Sea Control 39 (Asia-Pacific): Pacific Cyber Security

seacontrol2This week, Sea Control Asia Pacific looks at cyber security in the region. Natalie Sambhi, of the Australian Strategic Policy Institute (ASPI), interviews her colleague Klée Aiken from ASPI’s International Cyber Policy Centre about the major cyber issues facing Australia, ICPC’s new report on cyber maturity in the Asia Pacific, what cyber maturity means and how it’s measured, China’s and India’s respective cyber capacities, and what this all means for the individual internet user.

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Surface Warfare: Taking the Offensive

By RADM Thomas S. Rowden, USN

I am indebted to the leadership of CIMSEC for providing a platform for me and senior members of my team at OPNAV N96 to lay out for readers key parts of our vision for the future direction of Surface Warfare. Captain Jim Kilby started it off with “Surface Warfare: Lynchpin of Naval Integrated Air/Missile Defense”, and Captain Charlie Williams followed up with “Anti-Submarine Warfare (ASW) – The Heart of Surface Warfare” and “Increasing Lethality in Anti-Surface Warfare (ASUW)”.   Both of these officers were recently selected for flag rank, and the Surface Force could not be more fortunate. Their years of fleet experience in these mission areas uniquely qualify them to lead our force in the future. Together with our continuing mastery of land attack and maritime security operations, the three operational thrusts they describe a Surface Force that is moving from a primarily defensive posture to one on the offense. This is an exciting development, and I want to spend a few paragraphs reinforcing their messages.

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The single most important warfighting advantage that the U.S. Navy brings to the joint force is the ability to project significant amounts of combat power from the sea, thousands of miles from our own shores on relatively short notice and with few geopolitical restraints. No one else can do this, and for the better part of two decades, our ability to do so was unchallenged. Without this challenge, our mastery of the fundamentals of sea control—searching for and killing submarines, over the horizon engagement of enemy fleets, and long range air and missile defense—diminished, even as the world figured out that the best way to neutralize this power projection advantage was to deny us the very seas in which we operate.

Surface Warfare must “go on the offensive” in order to enable future power projection operations. I call this “offensive sea control” and it takes into consideration that in future conflict, we may have to fight to get forward, fight through our own lines, and then fight to stay forward. Pieces of ocean will come to be seen as strategic, like islands and ports, and we will offensively “seize” these maritime operating areas to enable further offensive operations. Put another way, no one viewed the amphibious landings in the Pacific in WWII as “defensive”; there was broad understanding that their seizure was offensive and tied to further offensive objectives. It is now so with the manner in which we will exercise sea control.

What does this mean to fleet Sailors? It means that we have to hit the books, dust off old TACMEMOS and begin to think deeply again what it means to own the inner screen against submarines, to hunt down and destroy adversary surface vessels over the horizon, and to tightly control the outer air battle. We need to study the threats and devise new tactics designed to counter them. We need to master the technology that is coming to the fleet—Navy Integrated Fire Control (Counter Air), or NIFC-CA; the Air and Missile Defense Radar (AMDR); the SQQ-89 A(V)15 ASW Combat System; the LCS ASW Mission Module; the introduction of the Griffin missile in the PC class; new classes of Standard Missiles; Rail Gun; Directed Energy. We will need to use these systems and then do what Sailors always do—figure out ways to employ them that the designers never considered.

Going on the offensive is a mind-set, a way of thinking about naval warfare. It means thinking a good bit more about how to destroy that than how to defend this. Don’t get me wrong—we will still need to be able to defend high value units, amphibious forces, convoys, and logistics—but we will increasingly defend them by reaching out and destroying threats before those threats are able to target what we are defending.

We are moving to a concept of dispersed lethality in the Surface Force, one that presents an adversary with a considerably more complex operational problem. It will not be sufficient to simply try to neutralize our power projection forces. While these will be vigorously defended, other elements of the surface force will act as hunter/killer groups taking the fight to the enemy through the networked power of surface forces exercising high levels of Operational Security (OPSEC) and wielding both lethal over-the-horizon weapons to destroy adversary capabilities and sophisticated electronic warfare suites to confound adversary targeting. Especially in the Pacific, vast expanses of ocean will separate the carrier air wing from dispersed surface operations, so the paradigm of the past few decades that suggested the carrier would provide strike assets to supplement the Surface Force is no longer valid. We will leverage air wing capability, but we will not be dependent upon it.

Working in tandem with shore-based maritime patrol aircraft and our organic helicopters, we will seek out and destroy adversary submarines before they threaten high value units or fielded forces. Bringing together the networked power of surface IAMD forces and the mighty E-2D, we will dominate the outer air battle, eliminating threats to the force at range. The Surface Force will seize strategic “maritime terrain” to enable synchronized follow-on operations.

Those who may ask how the current fiscal environment impacts this vision, my answer is that it does so substantially. We will be forced to favor capability over capacity. We will favor forward deployed readiness over surge readiness. We will continue to invest in forward-looking capabilities through a strong science and technology/research and development budget, while ensuring we accelerate those promising technologies closest to fielding and most effective in advancing our offensive agenda.

We will posture more of the force forward, and more of it in the Pacific. While the total size of the fleet will likely decline if current conditions continue, more of it will be where it needs to be, it will be more effectively networked over a larger more dispersed area, and it will be equipped with the weapons and sensors necessary to enable this offensive shift.

I am bullish on Surface Warfare, and you ought to be too. I look forward to continuing this dialogue on the Renaissance in Surface Warfare, and I am proud to be part of the greatest Surface Force in the greatest Navy the world has ever known!

Rear Admiral Thomas S. Rowden’s current assignment is on the Chief of Naval Operations Staff as director, Surface Warfare Division.A native of Washington, D.C., and a 1982 graduate of the United States Naval Academy, Rear Adm. Rowden has served in a diverse range of sea and shore assignments.

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Law from Power

A law is the system of rules that a particular country or community recognizes as regulating the actions of its members and may enforce by the imposition of penalties. The key word being enforce. If someone asks, “Why shouldn’t you exceed the speed limit?” will the most likely answer be “because it is against the law,” or will it be “because if you get caught you will have to pay a speeding ticket”?

We can romanticize laws and say they come from a unified moral feeling of right and wrong, but they do not. The truth is, laws come from power. It is not enough that a governing body makes a rule and tells everyone to follow it. All laws ultimately come down to the issue of enforcement. Any authority can say something is a law, but if they cannot enforce it, it becomes meaningless. The legalization of marijuana within the states of Colorado and Washington is a good example. Marijuana is illegal within the United States under the Controlled Substance Acts of 1970, but in 2012 the states of Colorado and Washington legalized marijuana. How can individual states within the U.S. passing state-level legislation countermand federal law? The answer is simply, they cannot. Marijuana is still illegal by federal law within Colorado and Washington, but the federal government of the U.S. either does not have the means or the will to enforce it, so it effectively becomes legal.

She's going to need that sword.
She’s going to need that sword.

The United Nations was created in 1945 to maintain peace and international security. Since its creation, it has been viewed by most of the world as the creator, maintainer, and enforcer of international law. The 2003 invasion of Iraq and 2014 annexation of Crimea by Russia are two events in recent history in which many have very different opinions. Multiple positions have thrown around the terms “in violation of international law” and “in accordance with international law” repeatedly.

Those who oppose the war have repeatedly made the argument that the 2003 invasion of Iraq was in violation of Article 2 sect. 4 of the UN charter, “all members shall refrain in their international relations from the threat or use of force against the territorial integrity or political independence of any state.” There is also a valid argument that UN Security Council Resolution 1441, which passed the Security Council unanimously as Iraq’s “final opportunity to comply with its disarmament obligations,” was enough to authorize a UN member to take military action. Along similar lines, some argue that Russia violated the territorial integrity of Ukraine, while others claim that actions in Crimea are a domestic issues under Article 2 sect. 7 of the UN Charter where “nothing contained in the present Charter shall authorize the United Nations to intervene in matters which are essentially within the domestic jurisdiction of any state.” The Crimean people voted to secede from Ukraine and then requested to join Russia.

The legal definitions will be debated for both cases for years to come, but this is not important. What is more relevant to ask is, does it matter? Anyone can say the actions taken in Iraq or Ukraine were against international law, but if no one has the means and will to enforce it, then it is meaningless. Condemn all you want, show deep concern, and say there will be consequences, but talk is cheap. Power and action are expensive.  

Maintaining international peace and security
Maintaining international peace and security

When the UN was formed, it consisted of 51 members. There were approximately 76 internationally recognized independent nations at this time. If the other approximately 25 nations created a different organization counter to the UN and passed their own conflicting laws to what was laid out by the UN charter, would those laws have been any less real? Absolutely! At the point of its creation the UN contained the most powerful nations in the world, so when it said in Article 2 sect. 6 that “the Organization shall ensure that states which are not Members of the United Nations act in accordance with these Principles,” it meant business because the UN had the power to back it up.

Laws ultimately come down to the issue of enforcement, and the ability to enforce comes from having adequate power. Arguing what is contrary to and in accordance with international law means absolutely nothing if there are not meaningful consequences for nation’s actions. Claims without the ability to enforce are rhetoric, nothing more.

LT Jason H. Chuma is a U.S. Navy submarine officer who has deployed to the U.S. 4th Fleet and U.S. 6th Fleet areas of responsibility. He is a graduate of the Citadel, holds a master’s degree from Old Dominion University, and has completed the Intermediate Command and Staff Course from the U.S. Naval War College. He can be followed on Twitter @Jason_Chuma.

The opinions and views expressed in this post are his alone and are presented in his personal capacity. They do not necessarily represent the views of U.S. Department of Defense or the U.S. Navy.

Fleet Battle School: Innovative Ideas through Wargaming

102. “In the transition from the era of sail to an era of war in three dimensions, great importance, and often inordinate value, has been attached to material developments. Material represents means and not the end. A nineteenth century sailor would be bewildered in a modern warship, but regardless of the appearance of ships, there is one element, the most important of all, that remains unchanged – the man himself. Human nature in all the changing years has altered but little. It is the human element in warfare which may, if understood by the commander, prove to be the only way of converting impossibility into a successful reality. With trained men and proper materials, the commander’s task is reduced to the preparation of good plans. A force inferior in material potency may, due to the moral resources of its men, prove superior in naval strength.”
FTP 143(A), War Instructions, 1944

In the recent years of Pax Americana, we have gotten accustomed to the technological superiority of the United States. However, wars are not fought by gadgets, platforms and systems, they are fought by people. The people of the United States have developed this country and built its success not on a foundation of simply inventing new technology, but on innovative and disruptive ways to use it. The carrier and the submarine were not game-changing in their technology alone, but in how they were employed in a systematic campaign of strategic constriction through striking from great distance, island-hopping to secure bases and commerce destruction resulting in decisive victory. RADAR was a technology employed by a number of nations in World War Two, but the British early-warning system employed it through a novel concept of coordinated interception to successfully defend their island. In this same tradition, Fleet Battle School enables players to experiment with various “generations” of technological capability, indicative of what is available today and in the near future to discover not just what technological capabilities are valuable in a given situation, but how it can be used in new ways to be particularly devastating.

To this end, the CNO’s Rapid Innovation Cell (CRIC) developed a wargame which could be used to experiment with new technologies and innovative tactics. The Fleet Battle School game was intended to be a wargame which would enable the crowd-sourcing of ideas, an idea which project lead Jason Chuma has previously discussed on the CIMSEC website. To reach this end, the team focused on creating a game (based on a design by Paul Vebber) which would abstract a number of the characteristics used in professional wargames to create a system which is both easy to use and would portray general relationships present in a real conflict.

Most professional naval wargames are designed with a high level of fidelity. This fidelity within the “black box” of computer simulation hides the intricate interaction between weapons and targets. While this eases the burden of a steep “learning curve” to play the game and helps staffs exercise the detailed planning required to conduct complex naval operations, the lack of transparency results in little insight into why and how the result of executing the plan emerges. Fleet Battle School is not intended to be one of these games. It is a game designed to focus on the decisions which a commander would make to employ forces and allow players to experiment with how different decisions affect the outcomes of battle in a transparent manner. Thus, while Fleet Battle School has a combat system which is based on general relationships gleaned from naval warfare studies, engagements are resolved through a series of dice rolls based on incremental ‘capability levels’ attributed to the various platforms probability of successful engagement within and between domains represented in the game. Having access to the “combat results table” that indicates general probability of success of interactions between the various “capability levels”, the commander has knowledge of the general risk he accepts by pursuing a given course of action.

1277. “While no one can predict with certainty in advance the manner in which an action will be fought, particularly on the part of the enemy, it is imperative, if coordinated action is to take place and if effective results are to be obtained, that the officer in command indicate his intentions and direct the units of his command. He endeavors to impose his plan upon the enemy. He has a definite intention to win by employing a definite method. Indecision on the part of the officer in command creates indecision and inaction in his command and invites disaster. An action begun with the declared intention to bring about an attainable result in a specified way gains the initiative.”

FTP 143(A), War Instructions, 1944

Rather than making decisions for individual platforms, the players think at the level of the operational commander and issues orders to his forces as “missions” to perform in a given location, with caveats in the form of “commander’s intent.” These orders are given for each “game day” with the players given opportunities to adapt “the Plan” to emergent events, but at the cost of adding “friction” to the force’s ability to execute ad hoc missions which they are less prepared for than those in “the Plan”. It is assumed that the commanding officers of ships and pilots of the aircraft will execute tactics to try to best accomplish the mission assigned, though this can be affected by assumptions about overall crew proficiency and the aforementioned “friction”. The player isn’t worried about whether the ship should change speed or course, or how aircraft should be maneuvered to avoid an incoming missile – the split second decisions there are better suited for simulations. The player focuses instead on how forces are employed at the operational level, using emissions control, firing doctrine, force maneuver and air power to defeat an adversary, and most importantly, identifying the need to make a decision and what the best choice to make is at that juncture.

This approach creates three effects which make Fleet Battle School a unique wargame. First, it takes much less time to execute a scenario than a professional wargame. When professional wargames take days to play a week or so of real time, a scenario in Fleet Battle School representing several days can be resolved in a few hours or a game representing a few weeks in a few days. (The CRIC had entertained the idea of building a computer version of the game, which would shorten the time for a game to about 10-30 min per game day, depending on scenario complexity.) This makes the game much more accessible to a wide audience, by requiring less of a time investment in playing through a scenario to completion. It also supports a number of swift experiments sequentially – for experiments run over a week, players can try a variety of different decisions to better understand in what circumstances the decision is appropriate, or in the event of an unlucky outcome, how the same decision may still be the best approach.

Second, the game is very accessible to those with a wide background. Fleet Battle School was aimed at enabling junior officers and armchair admirals at home to be able to explore decisions at the operation level of war, but good operational warfare is a skill which takes a professional staff years to learn. By focusing on the decisions of the commander rather than the details of the planning, the game is accessible to people who may not have experience in maritime warfare or naval aviation, and gives them the opportunity to think through the challenges associated with naval warfare. In playtesting, one of the best players was a Marine Corps captain, who used a number of creative strategies to continue to defeat opponents with naval backgrounds.

Third, the approach keeps the game unclassified. While detailed simulation has its place, the difference of a few miles of missile range, or a different flight profile, doesn’t necessarily change decisions about how to employ forces. Basing the combat results on general incremental relationships between “generations” of capability based on unclassified studies of naval combat and operations research provide the game a backbone that keeps the effects of capabilities on decision-making consistent , without requiring details that would excessively limit the intended audience of the game.

In addition to these objectives, it was critical that the CRIC also produce a game which emphasized multiplayer interaction. Frequently, naval officers and operators are not exposed to conflict with an agile and adaptive adversary until late in their career; until then they are expected to follow and execute doctrine. Wargaming can provide a valuable opportunity for officers to develop their ability to think tactically and understand how to think through the sequence of action and counter-action to defeat a clever, creative and adaptable enemy. The ability to think like a naval warrior requires cultivation, and Fleet Battle School provides one way to allow players to do that.

Finally, if you want a wide audience to play your game, you need to make people want to play your game. Fleet Battle School aims at providing a game which flows quickly enough to keep players involved, and gives them enough decision space that they can build a narrative associated with the conflict. In the future, the game is designed to support a campaign of scenarios which would allow players to build their own order of battles and identify new technology investments. By watching how players evolve their own fleets, players develop ownership of their own fleet and are committed to its success, but the game would also provides valuable lessons on which capability and platform mixes are most successful.

New technological advancement themselves do not necessarily change the face of warfare; it is how those advancements are incorporated into new or novel concepts of operation which deliver advantage to a military. Fleet Battle School was designed by the CRIC to be a way to explore and evaluate new concepts across a wide forum to understand how the United States Navy and military forces in general can best leverage emerging technologies or new ideas. At the same time, it also helps to educate a new generation of officers in warfighting, and allow them to build experience in thinking creatively about warfare against an adaptive foe.

The Warfighting Connection blog has more information on the Fleet Battle School game, and the Fleet Power system on which it is based. The Fleet Battle School game is currently in early beta testing; intentions are to provide a playable demonstration of the Fleet Power system at the Connections Wargaming Conference in Quantico, VA, 4-7 August 2014.

Christopher Kona is a warfare analyst at Naval Undersea Warfare Center in Newport, RI. He is a member of the CNO’s Rapid Innovation Cell (CRIC), and a former submarine officer in the U.S. Navy. He was project lead for the CRIC’s Fleet Battle School wargame project.

Fostering the Discussion on Securing the Seas.