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Then What? Wargaming the Interface Between Strategy and Operations, Pt. 3

Read Part One. Read Part Two

By Robert C. Rubel

Filling the Gap

It might seem, from the discussion so far in Parts 1 and 2 of this series, that effective gaming of the operational/strategy interface is infeasible. It is certainly the case that if the matter was approached using regular gaming methods, it may very well be. However, the importance of the issue in the real world demands an attempt be made to incorporate it into the overall gaming posture of the military as a whole, not to mention games run by the State Department and other national security organizations. To understand the prospects for incorporating the interface of levels, we must examine how something, whether a phenomenon, factor, issue, etc., can be addressed in a game. There are three ways: simulation, representation, and discussion.

Simulation and Representation

Simulation involves an attempt to recreate some aspect of reality as an aspect of the game. Certain things are understood well enough to be accurately modeled mathematically and simulated in computer programs. But the simulation approach can also be used when computer modeling is not possible or appropriate. A frequent instance in gaming is command and control. Where multiple command echelons are involved, human players act as commanders and staffs. The game designer attempts to create the essential elements of a C2 environment, including organization of player cells and communications equipment, such that in the course of a game the process of C2 unfolds in a manner sufficiently like it would in the real world to allow lessons to be learned that are applicable outside of the game. Such simulations can be very instructive, especially when new communications concepts or technologies are involved.

The problem that commonly arises in games of this design is that such simulation occurs only on the Blue side. Red consists of a relatively small team of players that sit in a single seminar style cell, so C2 issues are obviated – not simulated. This introduces a profound asymmetry to the game irrespective of whether Red gets to engage in free play. Red can easily amalgamate strategy and operations in a way that is impossible for Blue. Creating a symmetrical C2 structure runs up against a number of feasibility issues. First is finding a sufficient number of Red players with the requisite knowledge of Red capabilities and doctrine. Second, simulating the cultural dynamics involved in foreign, multi-echelon interactions is normally beyond our intelligence capabilities. The third problem involves the inherent imponderables of free play at the strategic level. Even the real Red likely does not know what it would do in a crisis situation, and gaming experience has shown a reluctance of strategic level players to initiate hostilities on their own in a rational actor environment – with Red being played by U.S. personnel. All of this leads to the conclusion that the interface between the operational and strategic levels of war cannot be gamed via the simulation approach.

Those things that are well understood or whose effects are relatively simple and straightforward are susceptible to being represented by a rule. An easy example from board gaming is a rule that reduces a unit’s (say an Army armored regiment) movement factor if it enters hexes (six-sided cells that overlay the game board’s map) that depict forests. This represents the difficulties that real world units experience moving through such terrain. Some phenomena are more difficult to represent by rules. An example is command and control (C2). For a board game the author had used to support his wargaming theory and practice class, C2 was represented by a budget metaphor. Players had fixed numbers of C2 points that had to be spent in order for their pieces to move or fight.1 Players did not have unlimited numbers so they had to make decisions on where to spend them. This simulated the pressures on a commander’s ability to focus. In other cases, again commonly in board games, a unit’s combat strength factor might be reduced to reflect deficient training or morale. In some cases, such representations can be useful, but the problem is that they are at best impressionistic – like the simple brush strokes an artist might use to represent foliage – and unable to capture what might be qualitatively different effects in different situations.

A notable example of a game using a set of rules to represent political dynamics is Persian Incursion, a commercial board game that explores the consequences of an Israeli attack on Iranian nuclear facilities. In it a series of cards and look up tables produce a way to integrate operational actions and political effects. Its goal is not to determine whether Israel should attack Iran, it “… is an exploration of the consequences. What are the odds of it working? And what are the costs – to the attackers, the defenders, and everyone on the sidelines?”2 The game’s focus is limited, but the notion of superimposing a set of rules that provide a defined set of political inputs or outputs (rigidly assessed, in Francis McHugh’s terminology3) on an otherwise free-assessed operational game merits some consideration.

If such an approach is to have either analytic or educational value, it seems to require iterative gaming. The outcomes of a single game cannot be used as reliable indicators of future reactions. However, multiple games employing the same rules might produce insights into how various factors relate to one another. The challenge lies in mounting multiple games, especially large, detailed operational games that often characterize service gaming. On the other hand, some useful insights might be gained if the same rule set were to be used by all the services and its effects on each game were well documented.4

Discussion

The final approach to incorporating something into a game is simply talking about it. While this may not appear at first to be a gaming technique at all, there is ample precedent for doing so. A good example involves cyber warfare. There are any number of obstacles to subjecting it to either of the first two approaches, including it being highly complex, new, and not well-understood. However, in a series of deterrence games, the Naval War College brought in cyber experts to advise umpires on how cyber might be manifested in the assessment of player moves. Nuanced, qualitative judgments replaced rules and simulation as the mechanism by which the effects of cyber were inserted into the game. This seems to be a useful way that the complex, cybernetic interactions that characterize the interface of the strategic and operational levels of war can be incorporated into games.

To understand and appreciate the utility of “talking about” the strategy/operations interface we can use a concentric ring framework similar to that adopted by Clausewitz for the purposes of what he called kritik, the historical analysis of battles and campaigns to arrive at a judgment of the relative merit of command decisions.5 We will proceed from an inside-out orientation.

The beginning and most narrow focus is that of the individual game. We have already established the difficulty of trying to address, via representation or simulation, the interplay of the strategic and operational levels. To assess the worth of talking about the interface, we must first break down the potential purposes of games. Broadly speaking, they can be categorized as research, education, training, and influence, admitting nonetheless that any game can have multiple purposes and effects. Research games are conducted to learn something about a potential military situation that cannot be learned any other way.6 Educational games support teaching of some sort, most often the curricula of the military war and staff colleges. In the training realm, games tend to be substrates for the principal teaching objectives including weapons systems operations, staff procedures, tactics, etc. Influence games are conducted to create consensus on an issue, build teamwork, or convince external parties of the position the game sponsor holds on a matter.

In training and influence games, any inclusion of the strategy/operations interface would likely constitute a distraction and serve to undermine game objectives. The role of the game as a substrate in training makes any auxiliary discussion of the interface irrelevant and superfluous. In influence games, unless the interface is central to game objectives, it would constitute a distraction and possibly interfere with the achievement of game objectives.

The situation is fundamentally different for research and educational games. Research games, especially those that focus on the operational level of war, require a degree of plausibility to stimulate player buy-in and realism sufficient to establish an intellectual link with the real world. This is sometimes termed validity. Both of these attributes could be enhanced by the inclusion of the strategy/operations interface via discussion in all phases of game design, execution, and analysis. The interface should permeate the game as both enhanced context and direct influence on player decision-making. Sufficient attention to developing a “road-to-war” scenario, including discussions between scenario writers and political scientists, would tee up more nuanced play, including move assessments. A dedicated “interface” control cell could inject political considerations into the game as both guidance to umpires and injects to players, keeping the “whys” of the conflict as visible as the “hows” as the game unfolds. This cell would be well-placed to conduct an end-of-game session on the direction of the conflict beyond where the game ended, otherwise described as the “then what?” question. The research insights and lessons learned would be colored and enhanced by doing this, and its demands on time and manpower would be manageable. The main ingredient would be an organizational commitment to the idea that the interface matters. The inclusion of the interface in educational gaming would use a similar approach, to include a more completely thought-out road-to-war scenario, an interface-oriented control cell, and a “then what” session included in the hot wash.

The discussion approach might also benefit from iterative gaming. Using the methods just discussed, a series of games featuring the same general scenario but with different “strategies” adopted by control would allow analysts to see how different sets of presumed political conditions and dynamics could affect approaches to military operations. However, due caution must be exercised if different players and methods are used in each game. Nonetheless, patterns may emerge that could provide valuable insight into the potential dynamics of the strategy/operations interface.

Conclusion

There are a number of reasons that the exploration, via gaming, of the strategy/operations interface may not yield directly actionable insights. Any game conducted in peacetime can only speculate on why a war would start, thus making gaming of the interface across the span of that conflict equally speculative. Moreover, the intellectual complications Clausewitz discussed are always present, further clouding any predictive value the game might have. However, well-run games can have indicative value; that is, they can reveal possibilities. But even in this realm, the narratives that emerge from gaming the interface cannot be directly distilled for principles. If this is the case, what value is obtained from the cost and effort of including the strategy/operations interface in gaming?

The value of gaming the interface is admittedly indirect, but nonetheless real. It would be manifested in the minds of game participants and eventually in the corporate reflexes of the national security enterprise. If the interface was routinely incorporated into the appropriate games, over time, individuals would start to reflexively consider it in their real-world tasks, whether developing plans, policy, or making real-time decisions. In the best case, experience in such gaming would inoculate practitioners and policymakers against mystical, “sure fire” concepts of wa and perhaps keep them from yielding to emotion in the heat of conflict. In this sense, it is like superimposing an influence game on a research or educational game.

Military officers and civilian national security professionals who experience the competitive narrative of a wargame are likely to be more aware of the strategy/operations interface, and adopt more nuanced approaches to their various national security tasks. In other words, just talking about something in the context of a wargame can have widespread and important effects, not the least of which is developing a reflex of asking the important question, “then what?”

Professor Emeritus Rubel is retired but serves as an advisor to the CNO on fleet design and architecture. He spent thirty years on active duty as a light attack and strike fighter aviator. After leaving active duty he joined the faculty of the U.S. Naval War College, serving as Chairman of the Wargaming Department and later Dean of the Center for Naval Warfare Studies. In 2006 he designed and led the War College project to develop the concepts that resulted in the 2007 Cooperative Strategy for 21st Century Seapower. He has published over thirty articles and book chapters dealing with maritime strategy, operational art and naval aviation.

References

[1] Peter Perla and Michael Markowitz, Wargame Construction Kit, a one-off game produced at the author’s request.

[2] Larry Bond, Chris Carlson, Larry Dougherty, Persian Incursion, Rule Book, (Sassamansville, PA: Clash of Arms Games, 2010) p. 4.

[3] Francis J. McHugh, The Fundamentals of War Gaming, Third Edition, originally published 1966,(Washington, DC: US Government Printing Office), p.14.

[4] Robert Rubel, “Connecting the Dots: Learning from Multiple Wargames,” Phalanx, December 2016, (Arlington, VA: Military Operations Research Society).

[5] Clausewitz, Book Two, Chapter Five, p. 156 for a general explanation and pp. 159-161 for an example of his widening circle analysis concerning his moves in the 1797 campaign leading to the peace of Campo Formio.

[6] Robert C. Rubel, “The Epistemology of Wargaming,” Naval War College Review, Spring 2006, (Newport, RI: Naval War College Press), p. 111.

Featured Image: NEWPORT, R.I. (May 5, 2017) U.S. Naval War College (NWC) Naval Staff College students participate in a capstone wargame. (U.S. Navy photo by Mass Communication Specialist 2nd Class Jess Lewis/released)

Chinese Shipbuilding and Seapower: Full Steam Ahead, Destination Uncharted

By Andrew S. Erickson

In recent years, China has been building ships rapidly across the waterfront. Chinese sources liken this to “dumping dumplings into soup broth.” Now, Beijing is really getting its ships together in both quantity and quality. The world’s largest commercial shipbuilder, it also constructs increasingly sophisticated models of all types of naval ships and weapons systems. What made this possible, and what does it mean?

History and Drivers

China’s shipbuilding industry enjoyed early and inherent advantages that its aircraft industry, for example, notably lacked. Unlike most other sectors, its infrastructure could not be physically relocated far inland as part of Mao’s disastrously inefficient Third Front campaign. When Deng began reforms at the end of the 1970s, he prioritized shipbuilding to support the shipping industry, which helped carry foreign trade, underwriting several decades of rapid growth that has changed China, the United States, and the world significantly.

In 1982, China State Shipbuilding Corporation was formed from the Sixth Ministry of Machine Building. That same year, the Middle Kingdom made its first delivery to the international ship market. Abundant cheap labor and domestic demand buoyed Chinese shipwrights despite a ruthlessly competitive international market.

Shipbuilding’s commercial dual-use nature has long facilitated transfer and absorption of much foreign technology, standards, and design and production techniques. China’s shipbuilding industry has leapfrogged key steps, focusing less on research and more on development, thereby saving time and resources and enjoying the most rapid growth in modern history.

China’s current naval buildout dates to the mid-1990s, catalyzed and accelerated in part by a series of events that impressed its leaders with their inability to counter American military dominance. These include Operation Desert Storm in 1991, the Third Taiwan Strait Crisis in 1995-96, and the Belgrade Embassy Bombing in 1999.

Fleet Modernization

Ships are the physical embodiment of naval strategy—the most essential element through which a nation pursues its goals at sea. China has parlayed the world’s second-largest economy and second-largest defense budget into the world’s largest ongoing comprehensive naval buildup, which has already yielded the world’s largest navy by number of ships. It is making big waves, ever-farther from its shores.

After shrinking to replace many obsolescent vessels with fewer but more modern vessels in the 1990s and 2000s, the People’s Liberation Army Navy (PLAN) is now improving in both numbers and sophistication. As China’s maritime strategy has evolved, so have PLAN requirements. In response to this major growth in perceived needs, the PLAN has taken on more warfare areas, with significant improvements across the board. In the 1990s, the PLAN did not have significant strike or air defense capabilities; now it does. To meet high-end, multirole requirements—such as area and point defense in layers—with more missions and greater capabilities, PLAN vessels have grown more sophisticated, and generally expanded. The larger vessels of China’s navy increasingly resemble those of its American counterpart.

Shipbuilding Strengths

Regarding Chinese shipbuilding advantages, it is difficult to obtain specific data. Numbers related to budgeting and process efficiency in China’s relatively opaque defense industry unfortunately remain very difficult to investigate precisely using open sources. The official statistics Beijing releases still do not even include a reliable breakdown for China’s service budgets—such as that of the PLAN—within the overall official PLA budget (itself highly controversial). Because of the lack of precise information available, estimating Chinese ship production expenses logically involves making assumptions about relative costs in comparison to those known for other countries—not an exact science.

Still, the larger dynamics are clear. China has the world’s largest shipbuilding infrastructure, and its development enjoys top-level leadership support, starting with Xi Jinping himself. Commercial production is price-capped in part by China’s relatively stable business and vendor base. It helps subsidize military production, an option closed to the United States given its paucity of commercial shipbuilding. Chinese shipbuilding is greatly facilitated by an unparalleled organizational structure for collecting and disseminating technology, and integrating it into development and production processes at an industrial scale. Moving forward, an important variable is the extent to which China can use its familiar approach of moving up the value chain and parlaying exceptional cost-competitiveness into exceptional quantity at sufficient quality.

China’s effort to exploit civil-military synergies offers both opportunities and challenges. This was vigorously debated by the contributors to the Naval War College China Maritime Studies Institute (CMSI)’s Naval Institute Press volume on Chinese Naval Shipbuilding. “Not a good mix operationally—colocation and coproduction are challenging if not counterproductive” was one of the more pointed critiques. Potential civil-military incompatibilities cited include culture, security, standards, design, engineering, propulsion, construction, and timescales.

Nevertheless, dual-use construction is undeniably emphasized in many authoritative Chinese industry policies and publications, and also in the form of a central commission for integrated military and civilian development headed by none other than Xi himself. There is certainly some intermingling in practice, with the greatest manifestation visible in shipyard infrastructure. High-tech, high-value-added, and high reliability commercial shipbuilding—for example, of liquid natural gas (LNG) and liquid propane gas (LPG) tankers, very large crude carriers (VLCCs), high-capacity container ships carrying more than 10,000 twenty-foot equivalent units (TEU), and even cruise ships—can be directly relevant to warship production in a way that building simple ships like bulk carriers is not.

Beijing’s prioritized military sector generally enjoys better funding, infrastructure, and human capital in the form of advanced personnel—such as engineers with long-term experience, as opposed to rapid turnover. The proof is in the pudding: the PLAN is “not receiving junk” from China’s shipbuilding industry but rather increasingly sophisticated, capable vessels. Its growing satisfaction with them is indicated in part by longer production runs of fewer classes.

A more specific question remains: what limitations on high-end capabilities plague Chinese-produced warships? For now, China faces substantial difficulties in fielding the largest, most sophisticated surface combatants and submarines, as well as remaining weaknesses in propulsion and electronics. These all involve complex systems-of-systems in which China’s preferred second-mover piecemeal integration of foreign and domestic technologies cannot offer a “good enough” result. China’s aircraft carrier program offers a prime example.

Deck Aviation Challenges

With regard to aircraft carrier development, China has come a long way but has still has further to go. The appeal is clear: these apex predators of the sea are also the most modularized naval system, one of the few ships that are relatively easy to upgrade over a considerable lifespan. But given difficulties inherent in improving marine and aviation propulsion, power, and launch technologies, an evolutionary “crawl, walk, run” trajectory seems likely for China’s aircraft carrier program.

This remains very much a work in progress: the PLAN is still “crawling” and not even “walking” yet. China has already shown that it can build decent carrier hulls. But deck aviation platforms are primarily a conveyance for aircraft-delivered payloads. And there is “no such thing as a free launch.” Payload delivery is essential to a fleet’s performance; so too is having infrastructure sufficient to support and sustain it. China’s first carrier, Liaoning, is designed for air defense, not strike. It offers a very modest extension of air defense: getting a Flanker-type aircraft like the J-15 beyond its unrefueled range from a land-based airfield.

The PLAN faces formidable challenges in such areas as electronics, maritime monitoring, and command; control; communications; computers; intelligence, surveillance and reconnaissance (C4ISR). All are often underappreciated due to their subtlety and ubiquity of employment, but are nonetheless essential for robust deck aviation operations. They may be less amenable to China’s preferred approach of copying and emulation than are simpler structural systems. Chinese personnel are improving markedly in their training, but need to become still more proficient in the hard-to-steal “tribal knowledge” of coordinating operations and using equipment, including shipboard electronics.

China’s first aircraft carrier Liaoning is under restoration in a shipyard in Dalian. (AP Photo)

With far greater launching power than Liaoning’s ski jump, catapults will enable larger aircraft and payloads, delivering the PLAN to deck aviation’s “walking” stage. Deploying heavier airborne early warning aircraft will improve situational awareness. “Running,” as China perceives it, would require a nuclear-powered aircraft carrier with an electromagnetic launch system—the latter of which the United States is still struggling to perfect.

Carrier Group Assembly

China is gradually strengthening its ability to project significant power into distant waters by increasingly fielding the components of an aircraft carrier group. Sustaining a carrier group at sea requires replenishment vessels. Protecting a carrier group requires surface combatants with robust air defenses and offensive missiles as well as nuclear-powered submarines with potent anti-ship cruise missiles (ASCMs).

To improve at-sea replenishment, China is currently building the Type 901 integrated supply ship, which can furnish fuel, food, and some spare parts. It remains limited in ability to transfer ordnance, its biggest difference from the U.S. Supply class. It is already more than adequate for furnishing air-to-air missiles for Liaoning. It could be refitted with more dry transfer stations to increase ordnance transfer capability—a useful indicator to watch for, which would suggest intent to emulate the United States in long-distance power projection.

As for protection and coordination, the Type 055 cruiser, if it has the command and control facilities described in open sources, will be the centerpiece of future Chinese carrier groups—able to organize other ships somewhat like a U.S. Aegis cruiser does. With 112 vertical launch cells (VLS), this large multi-mission vessel has more than double the missile capacity of any previous PLAN surface combatant. Its VLS loadouts of HHQ-9 surface-to-air missiles suggest great capacity for area air defense, its loadouts of YJ-18 ASCMs offer a significant anti-surface warfare capability, its loadouts of CJ-10 land-attack cruise missiles suggest a nascent potential for projecting power ashore, and its Yu-8 rocket-assisted torpedoes offer an antisubmarine warfare (ASW) capability.

China launches two Type 055 guided-missile surface warships at a shipyard in Dalian, Liaoning province. (Liu Debin for China Daily)

Most navies with aircraft carriers do not protect them with robust submarines, but if China is to approach the American gold standard that it so clearly admires, and to which it apparently aspires, it will have to improve its nuclear-powered submarines, which are needed to allow for a full range of long-distance undersea operations. Even with a towed sonar array, China’s 093A nuclear-powered attack submarine remains at a significant disadvantage in being able to detect, and if necessary, attack enemy submarines while remaining undetected itself. It is still primarily an anti-surface ship platform with torpedo-tube-fireable YJ-18 ASCMs and a relatively noisy reactor, particularly in the secondary loop. Major work remains for China to project distant undersea power.

Near Seas Operational Scenarios

Closer to China’s shores, there is limited value for Chinese carrier operations, given their relative vulnerability and the potential for a highly-contested environment. But China’s shipbuilding industry has already produced a fleet of several hundred increasingly advanced warships capable of “flooding the zone” along the contested East Asian littoral, including increasingly large amphibious vessels well-suited to landing on disputed features, if they can be protected sufficiently. This is also where China’s large, conventionally-powered submarine fleet can be particularly deadly. When several hundred easy-and-cheap-to-build ships from China’s coast guard and its most advanced maritime militia units are factored in, Beijing’s numerical preponderance becomes formidable for the “home game” scenarios it cares about most. And that does not even include the land-based “anti-navy” of aircraft and missiles that backstops them. In this way, Beijing is already able to pose a formidable military-maritime challenge to the regional interests and security of the United States and its East Asian allies and partners.

Trends and Implications

China’s naval buildup is only part of an extraordinary maritime transformationmodern history’s sole example of a land power becoming a hybrid land-sea power and sustaining such an exceptional status. Underwriting this transition are a vast network of ports, shipping lines and financial systems, and—of course—increasingly advanced ships. All told, this raises the rare prospect of a top-tier non-Western sea power in peacetime, one of the few instances to occur since the Ming Dynasty developed cutting-edge nautical technologies and briefly projected unrivaled maritime power across the Indian Ocean. Now, for the first time in six centuries, commercial sea power development has flowed away from the Euro-Atlantic shipyards of the West, back toward an Asian land power that is going seaward to stay. Military sea power may be poised to follow.

Beijing is pursuing a requirements-based approach:

The PLAN’s transition from a “Near Seas” to a “Near and Far Seas” navy is dispersing its fleet over greater distances, making it more difficult to protect and support, as well as requiring enhanced logistics and facilities access.

Some of the most important and challenging requirements include:

  • long endurance propulsion—especially nuclear power, the ultimate “gold standard
  • area air defenses for surface combatants and emerging carrier groups
  • land-attack and strike warfare, including from deck aviation assets
  • ASW
  • acoustic quieting for submarines, to help them both survive being targeted in deeper blue-water environments, and search more effectively without limitation by self-generated noise
  • and, finally, broad-coverage C4ISR

China has started to pursue all these objectives, but it will take years before it fully accomplishes them.

 Already, however, Chinese ship-design and shipbuilding advances are increasing the PLAN’s ability to contest sea control in a widening arc of the Western Pacific. China is producing two to three surface combatants for every one the United States produces. If current trends continue, China will be able to deploy a combat fleet that in overall order of battle (meaning, hardware-specific terms) is quantitatively larger and qualitatively on par with that of the U.S. Navy by 2030.

Whether China can stay on this trajectory, given looming maintenance costs and downside risks to its economy as it faces an S-curved growth slowdown, is another question. It is a question that is linked to many other uncertainties about China’s future. China under Xi is becoming increasingly statist and militarized, thereby suggesting that naval shipbuilding will not suffer for lack of resources even as debt continues to spiral upward in state-owned enterprises. China’s very capable shipbuilding industry is closing remaining gaps with its Japanese and Korean rivals, even as Korean shipbuilders suffer unprofitability and rapidly-declining order books. However, China faces continued challenges in overcapacity and an aging workforce.

Moreover, a major mid-life maintenance bill for the overhauls of all new PLAN vessels will start coming due in the next 5-10 years. This will demand considerable resources—in money and shipyard space, with production and maintenance in potential competition. By then, China’s aging society may reorient resource allocation by stimulating “guns vs. butter,” and even “guns vs. canes” debates. The true long-term cost of sustaining top-tier sea power tends to eventually outpace economic growth by a substantial margin. For all its rapid rise at sea thus far, China is unlikely to avoid such challenging currents.

Dr. Andrew S. Erickson is a Professor of Strategy in the China Maritime Studies Institute and the recipient of the inaugural Civilian Faculty Research Excellence Award at the Naval War College. He serves on the Naval War College Review’s Editorial Board and is an Associate in Research at Harvard University’s John King Fairbank Center for Chinese Studies. In 2013, while deployed in the Pacific as a Regional Security Education Program scholar aboard USS Nimitz, he delivered twenty-five hours of presentations. Erickson is the author of Chinese Anti-Ship Ballistic Missile Development (Jamestown Foundation/Brookings Institution Press, 2013). He received his Ph.D. from Princeton University. Erickson blogs at www.andrewerickson.com. The views expressed here are his alone and do not represent the policies or estimates of the U.S. Navy or any other organization of the U.S. government.

This article elaborates on a podcast in which CSIS scholar Bonnie Glaser interviewed Dr. Erickson as part of the ChinaPower Project that she directs there.

Featured Image: China’s first domestically made aircraft carrier, the Shandong, pictured during construction in Dalian in December 2016. (Kyodo)

The Strategic Need for Tactical Excellence: Raising the Surface Navy’s Combat Capability

By Rear Adm. Dave Welch

The recent online republication of a 1993 Proceedings article from Capt. Christopher H. Johnson, “The Surface Navy: Still in Search of Tactics,” by the Center for International Maritime Security (CIMSEC) in July 2018 can be interpreted two ways. The reprint either suggests that Capt. Johnson’s cautionary tale of 25 years ago went unheeded and the Surface Forces are substantially unchanged in our approach to the development of tactical proficiency, or it serves as an invitation to examine what has changed.1,2 As the Surface Warfare community prepares to gather for the annual national symposium of the Surface Navy Association, I choose the latter interpretation and offer that there have been significant changes, particularly in the last five years.

In 1993 Capt. Johnson argued that training cycles focused on administrative tasks – a check-in-the-block approach – to build readiness, and that workups lacked a meaningful, deliberate focus on the development of tactical proficiency and expertise in a ship and crew. This critique was not without merit. By 1993 the Cold War had ended, the Soviet Union was dissolved, and the United States Navy enjoyed uncontested access to the open oceans. Focus was shifting to the littorals. Over the next two decades Surface Forces concentrated on power projection and support for the Joint fight ashore, with little impetus to hone our tactical skills in sea control mission sets. That period has ended, however, and the United States Navy is again in the midst of great power competition. Potential adversaries are developing capabilities that challenge our ability to operate in the deep blue, and with that comes an imperative to develop and master tactics that will translate into effective combat power at sea – tactics that take into account the current threats, and developing capabilities of potential adversaries. Fortunately, in contrast to the Surface Navy described by Capt. Johnson, we now have the ways and the means to advance lethality and tactical proficiency in the Surface Navy.  

The establishment of Naval Surface and Mine Warfighting Development Center (SMWDC) in 2015 was a decisive development in our community, perhaps the most important development in a generation.

Lessons Truly Learned

In 1993, Capt. Johnson cast a vision of a Surface Warfare community that provided the latest in advanced tactical training and doctrine and tactics, techniques, and procedures (TTP) to the Fleet to keep it ready, capable, and lethal. Such a vision was not new– it had been developed before in naval aviation. During the Vietnam War, Chief of Naval Operations Adm. Thomas Moorer ordered a commission to examine the precipitous drop in naval fighter squadron combat kill ratios since World War II and the Korean War. The Ault Commission made sweeping recommendations, including the establishment of the Fighter Weapons School (TOPGUN) – a seminal step that took place in March 1969.3 This led to a systemic shift in tactical development and training. Over the following decades this approach expanded to all facets of carrier-based aviation, which now sits as a core mission for the most mature of SMWDC’s counterparts, Naval Aviation Warfighting Development Command (NAWDC).

Critical mass for the expansion of the Fighter Weapons School model into the Navy’s other warfare communities – including Surface Warfare – came in 2014 when Chief of Naval Operations Adm. Jonathan Greenert provided Warfighting Development Centers (WDC) Implementation Guidance to the Fleet.4 This was quickly followed by joint Pacific Fleet and Fleet Forces Commanders’ guidance from Admirals Harris and Gortney that began the internal reorganization of authority and responsibility in the Fleet to achieve the WDC mission.5

Growth

SMWDC efforts, including the introduction and growth of a Warfare Tactics Instructor (WTI) program, means that the surface community now moves with purpose to develop tactical expertise. We no longer rely upon personal initiative to cultivate tactical excellence.

SMWDC has grown rapidly since Rear Adm. Jim Kilby took charge as its first commander at the command establishment ceremony in 2015.6 In an early 2016 Proceedings article, he outlined the command’s initial four lines of operations: the development of WTIs, plans for a Surface Warfare Combat Training Continuum (SWCTC), the introduction of Surface Warfare Advanced Tactical Training (SWATT) exercises into the readiness generation cycle, and the standardization and growth of doctrine and TTP led for the community by the command.7 He also laid out plans for three WTI programs in the areas of anti-submarine/surface warfare (ASW/SUW), integrated air and missile defense (IAMD), and amphibious warfare (AMW).

A 2017 Center for International Maritime Security (CIMSEC) article by then-SMWDC Commander Rear Adm. John Wade and his training and operations officer, Capt. Jeff Heames, highlighted the continued growth of the command and also outlined SMWDC’s updated lines of operation: advanced tactical training; doctrine and TTP development; operational support; and capability assessments, experimentation, and future requirements.8 The removal of the WTI program and SWCTC from the updated lines of operation may have surprised the casual observer, but within command lifelines, we clearly understand that WTIs remain the critical enabler to deliver results in these lines of operation.

Today, SMWDC develops WTIs in the three disciplines envisioned. There are currently more than 275 “patch-wearing” Warfare Tactics Instructors, either in production tours to deliver on the four lines of operation, or in post-production tours where they have returned to the Fleet, carrying with them knowledge, expertise, and connections to “WTI Nation.”

VIRGINIA CAPES (Nov. 9, 2018) Lt. Cmdr. Ryan Downing, right, an Anti-Submarine Warfare/Surface Warfare (ASW/SUW) Warfare Tactics Instructor (WTI) from the Naval Surface and Mine Warfighting Development Center (SMWDC), mentors Lt. Cmdr. Kris Yost, the guided-missile cruiser USS Leyte Gulf’s (CG 55) chief engineer (CHENG), during a Fast Attack Craft / Fast Inshore Attack Craft (FAC/FIAC) training event from the ship’s combat information center as part of a Surface Warfare Advanced Tactical Training (SWATT) exercise. U.S. Navy photo by Mass Communication Specialist 3rd Class Jesse Marquez Magallanes/Released)

We have evolved in our shipboard training “reps and sets.” During exercises on both coasts, watch teams are challenged to grow through the use of replay tools that highlight where errors in planning and execution have occurred. While feedback may seem uncomfortable at first, watch teams and warfare commander staffs quickly understand that some of the best lessons come through mistakes, followed by detailed debrief, with opportunities to immediately apply those lessons to rework a plan, rebrief it, then conduct another round of exercises at increased levels of pace and complexity. Watch teams that initially needed the watchful eyes of senior mentors and WTIs to help guide them are operating at such a high level at the end of the exercise that they need little oversight, and begin to hold themselves accountable and teach younger crew members.

Live Fire With a Purpose (LFWAP) is another critical aspect to the Surface community’s advanced tactical training. LFWAP is an enhanced missile exercise program which provides warships the opportunity to develop watch team performance using updated tactics against live, increasingly realistic targets.9   

https://gfycat.com/DecisiveGleefulIcelandicsheepdog

ATLANTIC OCEAN (Nov. 18, 2018) A Standard Missile 2 (SM-2) is launched from a forward vertical launching system aboard the Arleigh Burke-class guided-missile destroyer USS Mason (DDG 87) during a Live Fire with a Purpose (LFWAP) exercise. (U.S. Navy video by Seaman Nikita M. Custer/released)

Classroom and at-sea training are essential, but the doctrine and TTP required to operate effectively are equally as fundamental to the execution of sea control. SMWDC’s doctrine and TTP teams have reviewed and updated more than 80 tactical publications since 2015. The guiding principles for all SMWDC-reviewed, renewed, and developed doctrine and TTP is that it must be readable, understandable, teachable, and executable. Doctrine and TTP provide warships with the opportunity to read, think, plan, and execute in a more cohesive way.

Ships and afloat staffs can access the latest TTP updates on SMWDC’s collaboration-at-sea account (CAS) webpage, and they can also make inputs to the command’s Tactical Observations Lessons Learned (TOLL) portal. This tool allows the waterfront to provide inputs to SMWDC’s doctrine and TTP branch for consideration and possible implementation into Fleet-wide publications.

Surface Force Life Blood

The cultural shifts represented by SMWDC are rooted in talent accession, training, and development as Warriors, Thinkers, and Teachers, embodied within the Warfare Tactics Instructor (WTI) cadre. SMWDC’s development as a driving force behind a culture of excellence within the Surface Fleet will ensure that the deliberate development of tactical expertise flourishes in the Navy.

The value of the WTI is not solely within the individual. It is in the character traits that are emphasized to WTI candidates: humility, credibility, and approachability. These are carried through SMWDC’s day-to-day lines of operation, the training that WTIs provide in production tours, and the continued influence they have when they return to the Fleet.

Admiral Christopher Grady, Commander, U.S. Fleet Forces, highlighted the significant impact that SMWDC and WTIs have already made in their early years of existence:

“SMWDC continues to drive a rapid and sustainable increase in the warfighting proficiency and capability of the Surface Fleet and our Navy as a whole. There is an insatiable appetite in the Fleet for the training, TTP and doctrine updates, and direct operational support this team provides reliably in all fleet concentration areas. In just a few short years, SMWDC has become the place to be in the Surface Navy when it comes to the profession of arms in the maritime domain.(emphasis added)10

The two most recent Commander Command Screening Board results are reflective of his remarks. On the FY19 board, ten WTIs were eligible on their first-look and six were selected (60 percent). Nine officers were eligible for their second-look on that board, and all screened for a milestone tour – three XO/CO, four XO Afloat, and two XO special mission. On the recently released FY20 board, 19 of 23 WTIs were selected (82.6 percent) for milestone tours and 8 of 11 WTI-selects screened for a milestone. For any program – especially a young one – these are outstanding numbers.

Vision

SMWDC’s vision is to mature into an elite (not elitist) organization that continues to learn while accomplishing our mission with enthusiasm and innovation. We strive to maintain humble attitudes as we approach each event, exercise, or engagement within our mission set. SMWDC’s maturation continues as this critical return on investment is realized throughout the Fleet.

The WTI program will expand in 2019 to include a Mine Warfare (MIW) WTI program.11 Similar in design to the other three WTI programs, MIW WTIs will attend the WTI baseline course at SMWDC headquarters, but will continue training at Ecole de Guerre des Mines (EGUERMIN), otherwise known as the NATO Naval Mine Warfare Centre of Excellence in Belgium. The first MIW WTIs will then play a leading role in the development of a group of naval professionals who are steeped in mine warfare tactics.

As growth continues, it means that difficult decisions must be made to ensure that we effectively manage our talented SMWDC enablers and WTIs. The command works closely with the team at PERS-41 to develop strategies to recruit top talent, and to seek professional development opportunities for WTIs, including some of the Fleet’s most prestigious programs. Many WTIs are completing coursework through the Naval Postgraduate School, and recently an ASW/SUW WTI was selected for the Fleet Scholars Education Program and will attend the Massachusetts Institute of Technology (MIT).

Charting a New Course

In closing, I would like to return to Capt. Johnson’s article, and offer an alternative vignette that demonstrates where we are today – a construct that offers great value to current readiness generation processes, with great potential for continued improvement.  

***

Two weeks into the warship’s post-deployment stand down the captain of the guided missile cruiser – having just complete a full deployment as “Whiskey” – quietly took a moment to reflect on his team’s progress over the last two years as a ship and warfare commander team. He was already thinking about how his team would approach their next training cycle, and what improvements needed to occur.  

The deployment had been challenging, but also richly satisfying from Day One. The captain remembered what he felt like pulling away from the pier, knowing that his ship and Strike Group team had completed a training process that left him and his crew knowledgeable of the threats they faced, and confident in their procedures and tactics. It was a good feeling to know that he and the ship were prepared – in fact, more tactically astute than any ship he previously served aboard in in his career.

After completing all basic phase certification requirements, the strike group warships and warfare commanders completed Surface Warfare Advanced Tactical Training (SWATT) – a period of in-port academics to review current tactics, techniques, and procedures in detail, directly followed by an at-sea period in which he and his teams stepped through those TTP – all under the watchful eye of WTIs. They did their reps and sets, followed by a debrief… always a debrief… in which the WTIs highlighted good performance and objectively pointed out missed steps, mistakes, or just items that needed more attention. They launched weapons in an enhanced missile exercise program called LFWAP, against realistic and challenging targets. They weren’t simply complying with regulations – they learned to drive excellence within their teams and across the ship by breaking down traditional barriers often raised by ego and pride.

He learned that the advanced training he and his team experienced in 2017-18 enabled a higher level of combat readiness.12 But he also knew that his ship operated in an era in which improvement must continue.

The United States Navy was once again in a competition – a competition for sea control.

At that moment Chief Warrant Officer Troy Woods and Lt. Cesar Mize, IAMD and ASW/SUW WTIs respectively, walked into his cabin to discuss their training plan and combat system modernization. Capt. Joe Cahill’s apprehension faded as he listened to these two young officers with expertise steeled by experience lay out a plan for raising the combat capability of the warship and the warfare commander assets under their charge.

The captain smiled at his shipmates, and listened carefully to their observations and recommendations.

***

We still have much work to do to develop the talent, write the tactics, train our crews, and field the tools that will enable the Surface Force to continue to control the sea and project power. But I am confident we are on the right path. What remains is to execute the plan, hold the line, and own the fight. Let’s get to work.

Rear Admiral Dave Welch is the third commander of Naval Surface and Mine Warfighting Development Center (SMWDC).

References

1. Johnson, C. H. (1993, November 9). The Surface Navy: Still in Search of Tactics. Retrieved from https://www.usni.org/document/professional-notes-1993-119-9-1087pdf?magazine_article=69636.

2. Johnson, C. H. (2018, July 11). The Surface Navy: Still in Search of Tactics. Retrieved from https://cimsec.org/the-surface-navy-still-in-search-of-tactics/37080.

3. Ault, F. W. (1968). Report of the Air to Air Missile System Capability Review (pp. 1-58, Issue brief). Naval Air Systems Command. Retrieved from https://www.history.navy.mil/content/dam/nhhc/research/histories/naval-aviation/aultreport/sections1-4.pdf.

4. United States of America, Department of the Navy, Chief of Naval Operations. (2014). Warfighting Development Centers Implementation Guidance (N00/100078, pp. 1-5).

5. United States of America, Department of the Navy, United States Fleet Forces Command / United States Pacific Fleet. (2014). Warfighting Development Centers (COMUSFLTFORCOM/COMPACFLTINST 3501.4, pp. 1-26).

6. Ingle, D. M. (2014, June). Official U.S. Navy website – Commander Naval Surface Force, U.S. Pacific Fleet. Retrieved from https://www.public.navy.mil/surfor/nsmwdc/Pages/Naval-Surface-and-Mine-Warfighting-Development-Center-Activates-at-Naval-Base-San-Diego.aspx.

7. Kilby, J. (2016, January). USNI. Retrieved from https://www.usni.org/magazines/proceedings/2016-01/tactical-excellence-design.

8. Wade, J., & Heames, J. (2018, February 04). Warfare Tactics Instructor: A Unique Opportunity for Junior Officers. Retrieved from https://cimsec.org/warfare-tactics-instructor-unique-opportunity-junior-officers/35421.

9. Naval Surface and Mine Warfighting Development Center. (2018, August 08). Navy.mil Home Page. Retrieved from http://www.navy.mil/submit/display.asp?story_id=106665.

10. Naval Surface and Mine Warfighting Development Center. (2018, June 27). Navy.mil Home Page. Retrieved from http://www.navy.mil/submit/display.asp?story_id=106143.

11. Naval Surface and Mine Warfighting Development Center. (2018, September 14). Navy.mil Home Page. Retrieved from https://www.navy.mil/submit/display.asp?story_id=107063.

12. Eckstein, M. (2018, March 29). Deployed Surface Forces Benefitting from SMWDC Training, Technologies. Retrieved from https://news.usni.org/2018/03/29/deployed-surface-forces-benefitting-smwdc-training-technologies.

Featured Image: 170310-N-FV739-154 WATERS SOUTH OF JAPAN (March 10, 2017) Ships participating in MultiSail17 sail in formation during a photo exercise (PHOTOEX). (U.S. Navy photo by Mass Communication Specialist 3rd Class Christopher A. Veloicaza/Released)

Then What? Wargaming the Interface Between Strategy and Operations, Pt. 2

Read Part One here.

By Robert C. Rubel

Gaming and the Levels of War

The Prussian military theorist Carl von Clausewitz famously observed that war is a continuation of politics by other means, an aphorism that is universally taught at the nation’s war and staff colleges. It implies that there is an intimate relationship between what happens on the battlefield and what happens in the capitals of the warring states, as well as those of neutrals and allies. In later chapters he expands on the idea, laying out various situations of relative strength and motivation among combatants and the way that the policy/strategy interface is affected.1 Given the prominence of this idea in his book, Clausewitz admits the difficulty of grasping the logic of how policy and warfare interact with one another, stating that in strategy “…what is more difficult to grasp are the intellectual factors involved. Even so, it is only in the highest levels of strategy [presumably where military strategy meets policy] that intellectual complications and extreme diversity of factors and relationships occur.”2 Having made that admission he goes on to simplify the matter by making an assumption about the coherency of the political level: “Once it has been determined what a war is meant to achieve and what it can achieve, it is easy to chart the course.”3 If only things were that straightforward.

Clausewitz thought that a good way for military operations to be harmonized with national strategy and political imperatives was for the strategist to lead the forces in the field, ala Frederick the Great.4 Abraham Lincoln actually dabbled with the idea when he took a trip down to the James River to check up on McClellan during the Peninsular Campaign.5 However, since that brief excursion, American practice has been for the president to stay close to the political front, even though being Commander-in-Chief, and choosing to delegate field command to a senior military officer. Depending on the president’s approach, factors such as policy, politics, and military strategy could be coordinated in Washington or perhaps, as in World War II, at allied conferences such as Arcadia, Casablanca, and Tehran. In theory, as Clausewitz presumes, the purpose and objectives of the war are outcomes of the political process and military strategy that are concocted, ideally, in consultation with senior military leadership. The resulting strategy would be converted into orders which the fighting forces would carry out.

However, history teaches us that coherency in the relationship between policy and the military instrument (which is somewhat simplistically termed here as the strategy/operations interface) is both an aspiration and an assumption on the part of most governments. The intellectual complications and diversity of factors Clausewitz mentions often put such coherency beyond reach. This represents a serious challenge to historians seeking to document causes and effects, but even more so it is an obstacle to game designers seeking to incorporate the interplay of both levels of war.

In order to prepare the way for a discussion of potential game methods to explore the interface, we will work our way through the levels of war in a temporal manner, proceeding from the beginning of war, through its execution, and then to the endgame. The relationships of the levels (the people and organizations responsible at each) and the challenges to gaming them change a bit at each stage.

Combining Strategy and Operations in Wargames

It is often the case that scenarios for operational-level wargames include a “road-to-war” section that offers a plausible narrative of how the crisis or an attack that starts the game came about. As routinely as such narratives are produced, their influence on the game tends to wane as the game proceeds. Players and umpires become immersed in operational moves and counter-moves. Moreover, the road-to-war narrative may lack sufficient discussion of factors that would be needed to power analyses or move assessments farther downstream in the game. The bottom line is that unless a game is designed such that it includes specific measures to examine the matter, the strategy/operations interface gets short shrift in current gaming practice.

Of course, no plan survives contact with the enemy, so inevitably, once a war starts, a strategy/operations feedback loop of some sort must be established. Such loops automatically raise the issue of the degree to which operations are subject to detailed management from Washington. In some cases, such as Vietnam, operations such as air strikes into North Vietnam were micromanaged from the White House. In others, such as Desert Storm, General Schwarzkopf went into cease fire negotiations with little in the way of guidance from the president. In between those extremes are any number of cases, such as Lincoln and Grant, in which we find a good balance of delegation and oversight.

At this point it should be mentioned that each level of war contains its own logic and its own set of imperatives. The fundamental purpose of each higher command echelon is to coordinate and support the staffs and units that report to it. However, there is also the inherent requirement for higher echelons to override or sub-optimize the logic of lower echelon operations. If tactical victory was all that mattered, operational-level staffs would not have to worry about harmonizing strategy and tactics and could only focus on coordinating the tactical units below them. Similarly, if operational logic governed things once war broke out – a view that was widely held in earlier times – then political oversight would be unnecessary and likely counter-productive. The point is that there frequently arises occasions in which higher commands must impose guidance on lower level forces that exposes them to higher risk or reins them in somehow in order to protect or achieve higher level objectives.

In current operational-level gaming practice across the Department of Defense (DoD), Blue (U.S.) players generally have a free hand once they are given the starting scenario and perhaps a campaign plan. Any guidance from either the game control cell or a “council of elders,” while frequently advertised as guidance from higher authority, is almost always based on regulating the progress of the game rather than an attempt to explore the strategy/operations interface. The net effect of this “strategic vacuum” is the tendency for players to focus at the tactical level, which is what most Blue players, regardless of service, are most comfortable with. Control tries to keep them oriented on the operational level by various means, including by providing broad move feedback vice detailed battle reports.

On the other hand, for any number of reasons it is common for Red (the enemy, whoever that might be for the particular game), especially free-play Red, to pitch their moves at the strategic level. One reason is that Red is frequently weaker in conventional military power than Blue and so seeks asymmetric avenues of advantage. Red also tends to be represented by fewer players who are organized into a single cell, thus facilitating multi-level thinking. This creates a problem for game umpires who must reconcile asymmetric move inputs: operational from Blue, and strategic/tactical from Red. The frequent response is to factor out Red’s stratagems, perhaps informing Blue of them, and concocting operational-level assessments based on presumed Red moves at that level. If Blue’s political-level responses and resulting guidance to operational-level players is not provided in the feedback, an opportunity to incorporate the strategy/operations interface is lost.

Regardless of how the strategy/operations gap takes form in operational-level games, perhaps the biggest vacuum is in addressing the endgame – how the war ends, a major gap in the planning for OIF. True also for strategy games, the arena of what might be termed “Phase IV”6 is surrounded by a moat of technical and intellectual difficulties that all but isolates it from routine incorporation into gaming. Regardless of how and why a war starts, actions by both sides might serve to transform the nature of the conflict, thereby confounding any pre-war calculations of how it might end. Among the difficulties is how long the war lasts. Desert Storm terminated in roughly the time a week-long wargame would run. Seventeen years after its onset, Afghanistan still simmers. Wars are propelled by disputes, the nature of which heavily influences how long hostilities drag on. Successful military operations, in and of themselves, are not always a sufficient cause for war termination. This therefore presents procedural difficulties for gaming. Even if a game is played out until one side achieves some kind of military checkmate, the matter is not necessarily settled.

Recreational wargames, especially the game board style, can be played out to a decision. In fact, that is the whole idea behind them. However, the decision is usually a function of victory points accrued via operational success, thus the operations/strategy interface is hardwired into the experience.7 In free-assessed games, typical of most large military professional games, it is rare for a game to arrive at a strategic decision. One of the reasons is mechanical, in that the game is arbitrarily limited in moves by the amount of time players have, usually several days to a week. Moreover, game objectives normally focus on specific operational-level issues, obviating any motivation to press for strategic closure. Then too, the technique of free assessment, the use of human umpires to assess moves based on their judgment, makes “who won” either moot, or at least a subjective matter.

Professor Emeritus Rubel is retired but serves as an advisor to the CNO on fleet design and architecture. He spent thirty years on active duty as a light attack and strike fighter aviator. After leaving active duty he joined the faculty of the U.S. Naval War College, serving as Chairman of the Wargaming Department and later Dean of the Center for Naval Warfare Studies. In 2006 he designed and led the War College project to develop the concepts that resulted in the 2007 Cooperative Strategy for 21st Century Seapower. He has published over thirty articles and book chapters dealing with maritime strategy, operational art and naval aviation.

References

[1] Carl von Clausewitz, On War, edited and translated by Michael Howard and Peter Paret, (Princeton, NJ: The Princeton University Press, 1976), Book Eight, Chapters 5-8, pp. 601-616.

[2] Ibid, Book Three, Chapter 1, p 178

[3] Ibid, p. 178.

[4] Ibid, p. 177.

[5] Craig L. Symonds, Lincoln and His Admirals, (New York: Oxford University Press, 2008), pp. 145-153.

[6] Joint Publication 5-0, Joint Operations Planning, 11 August 2011, p. III-41.

[7] There are some games that do address the operations/policy interface, an example being Persian Incursion, a board game designed by Larry Bond, et.al. that employs cards depicting various political conditions attendant to Israeli strikes on Iranian nuclear facilities. See https://clashofarms.com/files/PI_Sample%20Rules.pdf for a description of game mechanics.

Featured Image: NEWPORT, R.I. (June 28, 2018) Military officers from various countries participate in the first international wargaming course held at U.S. Naval War College (NWC). (U.S. Navy photo by Mass Communication Specialist 2nd Class Jess Lewis/released)