Tag Archives: Wargames

Does it Matter if You Call it a Wargame? Actually, yes.

By Phillip Pournelle

Much of what the Department of Defense calls wargaming is not actually wargaming and this abuse of nomenclature has real consequences. Wargame-like activities, if conducted properly, are necessary and valuable, but the Department needs to do a better job of differentiating between true wargames, and wargame-like activities. Understanding the types and styles of wargames and wargame-like activities, when which is appropriate, what they look like, and what they can do for you is critical. Without a proper understanding of what a wargame is, and what it is not, the Department of Defense risks wasting money, time, and talent. It has become is all too common that a group of people together having an unstructured conversation is referred to as a “wargame,” and then the sponsor claims to be better prepared for having done it. Such claims are tautological, self-serving, and do not advance organizational learning.

Over the years, the analytic and wargaming community has developed a set of tools with known standards and expectations. Leadership in the Department of Defense should familiarize themselves with them because government sponsors control the larger analytic ecosystem. Better informed customers and sponsors will be able to responsibly choose designers and events appropriate to their purpose and thus generate good strategies.

This article will briefly describe different types and styles of wargames and wargame-like activities, when they are appropriate, what they look like, and what you get out of them (and just as importantly, what you don’t get out of them). It is focused on wargaming and analysis in support of the Department of Defense, not wargaming for education or entertainment.

Wargaming and Strategy

Defense analytic wargaming’s purpose is to assist in the development of good strategy. Thus, we should first examine what good strategy looks like and how wargame-like activities and wargaming can assist in the development of strategy. Defined by Richard Rumelt a good strategy is:

“…in the end, a hypothesis about what will work… A good strategy has at a minimum, three essential components:

  • A diagnosis of the situation
  • The choice of an overall guiding policy
  • And the design of coherent action.

Consequently, a good strategy goes beyond the minimum elements of “ends, ways, and means” described in most defense strategy textbooks. And, as many can attest to, the enemy has a vote. Accordingly, a good strategy contains a crucial element:

“In general, strategic leverage arises from a mixture of anticipation, insight into what is most pivotal or critical in a situation, and making a concerted application of effort… the most critical anticipations are about the behavior of others, especially rivals.”

When a military service, or other organization, claims they have “wargamed” a concept, it implies they have followed the best practices described in Joint Publication 5-0; a series of iterative games against thinking opponents in a cycle of research to develop a good strategy. In essence, they have subjected the concept in question to a clash of competing hypothesis (theories of victory) in a dialectic crucible and conducted follow up analysis. To have done less than this means such a label conveys a false imprimatur, but unfortunately it happens all the time.

Often concepts are not ready for wargaming because they lack the essential components of a good strategy. Conducting a wargame on a strategy like this is a waste of time, talent, and resources. Before bringing in teams to participate in wargames or wargame-like activities concepts should be assessed using Structured Analytic Techniques, Intelligence Analysis, Liberating Structures, and Red Teaming techniques to diagnose the situation and divine an effective overall guiding policy. To use an American football analogy, the new coach of a team needs to take a hard look at his playbook with coaches and coordinators over the summer to determine if the playbook will be effective against the other teams in the league before the the season starts. 

Definition Wars

While some experts do not believe the exact definition of wargaming matters, those of us who deliver wargames to sponsors in the Department of Defense and other government agencies in support of developing good strategy strongly believe that discussions over ontology and taxonomy are extremely important. Correct taxonomy ensures the right tool is employed to address the right question. Wargame sponsors need to understand the full set of tools available and when to use them because they control the larger analytic ecosystem.

There is a general consensus within the defense professional community regarding what wargame is. The Joint Staff offers a definition for the Department of Defense: “Wargames are representations of conflict or competition in a synthetic environment, in which people make decisions and respond to the consequences of those decisions.”

The Joint Staff has identified best practices for wargaming in JP 5-0. Wargaming is most effective when it involves the following elements:

1. A well-developed, valid Course of Action
2. People making decisions
3. A fair, competitive environment (i.e., the game should have no rules or procedures designed to tilt the playing field toward one side or another)
4. Adjudication
5. Consequences of actions
6. Iteration (i.e., new insights will be gained as games are iterated)

Other wargaming professional publications agree that the critical elements of a wargame are: factions in conflict or competition (live competitors), people making decisions, and revealing the consequences of those decisions. Talking vaguely about what you might do and not making choices undermines the entire point of a wargame. When wargames are properly done, they provide the participants a synthetic experience to enable an understanding of the perspective of other and thus to anticipate the actions of others, especially rivals, and the range of outcomes which can occur. Wargame-like analysis that does not meet these criteria can still be valuable, but it is important to recognize where it falls short and work toward designing a true wargame if that is the required level of analysis.

Table Top Exercises

Returning to our football analogy, having a playbook and a roster of players does not mean you are ready to play a game, and certainly not a championship. The quarterback and the receivers must know the routes which will be run. The linemen must know which play employs pass-blocking or rush-blocking, etc. Each element of the team must understand a play in order to execute it properly. The team’s walk throughs and practices are our wargame-like events and just as the coach can increase the difficulty until the team is conducting a full scrimmage, game designers can increase the complexity of wargame-like activities until the concepts and the players are ready for a clash with a professional red team.

Continuing our football team analogy, preparation begins with the players talking through the plays in the locker room on a chalkboard, which is akin to a Table Top Exercise. A table top exercise is a facilitated discussion of a scripted scenario in an informal, stress-free environment that is based on current applicable policies, plans, and procedures. A table top exercise is an informal, discussion-based session in which a team discusses their roles and responses during an emergency, walking through one or more example scenarios. The hypothetical situation is introduced, and the team members talk through what the response should be. A good table top exercise will employ maps and other visualizations to enable the participants to have a common understanding of the scenario and the actions of others in their organization. The key value of a table top exercise is to bring together participants from disparate organizations (e.g., Allies, Inter-Agency) to discuss how to coordinate whole of government(s) responses, identify who has jurisdictions, permissions, and authorities. The table top exercise is a wargame-like activity and the most common for many organizations which claim to conduct wargames.

Some table top exercises, such as those conducted by the Joint Staff J-8 Studies, Analysis and Gaming Division (SAGD), RAND corporation, and other organizations, will include the perspective of opposition forces (Red Team) represented by the intelligence community or professional emulation teams. But, the Red team in these cases is a minority member and does not have the full agency of action accorded to the collective Blue team.

Table top exercises are appropriate in a qualitative assessments of strengths and weaknesses. The key value of the table top exercise is to engage all stakeholders in a facilitated discussion to clarify inconsistencies and interpretations and determine if there are coherent policies and procedures. But, they are not appropriate to calculate outcomes as Red does not have full agency of actions nor is there an assessment of how effective any action would be, much less in the face of opposing actions and they do noy convey a full understanding of the risks and consequences of selected courses of action.

So, while a table top exercise is not a wargame, it is a valuable wargame-like activity which tests if a strategy is designed with coherent action known among its stakeholders and in some cases a perspective on the reaction of the opposition.

Rehearsal of Concept

Once our football team has talked through each of their actions in a play on the chalkboard and are now headed to the field to see if they can execute the plays, without opposition, essentially a rehearsal. A rehearsal is a session in which a staff or unit practices expected actions to improve performance during execution. Commanders use this tool to ensure staffs and subordinates understand the concept of operations and commander’s intent. A Rehearsal of Concept drill is a dry walk-through of a plan between a commander and their subordinates ensuring a shared understanding of the plan. Conducting a rehearsal of concept drill will enable a team to execute their elements of a concept within a game or exercise. Further the rehearsal of concept drill is likely to reveal elements of the concept or the execution plan which require additional refinement.

There are several variations of the rehearsal. The Sketch Map Rehearsals is a drill to help subordinate leaders visualize the commander’s intent and concept of operations. A Command Post Exercise is a training exercise that may be conducted in garrison or in the field. It’s the most common exercise used for training staffs, subordinate, and supporting leaders to successfully plan, coordinate, synchronize, and exercise command and control over operations during missions.

The rehearsal of concept drill, and its variants, will ensure the team has a coordinated plan which they can execute and assists in designing a strategy with and overall guiding policy and coherent action. As players demonstrate proficiency in the plan, experienced game designers and referees will introduce complications to see how brittle or robust the plan is in the face of friction. Like adding scrimmage players to a football team’s practice, game professionals will add murphy-isms, such as weather, washed out roads, accidents, injuries, missed communications, and other random (but not enemy induced) elements of friction. However valuable, a rehearsal of concept is still not a wargame. Like a football rehearsals, a rehearsal of concept lacks a thinking opponent ready and determined to undermine the concept and its components.

Wargaming

Our football coach has assessed his playbook, assigned players to their roles, had them walk through their part of the plays, then rehearsed the execution of the plays with greater challenges and scrimmages. Now his team is ready to play against opposition. In the same manner, the best practice is to subject a concept or strategy to Red Teaming and other analytic efforts, then conduct a table top exercise, then a rehearsal of concept before playing in a wargame against the thinking opponent. In our experience, attempting to play an immature concept or strategy with a team unfamiliar with the concept in a game leads to frustration and waste of resources, time, and talent.

Alternatively, a series of wargames is the acid test, a dialectic clash of opposing theories of victory against a thinking opponent. At the heart of this iterative process is a thinking opponent grappling with the mechanics of execution of competing plans or confounding your plan with a judo throw. William McCarty Little, who helped bring naval wargaming to the Naval War College in its early years, once argued that “the great secret of its power lies in the existence of the enemy, 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.” 

Fully exploring the consequences of the game and properly set the narrative of what occurred will require adjudication of the actions of the competing sides. Such adjudication will require implicit or explicit models or techniques to be defensible in and after the game. The adjudication techniques can be in the collective minds of the participants (Matrix Game), an expert or group of experts (Free Kriegspiel), or baked into the rules (Rigid Kriegspiel). A good game designer will select rules for a game, or elements of a game, based on our understanding of the phenomena the competition is occurring in and revise them in iterations of gaming and analysis, which should include other analytic techniques.

Rigor Versus Detail

When assessing the proper use of wargame-like events and various types and styles of wargames, do not mistake excessive detail for rigor.

Wargames are a shared experiential narrative that can have a powerful impact on participants, shaping the organizational learning of those who employ it. Therefore, it is crucial the game be founded in reality; using “valid knowledge of the environment.” If not, we risk conveying negative learning to a large group of people and sowing confusion potentially for years to come. It has been said: “The only thing harder than getting a new idea into the military mind is to get an old one out.” Wargame designers should follow the advice of Ms. Virginia “Robbin” Beall, the former lead operations analyst on the Navy staff, when she admonishes wargames must, like the Hippocratic Oath, “do no harm” and avoid conveying improper assumptions which set in the participants’ minds. For example, in one wargame, air-to-air refueling aircraft delivered the same amount of fuel to aircraft regardless of the range of the tanker from its home base. This exaggerated the effects of air power in the wargame, the minds of the participants, and the results.

A good wargame designer will design the game to address decisions the players are expected to make at the level of the role they are playing, and avoid detail for its own sake. There is no reason why the staff of a joint operational command should be involved in details of tactical units.

Conclusion

Much of what the Department of Defense calls wargaming is not actually wargaming, and that matters. These various “not-wargaming” exercises are still valuable as long as we recognize what we are doing and consciously select the appropriate tool in the strategy development process. Using an immature concept or strategy, or forcing a team who is not familiar with it, into a proper wargame is a waste of time and talent. On the other hand, a table top exercise is insufficient to test a strategy to see if it contains the elements of a good strategy, particularly the anticipations of the actions of rivals. The Department of Defense and other agencies must expect a proper level of rigor in its series of games in a Cycle of Research. Actual wargames require: A well-developed concept of operations (theory of victory); people making decisions; a fair, competitive environment; adjudication; consequences of actions; preferably in an iterative cycle of game and analysis.

When someone says they have wargamed a concept, that should mean, they have gone through this specific process and not that they only completed a simple table top exercise, or a rehearsal of concept. The widely used table top exercise is a wargame-like event, a necessary but not sufficient step in the process of acid testing a good strategy or concept. In these dangerous times the Department cannot afford to be complacent and be satisfied with a “good conversation,” but must actually grapple with the opposition in a synthetic environment, where the organization can learn without risking it all. Failing to wargame properly in advance may mean having to learn in actual combat and risk it all.

Phillip Pournelle served in the United States Navy as a Surface Warfare Officer, planner, and Operations Analyst for 26 years. He is an analyst, strategist, wargame designer, and science fiction author working at Group W. He has a master’s degree in operations analysis from the Naval Post Graduate School in Monterey.

Featured Image: U.S. Marine Corps officers assigned to the 22nd Marine Expeditionary Unit (MEU) conduct a wargaming scenario aboard Amphibious Assault Ship USS Kearsarge (LHD 3), Oct. 22, 2021. (USMC photo by Cpl. Yvonna Guyette)

Wargaming the Future: Educating the Fleet in Multi-Dimensional Warfare

By LT Jack Tribolet

Educational wargaming is underutilized and possesses the potential to teach warfighters intricate modern doctrine and force capabilities. Historically, analytical wargaming has functioned as a critical tool for military leadership, offering insights into force capabilities and aiding decision-making through experiential learning. Yet, within the US Navy and Marine Corps, the potential of digital or electronic wargaming as an educational platform for junior officers and Midshipmen remains largely untapped. Traditional tabletop wargames, once favored by older generations, fail to engage the younger, digitally-raised cohort and instead cater to a niche community. Statistics speak volumes— about 80 percent of Generation Z and Millennials play video games and average around seven hours of weekly gametime—highlighting the opportunity for a new generation of wargames. This data underscores a missed opportunity in leveraging simulator-based educational wargaming for the 21st-century Navy and USMC. The capacity to craft a sophisticated, educational, and enjoyable physics-based simulator exists, and it is incumbent upon the Navy and USMC to embrace this modern technology for Professional Military Education (PME) and junior officer training.

In the Fall of 2023, the University of Southern California’s Naval ROTC program embarked on a year-long initiative to introduce Midshipmen to the complexities of the Taiwan problem set. This scenario-focused education requires a significant understanding of naval and amphibious operations and is ideal for incorporating wargames. USC’s educational program blends discussions, lectures, and essential reading materials, such as James R. Holmes’ Red Star Over the Pacific: China’s Rise and the Challenge to U.S. Maritime Strategy (2018), which enabled the students to have an in-depth discussion with Dr. Holmes via Zoom regarding Taiwan. However, it is worth noting that this initiative provides only an introductory-level education for Midshipmen and would benefit immensely from the addition of fleet-integrated educational wargaming.

Historical instances, such as the development of War Plan Orange prior to the Second World War, demonstrate how effective analytical wargaming can be when mixed into scenario decision-making. Yet, no standardized efforts were made to prepare junior officers similarly. The Naval War College and officer training pipelines did not see the value in educating junior officers like senior officers. However, even though junior officers do not require the same analytical gaming experience as fleet commanders, they can benefit enormously from exposure to educational wargaming to introduce them to various topics. As a learning tool, wargames can train the participants in force capability and doctrine, provide terrain familiarization, and offer opportunities for decision-making development. Additionally, they challenge the participants mentally, stimulating and driving sophisticated problem-solving and decision-making. As a tool, variables can be added or subtracted to increase/decrease game complexity, allowing for infinite theoretical scenarios.

Updating the naval officer training curriculum should not be difficult. The United States Naval Academy (USNA) and Naval Service Training Command (NSTC) promulgate curriculum guiding Professional Core Competencies (PCCs) roughly every three years that govern “the foundational standards of ‘officership’ by delineating core competencies required of all officer accession programs.”1 Whispers of a new competency for basic instructional wargaming exist, but even if included in the 2024 PCCs, this will require significant time and resources to train unit Officer Instructors to run educational games proficiently. Additionally, few ROTC courses have extra time, and an already burdened weekly schedule leaves little for adding extra training on top of current requirements for Midshipmen. To the collective groan of students and instructors alike, adding wargaming to officer training will necessitate a standalone time slot in weekly schedules, rather than shoehorning wargaming into existing time. Furthermore, Officer Instructors will need professional training to standardize implementation and enable cross-unit competition.

The Brute Krulak Center for Innovation and Future Warfighting at Marine Corps University (MCU), who are pioneering educational gaming for MCU students, example one potential source of training for Officer Instructors. MCU could integrate with the biannual three-week Teaching in Higher Education (TiHE) course for incoming NROTC instructors, and allow them to reach the hundreds of Sailors and Marines who commission through NROTC each year. Moreover, standardization of training and the games played across ROTC programs is paramount to enable cross-unit integration and competition. Competition in wargaming events would incentivize performance and further stimulate Midshipmen education. The Government Accountability Office recently recommended that the Navy and Marine Corps “evaluate the costs and benefits of developing standard wargaming education and qualifications for wargaming personnel.” Consequently, the services must establish wargaming as an Officer Instructor (OI) qualification to standardize and enhance training pipelines through educational gaming.2 This qualification could mimic the newly introduced Warrior Toughness program, which has gradually become part of the Fleet through accession pipelines. After rotating through ROTC the cadre returning to the Fleet could broaden wargaming initiatives at the unit level, gradually fostering a culture shift towards embracing wargaming more extensively across the services.

However, if the Navy and Marines want to capture the attention of a new generation, they must develop an educational but entertaining multi-dimensional physics-based simulator to maximize the application of 21st-century technology. Tabletop wargaming, while valuable, is not sufficient. Tabletop gaming offers an immediate but temporary avenue for educational learning at a remarkably affordable investment. Straightforward tabletop problem-solving games can be completed within a brief timeframe, ranging from twenty to thirty minutes. An illustrative example is the microgame “Call Sign,” which concentrates on carrier combat and introduces singular variables, showcasing how these games can efficiently impart knowledge and skills, but these games are insufficient to meet the needs of the ROTC curriculum and lack the potential of digital games.

The Office of Naval Research (ONR) sponsored a study on the value of video games, which concluded that “people who play video games are quicker at processing information” and that only “ten hours of video games can change the structure and organization of a person’s brain,” therefore tying informational learning to entertainment has a remarkable potential to increase retention. Most importantly, education must be balanced with entertainment, meaning accurate force capabilities and doctrine must coincide with quality graphical rendering of the action and include regular updates. Simulating forced decision-making with minimal time and minimal information provides invaluable experience for future military decision-makers. Furthermore, an in-depth military simulator would require knowledge of blue force design and doctrine, cultivate warrior skillsets, and increase tactical acumen. A competitive gaming culture amongst recruits and service members will ensure the longevity of such a program.

Effective strategy games blend a minimal initial learning curve but increase in depth and complexity while remaining re-playable due to variety. Like traditional board wargames, turn-based games necessitate a fundamental understanding of force design and doctrine. Conversely, real-time strategy (RTS) games demand swift decision-making, compelling players to act within a restricted timeframe. Modern games often integrate these two approaches, allowing players to oversee larger forces strategically in a turn-based mode while enabling detailed control over individual units during confrontations. This amalgamation of turn-based and RTS elements harnesses the educational advantages of understanding force dynamics while providing experiential learning through decision-making, offering a holistic approach to strategic gaming.

One potential commercially available wargame is Command: Modern Operations. However, this game suffers from being overly complex, detracting from the entertainment value of the equation as it requires many hours of instruction to play. Unfortunately, no commercially available modern strategic video game fits this balanced role, and most avoid contemporary conflict scenarios and instead focus on fictional Cold War scenarios. For example, naval-centric Cold Waters (2017) and land-centric WARNO (2022) display well-researched military simulators exhibiting the capabilities of Cold War-era forces. The success of Cold War-era simulators remains undeniable, as the developers of Cold Waters have showcased an upcoming impressively modeled new game, Sea Power: Naval Combat in the Missile Age. The cost of developing a modern video game ranges from $10,000 to millions. However, the DoD could drastically cut this cost by leveraging an already created modern simulator, such as WARNO, funding this successful team and providing experts to modify a pre-created simulator to reflect modern force capabilities.

An LRASM salvo attack is launched against a PLA Navy Carrier Strike Group in the wargame Command: Modern Operations. (Video via Emerging Threats Group Youtube Channel)

Furthermore, the official Navy/USMC stamp on a military simulator would draw outsized attention from the private market, serve as a potent recruitment tool, and create a competitive outlet for Midshipmen and officers. The Navy has already worked to capitalize on the popularity of video games by creating an E-Sports team, which is run by the Navy Recruiting Command. Yet, an official strategy simulator would draw further interest through military recognition by connecting to modern youth in the popular video game dimension. In the US alone, the strategy game market revenue reached $14.88 billion in 2022, exhibiting a significant market share of overall games. Ultimately, the success of a military simulator hinges on player enjoyment and support; popular strategy games such as Starcraft II maintain over a five million monthly player count despite being a decade old. In comparison, WARNO only sold 213,000 copies so far, as it lacks competitive depth.

Warsaw Pact and NATO forces compete in combined arms maneuver warfare in the wargame WARNO. (Video via VulcanHDGaming Youtube Channel)

Unfortunately, the People’s Liberation Army (PLA) has outpaced the US in competitive digital wargaming, recognizing its potential for education since the early 2000s. Notably, since 2017, the PLA has organized national wargaming competitions, boasting more than 20,000 participants in 2019 alone. Emphasizing the educational aspect, the PLA actively encourages military simulator usage to instruct on force design changes and to promote military affairs to the civilian population. Initially, the PLA benefitted enormously from mimicking US civilian market military simulators, but has since shifted to domestic-made strategy games, such as Mozi Joint Operations Deduction System, which enables military members to fight simulated battles with Chinese equipment. Additionally, the PLA copied popular US titles, such as Call of Duty, to create their own first-person shooter, Glorious Mission, to “improve combat skills and technological understanding” in military members.3 Wargaming has evolved into an integral part of PME for the PLA, gaining widespread popularity even amongst the civilian population. This exemplifies a dimension where the PLA initially imitated the US military, strategically leveraged the US private sector, and ultimately leapfrogged US capabilities to outperform the US military in PME.

A salvo of Soviet P-500 Bazalt anti-ship missiles (NATO reporting name: SS-N-12 Sandbox) is fired by a Slava-class cruiser against a U.S. Cold War-era surface action group in the upcoming wargame Sea Power: Naval Combat in the Missile Age. (Work-in-progress developer video via Not Sure Youtube Channel)

Damien O’Connell, the founder of the Warfighting Society, recently penned an article, “Progress and Perils: Educational Wargaming in the US Marine Corps,” on The Maneuverist blog, which delineated implementation issues for fleet-wide educational gaming. He outlines five obstacles to greater implementation of wargaming in the operating forces: “(1) confusion about what educational wargaming is and is not, (2) skepticism of its value, (3) ignorance of its successful use, (4) limited time, (5) aversion to nerd culture, and (6) ignorance of how to integrate wargames into training and education plans.”4 The Navy and USMC must not conflate educational gaming with analytical wargaming. Decision-making opportunities and force design instruction found in basic wargames will answer any confusion surrounding wargaming and its value and demonstrate its successful use to any observing critics. However, overcoming issues related to time and integration will demand a substantial initial investment and revised time requirements through curriculum standardization. Aversion to “nerd culture” stems from a historical stigma against board gaming, shared even by video gamers; this dislike can be easily solved by tapping into the voracious appetite for video games.

A secondary benefit of creating wargame literate junior officers would positively boost the ability of time-proven analytical gaming and thus improve force design and doctrine. The early introduction of wargames will create “a bigger pool of individuals who are exposed to the principles of wargaming, allowing the DOD to cast a wider net when looking for qualified individuals to build, run, and analyze games,” and in turn, increase the performance of future professional analytical wargaming.5 Furthermore, the over-reliance on civilian-run wargames has created a capability deficit among military personnel, because fewer are trained in how to run and manage wargames.6 This culture change could imitate the drastic success of the Prussian officer corps, which spawned avid wargamers such as General von Moltke—the Prussian army chief of staff—who expanded the use of wargaming under his leadership. As a result, the Prussian military dominated the European continent in the 19th century and forged a dominant military doctrine that lasted a century. Unsurprisingly, “many countries attributed the battlefield success of Moltke and the Prussians to the integration of wargaming in their army.”7

Junior officer education needn’t be limited to monotonous PowerPoint displays or exclusive to PME. Wargaming presents a straightforward remedy for a complex educational challenge and should not be dismissed as an after-school activity. If the US military aims to regain the edge against the PLA in critical thinking and education, it must create a finely tuned educational military simulation video game. Furthermore, the potential for training will exponentially grow as technology such as virtual reality becomes more readily available. The Navy and USMC must stay ahead of the educational curve, set the foundation for a future sophisticated Ender’s Game-like military simulation or Star Trek’s morality-testing unwinnable game, the Kobayashi Maru, and turn science fiction into reality. Existing tabletop games may temporarily suffice but must be formally integrated into the curriculum and eventually replaced by digital simulations. The value of multi-domain educational learning from wargaming cannot be overstated. Moreover, increased interaction with younger generations through a popular Navy-endorsed video game could help draw in technology-oriented recruits. The Navy and USMC must embrace 21st century technology and adapt it to benefit instruction for foreseeable near-peer threats. No military aviator argues against the extensive use of flight simulators in modern instruction; this attitude must be broadened to the entire Fleet.

LT Jack Tribolet flew the MH-60S Knighthawk with HSC-26 out of Norfolk. He currently serves as an Officer Instructor teaching at the University of Southern California and is the nationwide NROTC Course Coordinator for the class Seapower & Maritime Affairs.

References

1. Officer Professional Core Competencies, United States Naval Academy, Naval Service Training Command, April 2019, iv. https://www.netc.navy.mil/Portals/46/NSTC/cmd-docs/manuals/2019%20Officer%20Professional%20Core%20Competencies%20(PCC)%20Manual.pdf?ver=2020-08-06-111416-387#

2. Government Accountability Office, Defense Analysis:Additional Actions Could Enhance DOD’s Wargaming Efforts, April 24, 2023, 32. https://www.gao.gov/assets/gao-23-105351.pdf

3. Kania, Elsa B. and McCaslin, Ian Burns. Learning Warfare From the Laboratory—China’s Progression in Wargaming and Opposing Force Training. Washington DC, MD: Institute For the Study of War, September 2021, 18. Learning Warfare from the Laboratory ISW September 2021 Report.pdf (understandingwar.org)

4. Damien O’Connell, “Progress and Perils: Educational Wargaming in the US Marine Corps,” The Warfighting Society, Updated 25 December 2023. Progress and Perils: Educational Wargaming in the US Marine Corps By Damien O’Connell (themaneuverist.org)

5. Hunter, “Immerse Early, Immerse Often,” 38.

6. Kyleanne Hunter, “Immerse Early, Immerse Often: Wargaming in Precommissioning Education,” in Forging Wargamers: A Framework for Professional Military Education, ed. Sebastian J. Bae (Quantico, VA: Marine Corps University Press, 2022), 31.

7. Appleget, Jeff, et al. The Craft of Wargaming: A Detailed Planning Guide for Defense Planners and Analysts. Annapolis, Maryland: Naval Institute Press, 2020, 53.

Featured Image: A Soviet surface warship under attack from Harpoon missiles (Developer work-in-progress screenshot of wargame Sea Power: Naval Combat in the Missile Age, via 

Silent Victory: U.S. Submarines in the Pacific, 1941-1945

By LCDR Christopher Nelson, USN

Silent VictoryConsim Press has published a fantastic solo player wargame in Silent Victory: U.S. Submarines in the Pacific, 1941-1945.  With game design by Gregory M. Smith, Silent Victory offers a little bit of everything for someone looking for an immersive, historical naval wargame that is easy to play yet detailed enough to be fulfilling for an advanced gamer.


“EXECUTE AGAINST JAPAN UNRESTRICTED AIR AND SUBMARINE WARFARE.”

– Chief of Naval Operations


It’s 1941 and you are a U.S. sub skipper in WWII; tasked to sink Japanese ships — tankers, freighters, personnel carriers, escorts, and capital warships — wherever you find them in the Pacific. You can play as a historical WWII sub skipper or, rather, you can simply play as yourself and choose the class of submarine you’d like to command.  You can even name the boat. When you crack open the box you’ll be impressed with how well Consim has done here.  The patrol maps, captain cards, combat mats, and submarine display mats are all printed on a heavy card-stock and the print quality is excellent.  Also included in the box are the required dice and plenty of copies of the Silent Victory patrol log sheet — important, as it is used to record the total number of tons you sink on your combat missions.

Captain Cards
Silent Victory “Captain Cards” — Play any number of historical U.S. submarine skippers. The cards are well made and display the captain’s awards, patrols, and ships/tonnage sunk.

Game Setup 

The game’s “footprint” is moderate — you’ll need a dinning room table or some floor space to lay out most of the game’s playing mats.  However, if you are space constrained, you can simply stack some of the player mats on top of one another and then retrieve them when it is time to reference a mat during a roll.  Below you’ll see my setup, and even though I had ample table space, I still stacked some of the mats (namely, the target mats which list all Japanese ships), until I needed them.  This is what it looks like:

Silent Victory Setup
Silent Victory setup takes, in my case, up to 2x3ft of a kitchen table. I decided to stack some of the mats underneath others, and I would pull them out when I needed them.

Game setup is tedious for folks playing the game for the first time.  The only reason for this, really, is that you’ll have to punch out all of the game pieces that come with the game. These include everything from Japanese ships to markers that show awards and ranks.  Future game setup is much easier if you take the time to organize the game pieces into plastic bags — grouping munitions in one, for example, and then Japanese ships in others, awards in one, torpedoes in another, and so on.

Now, before you start sinking Japanese ships, the basic setup goes like this:

1.) You decide if you want to play a historical skipper, which includes a specific submarine and starting period (you don’t have to start in 1941), to include patrols (e.g,. The Marianas, The Philippines, The Marshalls, and more). Many of these skippers already come with roll bonuses due to experience. The other option is you simply pick a submarine class and starting point (often dictated by when the submarine class enters service) and then roll dice for patrol areas, next;

2.) You’ll load out your submarine with the good stuff — torpedoes in forward and aft tubes, and ammo for the deck mounted guns on your specific submarine type. The game makers made this easy as each submarine combat mat states on the top of the mat exactly the type of torpedoes available for that submarine. For most, this was a mix of MK14 (steam) and MK18 (electric) torpedoes. Finally;

3.) Fill out your Silent Victory submarine log with the name of the sub, your captain’s name, your rank, and place your boat marker at your home port — now you’re ready to begin.

Gameplay

Once you’ve identified your patrol area, you move your submarine marker through the transit points and into the boxes located in your patrol areas. At each point, to include transit points, you’ll roll dice to see if you encounter enemy units.

North Pacific
Transiting to the Marshall Islands for patrol. Notice on the right hand side that I’ve loaded my torpedo tubes with a mixture of MK18 and MK14 torpedoes.

While transiting, you might come across an aircraft or maybe a lone ship, but this is rare as roll of the dice go. Once you enter your patrol areas, however, the possibilities of rolling an encounter increase. For encounters, you can run into warships, convoys with escorts, or unescorted ships.To the game designer’s credit, they’ve assigned different probabilities per year as to what ships a submarine skipper might encounter. For example, it was tough to find a large Japanese freighter or Japanese capital warship still afloat by 1945. 

Small Freighter
One of the game’s Japanese target mats. You’ll roll two d10s to determine which target you’ve encountered.

Next, when you encounter a Japanese merchant vessel or Japanese warship, you can attack it (you can also choose to not attack). You will roll for day or night. Are you surfaced or submerged? You then assign the type and number of torpedoes and/or deck gun shots against your target(s). Then you will roll to see how effective each shot is. If not already obvious, dice will determine a lot of what occurs in this game — damage to your ship, damage to Japanese ships, being detected, dud torpedoes, and more.  Oh, did I say “dud torpedoes?” Yes. This was a problem in WWII. It is also one of the things that make this a challenging game.

Torps
I encountered two Japanese ships during one patrol. I assigned three torpedoes for each on my combat mat. Excessive? Not really. I quickly learned that for each torpedo launched in 1943 there was a 33% chance that it would not explode or hit its target.

For every torpedo you fire, you’ll roll a 1d6 dice for a dud. Roll a 1 or 2, well, you are out of luck. It might have hit, but it didn’t explode. Dud. This happened to me at least three times in two patrols. It was a fact — the U.S. Navy had a torpedo problem. Clay Blair Jr.’s magisterial book Silent Victory: The U.S. Submarine War against Japan made this clear:

“…[T}he submarine force was hobbled by defective torpedoes.  Developed in peacetime but never realistically tested against targets, the U.S. submarine torpedo was believed to be one of the most lethal weapons in the history of naval warfare.  It had two exploders, a regular one that detonated it on contact with the side of an enemy ship and a very secret “magnetic exploder” that would detonate it beneath the keel of a ship without contact.  After the war began, submariners discovered the hard way that the torpedo did not run steadily at the depth set into its controls and often went much deeper than designed, too deep for the magnetic exploder to work.”

Blair notes that not until late 1943 would the U.S. Navy fix the numerous torpedo problems.

For my recent game play, I decided to play as Lieutenant Commander Slade Cutter, USN. Cutter, who originally intended to be a professional flutist, ended the war with four Navy Crosses, two Silver Stars, a Bronze Star with combat “V,” and a Presidential Unit Citation. He sank over 140,000 tons of Japanese shipping. In two hours of gameplay I couldn’t come close to that number. But we had a good run. I played the first two patrol areas listed on Cutter’s captain card: The Marianas and The Marshall Islands.

SLUG: ME/Cutter-ob DATE SHOT: 07/27/1944 (Downloaded 06/12/2005 by EEL) CREDIT: AP Photo/U.S. Navy CAPTION:Admiral Chester W. Nimitz pins the Navy Cross on Lt. Cmdr. Slade Cutter, right, for his exploits as a submarine skipper in raids against Japanese shipping on July 27, 1944 at a ceremony in San Francisco. Lt. Cmdr. Cutter of Vallejo and Hollywood, sank 18 Japanese ships, during three successive patrols in enemy-controlled waters. Cutter was also awarded two gold stars in lieu of second and third Navy Crosses.
U.S. Navy Admiral Chester W. Nimitz pins the Navy Cross on Lt. Cmdr. Slade Cutter, right. AP Photo.

To summarize two patrols and two hours of play, these were the highlights:

  • I encountered an escorted ship in The Marianas.  I rolled a dud for one MK 18 but assigned enough torpedoes to sink the freighter and its escort on subsequent rolls.
  • I encountered an aircraft.  I rolled a successful crash dive and staved off any damage.
  • I was rebased to Australia following a “random event” roll.  (These may occur once in a patrol.)
  • I refit my submarine when I rebased in Australia.
  • On my Marshall Islands patrol I encountered a three ship convoy with an escort.  I sunk all three merchant vessels, but had to finish the last merchant vessel off with the deck gun (5”) — which I assigned at the last moment.
  • I encountered a warship which I decided not to engage.
  • And I returned to base after two successful patrols and earned two battle stars, a navy cross, and rolled for promotion to Commander — which was successful.
tons
After two patrols I sunk 8 ships that totaled 28,200 tons. A few got away…

I was fortunate. During my two patrols, when I encountered escorts and rolled for detection, I always rolled “no detection.” If I had been detected, I would have had to roll for depth charge destruction. This includes flooding, damage to systems, hull damage, and sailors injured or killed. Not good. But I managed to get everyone back home after two patrols with all fingers and toes. Still, the risk was there every time I decided to engage a convoy with escorts. So, why is this game so much fun?

Conclusion

There are three reasons why this game succeeds.  

First, historical accuracy. From the problems with torpedoes, to the detailed lists of Japanese merchant and capital ships, or to the specific weapons load out of each U.S. submarine in WWII, it is all there. The makers of this game did not cut any corners. They did their homework and tried, I think successfully, to incorporate significant historical facts into the gameplay.

Second, a risk/reward based gameplay experience. Every decision you make — from the torpedoes you use to deciding if you want to attack submerged and at close or long distance — incurs risk.  There are numerous tradeoffs. For instance, you can attack from long distance submerged, but you suffer a roll modifier and risk not hitting your target. Or, you can be aggressive, and attack at close range, surfaced at night, which may increase your chance of hit but also increase your chance of detection. It just depends.  

Finally, simple game rules.  Complicated games are no fun to play. As a player, I don’t want to spend 10 minutes looking up rule after rule in a rulebook the size of a encyclopedia. In Silent Victory,  the designers have done us a favor. The rules are clearly written and extensive, and after a single read through I referred to them occasionally. But more important, the combat mat has the dice roll encounter procedures printed on it, all within easy view. Also, the other mats all have reference numbers and clearly identify which dice should be rolled for what effects. It is all right there on the mats. This makes for a fun, smooth playing experience. And finally, if I were add another reason why this game is worth your money, it is the game’s replay value. You can conduct numerous patrols and no two patrols will ever be the same.

Silent Victory is a fun naval wargame that will appeal to the novice or expert gamer – and maybe you’ll learn something along the way.

Lieutenant Commander Christopher Nelson, USN, is a staff officer at the U.S. Pacific Fleet in Pearl Harbor, Hawaii. The opinions here are his alone and do not necessarily reflect those of the U.S. Navy or the Department of Defense.