Tag Archives: Wargaming

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

Read Part One. Read Part Two

By Robert C. Rubel

Filling the Gap

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

Simulation and Representation

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

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

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

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

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

Discussion

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

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

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

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

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

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

Conclusion

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

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

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

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

References

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

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

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

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

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

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

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

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

Read Part One here.

By Robert C. Rubel

Gaming and the Levels of War

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

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

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

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

Combining Strategy and Operations in Wargames

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

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

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

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

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

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

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

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

References

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

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

[3] Ibid, p. 178.

[4] Ibid, p. 177.

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

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

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

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

Then What? Wargaming the Interface Between Strategy and Operations, Pt. 1

By Robert C. Rubel

The Problem

Wargaming is ubiquitous throughout the U.S. Armed Forces as a tool for research, education, training, and influence. It is a flexible tool, adaptable to different scenarios, purposes, and levels of war. It is in this last arena, levels of war, that gaming organizations and their sponsors can bump up against the limits of wargaming.

The inherent nature of wargaming requires delineation and focus in game objectives and design. A game to address all three levels of war, strategic, operational, and tactical, is simply not feasible, requiring too many players, too much money, and too much time. The normal approach is to pick a level of war to play, with the other levels being either scripted, managed by the control cell, or ignored altogether. Even when a game is designed to incorporate free play at two levels, some kind of pruning of factors – frequently time – must occur to make the game feasible within budget and schedule constraints. The net result is that a robust exploration of the relationships among the levels of war becomes a casualty, missing in action.

Among the consequences of this gap in gaming could be a failure of communication and coordination among policy, strategy, and operational decision-makers, such as occurred in Vietnam and Iraq. This series will discuss the nature of this gaming gap and will offer some suggestions for closing it.

The Real World Gap

The doctrinal partitioning of war into three levels in the U.S. is a relatively recent occurrence. The Army’s 1982 Field Manual 100-5 Operations introduced the notion of an operational level in between strategy and tactics.1 The operational level, according to doctrine – and subsequent practice – is the level of command at which campaigns and major operations are planned and directed. This doctrinal development simply provided a theoretical basis for a command structure that had existed since World War II. Between fighting units and their direct commanders in the field and at sea, there were established theater headquarters that not only oversaw, coordinated, and supported large and widely dispersed forces, but also coordinated theater strategy – the campaigns – with the national command authorities in Washington. In WWII the emergent arrangement in which theater commanders such as Eisenhower, Nimitz, and MacArthur worked with an ad hoc joint staff that consulted routinely with President Roosevelt worked well enough in the context of a total war against the Axis. Deft political management during the war and especially in the end game produced, if not a perfect post-war world, at least good outcomes in West Germany, Italy, and Japan. Operations were governed by strategy, set in Washington, which was where political and military feasibility met.

After the war, the U.S. established a permanent globe-girdling theater command structure to coordinate a potential global war versus the Soviet Union, manage the geopolitical strategy of containment, and execute the oversight and support of limited wars that broke out, such as in Korea and Vietnam. The problem, as compared to World War II, was that those wars were conducted in the shadow of the U.S./USSR nuclear standoff, thus taking certain military options off the table. Moreover, those two wars and all subsequent ones were fought for limited objectives. These factors called for a more detailed interaction among policy, military strategy, and operations than was required in World War II. Sometimes this resulted in micromanagement, as in Lyndon Johnson’s approach to bombing in Vietnam. After that war, the services, especially the Army, embarked upon an effort to revamp their doctrine and cultures, including the notion that Washington should delegate more authority for running operations to theater commanders. The development of the operational level of war aided in this change.

However, the development of operational art as a key pivot of U.S. military doctrine had the effect of turning theater commanders into regional military “proconsuls.”2 This served, in the view of two Army War College writers, to drive a wedge of sorts between strategy (to include the policy side) and operations (the conception and design of campaigns) to the point where it “… reduced political leadership to the role of ‘strategic sponsors,’ quite specifically widening the gap between politics and warfare.”3 Others have attributed the inability of the United States to achieve definitive victories since 1945 to defective strategic leadership in Washington.4 Both problems have infected U.S. strategy since at least Vietnam, being perpetuated by a gap in understanding of the connections between operations and strategy. One manifestation of this gap is in the vulnerability of administrations to the lure of what might be termed “sure fire” victory concepts.

Since at least the dawn of the air age there have been warfare prophets that assert in an a priori manner that particular technology-based concepts, like strategic bombardment or network-centric warfare, will confer an unassailable advantage to their users and produce rapid victory. Such concepts are alluring to political decision-makers that find themselves under pressure to resolve a vexing international dispute on favorable terms. Skeptics have a difficult time countering the claims of adherents, since there usually exists no historical counter-evidence as the concept and its supporting technology are new.

The most notorious recent example is the 2003 invasion of Iraq. The policy/strategy framework for Operation Iraqi Freedom (OIF) was founded upon Defense Secretary Donald Rumsfeld’s notion that new technology would produce “shock and awe” and allow the invasion to be carried out with far fewer forces than had participated in 1991’s Desert Storm. “Faster, lighter,” were his buzzwords, and he believed intelligence and hi-tech gadgetry would play a more important role in future conflicts than boots on the ground.Blatantly missing from the strategy was any plan for establishing order after Baghdad was captured, which resulted in chaos and an eight-year counterinsurgency operation. There were indeed people in the national security community that advised caution based on the politics of using military force, such as former Central Command commander Marine General Anthony Zinni and Congressman Ike Skelton, who advised the administration that they should not take the first step without considering the last.6 However, their concerns fell on ears deafened in part by the administration’s idea that the war would be quick and easy.

The susceptibility of both civilian and military strategists to the siren song of new, unproven concepts occurs in part because of a widespread ignorance of the interactions between policy, strategy, and operations. Apart from Congressman Skelton’s injunction not to start a war without considering how it might be brought to an end – and the aftermath – there is little in the way of guidance in the literature on the matter of how, exactly, the strategic and operational levels interact before, during, and after a war. In fact, there are reasons to think that it may not be possible to develop a set of principles or rules of thumb on the matter. As Carnes Lord pointed out:

“The fundamental problem facing American proconsuls is that political and military decision-making are institutionally split. This remains the case in spite of the significant reforms put in place after World War II, especially the creation of the National Security Council. Today, after ten years of war and continuing pressures to improve the integration of the political and military dimensions of American counterinsurgency operations in the Greater Middle East, there remain significant disconnects and tensions between a civilian leadership that is increasingly without military experience and a military establishment (embracing civilian professionals as well as the uniformed military) that is increasingly competent to deal with security-related matters beyond the narrowly military sphere.”7

In other words, it may fall increasingly on the military to reconcile the gap between strategy and operations, a solution far from optimum but likely better than ignorance of the strategy/operations relationship in both Washington and the field. Wargaming is deeply institutionalized within the military, so it is within the military gaming process that education and analysis of the relationship must at least start to occur.

To close the existing gap, national security practitioners, uniformed and civilian, should develop a feel for the dynamics of these interactions such that they can approach decisions to go to war, war strategy, campaign design, and post-war arrangements much more sagaciously. Widespread inclusion of such an interface in wargaming would help close the gap.

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

References

[1] U.S. Army, Field Manual 100-5, 1982, p. 2-3, https://archive.org/details/FM100-5Operations1982

[2] Carnes Lord, Proconsuls, (New York: Cambridge University Press, 2012), see Chapter 1, “On Proconsul Leadership,” pp. 1-22 for a discussion of delegated political-military leadership in the American system.

[3] Justin Kelly and Mike Brennan, Alien: How the Operational Art Devoured Strategy, (Carlisle, PA: Strategic Studies Institute, September 2009), p. viii.

[4] Harlan Ullman, “Harlan Ullman: U.S. decision-making lacks strategic thinking,” UPI June 13, 2016, http://www.upi.com/Top_News/Opinion/2016/06/13/Harlan-Ullman-US-decision-making-lacks-strategic-thinking/3231465586081/ 

[5] Richard Saunders, “The myth of ‘shock and awe’: why the Iraqi invasion was a disaster,” The Telegraph, 19 March 2013, http://www.telegraph.co.uk/news/worldnews/middleeast/iraq/9933587/The-myth-of-shock-and-awe-why-the-Iraqi-invasion-was-a-disaster.html

[6] David C. Gompert, Hans Binnendijk, Bonnie Lin, Blinders, Blunders and Wars, (Santa Monica, CA: Rand Corporation, 2014). p. 167.

[7] Lord, p. 231.

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

How the Fleet Forgot to Fight, Pt. 7: Strategy and Force Development

Read Part 1 on Combat Training. Part 2 on Firepower. Part 3 on Tactics and Doctrine. Read Part 4 on Technical Standards. Read Part 5 on Material Condition and Availability. Read Part 6 on Strategy and Operations.

By Dmitry Filipoff

Force Development

Exploring the future of conflict while preparing to wage it is a daunting task. Military forces are constantly attempting to perceive how war is evolving, and subsequently orienting their institutions along that vision in order to be ready. However, what makes a military unique from most other organizations is that it does not execute its primary function (aside from deterrence) until war breaks out. This makes it especially difficult to prepare for major war since it is a rare experience that usually cannot be fully understood until it finally occurs. When war arrives, years of preparation are immediately put to the test, and deficiencies are violently revealed. How well a military has prepared for conflict in peace helps determine how much it will have to adjust in war. In this sense, force development is the peacetime equivalent of wartime adaptation. 

The term force development has been used here in place of a term that is often used to describe military evolution, “modernization,” which tends to have an inherent bias toward high-end capability and not full-spectrum competence. The idea of “modernizing” implies a focus on pushing for better technology, yet “modernization” 20 years ago could have meant preparing for low-end conflicts where technological superiority conferred little advantage. The term “modernization” can also encourage a habit of using the procurement of newer systems as a major milestone for progress, and promote the fallacy that once new technology is bought and fielded a shortfall has been filled or an advantage has been gained. What has to be recognized is that once the taxpayer has purchased new military tools the warfighter has an obligation to execute follow-through in the form of developing new tactics and training around those tools. Otherwise, the benefits or pitfalls of new technology will not be fully realized.

Force development as it has been described here intends to convey that the institutions that focus on tactics and doctrine, not procurement, are what primarily drive competitive military advantage. It intends to convey that operator understanding of how to execute and evolve tactics and doctrine is how to best define warfighter competence. Tactics and doctrine must not only be well-understood by the warfighter, they must be thoroughly validated so that they actually make sense in application. The professionalism of the force will punch far below its weight if warfighters are well-versed in warfighting concepts that turn out to be brittle.

Force development still occurs even in the middle of war, but it takes on a far more urgent character. Militaries are often forced to innovate and experiment in the middle of conflict, and spend precious time and resources on force development when those resources could be applied to the battlefield. However, even in the middle of a war (or especially so) militaries often choose to make those considerable investments because wartime adaptation can be decisive. Wartime force development can seek to correct deficiencies revealed by combat experience, rapidly field new capabilities built on fresh tactical insight, or remain ahead of the curve in a general sense as all sides continually pursue better tactics. If a force can enter a conflict with sturdier warfighting concepts then it can focus more of its wartime force development on proactive evolution instead of painful corrective action.

An example of failed peacetime force development and a subsequent effort to urgently correct deficiencies in the middle of war can be found in the U.S. submarine force. The submarine force entered WWII with ill-conceived concepts of operation, a highly risk-averse culture, faulty weapons, and underdeveloped tactics. Submariners at first expected to mostly use sonar to attack their targets (a dubious tactic at the time), were equipped with torpedoes that often failed to detonate upon impact, and had little doctrine for unrestricted anti-submarine warfare. These deficiencies forced American submariners to experiment with new tactics and doctrine in the midst of conflict.1 This force development failure happened in spite of the interwar period wargames, Fleet Problem exercises, and Admirals King and Nimitz both having a decent amount of submarine experience. U.S. naval commanders even had the especially useful experience of watching German U-Boats earn combat experience as they sunk hundreds of merchant ships in the Atlantic before America entered the war. However, as a result of poor force development, U.S. submarines punched far below their weight for many months while the rest of the force still relied heavily on them to take the fight to enemy home waters.

The U.S. military suffered a historically painful force development experience in recent years. Despite after crushing the initial opposition in the opening phases, the wars in Iraq and Afghanistan began to falter hard as insurgents made impressive gains in territory and manpower. The counterinsurgent fight proved to be extremely difficult in these countries due to the complexity of interagency operations, unfamiliar frontline roles, war-torn societies, and a host of many other significant challenges. But as the Department of Defense sought to adapt itself to a difficult fight it at least had the benefit of history. Insurgency is perhaps the most common form of warfare, with around 100 such conflicts in the past century.There was no shortage of case studies to learn from.

The Navy’s current situation couldn’t be more opposite. High-end fleet combat between great powers using precision weapons has never happened before. This is why realistic exercising for the sake of experimentation and investigation is so important. Because there are zero historical examples to draw on, the Navy must dedicate an especially large effort toward building its own case studies of networked fleet combat actions in the form of unconstrained, large-scale exercises. However, the Navy’s long tradition of highly unrealistic exercising translates into very poor institutional understanding on many specifics of future combat.

The Navy’s chronic lack of realistic exercising and its bloated certification system reveal a force development enterprise in disarray. The Navy has many institutions that produce tactical memoranda, concepts of operation, and doctrine, all of which seek to evolve the force. Yet many of these ideas have not been effectively validated because exercises were not used to meaningfully test ideas in realistic environments. The few tactical and doctrinal ideas that did have the opportunity of being tested in large-scale exercises were likely pitted against handicapped opposition forces. This undercuts the process tremendously. Scripted exercises that guarantee easy victory are far more likely to produce brittle tactics and doctrine. These concepts will rarely experience multiple rounds of revision and refinement born from a series of iterative exercises. Clearly there will be many rounds of trial and error if one is testing warfighting ideas against capable opposition. As a result of using weak opposition to validate warfighting concepts many of the Navy’s most important wargames, tactical memoranda, concepts of operation, and doctrine never left the level of a rough draft.

Even if it was effectively validating concepts through realistic exercises, the Navy’s ability to teach the average Sailor new tactical lessons is severely handicapped. Warfighting certifications are supposed to institutionalize the Navy’s force development, but the bloated character of the certification system is strangling the Navy’s ability to become a learning organization. Tactical and doctrinal products cannot turn into meaningful learning if they take the form of just another certification event or inspection Sailors have to check off among the dozens if not hundreds of other events. Many Sailors already feel it is virtually impossible for them to get good at the numerous certifications that have been forced upon them. Because of this, institutions that work on producing tactics and doctrine are having many of their efforts effectively wasted because their products simply cannot compete for time within the certification system. And even if the Navy somehow made enough time for Sailors to effectively study tactical and doctrinal publications, they are being given little opportunity to use meaningful exercises to distill those lengthy publications into actionable and digestible insights. The scarcity of meaningful exercising and the bloated certification system have combined to produce numerous warfighting ideas that are untested, unrefined, and untaught.  

Under these conditions, the U.S. Navy is hard-pressed to define requirements that can remain durable in great power war. There should be absolutely no doubt that an incredible number of latent problems have been accumulated over the years as a result of lax force development and using weak opposition to validate concepts. If the Navy decides to embark on a serious path of transformation for the high-end fight then it must steel itself for difficult corrective actions, stubborn bureaucratic pushback, and the possibility that it may be stuck with tactically disadvantageous investments that could prove fatal in war.

Wargaming

Soon after leaving his term as the first president of the Naval War College he founded, Stephen B. Luce grew frustrated. Just before opening the War College, Luce commanded the North Atlantic Squadron, a unit he used to test warfighting concepts through at-sea experimentation and exercises. After finishing his term at the War College, Luce came back to the Squadron, hoping to conduct more exercising in pursuit of new tactics. Others had something else in mind.

After rejoining the Squadron, Luce’s attention was almost immediately diverted by higher ups. He was ordered to handle brewing fishing disputes that consumed much of his attention for the first year of his command. Unrest in Haiti prompted the Navy to detach one of his ships to the Caribbean. A request from the State Department took another ship. Not long after Luce’s flagship was also stripped from his command to serve elsewhere, the Navy Department inquired about his summer training plans.

Luce had finally had enough. With only two ships remaining under his command Luce fired off a stern letter to Secretary of the Navy William Whitney, and described how a fundamental mission of the Naval War College was being undermined:

“The fundamental idea (emphasis added) is to make theoretical instruction and practical exercise go hand in hand; or, in other words, to correlate the work of the Squadron and that of the College. In the lecture room certain tactical propositions are laid down, or war problems given out, to the officers under instruction. Their merit is then tested in the School of Application, the Squadron, and the result afterwards discussed in the lecture room. This system raises our Squadron exercises to a higher plane than those of any other known to me, and places our Navy, comparatively insignificant in all else, in advance of the Navies of the world in respect to professional education.”3

Today, the Naval War College stands as one of the most important institutions to the Navy’s force development. Aside from educating cohorts, the College performs critical force development functions for the Navy by playing a leading role in its wargaming enterprise. These wargames seek to answer some of the most critical questions of strategy and future development. They can inform war plans, test contingencies, and support major programmatic decisions such as future warship procurement. They can explore new tactics, doctrine, and warfighting concepts. However, the problem that afflicted Luce’s squadron also holds true today. The Navy has allowed operational demand to strip units away from its wargaming enterprise, and no serious effort has been made for decades to “correlate the work of the Squadron and that of the College.”

The Navy continues to use wargaming to make major decisions and provide important insights. However, the validity of wargaming is being diminished by both the rising complexity of networked warfighting and a lack of real-world testing. The Navy is heavily leaning on a tool that is growing ever more dependent on real-world testing for the sake of accuracy, yet the Navy’s exercise agenda appears to rarely reflect major wargaming initiatives. 

Wargames, because they are virtual simulations of conflict, operate on a far wider spectrum of tactical assumptions than real-world exercises. Attempting to recreate tactical accuracy in wargames stretches them to their limits and takes considerable effort. High-fidelity wargames can be extremely intricate programs, requiring meticulous inputs, powerful processing capabilities, and are governed by many rules. Elements of chance can be introduced through randomized results, similar to a dice roll.

Exercises and wargames must work together when exploring tactics and doctrine. Wargames can play out many scenarios in a preliminary manner to narrow down options and ideas. What remains can then be played out in the real world using exercises. In addition to testing out the ideas themselves, exercises can uncover assumptions and collect important technical data that can update the models the wargames operate on. This point was elaborated on by renowned wargamer Peter Perla:

“Careful observation, reconstruction, analysis, and interpretation of exercise events and system and unit performance can provide the insights and data to improve the form of mathematical models and the quality of parameter estimates. In addition, the physical execution of maneuvers and procedures required to carry out the operation can help to identify important operational opportunities or potential problems that the analysis and wargaming may have downplayed or failed to consider at all.”4

As powerful and complex wargames are, they are still only simulations, and cannot come close to the realism of exercises. Exercises have to be used to refine wargames in a continual feedback loop for the sake of refinement, and to keep wargames grounded in reality. Many types of wargames are not supposed to be static, but fluid simulations that are continuously updated through exercises to improve their realism and ensure their accuracy. Significant tactical discoveries should also be enough to prompt the replaying of certain wargames. Exercises can help wargamers more precisely understand the very things that make a wargame artificial, such as factors that must be reduced to dice rolls, inputs, and rules. In short, exercises help wargamers understand their assumptions.

The complexity of Information Age warfighting is one of the most powerful forces diminishing the value of tactical- and operational-level wargaming. As warfare becomes more complex, it becomes more difficult to simulate. This holds true for both exercises and wargames, but it is especially more true for the latter given they are simulations and not real maneuvers. The world of inputs required to accurately simulate warfare has grown to unprecedented heights, especially because so much decisive tactical space now exists within electronic means that are especially difficult to replicate in a simulation.

Networked warfare involves many complex and nuanced electronic interactions between opposing forces. The nature of sensing, deciding, and engaging has become an ambiguous electronic battlefield. Opposing sides will seek to jam, intercept, and deceive communications and sensors across the spectrum. Cyber attacks will seek to cripple systems, collect sensitive information, and proliferate throughout infrastructure. As an anti-ship missile closes in, its seeker can use a variety of sensors to pinpoint its target, and a variety of countermeasures such as electronic warfare will respond in an attempt to confuse the seeker. Bandwidth limitations will shape decision-making, and data will be processed and refined by both man and machine. Operators and autonomous actors will attempt a variety of real-time workarounds in response to electronic attack, and these attacks can cause them to lose confidence in their equipment and each other.

It is already extremely difficult to replicate many of these network combat dynamics in exercises, and for wargames many elements are outright impossible. While a wargamer can make due by using dice rolls to distill combat ambiguity into specific outcomes, this will not often satisfy the tactician or the trainer. Even the supposed strengths of wargaming are challenged by networked warfare. According to Perla, wargaming “is a tool for exploring the effects of human interpretation of information. Wargames focus on the decisions players make, how and why they are made, and the effects that they have…The true value of wargaming lies in its unique ability to illuminate the effect of the human factor in warfare.”5 Yet so much decision-making in modern war is completely beholden to electronic nuances that wargames struggle to replicate, and decision-making is often the direct objective of electronic attack.

Because networked warfare poses immense realism challenges to wargaming, a force development strategy in the modern era demands an especially exercise-heavy process of tactical investigation. Wargames have become more dependent than ever on exercises because exercises can probe whether decisive tactical truth lies undiscovered within the seams of simulation.

Exercises are indispensable to wargames because they can provide the important baseline input of the competence of the force. Even though it can be difficult to program human performance factors into a simulation, these are some of the most important variables to know for the sake of realism. By benchmarking human performance through exercises, wargames can have a realistic baseline of how well the force can perform and then build ideas within the limits of that potential. Otherwise, wargames will be misaligned with the training of the force, and can run the grave risk of producing tactics, doctrine, and war plans that are beyond the ability of the force to execute. To paraphrase a certain quote, you go to war with the fleet you trained, not the one you wargamed.

Force Structure

Soon after guiding at-sea experiments to test future warship concepts, Wayne Hughes became frustrated. The USS ­Guam had been modified to test concepts for the Sea Control Ship (SCS), a warship concept touted by then-Chief of Naval Operations Admiral Zumwalt who desired a large platform dedicated to anti-submarine warfare. However, according to Hughes, the tests were hamstrung by a lack of imagination and poor understanding of how to use exercises to make a warship concept come alive:

“It was my task to design an experiment from which as much information as possible could be gleaned during ten days of intensive interactions between submarines, their target (played by the Guam), and the assorted screening units…SCS success depended on new tactics (emphasis added), which we didn’t have, and the tactical commander’s staff lacked enthusiasm to develop. I had frustrating conversations with the admiral, who thought his responsibility began and ended by rigidly following the test plan…An exercise at sea is as much for tactical development and training as it is for statistical testing. Most new weapons, sensors, and command-and-control systems entail new tactics to reach their full potential.”6

This experience points to a fundamental principle of designing military forces: force structure is founded on tactics.

How a fleet will be used in war is fundamental to its design, and the shape of force structure is guided by a perception of what capabilities and tactics will dominate. When it appeared advantageous to use aircraft to attack ships, nations built aircraft carriers. When a torpedo fired from an undersea platform could produce a powerful combination of surprise and lethality, nations built more submarines. When aerial threats took the form of missile salvos the U.S. Navy led the way in building warships focused on long-range air defense. When platforms were deemed to have lost their tactical relevance, whether ships of sail, ironclads, or big-gun battleships, nations stopped making them.

Three congressionally mandated force structure studies set out to understand what the future fleet could look like, and examined various considerations such as cost, forward presence models, and national strategies. However, while a force structure assessment can be shaped by many factors, the assessment is inherently incomplete if it does not attempt to understand how future tactics and doctrine will define the composition of forces. While the studies took various analytical approaches, the assessment conducted by the Center for Strategic and Budgetary Studies stands out in this regard. 7 It devoted extensive attention to trying to understand the character of future conflict, how capability development is trending across numerous warfare areas, and what new operating concepts may require. All of the studies acknowledged to some extent that visions of tactics and operating concepts are fundamental to designing force structure.

The existence of a platform or payload is solely justified by the tactical options and advantages it offers. The structure of a fleet is therefore the embodiment of concepts of operations that are built on tactics that are meant to work well together. However, the extent to which those warfighting concepts are proven or not is another question. Aligning force structure planning with an ever-evolving vision of future war is a major strategic challenge, and goes to the very core of force development. This point was made clear by maritime strategist Julian Corbett:

“The truth is, that the classes of ships which constitute a fleet are, or ought to be, the expression in material of the strategical and tactical ideas that prevail at any given time…It may also be said more broadly that they have varied with the theory of war…It is true that few ages have formulated a theory of war, or even been clearly aware of its influence; but nevertheless such theories have always existed, and even in their most nebulous and intangible shapes seem to have exerted an ascertainable influence on the constitution of fleets.”8

Those who favored battleships in the interwar period did not accurately predict their fate because their “theory of war” had failed to keep pace with change. They had a flawed understanding of how future war at sea would develop at the tactical level, especially with respect to how the air domain could dominate the surface domain. The American capital ships that were long expected to be the dominant offensive platform for anti-surface warfare instead spent most of their fleet combat actions serving as ships focused on the defensive anti-air mission. New tactical truth led to battleships being modified in the middle of the war to carry additional anti-air weapons and bolster their defensive firepower. However, their enormous guns, the core weapons that originally justified their construction, were totally irrelevant in this new role. If the interwar Navy had accurately predicted the tactical fate of the battleship would it have built them differently? Would it have built them at all?

For all the good the interwar period wargames and Fleet Problem exercises did for the Navy’s force development they often made one major mistake – scripting battles to guarantee a clash between the battleline.9 The potential of the aircraft carrier was rapidly growing, but in the minds of many interwar leaders the fleet combat actions of the era would still frequently feature fights between battleships. Interwar period exercises and wargames were artificially fulfilling this warfighting theory, thereby lending weight to programmatic decisions to procure battleships. It is quite possible that if not for the revealing combat experiences of WWII then navies would have continued building big-gun warships.

Modular force structure can act as an insurance policy against the sort of tactical irrelevance that befell the battleship. Modularity helps ease both peacetime force development and wartime adaptation. A “payloads not platforms” approach can help a force compensate for poorly-adjusted warship designs once conflict reveals hard lessons. Deep magazines and the large variety of missile payloads could allow a modern ship to change its mix of capabilities in far less time than it took a battleship to undergo a refit.

However, net-centric warfare has made adapting modern warships more difficult in certain respects, even with modularity. A key challenge will be in trying to ascertain how tactical outcomes heavily influenced by ambiguous electronic effects will translate into an ideal mix of capabilities. If defensive electronic warfare or jamming proves to be especially capable at defeating missile seekers then an adaptation could take the form of equipping a different missile loadout. Missile loadouts could also be affected by how well datalinks and network nodes can concentrate fires while being degraded by electronic attack. If the network is less resilient than anticipated, then a new missile loadout could focus on making a warship more independent from forces it would have originally relied on for networked fires.

An enduring principle of successful warfighting is optimizing the concentration of firepower. This principle has especially dominated naval force structure, and can be seen in how successive capital ship designs often grew larger and larger to concentrate more firepower. Preferable ways to concentrate firepower through force-wide tactics can also translate into how a fleet is built. Ships of various sizes offer different levels and types of firepower, and the way tactics affect concentration can translate into an ideal mix of platforms. Interwar period navies did not build fleets of only the most powerful platforms in the form of battleships or carriers even though large-scale fleet combat featured prominently in their minds. Rather, their fleets struck a balance between large capital ships and many smaller combatants such as cruisers and destroyers. They felt that their visions of fleet combat created relationships between tactics and concentration that encouraged a degree of platform variety.

Optimizing platform variety has become far more difficult in the age of networked warfare because assumptions about network performance can have a powerful effect on designing force structure. Network resilience will strongly dictate the extent to which capabilities can be effectively distributed and concentrated in combat, but the distribution and concentration of capability is also exactly what force structure seeks to optimize. A fleet that is built on a vision of a well-functioning network could very well have a vastly different composition compared to a fleet that anticipates fighting mostly in the dark.

To use a modern example, a U.S. Navy cruiser has 122 launch cells and a possible version of the Navy’s future FFG(X) frigate could have 16 launch cells. Would the Navy be better served by buying 20 frigates or 10 cruisers, where the cruiser could cost twice as much as the frigate but has seven times the missile capacity? A well-grounded understanding of how retargeting and engage-on-remote tactics shape a distributed force’s ability to mass firepower should inform such a debate.

Today the Navy finds itself at a critical inflection point in building the future fleet. It is currently finalizing designs and requirements for the next generation of surface warships in the form of a future frigate FFG(X), and a family of future surface combatants (FSC). The FFG(X) frigate and FSC warships are expected to serve well into the latter half of the 21st century. The request for proposals for the FFG(X) frigate offers interesting concepts of operation for how the Navy intends to use the platform:

“This platform will employ unmanned systems to penetrate and dwell in contested environments, operating at greater risk to gain sensor and weapons advantages over the adversary. The FFG(X) will be capable of establishing a local sensor network using passive onboard sensors, embarked aircraft and elevated/tethered systems and unmanned vehicles to gather information and then act as a gateway to the fleet tactical grid using resilient communications systems and networks…In terms of the Navy’s Distributed Maritime Operations (DMO) Concept, this FFG(X) small surface combatant will expand blue force sensor and weapon influence to provide increased information to the overall fleet tactical picture while challenging adversary ISR&T efforts.”10

This is a preview of future tactics and missions, but it hints at a major force development challenge. Requirements for these ships have to try to align with major transformations the Navy has planned. The Distributed Maritime Operations Concept is still in its early stages. The Distributed Lethality concept envisions numerous surface action groups that combine various types of ships into tailored force packages. Networked warfighting can feature various multi-domain tactics and distributed fleet formations, each with a different ability to concentrate firepower and facilitate command and control. Tactics for key capabilities like NIFC-CA, CEC, retargeting, and engage-on-remote will be the bread and butter of networked warfighting. An unprecedented increase in long-range anti-ship firepower is about to hit the Navy as a new generation of anti-ship missiles is fielded.

In short, these future ships must somehow reflect the implications of many net-centric tactics and roles the Navy has yet to develop or discover.

The Navy is heavily relying on simulations such as wargames and tabletop exercises to test concepts of operations for these future ships. According to Navy officials, the FSC program was “preparing for a big wargame…to test out ideas for the FSC family of systems” and that “Based on the outcome of the June wargame, officials should have a ‘surface force initial capabilities document’ written by July to get FSC into the acquisition pipeline.” One Navy official emphasized, “We’ve got to get these wargames right…”11

The Navy’s void of high-end experience is now a critical foundation upon which it is deciding its future. The Navy is led by officers who spent most of their careers in a fleet that failed to train them in sea control, abstained from equipping them with essential weapons like anti-ship missiles, and neglected to give them enough opportunity to test their tactical imagination in exercises. Many of the Navy’s most important wargames and simulations have not been properly tested or refined by real-world experimentation. The Navy has virtually no concrete doctrine for a very complex form of warfare that’s never happened before. This is a recipe for producing flimsy requirements for future capability. 

The experience of testing the Sea Control Ship concept suggests there may be merit to the idea of using real ships to test ideas for future ships. The Navy’s surface warfare directorate has already teased the idea of standing up an “experimental squadron” within the next year, and include a Zumwalt-class destroyer, a Littoral Combat Ship, an Arleigh-Burke-class destroyer, and an unmanned surface ship.12

However, compared to most other force development missions, the enormous investment that comes with a new generation of force structure should already pose one of the strongest possible demand signals for rigorous at-sea experimentation. The modern fleet should already be acting as an experimental squadron for the future fleet. But it appears the Navy is making some of the most important naval force structure decisions of the 21st century without using a series of major exercises to inform requirements. Now the Navy is poised to set sail into the future with a new generation of ships inspired by doctrine born in a simulation, and not in the fleet.


The eighth and final part will offer a Force Development Strategy.


Dmitry Filipoff is CIMSEC’s Director of Online Content. Contact him at [email protected].

References

1. F.G. Hoffman, “The American Wolfpacks: A Case Study in Wartime Adaptation,” Joint Forces Quarterly, January 2016. https://ndupress.ndu.edu/Media/News/Article/643229/the-american-wolf-packs-a-case-study-in-wartime-adaptation/

2. Christopher Paul et. al, Victory has a Thousand Fathers: Detailed Counterinsurgency Case Studies, RAND, 2010. https://www.rand.org/content/dam/rand/pubs/monographs/2010/RAND_MG964.1.pdf

3. James C. Rentfrow, “The Squadron Under Your Command: Change and the Construction of Identity in the U.S. Navy’s North Atlantic Squadron,1874-1897,” 2012. https://drum.lib.umd.edu/bitstream/handle/1903/12855/Rentfrow_umd_0117E_13092.pdf;jsessionid=A0AEFD1C57596CDFFEAF23292597ECA4?sequence=1 

4. Peter Perla, The Art of Wargaming, U.S. Naval Institute Press, 1990. 

5. Ibid.

6. Captain Wayne P. Hughes Jr., USN, “Navy Operations Research,” Operations Research, 2002. https://pubsonline.informs.org/doi/pdf/10.1287/opre.50.1.103.17786 

7. Bryan Clark et. al, Restoring American Seapower: A New Fleet Architecture of the U.S. Navy, Center for Strategic and Budgetary Assessments, 2017. https://csbaonline.org/uploads/documents/CSBA6292-Fleet_Architecture_Study_REPRINT_web.pdf 

8. Julian Stafford Corbett, Some Principles of Maritime Strategy, 1911http://www.gutenberg.org/ebooks/15076?msg=welcome_stranger

9. Albert Nofi, To Train the Fleet For War, Department of the Navy, 2010. 

Excerpts: 

“While no fleet problem was scripted from start to finish, some portions of each were usually set-up in order to play out certain ideas or test particular tactics. After all, the actual playing out of a scenario might not have resulted in a particular type of action developing, such as a battleline clash. So the stage was often set for these, in order to test ideas, new or old. Unfortunately, pre-planned portions of the fleet problems seem to have led to many officers to draw the wrong conclusions about the future of naval warfare. As Mark Allen Campbell observed, ‘The dramatic images of battle lines engaged in long-range gunnery duels with one another may very well have persisted longer in the memories of the officers present than the remembrance of the artificial conditions necessary to get the dreadnoughts into firing range of each other.'”

“For example, as late as 1940 Admiral Richardson concluded that the fleet problems demonstrated carriers needed to stay close to the battleline, in order to be protected by its heavier firepower. Concern about the potential value of the autonomous carrier task force was not necessarily the result of blind unwillingness to see the obvious. Carriers had been “sunk”or “damaged” by surface ships during Fleet Problems IX (1929), X (1930), XII (1931), XIV (1933), XV (1934), and XVIII (1937), and had come under “gunfire” on numerous other occasions. It was not until almost literally the end of 1941 that the Navy had dive bombers and torpedo bombers capable of harming heavy ships in long range operations or fighters with the “legs” to escort and protect them. Until then carriers had to take great risks in order to be effective. The possibility that a carrier might be caught by surface forces was very much on the minds of senior naval officers during the 1920s and 1930s, as can be seen by the 8-inch guns carried by Lexington and Saratoga.”

For Wargaming see: John M. Lillard, Playing War, Potomac Books, 2016.

10. RFI: FFG(X) – US Navy Guided Missile Frigate Replacement Program, Department of the Navy, July 10, 2017. https://www.fbo.gov/index?s=opportunity&mode=form&id=cdf24447b8015337e910d330a87518c6&tab=core&_cview=0 

11. Megan Eckstein, “Wargames This Year to Inform Future Surface Combatant Requirements,” U.S. Naval Institute News, February 21, 2017. https://news.usni.org/2017/02/21/wargames-future-surface-combatant-requirements 

12. Ibid.

Featured Image: The USS Zumwalt makes it way down the Kennebec River as it heads out to sea. (The Associated Press/Robert F. Bukaty)