Category Archives: Force Development

A System of Systems Analysis is Needed for Maritime Strike

By Dick Mosier

The US military is expanding its inventory of long-range maritime strike missiles such as the Precision Strike Missile (PrSM), Maritime Strike Tomahawk (MST), Standard Missile 6 (SM-6), Long-Range Anti-ship Missile (LRASM), and Naval Strike Missile (NSM). These capable weapons all have ranges well beyond the effective range of the sensor systems organic to their launch platforms – meaning their effective employment relies on third party targeting data. 

While these missiles all have terminal seekers for target acquisition and aim point selection, they require target location and identification information from deep-reach external sensor systems for mission planning, missile launch decisions, target location updates to in-flight missiles, and battle damage assessments (BDA).

The threat of long-range (400 km/160 nm), hypersonic, air-to-air missiles such as the PLAAF’s new PL-21 indicate that US conventional reconnaissance and targeting aircraft must now operate within protected airspace limiting their ability to target enemy ships out to the maximum ranges of US anti-ship missiles. As a result, targeting for US long-range anti-ship missiles is increasingly dependent on NRO and Space Force satellite reconnaissance and targeting systems.

A fundamental problem facing the US military is that the services have fielded capable, long-range missile systems, but only possesses limited deep-reach Intelligence, Surveillance, Reconnaissance and Targeting (ISRT) capabilities, limiting the effective employment of long-range missile systems. The National Reconnaissance Office (NRO) and Air Force/Space Force are developing satellite ISRT constellations to address the problem, but the services need to use a ‘Maritime Strike System of Systems’ approach to address the true functionality of US maritime strike capability.

A System of Systems Approach

The Office of the Under Secretary of Defense (Acquisition & Technology) Systems Engineering Guide for Systems of Systems defines a System of Systems (SOS) as: “a set or arrangement of systems that results when independent and useful systems are integrated into a larger system that delivers unique capabilities.” The “Maritime Strike SOS” is the set of systems and human processes integrated into a larger system of systems that provide engagement quality tracks on moving enemy ships within stringent time latency requirements for the successful engagement by the various long-range, anti-ship missiles fielded by the Air Force, Navy, Marine Corps and the Army.

A Maritime Strike SOS analysis would address the functionality of not only NRO and Air Force/Space Force space systems; but also, the other essential components and processes of the end-to-end architecture, such as requirements submission and adjudication, satellite/constellation tasking, satellite data relay, ground processing and exploitation, and information/data dissemination to tactical forces. The SOS analysis would ensure that the end-to-end architecture and its timeliness will provide the targeting required for effective anti-ship missile engagements.

Without guaranteed performance across this entire architecture—particularly its timeliness—these substantial space investments will fail to enable anti-ship missile engagements.

Maritime Strike SOS Analysis

Missile Range Velocity Service
Naval Strike Missile

 (NSM)

115 nm 450 kts Navy, USMC
Maritime Strike Tomahawk (MST) 1000 nm 450 kts Navy, USMC, Army  
Long Range Anti-Ship Missile (LRASM) 200 nm 450 kts Navy, USAF
Precision Strike Missile (PrSM) 350 nm 3334 kts Army
Standard Missile 6

(SM-6)

130 nm 2334 kts Navy, USMC, Army

The first step in a Maritime Strike SOS analysis is to determine the capability required of the SOS for each type of anti-ship missile and launch platform combination. The objective is to determine the sequence and timing of events from receipt of a mission task by a launch platform to the acquisition of the moving target ship by the missile seeker.

In the final analysis, the missile must arrive at the target ship location area of uncertainty and begin its search before the moving ship has time to exit the area of uncertainty. This analysis will determine the maximum usable time latency from satellite target sensing to entry of the target information into the missile by the launch platform.

The SOS performance requirements are derived from the performance attributes of these five existing missile systems fielded by the Services for use in the context of joint force operations.

Maritime Strike SOS Baseline

Once the SOS performance requirements are defined for each type of missile, the next step is to identify and evaluate the baseline and alternatives. The targeting timeline for the SOS analysis would begin with receipt of a Maritime Strike mission order, and include the following:

  • Processes for the submission of collection requirements
  • Adjudication of collection tasking priorities
  • Planning of satellite mission or constellation coverage
  • Tasking of satellites
  • Time for satellites to access the target area
  • Collection of data by the satellites
  • Dissemination of sensor data to ground/shipboard systems for data processing and image exploitation
  • Dissemination of target information to missile launch platforms

The combination of all these factors has to occur within the maximum allowable time latency for successful missile engagement. 

The SOS Satellite Baseline

Satellite communications, intelligence, surveillance, reconnaissance, and weapons targeting systems are well into the transition from a small number of operational systems to proliferated architectures that take advantage of lower launch costs, and cheaper satellites to form mega constellations of hundreds of satellites. The following satellite mega constellations designed for or capable of supporting anti-ship missile targeting should be included in the baseline SOS analysis.

NRO Proliferated Architecture

On 22 May 2024, the NRO launched the first set of 21 Star Shield imaging satellites into low earth orbit (LEO) in what the NRO calls the NRO Proliferated Architecture. As of 30 April 2025, 179 Star Shield satellites have been launched. According to the NRO, six more launches are scheduled in 2025. Assuming the previous pattern of 21 satellites per launch the constellation is projected to reach approximately 300 three hundred satellites in late 2025. The NRO also indicates that launches will continue through 2029 but has not disclosed specifics on schedule or the total number of launches. The SOS analysis would address the performance of the satellite sensors and the processes and timelines involved from submission of fleet requirements to delivery of the sensed information to the fleet.

Space Force Long-Range Kill Chains Program

In August 2024, the Space Force Long-Range Kill Chains Program was approved for Milestone B indicating that this satellite-based Moving Target Indicator (MTI) constellation designed to track ships and land targets can proceed to acquisition. Program cost, constellation size, and the technical details of the overall architecture and performance are classified. The schedule and performance parameters are established, and the program is funded for an Initial Operational Capability (IOC) in the early 2030s. The size of this mega-constellation, arrangement of the satellites in space, and the technical details of the overall architecture and performance remain classified.

Space Defense Agency Proliferated Warfighter Space Architecture (PWSA)

The Space Force/Space Development Agency (SDA) is fielding the Proliferated Warfighter Space Architecture (PWSA) that includes Link 16 and Integrated Broadcast Service (IBS) for the dissemination of information to tactical forces. In August 2024, SDA demonstrated the capability to make a PWSA Link 16 connection with a carrier and an aircraft on its deck.

In late summer 2025, the SDA is expected to begin launching its first set of PWSA satellites with limited operational capabilities. This will include 126 Transport Layer data relay satellites, and 28 Tracking Layer satellites, and 4 demonstration satellites for missile tracking. The SOS should determine the role of the PWSA in the overall SOS architecture for targeting anti-ship missiles.

Maritime Strike Command and Control Baseline

Maritime Strike is a mission that now involves platforms and missiles from the Army, Navy, Marine Corps, and USAF. The Maritime Strike SOS analysis must address the command and control relationships and processes among the components to ensure the arrangements are in place for the sharing of target information; and, for the planning, and execution of coordinated multiple component maritime strike operations.

The Services are fielding systems for the receipt and exploitation of targeting information. The Army is fielding Tactical Intelligence Targeting Access Node (TITAN) variants for Division and above, and a basic variant for division and below. The Navy and Marine Corps are developing and fielding Navy Maritime Targeting Cells (MTC) ashore and afloat; and, the Marine Corps is fielding a Family of Integrated Targeting Cells (MTC-X, MTC-Mobile, and Tactical Edge Node TEN-X). The details of Navy and Marine Corps MTC systems are classified, but they are expected to have capabilities similar to those of TITAN, e.g., direct satellite tasking, satellite sensor control, direct downlink of satellite data, data processing and analysis for the purpose of weapons targeting. The Maritime Strike SOS analysis would assure that these tactical terminal systems are fully integrated with the overall maritime strike SOS architecture.

Conclusion

The SOS analysis could consist of a relatively modest approach based on the integration of the detailed architectures of each of the components of the SOS as should be available from the NRO, NGA, Space Force, and the Services/Joint Force components. The investment in this analysis is justified given the looming conflict with China over Taiwan, one dominated by anti-ship missile operations. The SOS analysis would ensure that the anti-ship missiles operated by Army, Navy, Air Force, and Marine Corps will have the timely and comprehensive targeting support required for their effective use against moving ships.

Dick Mosier served as a Naval Flight Officer (VQ and VP); OPNAV N2 civilian intelligence analyst; OSD (Intelligence and Space Policy); SES 4 ASD(C3I) Director Tactical Intelligence Systems; and Deputy Director of a support activity leading OSD studies on space and unmanned airborne ISRT system alternatives. His career-long interest in improving the effectiveness of US Navy tactical operations, with a particular focus on the challenges of assuring the integration of national-tactical ISRT combat support capabilities. The article represents the author’s personal views and do not necessarily reflect the official views of any U.S. government department or agency.

Featured Image: RED SEA (Sept. 19, 2021) Fire Controlman (Aegis) 2nd Class Garrett Town stands watch in the combat information center aboard guided-missile destroyer USS O’Kane (DDG 77) in the Red Sea. (U.S. Navy photo by Mass Communication Specialist Seaman Elisha Smith)

Seven Reflections of a Red Commander: What I’ve Learned from Playing the Adversary

The following article originally featured in the September 2024 edition of Military Review under the title, “Seven Reflections of a ‘Red Commander’ What I’ve Learned from Playing the Adversary in Department of Defense Wargames,” and is republished with permission. Read it in its original form here.

By Ian M. Sullivan

It is the spring of 20XX, and the U.S. joint force is engaged in a major war against a peer competitor. Earlier in the conflict, the enemy seized a critical piece of terrain, and the U.S. National Command Authority (NCA) ordered the joint force to take it back. This required a massive joint force entry operation (JFEO), arguably the most difficult of joint operations to complete. But the joint force was game. It assembled the largest maritime assault force—both amphibious assault ships loaded with Marines and transports carrying Army formations—since the U.S. invasion of Okinawa in April 1945. It required deft planning to organize, mass, and eventually converge the force over the great expanse of the ocean. Yet the joint force, or “Blue Force,” did so and was ready to strike.

As the Blue plan unfolded, all seemed on track. Forces were moving, and joint and combined combat power was ready to support the JFEO. But it was at this time that an old, often ignored military maxim came into play—the enemy gets a vote. And their vote mattered.

Taking advantage of their own sophisticated capabilities and an approach to war that was designed with Blue in mind, the enemy “Red” Force quickly engaged elements of the invasion force at range, well before the joint force could bring its full combat power to bear. Focusing largely on the amphibious assault ships, which have a critical “over the beach” capability, the Red antiaccess/area denial forces came into play. Shore-based ballistic and cruise missiles—some hypersonic—air-launched systems, and maritime strike assets converged in a massive, multidomain blow, which caused critical damage to the amphibious fleet. The amphibious ships never made it to the invasion beaches. This left the transport ships carrying the Army formations to carry on to the target; however, lacking the over-the-beach capabilities of the amphibious ships, they needed to land in a functioning port to unload the Army forces.

Capt. William McCarty-Little
Capt. William McCarty-Little was a U.S. Navy officer who introduced wargaming to the Naval War College in the 1880s. (Photo courtesy of the U.S. Naval War College Museum)

Thankfully, this whole story is notional, and it played out not on the frontlines of a faraway war zone but in a simulations center on an Army base. This world of wargaming is becoming an increasingly essential tool for the Army and joint force as they grapple with what it means to conduct large-scale combat operations against peer competitors in areas far removed from the continental United States. In the words of Ed McGrady, one of the Nation’s leading experts in the field, wargaming is the “one tool that enables defense professionals to break out of the stories we have locked ourselves into.”1 He notes that “wargames are about understanding, not knowledge,” and about the stories we tell ourselves. In this case, Blue was forced to contend with an uncomfortable story; namely, a peer competitor can prevail if it plays its cards right. Blue then had to contend with an understanding of the implications of what transpired.

Additionally, it is important to note that none of this understanding or learning can occur if Blue does not have an effective opponent. And that is the role that I often get asked to play, that of “Red commander.” Over the past five years, I have played in twelve separate wargames for the Army, the Navy, combatant commands, and the joint staff; in nine of them, I was the Red commander. This means I led the enemy effort, supported by teams of experts from both military and civilian intelligence agencies. The “Red Team” truly is where “understanding” comes home to roost, as Red players must not only understand the intelligence record, but we must also understand how to mesh what we know into an operationalized campaign that effectively challenges Blue.

Red also must understand Blue, sometimes as well as Blue understands itself. Red provides Blue with a thinking enemy who understands Red’s real-world capabilities, warfighting doctrine, and national security imperatives (what we know). Red then operationalizes this understanding, along with an understanding of contemporary and near-future warfare, into a fight in the style the adversary would undertake (applying what we know). Dale Rielage, a brilliant Red Team expert, argues that the “value of wargaming hinges in large part of the quality of the opposition force—the ‘Red.’”2 To further his point, Rielage cites Capt. William McCarty-Little, the officer who first introduced wargaming to the Naval War College in the 1880s, who noted that the key to a successful wargame was “a live, vigorous enemy in the next room waiting feverishly to take advantage of any of our mistakes, ever ready to puncture any visionary scheme, to haul us down to earth.”3

Playing Red is a difficult task, and the Red commander treads a narrow path. On the one hand, the Red commander must have an excellent working understanding of how potential adversaries fight. It is both art and science. It is not just a technical exercise in understanding Red orders of battle or the capabilities of their systems but really is about being able to apply that knowledge in what amounts to planning and then executing a campaign plan and leading the adversary’s war fight. This means the Red commander needs to understand a potential enemy’s approach to warfare, their doctrine, and how they have employed their forces in regional contingencies and in training.

But at the same time, the Red commander plays a key role for Blue by helping them understand what Red is thinking. A good Red commander finds a way to keep Blue on its toes, all the while helping them comprehend the events of the game as they unfold and then working to explain the reasons and logic that underpin Red actions. A Red commander who cannot do this professionally, tactfully, and with good humor can completely scuttle the game. To truly help this understanding stick, a Red commander needs to convince Blue that the Red Team is more than a mere sparring partner but a broader partner in learning and thinking about what could happen in a potential conflict.

Wargames should be about Blue’s learning, not Red’s. However, one of the main benefits for Red in these events is that we learn too. In fact, our learning may actually be more acute because we often get many more “reps and sets” playing through countless permutations of possible regional conflicts when compared to our Blue counterparts. Red players become very knowledgeable and thoughtful on a range of issues, many of which relate to Blue as much as they do Red. We end up thinking a great deal about what warfare between peer competitors would look like. I like to tell my Red Team players that we should be able to close our eyes and visualize the conflict unfolding over time and space, which allows us to understand what key events will need to occur over what key pieces of terrain and in what time frames. Because we fight these wars time and again, we develop a unique understanding of both Red and Blue, their strengths and weaknesses, the vulnerabilities they present, and the opportunities they may be able to exploit.

U.S. Air Force Gen. John Hyten, former vice chairman of the Joint Chiefs of Staff, in describing how new joint warfighting concepts performed in a different wargame, noted that “without overstating the issue, it [the concept] failed miserably. An aggressive red team that had been studying the United States for the last 20 years just ran rings around us. They knew exactly what we’re going to do before we did it.”4 This is an advantage that a good Red commander will always have, which makes these games such important learning opportunities. But it also shows what it means to be a good Red commander—we must always try to further our own understanding of Red, Blue, and “Green” partner forces; the operational environment; and contemporary warfare so that we can give Blue the fight it needs at these wargames to advance its own understanding.

So, what are the key things I have learned in playing the role of Red commander over the last few years? Well, there is a great deal more than I could possibly put into words here. But there are some important, big-picture ideas, thoughts, lessons, and observations that I have derived from my gameplay. Without further ado, these are my seven reflections of a Red commander.

Lesson 1: Everything Starts with Understanding the Enemy

Simple, right? But it’s not as simple as you would think. The Army and the joint force are massive machines, and sometimes the process of understanding the enemy becomes inexorable. This can mean that the mechanisms simply move without reflection or thought—never truly internalizing an understanding of the adversary, who, as noted in the starting vignette, always gets a vote. The threat must not be allowed to get lost in this machine. It must be front and center to everything the Army does. It must drive operations and the integration of doctrine, organization, training, materiel, leadership and education, personnel, facilities, and policy (DOTMLPF-P). Furthermore, the National Defense Strategy calls on the U.S. joint force to be “threat based,” and focuses on its pacing, acute, and persistent threats.5 

If we do not base what we intend to do in a conflict against a peer competitor on an understanding of that peer competitor, then we will be at a massive disadvantage in a conflict. We need to avoid future “lobster traps,” and a working knowledge of the adversary is our best hedge against a failure of imagination. This notion is at the core of U.S. Army Training and Doctrine Command’s latest operational environment assessment, The Operational Environment 2024-2034: Large-Scale Combat Operations, which states plainly, “to achieve victory, the U.S. Army must know the enemy.”6 We need experts with a deep understanding of the adversary, but we also need those who will devise war plans and then execute them to maintain a strong working knowledge of Red. This was standard Army procedure during the Cold War, but it became a lost art in the years following. Wargaming can help restore that art. For example, in its after action report for the Unified Pacific 22 wargame, U.S. Army Pacific’s first highlighted insight was the requirement to address two key advantages held by the Chinese People’s Liberation Army (PLA)—mass and interior lines.7 This key conclusion from Unified Pacific 22 demonstrates how wargaming can specifically help war planners and operators learn about the adversary and then develop an understanding of the challenges it would need to overcome in an actual conflict.

Lesson 2: Warfare Remains a Human Endeavor

Wargames spend a great deal of time, effort, and focus on capabilities, both Red and Blue. Wargaming provides a unique laboratory to see how critical capabilities—such as hypersonic missiles; unmanned systems; counterspace weapons; new and visionary intelligence, surveillance, and reconnaissance capabilities; or counter-unmanned aircraft systems—fit into a conflict.

But it is not the performance of these systems that are central to these games. It is the human factor, namely how these pieces are put together and employed by people, the strategies they adopt, and how they react to the unexpected, that truly makes wargaming unique. The Center for Army Analysis, the Army’s leading provider of wargames, notes that wargaming highlights the “complex, subjective, and sometimes illogical and irrational decision of humans.”8 One of the most telling examples of this comes from the Cold War, Exercise Ivy League ’82. The game simulated a rapid Soviet nuclear attack on the United States and gave the U.S. NCA mere minutes to react. The game was played twice; once with a stand-in president, and once with President Ronald Reagan playing his role as commander in chief. The game essentially demonstrated the human nature of existential conflict. It demonstrated that panic or emotion could very well be real and palpable, and that the best-laid plans are hostage to human actions. One issue that came up in Ivy League ’82, for example, was that President Reagan refused to board the National Emergency Airborne Command Post when a notional Soviet nuclear strike was inbound. He wanted to manage the crisis from the White House and not in the skies aboard the “Kneecap,” thereby placing himself at grave risk and overturning the best-laid continuity of government plans.

It is becoming rapidly apparent that competition, crisis, and conflict between great powers and peer competitors will be joint, combined, interagency, and whole-of-nation. The Department of Defense (DOD) wargaming community has started to understand this and does everything it can to invite experts from outside their typical echo chamber to participate in a game. This is important, as it shows the DOD that it is but part of a broader nation that would be engaged in a conflict. It shows that other entities, whether an intelligence agency, an ally, or perhaps even a private industry entity, might have an ability to help solve a military problem.

It also means that even though the DOD leads most wargames, military leaders must understand that they will not make many of the critical strategic calls during the run-up to a crisis or conflict. I recently played in a game where a senior political appointee from within the DOD played the NCA for a game in which the United States was engaged in a conflict with a nuclear-armed, peer competitor. The Blue Team, in responding to Red aggression, wished to quickly target and destroy a number of Red assets and installations. They were nonplussed to learn that the authorities for their desired strike were withheld as the NCA thought through his decision. During the hotwash, when Blue planners brought the delay up, the individual playing the NCA told them that he was being asked to make the most consequential decision any U.S. president would ever have to make—to initiate combat operations against a nuclear-armed enemy who had the capability to cause critical damage to the United States. He then, tongue-in-cheek, asked them to forgive him for taking some extra time to contemplate such a momentous call.

This is an extreme example, but wargaming needs to incorporate not only the capabilities but also the decision-making processes of a range of actors, both across the U.S. government and among our allies and partners. Getting experts from across this spectrum to participate in wargames will become increasingly essential.

Brig. Gen. Rose King New Zealand Army deputy chief of staff and Army Maj. Gen. Chris Smith U.S. Army Pacific deputy commanding general–strategy and plans
Brig. Gen. Rose King (center), New Zealand Army deputy chief of staff, and Australian Army Maj. Gen. Chris Smith (right), U.S. Army Pacific deputy commanding general–strategy and plans, listen to a brief during Unified Pacific’s intelligence-focused “Pacific Winds” on 26 January 2023 at Schofield Barracks, Hawaii. (Photo by Sgt. Jennifer Delaney U.S. Army)

Lesson 4: Warfare Will Be Multidomain, and Wargames Allow Us to Master Multidomain Skillsets

What makes contemporary and near-future warfare so different when compared to what we have experienced since the end of the Cold War is that our key potential adversaries can match the U.S. joint force and its allies across all domains. They can converge capabilities, deny us the ability to operate in certain domains, and then achieve their campaign objectives if they play their cards right. In wargames, Red players generally have more experience and practice at employing multidomain capabilities than the typical Blue players, often providing a wake-up call to the Blue Team. Our pacing threat is designing a force capable of operating and converging across domains, with capabilities and an approach to war that denies Blue the ability to maneuver or operate jointly across warfare domains.10 If handled well in a wargame, Red can prevail. Conversely, Blue must use wargames as ability to test its own multidomain theories. Wargames offer a unique venue where the services can see how things come together in the joint fight. Italian airpower theorist Giulio Douhet noted, “There are experts of land, sea, and air warfare. Yet there are no experts of warfare. And warfare is a single entity, having a common purpose.”11 Wargaming can help develop those experts and particularly develop the multidomain skills, knowledge, and understanding that the joint force will require to take on an adversary who also can operate across domains.12

Lesson 5: The Army Likes to Live in the Tactical World; Great Power Warfare Is Won and Lost at the Operational Level

The era of counterinsurgency shifted the Army’s focus to the tactical level. After the initial invasion of Iraq in 2003, the Army changed its unit of action to the brigade level, and most of the fighting in Iraq and Afghanistan was done at the battalion and company levels. The whole Army structure of that era—how we trained, how we thought about warfare, and how we organized—focused on the tactical fight. Wargaming against peer competitors, however, demonstrates that such conflicts likely will be won or lost at the operational level, and that operational art is a skill set that must be understood throughout the joint force. If the tactical level focuses on battles, engagements, and small-unit actions, it is the operational level that will provide the critical linkages in terms of campaigns and major operations that ensure tactical success eventually translates to the strategic level, where theater strategy and national policy reside.13 It is the operational art that allows the commander to translate strategic-level goals into tasks that subordinates can accomplish.14 

An example of this can be found in Unified Pacific 23, which focused on contested logistics. The game’s final report notes the criticality of improving joint combined command and control. For sustainment, the necessity to maximize operational-level, intratheater movement is then controlled by U.S. Indo-Pacific Command’s emerging Pacific Deployment and Distribution Operations Center, which takes in requirements from service components and then issues orders to subordinate commands to execute. The Army’s 8th Theater Sustainment Command then evaluated best practices and techniques to carry out sustainment down to the tactical formations in the fight.15 These types of issues routinely dominate wargaming and are clearly operational rather than tactical. This vignette demonstrates how practicing operational art is a crucial advantage of wargaming.

Lesson 6: Wargaming “Reps and Sets” Guard Against Strategic Surprise and Failure of Imagination

Red experts spend most of their time thinking about our adversaries and what conflict with them could entail, and most have played Red in many wargames. The next game is not summary learning for Red—it is just another permutation of a fight they’ve fought numerous other times. Blue generally does not get the luxury to do this in the daily press of normal operations, and when the Blue Team assembles for a wargame, it likely is the first time many of them have confronted the operationalizing of their war plans. Armies and soldiers often learn best through experience of battle, and wargaming is one of the best ways to at least approximate some of the challenges that could be faced when a conflict begins. In his excellent work on wargaming the unfought battles of the Cold War, Jim Storr notes, “Things that might be blindingly obvious to someone who gamed dozens of battles might well be nonsensical or, at best, counterintuitive to commanders who served for years but never fought [them].”16 Having the opportunity to fight the fights that could occur means that leaders will have the opportunity to confront the challenges they might encounter and not be faced with surprise or suffer a failure of imagination.

A pertinent historical example involves Gen. Douglas MacArthur during the Japanese invasion of the Philippines in 1941. Throughout the interwar years, U.S. defense planners struggled with the notion of how to defend the Philippines from a potential Japanese assault. The result was the well-known War Plan Orange (WPO), which understood, even before the attack on Pearl Harbor, the difficulties that the United States would have in reinforcing the Philippines across the expanse of the Pacific and in the face of Japanese air and maritime power. WPO-3, the variant in effect in 1941, called for the U.S. forces in the Philippines to withdraw to the defensible Bataan Peninsula on Luzon, where, with pre-positioned sustainment stocks in place, they would hold as long as possible to give forces marshaling on the U.S. West Coast and Hawaii time to defeat the Japanese Navy and relieve the defenders. Despite the years of work in devising WPO—and countless wargames supporting it—MacArthur completely revised the plan on the eve of the actual Japanese attack. Instead of consolidating on the defense on favorable terrain, he would attempt to defeat the Japanese on the beaches of Luzon, wherever they landed. When the Japanese landed, MacArthur’s forces were completely out of position and out of time.17 In this case, MacArthur disregarded the “reps and sets” that went into devising WPO-3 and suffered due to his overconfidence. However, when leaders get the chance to learn from their participation in wargames, the experiential learning process generally becomes visceral and unforgettable, and hopefully will prevent future cases like the Philippines in 1941.

Lesson 7: Blue Buy-In Is What Makes Wargaming Useful

Red’s job in wargaming is difficult, as it often must relay uncomfortable truths to Blue. For wargaming to have value, Blue must understand and accept the notion that the scenario Red is presenting is valid. Red teaming expert Micah Zenko writes that there are three elements of buy-in that Blue must adopt. First, Blue must accept that there is a potential vulnerability within its sphere of interest/action that Red can help uncover and address. In military terms, this represents capabilities, approaches to war, and plans that can potentially defeat Blue. Second, Blue must be willing to assemble the best Red players it can possibly find. And third, Blue must allow Red to be absolutely truthful about its findings.18 This is not always easy, and wargames are replete with stories about Blue discounting Red actions based on the cliché that a Red action “would never happen” or, even worse, that Red “cheated.”

The story of Millenium Challenge 2002, a concept development wargame that was designed to validate a whole new joint approach to war, still resonates as a warning of what can happen when this buy-in does not exist. A strong Red Team led by retired U.S. Marine Corps Lt. Gen. Paul Van Riper created controversy by demonstrating the flaws in Blue’s concept. Instead of accepting the flaws, joint forces command leadership instead fell line with the “this could never happen” school of thought and reset the game, adding massive constraints on Red. This led to a public relations disaster that remains a case study of how not to use wargaming.19

However, failing to get Blue buy-in to Zenko’s three elements have, in practice, had much more devastating effects than merely damaged reputations. On 27 August 1941, a group of graduate students from Japan’s Total War Research Institute, an institution that brought together the elite young leaders of the Japanese military and civilian government, presented a report to Japanese Prime Minister Konoe Fumimaro on Japan’s prospects for winning a war against the United States and its allies. The report, which was backed by extensive research and wargaming, asserted that Japan might prevail in a few initial battles but concluded that it would be drawn into a protracted conflict where its resources would dwindle and eventually expire, leading to inevitable defeat. As a result, the Japanese played another wargame designed to test their conclusion, and most of the ministers who participated came to the same conclusion regarding a war with the United States.20 Yet Japanese decision-makers—political and military—ignored the findings.

A healthier and more useful example of Blue buy-in can be found with Unified Pacific. The outcomes from Unified Pacific 23, for example, have been incorporated into U.S. Army Pacific’s operational campaign—Operation Pathways—and into real-world exercises, like the joint U.S.-Australian Talisman Sabre 23. Many of the outcomes also were included in the U.S. Navy’s Global game.21

Conclusion

There are many more things I have learned from playing Red in these wargames, and they range across a variety of issues. Simple things, like understanding the military implications of geography, to the very complex, such as what it means to engage in open conflict with a nuclear-armed peer adversary or understanding how we end wars. Playing in games certainly has made me a better intelligence analyst as the practical, experiential side of gaming has revealed implications and insights that intelligence reporting alone could never have given me. Most of all, it has driven home for me the necessity to develop a strong working relationship with Blue decision-makers, operators, and staff officers. These relationships are built on trust, which develops over time. When Red can demonstrate that it is indeed on the same team as Blue, a remarkable kind of learning occurs, and we are able to get to the type of competency required to prevail in global wars against peer competitors.

I have learned that we do not wargame enough, and that we should find ways to incorporate wargaming more deeply across all our various disciplines, and not just in large, command-sponsored, multiweek games. In addition to the time I have spent supporting these games, I am also an avid hobby wargamer, and I have learned a great deal from playing “for fun.” Namely, I sometimes get to play Blue, which is remarkably fun and interesting to me. When done right, a Red commander can provide a significant force multiplier to Blue. On his first day as the Pacific commander in chief, Adm. Chester Nimitz famously met with his staff intelligence chief, then Lt. Cmdr. Edwin Layton, and told him,

“I want you to be the Admiral Nagumo of my staff. I want your every thought, every instinct as you believe Admiral Nagumo might have them. You are to see the war, their operations, their aims, from the Japanese viewpoint and keep me advised what you are thinking about, what you are doing, and what purpose, what strategy motivates your operations. If you can do this, you will give me the kind of information needed to win the war.”22

If Red is played well in a wargame, the Red commander can do what Nimitz charged of Layton but hopefully prior to a disaster of strategic surprise and failure of imagination of the magnitude of Pearl Harbor.

Interestingly, our pacing threat has adopted this very approach. The PLA has enthusiastically adopted wargaming as a means of testing its own ideas about warfare and to help overcome its lack of real-world combat experience. The PLA Navy has led the way in this regard, and it recognizes the need to effectively replicate its adversary—the United States—in these games. To do so, the PLA Navy created the Blue Team Center (in PLA parlance, the Blue Team are the adversaries) at the Naval Command College at Nanjing. The college’s one-time commander, then Rear Adm. Shen Jinlong, who was later promoted and served as the PLA Navy commander, noted that the PLA Navy’s wargaming faced a major problem—namely, that “Red (China) and Blue (the United States) were like twins. Not only were Blue’s organization, equipment, and combat style the same as Red—they even had the same operational thinking.”23 The Blue Team is designed to rectify this mirror imaging so that PLA Navy wargames are more useful and effective. A profile of the Blue Team director, Gong Jia, indicates that his goal is to understand the minds of Blue at the campaign level (operational level in Chinese terminology) and above.24

Chief of Naval Operations Adm. John Richardson visits the People’s Liberation Army (Navy) Command College on 15 January 2019 for a roundtable discussion where he underscored the importance of lawful and safe operations around the globe
Chief of Naval Operations Adm. John Richardson visits the People’s Liberation Army (Navy) Command College on 15 January 2019 for a roundtable discussion where he underscored the importance of lawful and safe operations around the globe. The PLA has adopted wargaming to test its own ideas about warfare and overcome its lack of real-world combat experience. The PLA Navy created the Blue Team Center at the its command college in Nanjing to effectively replicate its adversary—the United States. (Photo by Chief Mass Communication Spc. Elliott Fabrizio, U.S. Navy)

In one game where I played Red commander, the Office of the Secretary of Defense sent an observer team to assess if Red was being played effectively. As I was Red commander, the observers pulled me aside to interview me and ask me questions about how the game was going and how I was playing Red. One of the questions they asked me was among the best questions I’d ever heard because it gets to the gist of what it means to be an effective Red commander. They asked me, “How much better are you than Red would be in a real fight?” After thinking about it for a minute, I said our team probably was better because we understand Blue as much as we do Red. I told them if they asked me to, I could immediately take over as Blue commander and essentially run their fight because I had seen it and experienced it so much in so many other games. The observer team seemed happy with this answer and moved on.

But the question has stuck with me ever since. If Red does its job well, it provides Blue with the chance to try new things, to fail, to learn, and to hopefully redefine the stories that we tell ourselves, and to devise new thoughts and ideas that will lead to victory in a future conflict. In referring to the work done by the joint board in the 1930s and early 1940s at developing the “Rainbow” war plans (such as the aforementioned WPO), which included a great deal of research and wargaming, Blaine Pardoe writes, “Without the skills earned working in the darkness … the United States would have struggled to attempt to develop this competency in its general staff.”25 This “work in the darkness” requires a capable, knowledgeable, flexible, and adaptive Red that will enable Blue learning.

A wargame will not predict the future for Blue, but if Red does its job correctly, it will allow Blue to experience what a potential fight could look like. It becomes the work in the darkness that allows Blue to learn, and hopefully leads to the light of victory in the next war. So perhaps the most important lesson of all gets back to the beginning—we have to get Red right so that Blue gets the opportunity to learn and to get it right on a future battlefield.

Ian M. Sullivan is the deputy chief of staff, G-2, for the U.S. Army Training and Doctrine Command (TRADOC). He holds a BA from Canisius University in Buffalo, New York, and an MA from Georgetown University’s BMW Center for German and European Studies in Washington, D.C., and he was a Fulbright Fellow at the Universität Potsdam in Potsdam, Germany. A career civilian intelligence officer, Sullivan has served with the Office of Naval Intelligence; Headquarters, U.S. Army Europe and Seventh Army; the Office of the Director of National Intelligence (ODNI) at the National Counterterrorism Center; the Central Intelligence Agency; and TRADOC. He is a member of the Defense Intelligence Senior Executive Service and was first promoted to the senior civilian ranks in 2013 as a member of the ODNI’s Senior National Intelligence Service.

The author would like to thank Maj. Gen. Jay Bartholomees, U.S. Army, and Charlie Raymond (TRADOC G-2) for their thoughtful reviews and edits of this article.

Notes

1. Ed McGrady, “Getting the Story Right About Wargaming,” War on the Rocks, 8 November 2019, https://warontherocks.com/2019/11/getting-the-story-right-about-wargaming/.

2. Dale C. Rielage, “War Gaming Must Get Red Right: An Expert In-House Adversary is a Powerful Tool for the Fleet,” Proceedings 143, no. 1 (January 2017), https://www.usni.org/magazines/proceedings/2017/january/war-gaming-must-get-red-right/.

3. Ibid.

4. Tara Copp, “‘It Failed Miserably’: After Wargaming Loss, Joint Chiefs Are Overhauling How the US Military Will Fight,” Defense One, 26 July 2021, https://www.defenseone.com/policy/2021/07/it-failed-miserably-after-wargaming-loss-joint-chiefs-are-overhauling-how-us-military-will-fight/184050/.

5. U.S. Department of Defense, 2022 National Defense Strategy (Washington, DC: U.S. Department of Defense, 2022). https://www.defense.gov/National-Defense-Strategy/.

6. U.S. Army Training and Doctrine Command (TRADOC), The Operational Environment 2024–2034: Large-Scale Combat Operations (Fort Eustis, VA: TRADOC, 1 August 2024), 31, https://oe.tradoc.army.mil/2024/07/31/the-operational-environment-2024-2034-large-scale-combat-operations/.

7. U.S. Army Pacific (USARPAC), Unified Pacific Wargame Series 2022: Unclassified Overview (Fort Shafter, HI: USARPAC, September 2022), 4, https://www.usarpac.army.mil/Portals/113/PDF%20Files/Unclassified%20UPWS%20Report%20Final.pdf.

8. Government Accounting Office (GAO), Defense Analysis: Additional Actions Could Enhance DOD’s Wargaming Efforts, GAO-23-105351 (Washington, DC: GAO, April 2023), https://www.gao.gov/assets/d23105351.pdf.

9. Marc Ambinder, The Brink: President Reagan and the Nuclear War Scare of 1982 (New York: Simon and Schuster, 2018), 82–89.

10. Ian M. Sullivan, “Three Dates, Three Windows, and All of DOTMLPF-P: How the People’s Liberation Army Poses an All-of-Army Challenge,” Military Review 104, no. 1 (January-February 2024): 14–25, https://www.armyupress.army.mil/Journals/Military-Review/English-Edition-Archives/January-February-2024/Sullivan/.

11. Giulio Douhet, The Command of the Air, trans. Sheila Fischer (1921; Rome: Rivista Aeronautica, 1958).

12. Robert P. Haffa Jr. and James H. Patton Jr., “Wargames, Winning and Losing,” Parameters 31, no. 1 (Spring 2001): Article 9, https://press.armywarcollege.edu/parameters/vol31/iss1/9/.

13. Chad Buckel, “A New Look at Operational Art: How We View War Dictates How We Fight It,” Joint Force Quarterly 100 (1st Quarter, January 2021): 94–100, https://ndupress.ndu.edu/Media/News/News-Article-View/Article/2498208/.

14. Wilson Blythe, “A History of Operational Art,” Military Review 98, no. 6 (November-December 2018): 37–49, https://www.armyupress.army.mil/Journals/Military-Review/English-Edition-Archives/November-December-2018/Blythe-Operational-Art/.

15. USARPAC, Unified Pacific Wargame Series 2023: Unclassified Overview (Fort Shafter, HI: USARPAC, September 2023), 8.

16. Jim Storr, Battlegroup! The Lessons of the Unfought Battles of the Cold War (Warwick, UK: Helion, 2021), 74–75.

17. John C. McManus, Fire and Fortitude: The U.S. Army in the Pacific War, 1941–1943 (New York: Caliber, 2019), 63–64.

18. Micah Zenko, Red Team: How to Succeed by Thinking Like the Enemy (New York: Basic Books, 2015), 2–5.

19. Ibid., 52–61; Micah Zenko, “Millenium Challenge: The Real Story of a Corrupted Military Exercise and Its Legacy,” War on the Rocks, 5 November 2015, https://warontherocks.com/2015/11/millenium-challenge-the-real-story-of-a-corrupted-military-exercise-and-its-legacy/.

20. Eri Hotta, Japan 1941: Countdown to Infamy (New York: Vintage Books, 2014), 164–65.

21. USARPAC, Unified Pacific Wargame Series 2023, 11.

22. Ian W. Toll, Pacific Crucible: War at Sea in the Pacific, 1941–1942 (New York: W. W. Norton, 2012), 307; Rielage, “War Gaming Must Get Red Right.”

23. Ryan D. Martinson, “The PLA Navy’s Blue Team Center Games for War,” Proceedings 150, no. 5 (May 2024), https://www.usni.org/magazines/proceedings/2024/may/pla-navys-blue-team-center-games-war.

24. Ibid.

25. Blaine L. Pardoe, Never Wars: The US War Plans to Invade the World (London: Fonthill, 2014), 28.

Featured Image: Students move pieces around the board on 21 December 2023 during a wargame based on Pacific conflict while attending the Air War College at Maxwell Air Force Base, Alabama. (Photo by Billy Blankenship, U.S. Air Force)

Other People’s Wars: The U.S. Military and the Challenge of Learning from Foreign Conflicts

Sterling, Brent L. Other People’s Wars: The US Military and the Challenge of Learning from Foreign Conflicts. Washington DC, Georgetown University Press, 2021. 336 pp. $39.95 (soft cover). ISBN: 1647120594.

By LtCol Adam Yang, USMC

The conflict between Ukraine and Russia has already raged on for nearly two years and continues to provide the US Department of Defense an incredible opportunity to derive insights on the changing character of war. Similarly, Israel’s offensive against Hamas terrorists in Gaza today may likely reveal new insights on urban and tunnel warfare in densely populated areas. 

Though it can be quite hazardous to draw definitive lessons for an ongoing conflict, there is a remarkable appetite across the defense community to extract preliminary lessons and implications from their unique vantages. For observer nations, the spectacle of a foreign conflict might reveal critical battlefield information on new capabilities and concepts and provide the critical information-edge needed to overcome an opponent in future battle. Why learn the hard way when you can learn from the wartime successes and challenges of others?

Though there is plenty of literature on learning and training processes, Brent L. Sterling’s book, Other People’s Wars, provides a structured academic view into the lesser-examined topic on how, specifically, the US military has served as third-party but direct observers to learn from foreign conflicts in the field. Sterling delves into four historical examples when the United States deployed some of its best military minds to learn up close battlefield lessons in a bygone era that lacked the information systems we enjoy today. The four cases are the Crimean War (1854-56), the Russo-Japanese War (1904-05), the Spanish Civil War (1936-39), and the Yom Kippur War (October 1973). 

In each case, Sterling provides a snapshot of each respective conflict and answers four basic questions: 1) How did the US military attempt to identify lessons, 2) What lessons did the services identify, 3) How did the services apply those lessons, and 4) What were some of the implications of those applied lessons? As an overarching theme, Other People’s Wars is less about the specific lessons derived from each conflict and more about the leadership, bureaucratic, parochial, and cultural challenges military organizations face when they attempt to “learn” lessons and enact resource decisions based on foreign battlefield information.1

The academic foundation of Other People’s Wars blends literature from military innovation, information diffusion, and organizational learning and Sterling, thankfully, keeps much of his analysis away from academic jargon. Sterling rightly distinguishes the act of “drawing a lesson” and “learning a lesson.” The former implies the process of collecting, observing and deriving a valid insight from a foreign conflict. The latter idea of learning itself relates to how organizations actually apply observed lessons to improve their combat effectiveness.2 In other words, Sterling suggests that organizational learning does not truly occur unless there is actually change in organizational behavior based on related combat findings.

Across four cases, Other People’s Wars offers the gritty details how the US Army, Navy, and Air Force leaders strived to glean insights from foreign conflicts based on their unique political climates, budgetary constraints, and cultural lenses. The cases then show how military organizations enacted or failed to enact change after returning home with their troves of newly acquired tactical knowledge. The decision and authority to initiate such studies were almost exclusively top-down given the political sensitivities of their work and invasiveness with scrutinizing foreign armies in active combat zones. The ideal method to learn from foreign conflicts is to embed neutral observers with all belligerents to capture reciprocal perspectives of their engagements. However, at least in the Sterling’s cases, this standard was rarely met save for a few limited instances.

For example, during the Crimean War in June of 1855, Secretary of War Jefferson Davis dispatched three trusted Army officers to Crimea via Russia. However, though acting as neutral observers, these officers were blocked by both sides (France and Britain on one side and Russia on the other) and lost valuable observation time waiting in neutral areas because local commanders did not want any distractions amidst active battle. Later, during the Russo-Japanese War, the US War Department’s General Staff dispatched eight observers to observe both Japanese and Russian forces with greater success. Those observers gained enough access to observe the aftermath of the Japanese siege of Port Arthur in December 1904, and directly monitor the Battle of Mukden on the front lines in February 1905 – two of the most decisive battles of the entire conflict.

When the United States could not gain direct access to a foreign battle, it leveraged third-party observers for direct reporting of critical capabilities and systems. Sterling shows how the US military frequently leaned on its network of defense attaches. During the Spanish Civil War in the 1930s, US defense attaches in Spain, Germany, Italy, and Russia, developed a dense network of local contacts and foreign officials to help collect.3

The Pitfalls and Perils of Learning from Others

For US military personnel attempting to learn from foreign conflicts, Sterling draws a clear line between their observations, drawn lessons, and reports back to senior military and political leaders. However, it is the process of stateside reception and critique and of those lessons that complicates the learning process in each historical case. In some instances, the US Army or Navy enthusiastically adopted lessons from the front lines that would trigger systematic doctrinal and capability changes across their Services.

To illustrate this point, Sterling describes how the Army dispatched Major General Donn A. Starry – a future Commanding General for the Army’s Training and Doctrine Command (1977-81) – to capture lessons from the Israelis shortly after the Yom Kippur War in 1973. In turn, the Army would transform Starry’s findings, particularly those related to combined arms and the need for greater air-ground coordination, to guide the development of its famed Air-Land Battle doctrine over the next ten years. Yet, this example tends to the be exception rather than the norm in terms of bureaucratic change. Sterling identifies at least five recurring challenges the US military faced when learning from others:

Preexisting Preferences. A recurring culprit in this book, prior organizational preferences shape every aspect of a learning process, including what data to pursue, how to interpret such data, and whether any “lessons” are relevant to the service. The Navy believed that the Russo-Japanese War validated Alfred Thayer Mahan’s core idea that “concentrating capital warships was the key to winning fleet engagements” and that defense-oriented alternatives were a losing proposition for any great navy.4 Though this lesson may be have been “correct,” the Japanese never allowed US Navy personnel directly near the waters of Port Arthur and forced the Navy personnel to interpret battle information from Japanese liaisons and foreign attaches that had first-hand accounts of the battle.5

Failure to Identify What Happened. The inability to access relevant battlefield information undermines the entire learning process. Surprisingly, the act of sending multiple observers to document different battlefield phases and stages tended to generate contradictory and conflicting reports, which buried important lessons under the noise and weight of lesser observations.

Application of Disputed Lessons. Senior leaders with bureaucratic power can build “artificial consensus” and use ambiguous lessons to muscle through preferred programs. Sterling cites how Secretary Davis and some Army leaders used the Crimean War to justify the development of more masonry fortifications after claiming this is what allowed Russia to repel the assaults by the Allies, rather than focusing on the failure of Allied coordination during the assault.

Rejection or Ignoring of Lessons. This pitfall occurs when military forces ignore or write off important observations because they do not directly apply to their current activities. Sterling shows that in the 1930s the Army Air Corps failed to take notice of German close air support tactics because they were primarily focused on the effects of strategic bombing.

Identifying Contradictory Guidance. Another common challenge includes the identification of two or more relevant lessons that signal contradictory behaviors and investments. After the Yom Kippur War, the Army observers separately noted that it was more beneficial to boost the “tooth” (i.e. combat power) versus “tail” (sustainment) ratio – and vice versa – to generate the greatest utility from its armor formations. Consequently, the Army diluted its limited resources for several years as it experimented with both courses of action.

A Modern Context

As the conflict in Ukraine nears the end of its second year, the Department of Defense and other foreign militaries will continue to capture what they believe to be relevant information on the conflict inform resource decisions. Modern information technologies provide military experts and researchers incredible access to information and individuals at incredible rates, however, an on-the-ground investigatory approach even today would yield incredible insight and knowledge that one does not get from distant observation. Even Carl von Clausewitz recommended that military leaders “should be sent to observe operations and learn what war is like.”6

Sterling’s book offers a historical gateway into this phenomenon and provides remarkable insight into the benefits and challenges of learning from foreign conflicts from an American point of view. Other People’s Wars mostly focuses on the challenges with institutional learning and, admittedly, does not attempt to detail how to overcome such issues. Sterling writes that there are “no easy remedies;” but stresses the need for organizations to build complete and objective histories of events, and to disseminate findings widely to solicit a broad assessment of findings. For a different view on this subject, readers can also explore John Nagl’s dissertation turned book, Learning to Eat Soup with a Knife, as he elucidates how organizational culture skews organizational learning by comparing the US Army and British Army experience with counterinsurgency.

Overall, Brent Sterling does a remarkable job illuminating the benefits and challenges of organizational learning in the US military. Though this subject has been written on in other forms, Other People’s Wars captures the US military’s historical experience methodically and with great clarity, purpose, and evidence. While these cases are historical, the stories related to leadership, hubris, and bureaucratic slow-walking are timeless and seemingly reminiscent to the strategic churn that occurs today. This book is a must-read for military professionals, educators, and those interested in organizational change.

Lieutenant Colonel Adam Yang, PhD is a Marine Corps strategist assigned to the Strategy Branch in the Plans, Policies, and Operations directorate of Headquarters Marine Corps.

References

1. Brent L. Sterling, Other People’s Wars: The US Military and the Challenge of Learning from Foreign Conflicts (Washington, DC: Georgetown University Press, 2021).

2. Sterling, 6.

3. Sterling, 138–39.

4. Sterling, 74.

5. Sterling, 62.

6. Carl von Clausewitz, On War, ed. Michael Howard and Peter Paret (Princeton University Press, 1989), 122.

Featured Image: Ukrainian troops participate in a military exercise. The main task of this brigade is to shoot down Shahed-136/131 drones used by Russia to attack Ukraine. (Photo via the “Rubizh” Rapid Response Brigade of the National Guard of Ukraine)

No Longer on Defense: Building the Offensive Destroyer Squadron

By Jason Lancaster

Introduction

The modern destroyer squadron (DESRON) is unable to attack effectively first. It is primarily a defensive organization designed to protect the carrier from surface threats and submarines. There are many trite maxims like a good defense is a strong offense, but without a greater number of improved offensive weapons, there will not be an ability to improve the offensive capability of the DESRON or deploy offensive SAGs.

There has been some movement to create offensive SAGs to reach out and attack the enemy first, but these concepts have several issues. The Carrier Strike Group does not have the number of assets needed to protect the carrier in wartime, where providing for the defense of capital ships may prove too powerful of a demand signal to allow a meaningful number of surface ships to go on the offensive. Not only are there too few ships, but those ships need better offensive weapons to successfully conduct offensive missions. It is easier to kill the archer than the arrow, but the enemy archer in the form of Russian and Chinese assets heavily outranges the U.S. surface fleet. Addressing these shortfalls requires longer-range anti-ship weapons, a medium-range ASW aircraft, and better manning for DESRONs.

The State of Anti-Surface Warfare

The Soviet Union lacked significant carrier-based aviation and had to compensate by heavily investing in the development of powerful and long-range anti-ship missiles that were compatible with a wide variety of naval force structure. The theory was to use heavy bombers, submarines, and surface forces to launch large salvos of these long-range missiles to overwhelm U.S. carrier battle groups. The substantial lead the Soviet Union gained in anti-ship missile technology persists to this day.

Russia still has multiple surface-launched anti-ship missiles, many of which are supersonic and long-range. The most modern is the Zircon hypersonic missile deployed aboard Grigorovich-class corvettes. Newer Russian ships boasting the Kalibr system can also deploy the SS-N-26 Strobile or SS-N-27 Sizzler supersonic anti-ship missiles, while the older Soviet-era ships deploy the SS-N-22 Sunburn, SS-N-12 Sandbox, SS-N-19 Shipwreck, SS-N-26 Yakhont anti-ship missiles. The Russian Navy also has subsonic missiles like the SS-N-25 Switchblade and the older SS-N-2 Styx, as well as an anti-submarine rocket, the SS-N-14 SILEX, that also has an anti-surface mode. Russia sold many of these missile types to China, who also fields a wide variety of anti-ship missiles, including land-based ballistic missiles such as the DF-21 and DF-26.

A warship of Russia’s Pacific Fleet fires a Moskit (SS-N-22 Sunburn) anti-ship cruise missile at a mock enemy sea target in the Sea of Japan, in this still image taken from video released March 28, 2023. (Via Russian Defence Ministry)

The variety of Russia’s and China’s different missiles complicates U.S. Navy options for hardkill and softkill countermeasures. Different missiles have different terminal maneuvers and signatures designed to confuse and challenge terminal air defenses. Softkill options rely on decoys and electronic warfare to distract, jam, or seduce enemy missiles away from the targeted ship, but increasingly capable multimodal seekers are diminishing the utility of softkill countermeasures. This wide array of advanced anti-ship missile capability means that U.S. ships must devote more magazine space to defensive countermeasures, reducing the amount of space available for offensive weapons. In order to change the dynamic, the U.S. needs to rapidly develop and field a greater multitude of offensive surface and air-launched anti-ship missiles to better threaten rival naval forces and force them onto the defensive.

As an ensign, I noticed the discrepancy between our Harpoons and the plethora of missiles Russia and China had developed. I asked my executive officer about this state of affairs, and he said the U.S. Navy relied on carrier-based naval aviation to strike enemy ships, and our ships protected the carrier and did not need large numbers of surface-to-surface missiles to attack the enemy. This doctrine may have been slightly more appropriate for a time when Cold War-era carrier aviation had much longer reach than it has today and when opposing surface warships had far less capable air defenses. But the balance of advantage has become much different.

Unfortunately, naval aviation’s primary anti-surface weapons are the Harpoon and the JDAM. U.S. naval aviation has predominantly relied on JDAMs for their strike missions in Afghanistan and Iraq, but the small 15NM range easily allows modern warship air defenses to threaten archers before they can fire arrows. Naval aviation is replacing the Harpoon with the Joint Stand Off Weapon (JSOW) glide bomb with an advertised 62NM range and the Long-Range Anti-Surface missile (LRASM) which has an estimated range of 300NM, but neither is in the fleet in large numbers, and it will take years to build enough inventory.1,2 Naval aviation cannot be reasonably expected to shoulder all of the burden of employing the U.S. Navy’s anti-ship missile firepower, and surface warships will be needed to alleviate this burden and open new options for maritime strike.

Air Test and Evaluation (VX) 23’s Salty Dog 122 releases a Long Range Anti-Ship Missile (LRASM) during a flight test. (U.S. Navy photo by Erik Hildebrandt)

The U.S. is only recently starting to field replacements for the ship-launched Harpoon missile. The Naval Strike Missile is a modern sea skimmer and its 100NM range is slightly better than Harpoon, but still far less than many adversary weapons and it is not compatible with vertical launch cells.3 The Navy is also fielding the SM-6 and Maritime Strike Tomahawk for anti-surface work, but the Navy possesses a limited inventory. Both missiles have alternative missions in air defense and land-attack strike respectively that might take priority over anti-surface missions. But with the end of the War on Terror’s major campaigns, the U.S. Navy should be able to reduce the number of Tomahawk missiles carried for land-attack missions and increase the amount of magazine depth devoted to maritime strike.

Anti-Submarine Warfare

U.S. forces are heavily challenged by enemy submarines. China, Russia, North Korea, and Iran have 208 submarines combined of various age and capability.4 Chinese and Russian submarines field advanced anti-ship missiles with ranges in excess of 200NM. The modern carrier strike group will struggle to defend itself against this threat, especially when submarines can slip past screening warships and aircraft. The U.S. Navy needs a new medium-range aircraft organic to the strike group to assist in ASW defense. Surface ships also need a longer-range anti-ship rocket (ASROC) to engage detected submarines much farther from the strike group or SAG. This combination of capability will extend the scope of ASW defense and better allow surface warships to go on the offensive in other missions.

During the Cold War, the S-3 Viking was tailor-made to support ASW and ASuW missions. These aircraft had the endurance to travel several hundred miles from the strike group and remain on station while hunting submarines for hours. But the S-3 Viking was retired without a similar platform to replace it, and now the only ASW aircraft organic in the carrier strike group is the much shorter-ranged MH-60R helicopter. They are designed for terminal classification and engagement, not for wide-area searches that are critical to early warning in ASW.

The Navy needs to develop aircraft to fill the roles once provided by the S-3 Viking, but it does not need to develop a new airframe and new sensors. The Navy already has highly capable sensors in the P-8 and MH-60R. Fielding those sensors in an airframe like the MV-22 Osprey, or using an unmanned aircraft like the MQ-9B Sea Guardian, would greatly extend the classification, identification, and engagement area (CIEA) for ASW. An MV-22 variant could utilize sensors from the P-8A and the MH-60R, provided it can handle the added electrical load. A vertically-launched medium range ASW aircraft could also be sold to the wide variety of allies and partners that operate flattops. Other countries such as the Philippines might be able to use a medium-range ASW aircraft and launch it from austere airfields to control ASW chokepoints.

The MQ-9B Sea Guardian is an unmanned aircraft that has operated during exercises. It is capable of conducting ASW within a 1,200-mile mission radius with significant on-station time. It is capable of carrying 120 sonobuoys in two sizes.5 Recent tests have proven that the MQ-9 is capable of short takeoffs and landings, which would enable the ARG-MEU to deploy with significant anti-submarine capacity.

With the growing numbers and capabilities of rival submarines, it is time to invest in improving ASW capabilities, and specifically with an eye toward extending the possible ranges of detection and engagement. Longer-range ASW weapons for surface ships and new ASW aircraft will drastically improve the Navy’s defensive capability against hostile submarines.

DESRON Manning

The modern destroyer squadron is configured to operate as an administrative and tactical command and is supposed to be manned as such. Yet when one looks at DESRON manning and who is standing watch, there are significant shortfalls. I once trained a Boatswains Mate Chief Petty Officer to stand watch, and we deployed at only 50 percent manning, which subsequently increased to 85 percent with plus-ups from various Third Class Petty Officer Operations Specialists to fill the voids of First Class Petty Officer Operations Specialists. This lack of experience reduced the ability of the staff to properly execute mission command-type orders, among other challenges.

A deploying DESRON staff needs to be allowed to focus on naval warfare. The staff needs to turn all of its maintenance duties over to Surface Forces or a Maintenance Surface Squadron that then allows deploying DESRONs to focus on preparing for naval warfare. The announcement of new Surface Group (SURFGRU) readiness squadrons is a step in the right direction, but it will take time for the DESRONs to offload habitual responsibilities to focus more on warfighting. Typically during the maintenance and basic phases, the DESRON staff focuses on the ships and not enough on themselves. There are few opportunities for the DESRON can conduct tactical training, let alone conduct enough of it. When I was stationed in Norfolk, we went to Tactical Training Group Atlantic only several times, and only managed to train on our CVN once prior to SWATT. This greatly impaired the development of the DESRON’s tactical readiness and our understanding of the DESRON’s warfighting functions.

The DESRON needs a dedicated basic phase to develop its abilities to wage offensive and defensive war at sea, and to build its tactical warfighting skill and know-how. A deploying DESRON could be called a Tactical Squadron to differentiate itself from other DESRONs. The proposed TACRON manning chart below is designed to build a naval staff capable of sustained planning and operations, with a focus on putting warfighting first and foremost.

A manning construct for a tactical destroyer squadron (TACRON). (Author graphic)

Conclusion

For generations, the primarily defensive roles of the surface fleet and the lack of long-range anti-ship weapons have sapped the offensive spirit of the Surface Warfare Officer community. As ships begin to utilize the SM-6 in anti-surface mode, an offensive spirit is beginning to build. The surface warfare enterprise needs to continue to invest in longer-range weapons to put the enemy on the defensive and to put our own ships on offense. SM-6, LRASM, and the Maritime Tomahawk, combined with new over-the-horizon targeting techniques, have placed the Navy on the right track for ASuW. However, the lack of a medium-range ASW aircraft still limits the ability of flattops to defend themselves, and threatens to pull surface warships away from their growing offensive potential and into the resource-intensive ASW fight. Yet new capability will not be enough to fill these gaps. Surface warfare officers – from watchstanders to operational commanders and especially DESRON staffers – will all need to rediscover the offensive spirit that is fundamental to striking effectively first.

LCDR Jason Lancaster has served as Operations Officer at DESRON 26 during their 2020 deployment workups and a portion of deployment. He has also served aboard all manner of surface ships including USS STOUT (DDG 55), USS NEW YORK (LPD 21), USS TORTUGA (LSD 46), and USS AMERICA (LHA 6). Ashore he has served in the N5 at Commander, Naval Forces Korea and OPNAV N5. These views are presented in a personal capacity and do not necessarily reflect the official views of any U.S. government department or agency.

References

1. “AGM-154 Joint Standoff Weapon (JSOW),” U.S. Navy Fact File, September 27, 2021, https://www.navy.mil/Resources/Fact-Files/Display-FactFiles/Article/2166748/agm-154-joint-standoff-weapon-jsow/

2. David B. Larter, “Pentagon’s weapons tester gives update on Navy’s new long-range anti-ship missile,” Defense News, January 21, 2021, https://www.navytimes.com/naval/2021/01/14/the-pentagons-weapons-tester-has-an-update-on-the-navys-new-long-range-anti-ship-missile/.

3. “Naval Strike Missile,” Kongsberg, https://www.kongsberg.com/kda/what-we-do/defence-and-security/missile-systems/nsm-naval-strike-missile-nsm.

4. “Submarines by Country,” World Population Review, https://worldpopulationreview.com/country-rankings/submarines-by-country.

5. “MQ-9B SeaGuardian,” General Atomics, https://www.ga-asi.com/remotely-piloted-aircraft/mq-9b-seaguardian.

Featured Image: June 2016 – Arleigh Burke class guided-missile destroyer USS Spruance (DDG 111) (front) steams in formation with USS Decatur (DDG 73) and USS Momsen (DDG 92). (U.S. Navy photo by MC2(SW) Will Gaskill)