in on the U.S. response. The impact of the initial attack is merely written into the background scenario. It is never described as so devastating as to preclude response, since that would abort the game before it had begun. The Soviet Union, however, attaches great strategic importance to the first salvo and is likely to make it as devastating as possible. Skipping over this phase of the conflict could easily leave the wrong impression with those playing the game.

Navy and NAVOPINCEN detachment concerns about the battle of the first salvo have not been ignored at Newport. A number of specific games have been designed to focus on this phase of the conflict, and the experience gained from them has made the U.S. Navy much smarter about the first salvo challenge and, theoretically at least, more capable of dealing with it, both in simulation and real life. Real war is always uncertain, however, and students and officers who begin play in war games without experiencing and countering the first salvo need to be constantly aware that there is another dimension to the problem that they have missed, and about which they cannot become complacent.

War games are, of course, only best approximations of operational reality. Even discounting the problem of a summary initial scenario, the time frame in which war games are played does not permit a natural unfolding of events. Most war games last only a matter of hours, days, or, at the very most, weeks. Although it is possible to telescope time to simulate a somewhat longer period, it is impossible to game a prolonged conflict realistically under these conditions. The pressure of artificial time constraints distorts the interaction between the opposing sides and may result in unrealistic decision making.

Despite the best efforts of the War Gaming Department and the NAVOPINCEN detachment to make the scenarios, simulations, and interactions realistic, war games are competitive exercises in which the will to win is often stronger than the desire to learn. This is particularly true when those playing are knowledgeable operators who have come to Newport to test tactical concepts. They often have both a good grasp of the “Blue” side and a sophisticated understanding of the Soviet side; further, they have experience in playing war games against the NAVOPINCEN opposition teams at the war gaming center. Reality can be sacrificed when players become too familiar with the game. Those who have had experience with how the NAVOPINCEN detachment plays the opposition can often begin to take that experience into account in making subsequent war game decisions. They will become increasingly proficient at playing the gamers, rather than the game.

This is not necessarily a negative aspect. The war gaming program at Newport is intended to give players experience in thinking about how the Soviet Union does things so that they will not be surprised in real life. To the extent that “Blue” understands what ‘‘Red” is likely to do (even if only as a result of playing the gamers, not the opposition they represent), the purpose of the gaming experience will be served. It is imperative, however, that the “Blue”’ gamers be aware that tactics and techniques confirmed through this sort of game play may not be so validated in a real engagement.

One important way to avoid such misplaced lessons is for “Red” to avoid playing his side of the games so consistently as to become predictable. It may be difficult to introduce inconsistency deliberately, while still being faithful to the intelligence that has been gathered and analyzed so painstakingly over time. But the realities of naval (or any other kind of) warfare make it necessary, however, to think through to the unexpected on the game floor rather than at sea. With the best recent intelligence providing a solid base on which to build, the challenge for the “Red” war gamers is to find ways of simulating not just what we think “Red” would do in the event of war, but also what “Red” could do. This requires additional attention to nuance and detail, as well as increased dedication to the already difficult job of thinking “Red.”

Finally, it must always be remembered that war games are not surrogate history. The conflict they simulate did not actually happen. The lessons they teach are not lessons of history. Outcomes will vary even if the same game with the same scenario and the same players is repeated. Neither the scenario nor the outcome of any particular game is likely to be replicated in the real world. War gaming can be used legitimately to raise questions and identify potential problems, but beyond this it must be treated with caution. Those who cite the outcomes of war games as evidence in support of a particular theory or strategy may well be building a house on sand.

This is especially true when the conclusions (war gamers prefer the terms “insight” and ‘”issues”) being drawn from the games focus on the actions taken by the opposition. The members of the NAVOPINCEN detachment do their job well and faithfully, but they can only make educated guesses as to what the Soviet Union might or might not choose to do in combat. To conclude that the Soviet Union is likely to respond to a particular situation in a certain way because of what happened in a war game is to distort and misuse the war gaming concept.

During the past century, war gaming has proved itself a valuable tool in preparing officers for combat and strategic decision making. Although students at the Naval War College have less exposure to war gaming today than they did in the interwar period, it is likely to remain an important element in the curriculum.

The need for accurate intelligence about probable opponents has been recognized as a critical element of war gaming since the interwar period. The naval intelligence community currently plays a crucial role in war gaming at the Naval War College, providing systematic, detailed information about Soviet forces and doctrine during both the design and the implementation of the games, and seeking to “think Red” in order to give players a consistent, credible opponent.

Despite the constraints they face, the officers and analysts of the NAVOPINCEN detachment have every reason to be proud of their record. By playing a credible Soviet opponent, they have injected a measure of realism into war games that otherwise might be exercises in mirror imaging or even wishful thinking. Their professionalism generates the kind of challenge against which those engaged in war gaming can truly test their skills and their strategies.

Nevertheless, the current popularity of war gaming raises questions that deserve careful consideration. If war games are not surrogate history, just what role can and should they play in the development of strategy? To a large extent it comes down to the experience of each individual in the game. Just as in strategic planning, where it is not the plan but the planner who is important for the future, so too in war gaming, it is the gamer not the game. To the extent that individuals expand and test their minds in playing against a credible opposition and use that experience to inform (but not dictate) their actions and plans, the investment made in manpower, hardware, and money at Sims Hall at the Naval War College will continue to be a sound one.

David Alan Rosenberg is a Naval Reserve officer assigned to the Chief of Naval Operations Intelligence Analysis 0166 Reserve unit based at Naval Air Facility, Washington, D.C. As a civilian, he is a professor in the Strategy Department at the Naval War College.

References

10. Naval War College War Gaming Department, Operations Division, War Gaming Schedule Update, 1986-1987, 15 August 1986.

11. Robert Marshall, “Thinking Red Wargaming: Naval Issues,” unclassified brief prepared for a 1985 National Defense University War Gaming Center Conference, copy courtesy Commander Marshall,

12. For a general discussion of contemporary war gaming, its varieties, and its usefulness to planners and policymakers, see the forum on “Political and Military Gaming” with articles by Lincoln Bloomfield, Paul Bracken, Garry D. Brewer, and Lloyd H. Hoffman, Jr., in ORBIS, Winter 1984, pp. 783-822. Hoffman’s article on “Defense War Gaming,” pp. 812-822, surveys the various U.S. Government gaming organizations and types of games played.

Featured Image: A U.S. Navy commander talks with a Soviet navy captain second rank as they walk along the pier past the Soviet guided missile destroyer Boyevay. Three ships of the Soviet Pacific Fleet are in San Diego for a five-day goodwill visit. (U.S. National Archives/Scene Camera Operator: PH2 Bill Gazza)