Tag Archives: Wargaming

Sea Control 135 – Rear Admiral Jeff Harley, President of the U.S. Naval War College

By Ashley O’Keefe

Join the latest episode of Sea Control for a conversation with Rear Admiral Jeff Harley, president of the U.S. Naval War College (USNWC), to talk about the ways in which the College is adapting to a rapidly changing strategic environment. We’ll learn about the USNWC’s updated mission set, their outreach to the international community, and their part in the new renaissance in wargaming, among other topics.

Download Sea Control 135 – Rear Admiral Jeff Harley, President of the U.S. Naval War College 

The transcript of the conversation between Admiral Harley and Ashley O’Keefe begins below. Special thanks to Associate Producers Roman Madaus and Ryan Uljua for helping produce this episode.

Ashley: Good afternoon, and welcome to this week’s Sea Control podcast. I’m Ashley O’Keefe, and I’m here today with Rear Admiral Jeff Harley, the president of the United States Naval War College. He’s a career surface warfare officer, and a foreign policy expert. He has a masters from Tufts – the Fletcher School – and the Naval War College, and he’s been the president here at the U.S. Naval War College (NWC) for almost a year. We’re really looking forward to this discussion. Thank you again for being here, Admiral.

Many of our listeners have heard of the U.S. Naval War College, and most know about your core mission of educating and developing future naval leaders. There have been some big developments here in the last year, with an expanding mission set and several new initiatives launched here in Newport. Can you describe some of the impetus for those changes?

RADM Harley: The big change that we have is a function of our strategic plan – meaning that we have a plan on how we’re going to keep the College relevant. When you look at the strategic environment around us, you’ll recognize the exponential change everywhere, whether it’s in leadership or in technology. The demands placed on the educational system as a result of that exponential change require that we do things to ensure our relevance. So, some of the initiatives that we have are a function of that change – of trying to keep up with that change and maintaining our relevance.

We have a number of missions here at the college, but I’d like to start out by saying that when people say we’re the U.S. Naval War College, we’re really none of those things. We’re not U.S. – we’re an international school. Of our student body, one-sixth of them, some 110 students, are international students. We are not a naval college, we’re a joint college. We have students from all over the interagency, civilian agencies, all of the different services – we are a joint college and not merely naval. We are a war college in the sense that we study war, but we truly study the constructs of peace, the understanding of policy and strategy and the interrelationships between the two, all with a goal of preventing war. And then, probably trivial, but we’re not really a college, we’re a university, because we have four or five different colleges within our system, as well as a very large research arm that includes wargaming capacity. So, we’re really none of those things –U.S. Naval War or College. If we changed our name it would be something like the ‘International Joint Peace University,’ so it would be fairly complex.

But the impetus is really the change that’s going on around us, and so we’ve expanded our missions to reflect that change and that requirement for us to maintain that relevancy. And so we also look of course for how we can make a great institution even greater.

As you said, our principal mission, the core mission upon which everything else builds, is the education and development of future leaders. That’s our student body throughput. It’s also a reflection of our distance education capability. We have hundreds of thousands of people enrolled in our distance education programs through the College of Distance Education.

In the past, we had principally four missions, and the second one would be helping to define the future Navy. Whether that’s through fleet architecture studies, or helping to red-team those studies or helping to provide the home of thought – the strategic underpinnings of those kind of dialogues.

Our third mission was to support combat readiness, and we do that through our College of Operational and Strategic Leadership. And what they do is they have a number of advise-and-assist teams that work closely with the fleets. They participate in conferences, events, and wargaming all over the world to do that.

Our fourth mission always was to strengthen global maritime partnerships, which we do on a number of levels, including the International Seapower Symposium which happens every other year, a number of regional alumni symposia, as well as the international student throughput that goes with that.

The additional missions that we’ve added in some ways reflect things that we already do, but they also reflect expansion in these areas as well. We’ve added three relatively new missions.

The first is promoting ethics and leadership. Of course, when we talk about educating and developing future leaders, we’ve always had a leadership component, but we folded in a great deal of additional study in the curriculum and are working with the Navy Leadership and Ethics Center (NLEC) to expand the impact of our education and training provided through the education system at the various touch points. That continues to expand.

The second of those three new missions is contributing historical knowledge to shape decisions. We’ve always had a strong history here reflected in world-class archives and our History Center, and we’re expanding our Maritime History Center to be a Maritime History and Research Center. We’re trying to build this into a hive of activity. Understanding history is critical. History may not repeat itself, but it certainly does rhyme, as they say. So, having a world-class history research center here is critical to our future development within the College. Of course, in the 1970s, Admiral Stansfield Turner had the Turner revolution, in which he imbued history throughout the entire curriculum, and it remains to this day part of the national treasure of being able to attend this College, the historical underpinnings that you get in terms of understanding strategy and policy.

The last mission is providing input to the international legal community. We do that through our Stockton Center. That center contributes to the international dialogue on everything from the law of the sea, to law of war, to conflict prevention and humanitarian assistance, and simply so much more. The impetus was indeed the change that’s going on around us – the need to maintain our relevance here at this extraordinary institution and these new missions are simply a reflection of that need.

Ashley: Thank you, Admiral. It must be a really exciting time to be here at the War College. When you talk about these new missions –  or at least, writing down the things that were already happening to some extent – what is some of the work that you see coming out of places like the Maritime History Center, the Stockton Center, that’s exciting to you? What do you think are some of the impacts that you see coming from those places inside of the War College?

RADM Harley: Well, I would think that we’re at the forefront of so much of the thinking in so many different areas. So, illuminating history is the contribution of the History Center, again soon-to-be renamed History and Research Center. History has that critical role in so many things we do, and again, there’s so much history embedded in the institution. But also within our curriculum, providing that historical foundation, which, often for many of the students with very technical backgrounds, is the first time that they get this extent of the historical underpinning. And then the Stockton Center contributes an enormous amount at the maritime level, the national level, and the international level. On the issues of the day – key, critical issues that you see every day, such as the law of the sea issues in the South China Sea, vis-a-vis China, or the law of war, or conflict prevention, or the interfaces with the United Nations… it’s pretty extraordinary, the things that we’re doing.

I’ll just torture you with this idea of using those kind of examples of history and of the international law center as simply being a reflection of the contributions that the College makes at the national level. We’re continuing to expand how we ensure that relevancy of those seven missions. We’re doing that through what I call the “izes.”

The first of those is that we’re going to continue to operationalize the Naval War College. We’re doing that by enhancing the operations analysis that we do in concert with the Naval Warfare Development Command as well as the modeling and simulation that takes place within the Pentagon and other places. We’re operationalizing in terms of the way that we’re adding additional warfighting education to our curriculum. We’re adding particularly in terms of sea control and all-domain access. We’ve reflected the strategic environment in which we live through the stand-up of the Russia Maritime Studies Institute here last fall so now we have world-class experts in a critical area of geopolitical interest for our nation.

We also are navalizing our curriculum. We’ve always been a joint college, at least for the past several decades, but I think that we’ve become reliant on this idea that sea control is something that you already have, and in today’s world of anti-access capabilities, it’s really important that we teach sea control and maritime capabilities, all in accordance with the Chief of Naval Operations’ Design for Maintaining Maritime Superiority.

We’re also futurizing the College. We’ve got our expanded and much more robust cyber curriculum, we’re teaching unmanned systems, we’re teaching space, we’re teaching the new and emerging technologies that influence the strategic environment. Within that futurization initiative is the creation of an Institute for Future Warfare Studies, which is going to allow us to look 30 or more years out into the future, instead of the tendency to look a very short period of time out, because of exponential change. But you can study future probabilities, and you can look that far out, and you can look at force architectures that would be required to work in that environment thirty years from now.

And then the last thing that we’re doing in terms of those “izes” is that we’re internationalizing our College. And by that I mean that we’re expanding the international interfaces that we have and we’re increasing the number of regional alumni symposia that we execute with our international  graduates in between our International Seapower Symposia that we conduct every two years. We’ve increased the number of Chief of Naval Operations International Fellows that we have onboard as part of our faculty. In fact, just a month ago, we brought on the former head of navy from Japan, Admiral Takei, so now Professor Takei is part of our faculty and staff. He brings a great deal of warfighting and educational experience to help shape the contours of the education that we provide both to our student body throughput, but also to our wargaming, and to our advise and assist teams that are really all over the world. This fall, we hope to bring on board the former head of navy from Norway. In doing so, we’ll have the Atlantic experience, the Arctic exposure, and obviously some NATO experience. So that will increase our CNO international fellows to four, and we’ll look to continue to expand that program because of the great skill sets that they can bring to the College and to the education for our individual students.

So those four “izes” really put into context the means and the lines of effort by which we aim to increase the relevance of this great institution.

Ashley: It’s exciting that as the College expands and creates value on so many different levels that it’s not insular, it’s really very global in perspective. And many of our listeners are in fact not in the U.S. – they’re foreign naval officers, they’re otherwise interested maritime security people. So when we think about how the College does interact, I understand that you take in foreign naval officers for education, but what are some other places where the College is collaborating internationally, maybe you could talk about the regional alumni symposia and what those bring to the table.

RADM Harley: The big effort that we make is the International Seapower Symposium here in Newport. The next one will be in the fall of 2018. That will be a largely attended event; it’ll have something on the order of 85 heads of navy here. To keep the momentum going between the International Seapower Symposia, we do hold these regional alumni symposia. About a month ago, we held one in Lima, Peru. It was focused on the Americas – all the way from Canada to South America. Simply extraordinary – we talk regional and local issues, we bring world-class experts in from the respective nations as well as from the U.S. Naval War College.

It helps us maintain the alumni relations and develop a deeper understanding of the issues that affect the regions. And we rotate, throughout the cycle, to get to all the different areas of the world. Our next one is scheduled for this fall. It will be in the Middle East, and then we’ll be in Asia in the spring, then we’ll do the International Seapower Symposium next fall, then keep the rotation going between Africa and Europe. So it’s a pretty exciting opportunity to maintain those alumni relations, and their connections to the College that many of our international student graduates have come to know and love and respect for the contributions that we make in this international dialogue.

Ashley: One more last hot topic before I let you go, sir. Everybody loves to talk about wargaming. It’s been hot since, I suppose, Sims and Luce, but today we’re talking about it as well. So what are some of the new developments? I see it pop up a couple of times in some of those new mission areas that you talked about – could you maybe just explain a little bit more what you’re doing here?

RADM Harley: I think you’re right, there’s certainly been a renaissance in wargaming, led by Deputy Secretary Work in the Pentagon, and we’ve revitalized our wargaming program in a number of different ways. We’re really focusing hard on integrating the wargaming through the ops analysis community. By that I mean with the folks who do modeling and simulation and those who do experimentation. So, there is a greater effort to have that level of integration, so that your wargaming is informed by the experimentation that’s taking place. The experimentation that you’re doing is informed by the wargaming that you’re doing – and apply that same argument to the interfaces with modeling and simulation.

We’re also slowly expanding the amount of wargaming that we do with the student body. We of course have groups that are student-led. That’s essentially their elective while they’re here at the College. But we’re trying to get wargaming exposure to every student who comes through this great college, so everybody will have an opportunity to participate in wargaming.

We’re expanding the analysis that we’re doing in the wargaming, putting the appropriate focus on the quality of the analysis to make the quality of the wargames even better through the strategic enterprise of our Navy. The scheduling of the gaming has been refined to the point to offer the optimal output for the capacity that we have, and integration with all of the other entities that do wargaming as well. So you’re absolutely right, there’s so much going on with our wargaming, with our research, all integrated into the broader Navy analytic agenda. We’re excited about the ability to imbue each and every student with a fundamental understanding of  the contributions that wargaming can make.

Ashley: Well, sir, I think that you’re going to get a spike in applicants here as our CIMSEC listeners all get excited about the things that the College is doing, and just how vibrant this community is here. Is there anything else that you wanted to cover or leave our listeners with anything to close?

RADM Harley: Well, I’m humbled and honored to serve here at your USNWC. We do look forward to being able to maintain the dialogue with the international community, providing appropriate strategic thinking to our national leadership, particularly on maritime issues. We do so much to contribute to that dialogue and we’re just honored and humbled to be a part of that dialogue that takes place in this most demanding and complex of times.

Ashley: Thank you again for your time this afternoon, Admiral!

Rear Admiral Jeff Harley is the President of the U.S. Naval War College.

Ashley O’Keefe is the CIMSEC Secretary for 2016-2017. She is a U.S. Navy surface warfare officer. 

Interwar-Period Gaming Today for Conflicts Tomorrow: Press ‘Start’ to Play, Pt. 2

By Major Jeff Wong, USMCR

Interwar-Period Case Studies – Germany, Japan, and the United States

By the beginning of the interwar years, wargaming had gained acceptance among military leaders in Germany, Japan, and the United States. For the German military, Helmuth von Moltke used wargames to train and educate officers at the Kriegsakademie during his tenure as chief of the Prussian and German General Staff from 1857-88. Generations of German Army officers accepted gaming as an essential part of training, educating, and developing leaders, and they continued the practice through the early years of the Second World War. In the late 19th century, German officers passed wargaming to their Japanese counterparts, who expanded the use of gaming for campaign planning and decision-making processes. Wargaming eventually became part of the regular curriculum at the Japanese Naval Staff College, and Japanese naval leaders attributed their success during the 1904-05 Russo-Japanese War to insights generated by these games. Students and faculty used wargames to test new ideas about tactical maneuvers, night attacks, fleet formations, principles of engagement, and supporting forces. Unlike the Germans, Japanese interwar-period games gained a deterministic quality, with officers using game insights as evidence to support courses of action that leaders had already favored. In the United States, a Navy lieutenant named William McCarty Little introduced gaming to the Naval War College in Newport during a series of lectures in 1887. The faculty experimented with the new technique in the ensuing years and incorporated it as a regular educational tool in 1893.  During his interwar-period tenure as the president of the Naval War College, Admiral William Sims emphasized the need to test students’ decision-making abilities through the use of wargames: officers with otherwise strong reputations exposed their “lack of knowledge…of the proper tactics and strategy” in the war college game rooms in Newport.

This is the second of a three-part series examining interwar-period gaming. The first part defined wargaming, discussed its potential utility and pitfalls, and differentiated it from other military analytic tools.

Lessons from Germany: Kriegsakademie, Von Seeckt, and the Shared Mental Model

Wargaming realized its potential as a tool for learning in interwar Germany for several reasons. The PME system embraced gaming as a training and educational tool that encouraged introspection about decision-making and fostered subordinate initiative and adaptability. Senior benefactors valued wargames and the insights they generated. Wargames also contributed to a shared mental model about the strategic and operational dilemmas that the country faced upon the outbreak of war. The cultural indoctrination of wargaming expanded in German PME institutions, where officers played games to reinforce learning from lectures and seminars. Senior officers led students on staff rides that integrated elements of wargaming, forcing students to confront operational problems and formulate solutions. They conducted these staff rides and wargames in the regions of Central Europe that would become battlefields by 1939-40, including the areas adjacent to France and the Low Countries in the Second World War’s western theater and regions facing Poland and Czechoslovakia in the east. In order to graduate, every officer who attended the Kriegsakademie learned how to plan a wargame, execute the event, and apply insights toward future planning. After graduating and arriving at their parent units, officers found wargames to be an integral part of their continued maturation as military professionals. Every Wehrmacht unit from battalion or squadron upward conducted games as an intellectual substitute for live-force exercises, which had diminished in frequency due to funding shortages and troop-number restrictions imposed by the Treaty of Versailles at the end of the First World War.

Senior benefactors in the German Army reinforced the importance of gaming. The post-war restrictions forced the newly appointed chief of the Reichswehr, Hans von Seeckt, to find different ways of ensuring the army adapted after The Great War so hard-won lessons could help inform how they would fight the next great conflict – an inevitability in the eyes of many German officers. In addition to ordering a sweeping review of the German military’s performance during the First World War, the German military chief turned to wargaming to prepare the next generation of officers.

Von Seeckt, an adherent of maneuver warfare, believed that German officers needed to understand the theoretical aspects of warfare to be prepared for a dynamic future battlefield. Wargaming became an essential element of that understanding. He expanded the term “wargame” to include other activities that resemble the modern-day TEWT and TTX, planning exercises (akin to the theater campaign planning central to the capstone “Nine Innings” exercise at the U.S. Marine Corps Command and Staff College), command-post exercises, and terrain discussions. By the end of von Seeckt’s tenure as chief of the general staff in 1926, Reichswehr officers examined Germany’s perpetual strategic dilemma – ensconced in Central Europe surrounded by potential adversaries – through wargames, with leaders at all levels immersing themselves in the details of existing plans, likely enemy reactions to German offensives, and the challenges of the physical terrain across Europe.

Other senior leaders who played wargames in this officer development system eventually used games to plan the opening stages of the Second World War. General Franz Halder, chief of the Army General Staff, commissioned dozens of wargames to examine different options for invading France and the Low Countries in 1940. General Ludwig Beck, chief of the German General Staff from 1935 through 1938, also employed games in his 1936 effort to prepare a new manual of modern operations for the entire army. After he and his advisers had decided on the principles they deemed most important in the new conditions of warfare of their time, they called on “seasoned officers” to test those principles using wargames. In the air, military aviation pioneer Helmuth Wilberg shaped future Luftwaffe operational employment through wargames during his rigorous critique of German air doctrine following the First World War. On the sea, German submarine force chief Karl Doenitz, a future grand admiral, utilized games to explore the employment of U-boats. Doenitz’s games generated new ideas such as wolfpack tactics and suggested that a three-hundred submarine fleet would be necessary to neutralize Allied merchant shipping in the Atlantic.

These wargames exposed strategic and operational dilemmas that fed a shared mental model for Wehrmacht leaders and their subordinate commanders. In this context, mental models comprise the collective tools, products, processes, and experiences that players use to make sense of the world. Games conducted prior to the invasion of France examined various iterations of Plan Yellow, the campaign to invade France and the Low Countries, and contributed to the German military’s shared mental model for how they would fight the next war. Among the numerous versions of Plan Yellow, the German Army General Staff settled on a daring version (some called it “reckless”) that feigned an attack on Belgium and the Netherlands. The feint would distract Allied Forces from the campaign’s main effort – an offensive through the Ardennes Forest that pushed German tank divisions across the Meuse River toward the English Channel, cutting off Allied lines of communication back to France. The wargames featured the services of Lieutenant Colonel Ulrich Liss, an expert on Western military doctrine who role-played as the commander of Allied Forces, French General Maurice Gamelin. Liss’ red cell accurately portrayed the likely Allied reaction – a slow response to a German main effort thrust through the Ardennes. “Liss had come to a view similar to that articulated by Hitler, namely that ‘to operate and to act quickly … does not come easily either to the systematic French or to the ponderous English,’” wrote Ernest May. Liss’ assessment during the games prompted Halder to eventually assign Schwerpunkt, or focus of effort, to Army Group A, which would push through the Ardennes. Colonel-General Gerd Von Rundstedt, commander of Group A, lamented that “the campaign could never be won.” However, the Germans did win, thanks partly to an insight generated by an accurate representation of the enemy as part of wargaming for the campaign. The Allied Forces failed to act quickly enough on the German deception until Group A’s divisions had crossed the Meuse on their way toward the English Channel.

Evolution of Plan Yellow. (Wikimedia Commons)

In the spirit of Auftragstaktik, gaming helped establish the environment that fostered initiative among Wehrmacht subordinate commanders. Officers constantly examined and questioned the assumptions behind their own decisions in wargames, which fostered an environment that encouraged initiative and field innovation. Some subordinate leaders became less afraid to deviate from their original tasks and adjust to evolving situations during combat in order to meet their commander’s intent. During the offensive against France and the Low Countries in May 1940, after General Heinz Guderian’s Panzer Corps crossed the Meuse River at Sedan, he chose to press the attack west with all available forces and drive toward the English Channel, rather than make the doctrinally sound decision of slowing down and strengthening his corps’ bridgehead to the south. In another instance during the campaign, General Erwin Rommel’s Seventh Panzer Division neared the far end of the “extended Maginot Line” at the French-Belgian border – far ahead of his adjacent units – and lost radio communications with his corps headquarters. Rommel’s superiors never issued guidance for this stage of the operation because they did not predict their advance would proceed as quickly and successfully as it did. Like Guderian, Rommel pressed ahead with the assault and pushed his panzers west until he ran short of ammunition and fuel at Le Cateau. “German generals, even German colonels and majors, certainly felt freer to try new approaches and tactics than did their counterparts in the French army or (British forces),” wrote May.

In the Wehrmacht, commanders used wargames to assess their subordinates’ strengths and weaknesses under stress. They also used games to foster trust and understanding between senior and junior officers through teaching moments in the context of the game scenario. These games became “the best way for commanders to make known to subordinates their views on various aspects of warfare,” writes Dr. Milan Vego, a professor at the U.S. Naval War College. “Wargames were an important means for the ‘spiritual’ preparation for war and for shaping unified tactical and strategic views.” Through gaming, leaders established a climate that allowed for mistakes to be studied and encouraged subordinate commanders to adapt their plans to changing realities in battle. The Germans also utilized wargaming to examine evolving principles within the institution about combined arms, armor and maneuver, and air doctrine in order to inform capabilities development and national resourcing decisions that influenced, for example, the manufacture of close-air support platforms over long-range strategic bombers. By the mid- to late 1930s, Germany diverted limited resources to interdiction and tactical support aircraft because of the risk to ground assault upon the outbreak of war in Europe.

In the years after the First World War, wargaming remained a valuable training tool. During games, commanders stressed the importance of a proper commander’s estimate of the situation using imperfect information, logical decision-making, orders writing, and coherent communication of those orders. A game director would conduct a thorough after-action review with participants to discuss what drove commanders’ decisions during the game and offer alternate solutions. After the group adjourned, the game director worked with senior wargame participants to draft reports that identified issues for subsequent exploration in follow-on experiments, live-force exercises, and other wargames.

To complement insights gained from gaming, senior officers also used “operational mission” (Operativ Aufgaben) games to examine future hypothetical war scenarios. Led by senior officers within the Troop Office (or Truppenamtreise, the Reichswehr-era “general staff” entity), up to 300 officers from group commands, divisions, and the schoolhouses collaborated on a potential solution that was written as a study and submitted to the Truppenamtreise for review. In 1931, one such exercise examined a war with France and Czechoslovakia. Two others in 1932 outlined a campaign against Poland.  

German interwar-years gaming enjoyed high-level support, cultural acceptance, and a shared mental model about the next Great War. Training and education that used wargames at the Kriegsakademie laid the foundation for officers to continue the practice at their units later in their careers. Believers such as Von Seeckt, Halder, and Beck integrated wargaming into strategic decision-making for the institution. In the supporting establishment, senior officers continued to wargame institutional issues such as doctrine, resourcing, and manufacturing of capabilities to fulfill projected future Wehrmacht requirements for the next war. German officers utilized wargames to first explore hypothetical strategic and operational dilemmas, then used lessons-learned to better understand campaign plans that served as the opening salvo of Germany’s Blitzkrieg in the European theater. Gaming fostered an environment that encouraged subordinate leaders to adapt, innovate, and develop creative solutions.

Lessons from Japan: Ugaki, Midway, and the Carriers That Wouldn’t Sink

The German example demonstrates wargaming’s promise as a learning and rehearsal tool, but lessons from the Japanese experience highlight potential pitfalls when the tool is misapplied, misinterpreted, or abused to support a predetermined outcome. The Japanese example highlights the benefits of integrating wargaming into the professional development of officers in the schoolhouse, but it also illustrates the potential dangers of unrealistic play and obfuscation of game outcomes.

Japanese planners examining the Pacific theater determined that a bold campaign that relied upon speed, surprise, and near-perfect synchronization would be necessary against American, British, and Dutch forces in Southeast Asia and the Western Pacific to establish strategic conditions favorable to the Japanese at the onset of hostilities. Games played a crucial role in supporting Japanese assumptions about the Pacific campaign. Admiral Isoroku Yamamoto, commander-in-chief of the Combined Fleet, directed wargames to support planning for the pivotal campaigns at Pearl Harbor in 1941 and Midway Island in 1942. By the beginning of the interwar period, officers learned gaming at the Japanese War College and Naval War College, just as German military officers did at the Kriegsakademie. Japanese naval officers first wargamed an attack on Pearl Harbor in 1927, when carriers and carrier-aviation capabilities were in their infancy. During these games, two Japanese aircraft carriers (the only ones available in the fleet at the time) supported by an advance guard of submarines, destroyers, and cruisers inflicted only minimal damage on the U.S. Pacific Fleet. Observers criticized the Japanese naval force commander’s decision to attack Pearl Harbor for being rash. Japanese officers continued to wargame to support planning as the army expanded operations into Manchuria and China, and planners intensified the practice starting in 1937 when they started shaping a campaign to defeat British forces in the South China Sea.

Wargames played an integral part of Japanese war planning, with the Navy hosting a series of games prior to the opening campaigns in the Pacific theater. These games included a theater-level wargame that examined the Army and Navy’s opening campaigns in the Aleutian Islands, Pearl Harbor, and the Southwest Pacific, as well as operational- and tactical-level wargames that focused on specific parts of the operations. Fleet commanders and selected staffers participated in several secret games held in fall 1941 in preparation for the Pearl Harbor attack, as well as a series of games played in early 1942 before Japanese attacks across the Philippines, the Aleutian Islands, Guam, the Dutch East Indies, Singapore, and Hong Kong that ultimately stymied U.S. and other allied forces across the region.

Planners used wargames conducted in the fall of 1941 at the Japanese War College to analyze the effectiveness of a surprise attack on the U.S. Pacific Fleet in Pearl Harbor, as well as allow commanders and planners to rehearse the operation. For the Pearl Harbor wargames, Yamamoto handpicked his participants, which included fleet commanders and their staff. Yamamoto wanted the wargames to generate insights about three critical decisions as part of the attack. First, he wanted to determine the feasibility of the operation. Second, Yamamoto wanted to figure out if the fleet could achieve surprise in the attack. Third, he wanted to examine an optimal route for the approach of the carrier strike group toward Hawaii. Commander Minoru Genda, a trusted confidant of Yamamoto who served as an air officer of the carrier task force that would attack Pearl Harbor, said that the Pearl Harbor wargames “clarified our problem and gave us a new sense of direction and purpose. After they were over, all elements of the Japanese Navy went to work as never before, because time was running out.”

This picture released by the US Navy shows a Japanese mock-up used to plan the attack on Pearl Harbor. Admiral Isoruku Yamamoto, Japanese naval attache in Washington, conceived the plan for the attack on Pearl Harbor in January 1941. The Japanese War College worked out the attack from this model, and in September 1941, Japanese carriers and their planes practiced bombing on an obscure island of Japan. Yamamoto had special fins placed on torpedos for the shallow waters of Pearl Harbor. (Official US Navy Photo)

Japanese wargames also had vocal critics. Genda’s direct superior and the commander of the Pearl Harbor strike force, Admiral Chuichi Nagumo, expressed skepticism about the games’ insights about likely Japanese success against the American Fleet. Yamamoto favored a bold attack against the U.S. Pacific Fleet and overruled Nagumo’s chief concern – that massing six aircraft carriers for the Pearl Harbor task force put a significant amount of overall Japanese naval combat power at risk. Vice Admiral Hansaku Yoshioka, among the participants of the Pearl Harbor games, decried the inflation of Japanese capabilities, underestimation of American forces, and umpire decisions that were slanted in favor of the Japanese. The games “epitomized the Japanese penchant for short-sighted, self-indulgent thinking,” Yoshioka told American interrogators following the war. World War II scholars believe this “self-indulgence” came back to haunt the Japanese during wargames before the Battle of Midway, when the Midway game series director, Admiral Matome Ugaki, overturned umpires’ rulings about the sinking of two Japanese carriers by American land-based bombers. Ugaki reduced the number of sinkings to one carrier and allowed the other to participate in the next part of the game – invasions of New Caledonia and Fiji Island.  

Wargaming professionals often cite Ugaki’s umpiring during the Midway wargame as a prime example of a good wargame undermined by leaders with a deterministic bias, but the reality is that wargaming has limitations. A wargame is a good tool to examine decision-making, establish principles, develop insights, and recommend areas for further study. It is not a good tool for predicting the future or generating hard data. In The Art of Wargaming, Dr. Peter Perla reasons that while the Japanese Midway games were “almost certainly biased,” the point that is often overlooked is that the game “raised the crucial issue of the possibility of an ambush from the north; the operators ignored the warning, a warning reiterated by the oft-maligned Ugaki.” This fact suggests that changing the umpires’ ruling of the effectiveness of land-based bomber attack was not necessarily willful ignorance, since B-17s had attacked the Japanese carrier task force on several occasions and failed to score a single hit. Perla writes, “Ignoring or changing the results of a few die rolls did not constitute the failure of Japanese wargaming in the case of Midway; ignoring the questions and issues raised by the play did.” In this case, the wargame generated an insight that key leaders of the actual Midway campaign overlooked. Other Japanese planners believed the principal failure of the game was the “uncharacteristic” play of Captain Chiaki Matsuda, the Japanese officer who role-played as the American commander. In post-war interviews, Genda suggested that Matsuda mirror-imaged Japanese behavior onto the American fleet when it did not sortie for a decisive battle. “His (non-American) conduct of the wargames might have given us the wrong impression of American thinking,” Genda told interrogators.

Much like their German counterparts, Japanese planners during the interwar period integrated wargames into campaign planning. However, the primary difference appeared to be how the game’s sponsors and stakeholders interpreted the game outputs. In the Midway games, biases, poor assumptions, and preconceived notions caused analysts to overlook critical insights and misinterpret gameplay. Like the German wargame from the 1940 France campaign, which was notable for its honest portrayal of the Allied commander, Japanese wargames also show the importance of accurate, balanced “Red” play:  the game must provide a correct picture of an adversary’s capabilities and limitations, then honestly portray how the enemy would fight in a given situation and environment.

Lessons from America: Newport, Carrier Aviation, and the Pacific Campaign

Nimitz understood the challenges of a war in the Pacific thanks to his experiences as a student in the game rooms of the Naval War College. So had Ernest King, William Halsey, and Raymond Spruance – future admirals who commanded task forces, groups, and numbered fleets in the Pacific against Japan. In the two decades between the world wars, U.S. Navy officers cycling between the Naval War College, the operating forces, and influential supporting-establishment institutions generated a shared mental model that focused on the challenges of an impending Pacific campaign against Japan. With the specter of another global conflict on the horizon, they participated in wargames, studies, and exercises in the 1920s and 1930s to explore the wide array of conceptual, operational, and tactical challenges that the bloody stalemate of First World War exposed.  

The Naval War College is the most well-known illustration for American military gaming between the First and Second World Wars. Newport fully embraced wargaming by integrating it into officer PME curricula as the Germans did at the Kriegsakademie. The Newport wargames helped bolster student and instructor understanding about the challenges of operating in the Pacific against the Japanese, and informed studies and exercises for emerging capabilities such as naval aviation, which proved pivotal during the Second World War.  

The Naval War College worked with the Navy’s General Board on future planning scenarios based on various competitors and capabilities. Officials assigned each scenario a color, including Plan Orange for a war with Japan, which formed the basis of many of the games played by students in Newport. Like other Naval War College students, Nimitz wargamed and studied these operational dilemmas during the 1922-23 academic year. In his thesis, Nimitz described the need for seizing advanced bases or developing an at-sea refueling and replenishment capability “to maintain even a limited degree of mobility” against the Japanese. “To bring such a war to a successful conclusion BLUE must either destroy ORANGE military and naval forces or effect a complete isolation of ORANGE country by cutting all communication with the outside world,” wrote Nimitz, referring to the color code-names for the United States and Japan, respectively. “It is quite possible that ORANGE resistance will cease when isolation is complete and before steps to reduce military strength on ORANGE soil are necessary. In either case the operations will require a series of bases westward of Oahu, and will require BLUE Fleet to advance westward with an enormous train, in order to be prepared to seize and establish bases enroute.” Thus, original conceptions of the Pacific campaign featuring the Pacific Fleet’s advance along extended sea lines of communication gave way to an island-hopping approach that allowed American forces to establish advance bases from which to launch air attacks against the Japanese home islands.

At the Naval War College, wargaming enjoyed a powerful benefactor in Admiral William Sims, who commanded U.S. Naval Forces in Europe during the First World War and began a second stint as president of the Naval War College in 1919. He possessed recent combat experience, knowledge of wargaming from his first term as the college’s president, and a sense of urgency to provide future leaders with more opportunities to test their combat decision-making skills and inform future naval innovation. Sims regularly highlighted gaming’s role in a naval officer’s professional development:

“The principles of wargames constitute the backbone of our profession. … In no other way can this training be had except by assembling about a game board a large body of experienced officers divided into two groups and ‘fighting’ two great modern fleets against each other – not once, or a few times, but continually until the application of the correct principles becomes as rapid and as automatic as the plays of an expert football team.”

The War Plans Division of the U.S. War Department gamed elements of American mobilization plans prior to the start of the Second World War, but the national PME institutions embraced gaming as an analytical tool, and none more enthusiastically as the Naval War College. Of more than 300 wargames conducted in Newport during the interwar period, about half focused on campaigns and tactics while the other half gamed theater-wide strategy. Among approximately 150 strategy games, all but 9 explored a possible war with Japan.

Admiral Chester W. Nimitz, USN, Commander in Chief Pacific Fleet and Pacific Ocean Areas (standing) confers with (from left to right) General Douglas MacArthur, President Franklin D. Roosevelt and Admiral William D. Leahy concerning future moves in the war against Japan, during the President’s visit to Hawaii, 26 July-10 August 1944. (Official U.S. Navy Photograph) 

During games, students prepared plans based on a given scenario. Using their plans as a guide, players manipulated miniature ships on large maps depicting oceans of the world. Participants and umpires consulted charts and tables to determine game-move outcomes based on desired operational and tactical actions. During some games, students playing “Blue” – the United States – prepared and executed plans against classmates who attempted to mimic the doctrine and capabilities of the adversary – eventually Japan. In some cases, game directors ordered the players to switch sides and execute the plans prepared by their opponents. Tactical games proved useful in understanding and testing doctrines for ship movements, particularly the employment of carriers and their supporting vessels.  

The college worked closely with planners at the Office of the Chief of Naval Operations (OPNAV) to incorporate elements of Plan Orange into the wargames. College officials sent game insights to OPNAV, which integrated them into the design of the fleet problems. The fleet tested the ideas generated by the wargames during the exercises, the results of which planners sent back to Newport to inform subsequent wargames. “Thus, ideas developed or problems encountered on the game floor were often examined during the fleet problems and vice versa,” wrote Alfred Nofi. For example, during Fleet Problem VII in 1927, war college students played a scenario identical to one being used by naval, air, and ground forces exercising in Rhode Island Sound and adjacent coastal areas.

The relationship between Newport’s wargames and subsequent analyses and exercises proved particularly valuable for the maturation of carrier aviation. In the 1920s, carrier aviation concept development began at the war college, where students and faculty used games to study existing and possible doctrine for fleet employment. The fleet took inferences drawn from the games and operationalized them in maneuvers and mock battles during the fleet problems. Analysts provided an honest evaluation of the exercise results back to the technical bureaus (particularly the Bureau of Aeronautics) and the war college, and the college refined subsequent wargames to reflect insights generated by the exercises. This feedback loop contributed to the realism and creativity of game play at Newport and ultimately led to conclusions about the massing of aircraft for strikes and the need for a coherent air defense plan that integrated anti-air artillery and defensive interceptors during the Second World War.  

It is important to note that the wargames did not reveal the exact force structure, concepts, capabilities, tactics, techniques, and procedures that the U.S. Navy used to defeat Japan. Instead, the games gave American naval officers the analytic space to think and explore those issues. As the Pacific war proceeded, the U.S. Navy adjusted well to the changing realities of the conflict. John Kuehn wrote that the type of navy that America needed “had already been discussed and thought about extensively during the hearings of the General Board, in the classrooms at the Naval War College, at sea, and in the planning cells of OPNAV’s War Plans Division… Applying existing strategic, operational, and tactical solutions and then adjusting them to the realities of war came easier to Navy officers because of their focus over two decades on precisely the strategy and materiel requirements that a Pacific War without preexisting bases demanded.”

For the Americans, wargames allowed planners to explore evolving concepts and shape capabilities, as well as understand the operational challenges of the impending Pacific campaign. To develop new capabilities, wargames supported a cycle of research that informed analyses and live-force exercises in a continual feedback loop. This process reinforced realism in subsequent games and exercises, and a well-informed officer corps that tested and evaluated both types of evolutions. To develop a better understanding of Plan Orange, the Naval War College served as an incubator for creative ideas on how to overcome operational challenges in the Pacific. Through game play, officers learned how to fight against the Japanese, as well as how the Japanese fought. Students who cycled through the game floor at Newport developed a shared mental model that they carried with them to the fleet and eventually to war.

In Part Three, we will conclude this series by identifying best wargaming practices that can be applied to today’s U.S. defense establishment in order to prepare for future conflicts.

Major Jeff Wong, USMCR, is a Plans Officer at Headquarters, U.S. Marine Corps, Plans, Policies and Operations Department.  This series is adapted from his USMC Command and Staff College thesis, which finished second place in the 2016 Chairman of the Joint Chiefs of Staff Strategic Research Paper Competition.  The views expressed in this series are those of the author and do not reflect the official policy or position of the U.S. Marine Corps, the Department of Defense or the U.S. Government.  

Endnotes

1. Milan Vego, “German War Gaming,” Naval War College Review 65 no. 4 (Newport, RI: U.S. Naval War College, Autumn 2012), 110.

2. Francis J. McHugh, Fundamentals of War Gaming (Newport, RI: U.S. Naval War College, 1961), 39.

3. David C. Evans and Mark R. Peattie, Kaigun: Strategy, Tactics, and Technology in the Imperial Japanese Navy, 1887-1941 (Annapolis, MD: Naval Institute Press, 2012), 73.

4. McHugh, Fundamentals of War Gaming, 57.

5. Eric J. Madonia, “Preparing Navy Officers for Leadership at the Operational Level of War,” paper for the Naval War College (Newport, RI: U.S. Naval War College, March 5, 2010), 8.

6. Vego, 110-111.

7. Rudolf Hofman, “German Army War Games,” Art of War Colloquium (Carlisle Barracks, PA: U.S. Army War College, 1983), 6.

8. Vego, 114.

9. Ibid.

10. U.S. Marine Corps University, “About Exercise Nine Innings,” (Quantico, VA: U.S. Marine Corps University), July 20, 2015 (accessed March 8, 2016): http://guides.grc.usmcu.edu/9innings2015.

11. Ernest R. May, Strange Victory: Hitler’s Conquest of France (New York, NY: Hill and Wang, 2000), 258.

12. Peter Perla, The Art of Wargaming (Annapolis, MD: Naval Institute Press, 1990), 42.

13. Phillip S. Meilinger, The Paths of Heaven: The Evolution of Airpower Theory (Maxwell Air Force Base, AL: School of Advanced Airpower Studies, 1997), 171.

14. Vego, 130-131.

15. May, Strange Victory, 465

16. Ibid, 258.

17. Ibid, 465.

18. Ibid, 263.

19. Auftragstaktik is an approach to command in which a commander issues to a subordinate an intent for a given mission, and the subordinate is given the freedom to independently plan and execute the mission. This mindset gave subordinates flexibility in deciding how to accomplish an  assigned mission within the framework of the intent. Michael D. Krause, “Moltke and the Origins of the Operational Level of War,” Historical Perspectives of the Operational Art, Michael D. Krause and Cody R. Phillips, eds. (Washington, DC: Center for Military History, 2005), 141. 

20. Karl-Heinz Frieser, “Panzer Group Kleist and the Breakthrough in France,” Historical Perspectives of the Operational Art, Michael D. Krause and Cody R. Phillips, eds. (Washington, DC: Center for Military History, 2005), 173.

21. Ibid, 175-176.

22. Ibid, 176.

23. May, Strange Victory, 459.

24. Vego, 115.

25. Jonathan M. House, Toward Combined Arms Warfare: A Survey of 20th-Century Tactics, Doctrine, and Organization (Fort Leavenworth, KS: U.S. Army Command and General Staff College, 1984), 52.

26. Meilinger, The Paths of Heaven, 173.

27. Vego, 115.

28. Ibid, 129.

29. Ibid, 117.

30. Evans and Peattie, Kaigun: Strategy, Tactics, and Technology in the Imperial Japanese Navy, 1887-1941, 469-470.

31. Martin Van Creveld, Wargames: From Gladiators to Gigabytes (Cambridge: Cambridge University Press, 2013), 168.

32. Ibid, 167.

33.  Ibid.

34. Gordon W. Prange, At Dawn We Slept: The Untold Story of Pearl Harbor (New York, NY: Penguin Books, 1991), 225.

35. Ibid.

36. Ibid, 234.

37. Thomas B. Allen, “The Evolution of Wargaming: From Chessboard to the Marine Doom,” in War and Games, ed. Timothy J. Cornell and Thomas B. Allen (San Francisco, San Marino: Center for Interdisciplinary Research on Social Stress, 2002), 234.

38. Prange, At Dawn We Slept, 234.

39. Ibid.

40. McHugh, Fundamentals of War Gaming, 40.

41. Ibid.

42. Perla, The Art of Wargaming, 47.

43. Ibid.

44. Ibid.

45.  Gordon W. Prange, Donald M. Goldstein, and Katherine V. Dillon, Miracle at Midway (New York, NY: McGraw Hill, 1982), 35-36.

46. Ibid.

47. Allen, “The Evolution of Wargaming,” 233-234.

48. Edward S. Miller, War Plan Orange: The U.S. Strategy to Defeat Japan, 1897-1945 (Annapolis, MD: Naval Institute Press, 1991), 2.

49. Williamson Murray, “Red-Teaming: Its Contribution to Past Military Effectiveness,” DART Working Paper 02-2 (McLean, VA: Hicks and Associates, September 2002), 42.

50. Chester Nimitz, “Thesis on Tactics,” written for his master’s thesis at the Naval War College (Newport, RI: Naval War College, 1923), 35.

51. Admiral Sims is also the only active-duty U.S. naval officer to receive the Pulitzer Prize.  During his second tour as the Naval War College president, he wrote Victory at Sea and won for history writing.

52. McHugh, Fundamentals of War Gaming, 64.

53. Students at the Army War College, Army Command and General Staff College, and Marine Corps Command and Staff College also participated in wargames during the interwar period.  McHugh, Fundamentals of War Gaming, 53.

54. Van Creveld, Wargames, 166.

55. McHugh, Fundamentals of War Gaming, 53.

56. Van Creveld, 166.

57. John T. Kuehn, Agents of Innovation: The General Board and the Design of the Fleet That Defeated the Japanese Navy (Annapolis, MD: Naval Institute Press, 2008), 12-13.

58. Alfred A. Nofi, To Train the Fleet for War: The U.S. Navy Fleet Problems, 1923-1940 (Newport, RI: U.S. Naval War College Press, 2010), 20.

59. Ibid.

60. Williamson Murray, “Innovation: Past and Future,” in Military Innovation in the Interwar Period, eds. Williamson Murray and Allan R. Millett (New York, NY: Cambridge University Press, 1996), 316.

61. Kuehn, Agents of Innovation, 13.

62. Thomas C. Hone, Norman Friedman, and Mark D. Mandeles, “Innovation in Carrier Aviation,” Naval War College Newport Papers 37 (Newport, RI: U.S. Naval War College Press, August 2011), 157-158.

63. Murray, “Innovation: Past and Future,” 316-317.

64. Kuehn, Agents of Innovation, 178.

Featured Image:  NEWPORT, R.I. (May 10, 2016)
Peter Pellegrino, U.S. Naval War College’s (NWC) senior military analyst for wargaming, briefs participants of a wargame reenactment of the Battle of Jutland at NWC in Newport, Rhode Island. During the wargame reenactment, Rear Adm. P. Gardner Howe III, NWC president, commanded the German High Seas Fleet and retired Rear Adm. Samuel J. Cox, director, Naval History and Heritage Command, commanded the British Grand Fleet.
(U.S. Navy photo by Chief Mass Communication Specialist James E. Foehl/Released)

Interwar-Period Gaming Today for Conflicts Tomorrow: Press ‘Start’ to Play, Pt. 1

By Major Jeff Wong, USMCR

“As the interwar period suggests, wargaming is one of the most effective means available to offer senior leaders a glimpse of future conflict, however incomplete. Wargames offer opportunities to test new ideas and explore the art of the possible. They help us imagine alternative ways of operating and envision new capabilities that might make a difference on future battlefields.”1

– Deputy Secretary of Defense Robert O. Work and General Paul Selva, Vice Chairman of the Joint Chiefs of Staff, December 8, 2015

Why Wargame?

Chester Nimitz fought the Japanese long before they attacked Pearl Harbor. During wargames played at the Naval War College in 1922, the promising commander raced a make-believe fleet thousands of miles across the Pacific Ocean to reinforce the besieged American garrison in the Philippines. Nimitz pushed small icons representing U.S. aircraft carriers, battleships, cruisers, destroyers, and auxiliaries across a large map of the Pacific on the floor of the college’s game room – getting them west but stretching sea lines of communication across the vast ocean. Classmates mimicking Japanese naval doctrine maneuvered their fleet east – isolating the Philippines, seizing U.S. bases, and meeting the American flotilla’s advance. Under the watchful eyes of faculty serving as game umpires, battles ensued. Win or lose, learning occurred without shedding a drop of sailor’s blood or firing a single round. After the Japanese Navy attacked the U.S. Pacific Fleet at anchor in Pearl Harbor on December 7, 1941, Nimitz – by then, the commander of the Pacific Fleet – felt ready for the coming conflict. He later wrote, “The war with Japan had been re-enacted in the game rooms at the Naval War College by so many people and in so many different ways that nothing that happened during the war was a surprise” except for the kamikaze.2 

Through wargames in Newport – and others played in Tokyo and Berlin – military professionals learned about themselves, their adversaries, and potential solutions to future challenges. When used correctly, wargaming is a relatively inexpensive, yet powerful tool that offers creative solutions to complex problems. When used incorrectly, wargaming confirms poor assumptions, shapes misperceptions, and reinforces hubris. At their best, wargames are vehicles for the pursuit of intellectual honesty and leadership. At their worst, they are barely concealed advocacy platforms that set up false choices for game play to reinforce pre-ordained outcomes.3

Nevertheless, current senior U.S. defense leaders should look to wargaming’s best practices – particularly German, Japanese, and American games between the First and Second World Wars – to shed light on an uncertain future featuring evolving adversaries, emerging concepts, and untested capabilities. During the period between the First and Second World Wars, wargaming anchored the curricula of professional military education (PME) institutions, allowed commanders and staffs to rehearse and adjust plans for major campaigns, provided a venue for alternate and enemy perspectives, and informed the development of new concepts and capabilities that fed a “cycle of research” to support innovation.4 Today’s U.S. joint force would be wise to apply the best traits of gaming from the interwar-period of the early twentieth century, when wargames blended effectively with the military cultures of Germany, Japan, and the United States to yield insights that affected how they fought during the Second World War.

Military cultures that used wargames reaped their benefits. From the moment the Treaty of Versailles ended the Great War and set the conditions for its successor, senior leaders sought an edge for another global conflict that many observers considered likely.5 In Germany, wargaming expanded its role in the Wehrmacht’s cultural landscape. Officers learned the value of wargames at the famed Kriegsakademie, then applied gaming techniques to develop operational options and explore potential adversary actions during planning for campaigns such as the 1940 invasion of France and the Low Countries. German officers also used wargames to evolve air doctrine and inform aircraft manufacturing decisions that would have serious implications for the Luftwaffe’s strategic-bombing capabilities in the European theater.

In Japan, Admiral Isoroku Yamamoto employed wargames to study the sequencing of his complex Pacific campaign, examine the likely reactions of American and British forces, and allow his subordinate commanders and their staffs to rehearse and adjust plans for major campaigns such as the 1941 attack on Pearl Harbor and the strike against the American stronghold on Midway Island. In the United States, American naval officers played hundreds of wargames at the Naval War College in Newport, Rhode Island. These games allowed generations of future naval leaders to develop a shared mental model about the strategic and operational framework of the approaching conflict against Japan and provided a venue to test new concepts such as carrier aviation.6 (See Appendix A for information about wargaming and shared mental models). Between 1919 and 1941, German, Japanese, and American wargaming techniques explored new ways of fighting, informed campaign planning, and gave officers decision-making and planning practice before war erupted.

This series of articles will examine interwar-period gaming in three parts. The first part defines wargaming, discusses its utility, and differentiates it from other military analytic tools. The second part details how the militaries of Germany, Japan, and the United States employed wargames to train and educate their officers, plan and execute major campaigns, and inform the development of new concepts and capabilities for the Second World War. The third part concludes by identifying best wargaming practices that can be applied to today’s U.S. defense establishment in order to prepare for future conflicts. 

What is a Wargame?

Wargaming must be defined and characterized in order to facilitate substantive discussion. Confusion reigns when military professionals, including senior officers and government civilians, talk about wargaming. Currently, no doctrinal definition for “wargame” or “wargaming” exists.7 The 469-page Department of Defense Dictionary of Military and Associated Terms mentions either term three times, but never actually describes what a wargame is, discusses its traits, or examines its potential utility.8  Professional wargame designers have latched onto variations of a definition established by Dr. Peter Perla, a prominent American wargame designer and longtime research scientist at the Center for Naval Analyses: 

“A warfare model or simulation that does not involve the operation of actual forces, in which the flow of events affects and is affected by decisions made during the course of those events by players representing the opposing sides.”9

The military gaming community also acknowledges a similar definition provided by the late Francis J. McHugh, an influential game designer at the U.S. Naval War College: 

“A simulation of selected aspects of a military operation in accordance with predetermined rules, data, and procedures to provide decision-making experience or provide decision-making information that is applicable to real-world situations.”10

Wargames are often confused with other problem-solving activities that do not involve the use of actual forces, including course of action (COA) wargaming, tabletop exercises (TTXs), tactical exercises without troops (TEWTs), and rehearsal-of-concept (ROC) drills. COA wargaming is a phase of American and British military planning processes in which options are systematically examined and refined based on enemy capabilities and limitations, potential actions and reactions, and characteristics of the operational environment. During COA wargames, a planning team refines existing options with the help of a so-called “red cell”11 that role-plays and represents the activities of potential adversaries and other factors that could threaten a mission.12 TTXs are scenario-based discussions involving senior officers and staff used to familiarize participants with plans, policies, procedures, and contingencies. TEWTs are commander-led exercises that use current doctrine to exercise subordinate leaders and staff responses against a given threat or scenario on the terrain in which they would fight. ROC drills are detailed rehearsals involving all commanders and staff for a given operation. Although TTXs, TEWTs, and ROC drills are scenario-driven exercises that test decision-making, they lack the “contest of wills,” which is an essential ingredient of wargaming.

Like many tools, wargames hold both great promise and pitfalls. Wargaming is a subjective, people-driven tool that is effective at investigating processes, organizing ideas, exploring issues, explaining implications, and identifying questions for future study.13 In the interwar years, these potential benefits drove military leaders to use wargames to study, question, and understand the plans they had crafted prior to the outbreak of the Second World War. At the same time, wargaming is not an effective tool for calculating outcomes, proving theories, predicting “winners,” producing numbers, and generating conclusions.14

Game designers continually sidestep wargaming’s pitfalls to fulfill their promise. Wargames prove their military utility every time a commander embarks on a mental exercise to rehearse possible solutions to a problem, project an adversary’s response, and assess the decisions made by friend and foe. “It enables a commander and his staff to review assumptions, detect inadequate or untimely support, verify time and space factors, and reconcile divergent opinions,” writes Dr. Williamson Murray. “The game provides a means of testing ideas, of coordinating services and branches, and of exploring and considering all possible contingencies prior to the drafting of the final operational plan.”15 Realistic wargames generate useful insights for subsequent study and live-force exercising when they involve commanders who are experts in the topics being examined, and feature accurate depictions of adversaries and the operational environment. 

However, interwar-period gaming experiences also exposed potential problems. German wargames overwhelmingly focused on the operational and tactical implications of its European offensives, but neglected to scrutinize the aggressive strategic guidance that drove its campaigns – and significant operational losses – in Poland and Norway. Japanese wargaming featured a deterministic nature, confirming assumptions senior leaders made before they commissioned the games. American wargames at the Naval War College correctly invested intellectual bandwidth on war in the Pacific and the likely threat – Japan – but overlooked the pivotal 2,073-day Battle of the Atlantic, where German U-boats sank 3,500 Allied merchant ships with 13.5 million tons of shipping bound for the European theater. The Allies lost 175 warships and tens of thousands of merchant and military seamen in the Atlantic.16

Part two will discuss how the militaries of Germany, Japan, and the United States employed wargames to train and educate their officers, plan and execute major campaigns, and inform the development of new concepts and capabilities for the Second World War. 

Read Part 2 here.

Major Jeff Wong, USMCR, is a Plans Officer at Headquarters, U.S. Marine Corps, Plans, Policies and Operations Department. This series is adapted from his USMC Command and Staff College thesis, which finished second place in the 2016 Chairman of the Joint Chiefs of Staff Strategic Research Paper Competition. The views expressed in this series are those of the author and do not reflect the official policy or position of the U.S. Marine Corps, the Department of Defense or the U.S. Government.

Endnotes

1. Robert O. Work and Paul Selva, “Revitalizing Wargaming is Necessary to be Prepared for Future Wars,” War on the Rocks, December 8, 2015 (accessed December 25, 2015). http://warontherocks.com/2015/12/revitalizing-wargaming-is-necessary-to-be-prepared-for-future-wars/.

2. Francis J. McHugh, Fundamentals of War Gaming (Newport, RI: U.S. Naval War College, 1961), 64.

3. Peter Perla (research scientist at the Center for Naval Analyses), interview with Jeff Wong, October 9, 2015.

4. Dr. Peter Perla is credited with first using the term “Cycle of Research” to describe how wargames, exercises, and operations research can mutually support military innovation.  Contrast the cycle with the use of the same tools in isolation and independently. Peter Perla, The Art of Wargaming (Annapolis, MD: Naval Institute Press, 1990), 287.

5. Williamson Murray and Allan Reed Millett, A War to be Won: Fighting the Second World War (Cambridge, MA: Harvard University Press, 2000), 2.

6. Mental models are psychological representations of real, hypothetical, or imaginary situations. Princeton University, “Mental Models and Reasoning,” (Princeton, NJ: Princeton University, 2016), accessed February 11, 2016: http://mentalmodels.princeton.edu/about/what-are-mental-models/.

7. Older versions of Joint Publication (JP) 1, Doctrine for the Armed Forces of the United States, defined wargaming as “simulation, by whatever means, of a military operation involving two or more opposing forces, using rules, data, and procedures designed to depict an actual or assumed real-life situation.” Peter Pellegrino, “What is War Gaming?” Lecture at the Naval War College, published December 20, 2012 (accessed December 26, 2015): https://www.youtube.com/watch?v=maHpGR-Vj4Q.

8. U.S. Department of Defense, JP 1-02, Department of Defense Dictionary of Military and Associated Terms (Washington, DC: U.S. Department of Defense).

9. Perla, The Art of Wargaming, 164.

10. McHugh, Fundamentals of War Gaming, 2.

11. Red “cells” and red “teams” are frequently confused for each other. A red cell is an entity typically led by a staff intelligence officer tasked with representing enemy doctrine and its likely courses of action.  A red team is tasked with challenging perceived norms and assumptions made by a commander and his staff in order to improve the validity and quality of a plan.

12. Headquarters, U.S. Marine Corps, MCDP 5-1, Marine Corps Planning Process (Washington, DC: U.S. Marine Corps, 2011), 1-5.

13. Peter Pellegrino, “What is a War Game?” lecture, U.S. Naval War College, published December 20, 2012 (accessed December 26, 2015).

14. Ibid.

15. Williamson Murray, “Red-Teaming: Its Contribution to Past Military Effectiveness,” DART Working Paper 02-2 (McLean, VA: Hicks and Associates, September 2002), 20-21.

16. Ed Offley, Turning the Tide: How a Small Band of Allied Sailors Defeated the U-boats and Won the Battle of the Atlantic (New York: Basic Books, 2012), 391-92.

Featured Image: NEWPORT, R.I. (May 9, 2013) Lt. Cmdr. Fisher Reynolds, assigned to U.S. Naval War College (NWC) war gaming department, and Brazilian navy Lt. Cmdr. Savio Cavalcanti, from Escola de Guerra Naval, provide inputs to a multi-touch multi-user interface as part of a control group at NWC in Newport, R.I., during the 2013 Inter-American War Game. (U.S. Navy photo by Chief Mass Communication Specialist James E. Foehl/Released)

A Conversation with Wargaming Grandmaster Dr. Phil Sabin

By LCDR Christopher Nelson, USN

If chess titles were appropriate, then Dr. Philip Sabin would certainly fall somewhere in the upper pantheon of wargamers. A Professor of Strategic Studies in the Department of War Studies at King’s College London, Dr. Sabin is a gamer, a game designer, and a teacher with over thirty years of experience showing others how wargaming has practical use for military planning.

His new book, Simulating War, has a lot going for it. In his book, he talks about the history of wargaming, how to develop wargames, what works and what doesn’t, why wargames are an important part of military planning, and much more.

We had the chance to talk in detail about his book, wargaming, and what got him started many years ago. 

Prof. Sabin, welcome. Thanks for taking the time to talk with us about wargaming and your new book, Simulating War. What got you started in wargames?

When I was a child, like many children of that era, I collected toy soldiers and invented games with them. And then, I think I was about twelve years old, and at school a friend of mine had this book called Battle! Practical Wargaming by Charles Grant. This book was a revelation — the idea that you could have rules and do more than simply knock the soldiers down. I remember borrowing the book and copying all the rules overnight. That was the initial thing that got me started.

Simulating War: Studying Conflict Through Simulation Games, by Dr. Phil Sabin/Google Books
Simulating War: Studying Conflict Through Simulation Games, by Dr. Phil Sabin. (Google Books)

What do you think wargames can teach us about war?

Let me go back to my childhood experiences. Having started with this game about World War II tactical battles, I soon discovered there were other sets of rules out there for that period and other periods. In particular, there was a group of rules writers in Britain in the 60s and 70s called the Wargames Research Group. This group was made up of army veterans – they knew what war was about.  There was one particular game I played with their rules, a competition game, so it actually counted for something. My opposing player had set out his line, and I decided I was going to go for a clever tactic. So I had half my force opposing his main line, while the other half went around a neighboring wood. I was going to try to encircle him. I thought I was the greatest general in history. 

Unfortunately, that was when I discovered Clausewitzian friction. You see, going around the wood took a long time. And then I got bogged down in skirmishing when trying to encircle the enemy.  In short, my wonderful, clever plan fell apart because my holding force was overwhelmed before my turning force got there. So I realized it is not as simple as having a really clever plan. You have to think about “keep it simple stupid.”  Think about the time factor rather than just arrows on a map. Those sorts of lessons really showed me the potential of wargaming.

What advice would you give military planners when wargaming? 

Funnily enough I was talking to one of my research students last night about this very issue. He is doing his research on how armies use wargaming. Wargaming is often just done by going for the simplest, most accessible approach. The idea that you would use rules or dice is seen as silly. And in effect, it becomes “let’s just talk about the plan.” I think the key thing is to move beyond simple discussion of a plan to the explicit articulation of an active opponent. Now, already there is the concept of red teaming.  And basically that is ‘what if the enemy does this? Well then, OK, we’ll use our reserves to counter, and so on.’ That is certainly better than congratulating yourself as I was doing when I had my forces going around the wood. 

The problem with red teaming is that it is disconnected.  In reality, the enemy faces the same planning challenges your own force does. They need to come up with a coherent plan. They have to think about the dilemmas they face. One of the most important differences between wargaming and red teaming is that in wargaming you have someone playing the opposing side and trying to win. This is crucial. They are not just the loyal opposition going through the motions. They are really trying to beat you. And they’ve faced the dilemma that they have the same force, space, and time constraints as you do, but within that they have the freedom to operate. The opposing side will be really pleased if they win, but in fact it’s good if they win because it’s a wargame — it’s not reality. It’s very important that if you are going to have something go badly wrong, it is better for that to happen before you do the real thing and people are dying. That’s the most important component: to have enemies who are trying to win and who are thinking separately from your own side.

Let me give you one illustration how this really became clear to me. This is from a project I worked on with the British Army. It was a two sided game. Two forces were playing against one another, and one of them was using British forces and set up a textbook ambush.  They had the killing zone laid out, they had their holding forces ready, they had some tanks hidden in the wood ready to come in on the flank, and they were just waiting for the enemy to come into the killing zone where the decisive blow would be struck. And so they waited.  Then they asked “Where is he?” and “Why is he not coming?”  And then they realized, “Oh no! He is on the flank!” That really brought out that the enemy has a very important vote. That is where wargaming comes in. 

There are all sorts of mechanical issues that arise — whether to use dice, and so on. But frankly those are second order issues compared to having a team playing the opponent and trying to win. Red needs to be constrained, they can’t suddenly use forces in places that they don’t have them. But it is through wargaming a situation several times that you get a sense of the variety. A wargame is not an exercise. When you take troops out and you want to make sure they all get the training value, there needs to be a scripted element to it. But a wargame mustn’t be scripted, because that destroys the whole point of it. And you mustn’t use your magical powers to restore things. For example, when the Japanese were wargaming the Battle of Midway, some of their carriers got sunk, and they said that would never happen, so they revived them. But of course, when they lost them for real, they couldn’t magically revive them — they weren’t Gods anymore.

What do you think makes a really good wargame? Is it the number of players for example? Or is it the simplicity of the game?  Something else?

I don’t think it is defined by parameters such as the number of players or the playing time, important as those are. I think the basis of a good board game or wargame is that it involves the players and gets them deciding things. It faces them with dilemmas. If players can clearly see what they need to do, well then they are just going through the motions. Wargames come to life when there are real choices, and the best strategies are far from obvious.

The balance between skill and luck, and the involvement of the players, are crucial. With multiplayer games, it is very much about diplomatic skills and trying to make sure that you don’t appear to be the winner until you eventually appear as such. With two players, though, you can can get at some other important elements of the contest, because war is often a bilateral contest. How do you overcome an opponent in what is essentially a zero sum game? There are plenty of contests in which that is the dynamic, the interaction between two dynamic opponents. So two players is just as good as three, it’s just a different experience.

It is important to point out that you don’t even need two players. For a wargame as opposed to an abstract board game, one of the most interesting things is to model and capture the dynamics of an operation. In fact, single players can get a lot of fulfillment out of a wargame, by playing each side in turn. There is little point in playing a game like chess against yourself, since it is just an abstract symmetrical game. But with an asymmetric, realistic wargame, just studying and understanding the dynamics of military operations that are facing both sides can be enormously instructive. So, it does really help if the game can be played with one person. And many wargames are played solo as a matter of course — people may still learn a great deal from them.

What are the advantages of playing a wargame on a board or a map and on a table rather than, let’s say, playing a game on a computer?

There was a perception until recently that board games in general had died out. Everything, people believed, was going the way of video games, computer games, that sort of thing. But that of course is not true — board games are very much coming back in all these different areas.  I think there are a number of reasons for this. 

One of them is that, although the computer has incredible graphics, the appearance and the feel of a manual game can be superior. For example, you can glance at a map and you can see the whole thing. You can also focus in where you choose and see the details. On a computer screen you tend to have one or the other: you can zoom in or you can see the whole picture, but you can’t have the best of both worlds. With a board game it feels better, it’s tactile, players are talking to one another and looking at one another. They aren’t looking at a computer screen all the time. It’s much more social than playing a computer game. 

Next, board games are independent of technology. You don’t have the problem of getting lots of computers to run them or finding the game no longer runs because you don’t have the right Windows operating system. You can pick up board games that were made fifty years ago, and they will play just as well as they did when they were new. You can’t do that with computer games that are even ten years old.

Board games are also cheap — certainly when you consider all the infrastructure that is required for computer gaming. Computer games tend to be built on a mass market principle. There are enormously successful computer games, like “Call of Duty” for example, but they are built for the millions because otherwise they couldn’t make their money back. Therefore they have to be first and foremost entertainment products. And if entertainment collides with realism, then entertainment wins, just as it does in Hollywood for the same reasons. However, in board games you can get them printed in the hundreds and still just about break even. This means you can have more realistic games, because you can design for a niche audience that is interested in realism rather than an audience that is interested in blasting pixels representing Germans or aliens or whatever it might be.

You’ve also got the openness of the board game system.  A computer game is like a black box. You might be able to play it easily, but you can’t see what’s making it tick — you can’t see what rules are working behind the scenes. Now, a board game is all there openly for you. You have to engage with it, you have to learn the rules, and as you learn the rules you can see if you agree with them or not. Board games also don’t have the same luxury as computer games that you can cram in everything. Computer games will revel in every round tracked, every single meal a soldier eats, etc., because a computer can. However, that does not necessarily mean it is realistic. Board game designers, because they need to keep things simple enough to be played, need to focus to determine what really matters. They ask: What can we abstract out? This is significant, because when humans analyze the world we need to abstract in order to prioritize. Board game designers can’t just throw everything in and hope the product is going to be realistic.

Finally and decisively, I think, is adaptability. You can look at a board game and see if you agree with it or not.  If it is going wrong, you can see where it is going wrong.  Students in my MA course are not just playing games that others have designed – they are designing their own games. As soon as you play a game, very often you’ll find something wrong with the game. If so, you can write your own section of the rules and tweak it and play it. Once you have done that a few times, you are moving towards designing your own game. So it’s adaptable, far, far more than a computer game.

What are the top five board games you would recommend to any military planner and why?

This is a difficult question for several reasons. First of all, I want to lay out why it is a hard question, even though there are literally tens of thousands of boardgames out there. It’s hard to make recommendations of this kind. Let me just run through some of the problems. One is accessibility. Unless planners are already wargamers, they will find the ones that have already been published completely inaccessible because they will be too complex for them. That’s one issue. 

The second reason it is difficult to answer is that military planners tend to be focused on the most recent past and the future. Most of the board games that have been published — especially the good ones — are not about the most recent conflicts. The same, of course, goes for the great majority of books about war – they cover conflicts which are receding inexorably into the past. 

The third issue is interest. It depends who the military planners are and what service they are in and what they are most thinking about. That of course will shape what games are most useful to them. Now, I do have a few suggestions, but please take into account the caveats I have outlined. 

I think planners need to start with something simple.  And it’s precisely for this reason that I wrote my book Simulating War. In the book there are games that can be played easily, particularly for people that have never played a wargame. So I would suggest that people start simple. It can be a game that takes fifteen minutes. Some of the things I talk about in Simulating War capture nicely the key elements of wargames. For instance, do you reinforce success or do you try and rescue failure? Those sort of classic military dilemmas are encapsulated even in simple games.

Now moving on from that, I’ll mention some recent games that focus on asymmetric contests, to show that wargames are not necessarily about big generic fights against matched symmetric opponents. One is “Beirut ’82” by Tom Kane. It was published in the late 1980s. It beautifully captures the problem for the Israelis: that they can overwhelm the PLO, but doing so by using massive fire power in the city would mean a political defeat. It is one of the early games that show the balance of military force against political constraints. 

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Board game Beirut ’82 by Tom Kane. (BoardGameGeek)

Joe Miranda has produced quite a number of games on recent conflicts. There are hits and misses. One of them that is quite interesting is called “Drive on Baghdad.” It’s about the 2003 invasion of Iraq. In that game you are having to balance political and military concerns as well.  For example, what sort of resources are you going to use when they are not unlimited? How far are you going to focus on special forces? Or how far are you going to use conventional ground power? And how do these forces interact together against an outmatched opponent — but nevertheless one that is capable of unpredictable reactions? 

Brian Train is a good designer who has designed a number of games on recent conflicts. One that I think would be interesting for people to look at is his game on “Kandahar.” It focuses on the challenge of fighting in a counterinsurgency environment in which there are multiple interests. It’s a two player game, but interestingly, the coalition forces are forces that are to be brought in and manipulated, rather than being under direct player control. 

The final thing I recommend is that people have a look at some multiplayer games. The principle of multiplayer games is more important than the game you choose. If you want a multiplayer game that’s relevant to contemporary conflict, then you might want to look at “A Distant Plain.” It’s one of a series on counterinsurgency.  It’s a little bit complex and abstract, but the interaction between the four factions is at the heart of the game, and there are artificial intelligence rules to allow fewer live players if desired.

A Distant Plain by Volko Ruhnke and Brian Train. (Juha Kettunen via BoardGameGeek)
A Distant Plain by Volko Ruhnke and Brian Train. (Juha Kettunen via BoardGameGeek)

What are your favorite top five games you enjoy playing?

Again, this is a surprisingly difficult question to answer.  You might think, ‘Hey, I’m a wargaming professor, so I spend my time playing games.’ But in fact I don’t. I have limited time, so I don’t get to play much. And when I have the time, I tend to be designing rather than playing. Also, when I do play games, I have a tendency to be overly critical. So when I play I tend to be put off easily if I find problems in the gameplay or the research. There are, however, a couple of games that are well worth returning to. One is a game that came out recently from a Finnish game company. It’s called W1815. It literally allows two players to refight the Battle of Waterloo in fifteen minutes. It does it by some extremely clever abstractions, like not moving forces on the map, but still having the historical options to reinforce here or to attack there based upon some clever use of cards. I really like that game as a case study in breaking away from the idea that wargames have to be complex.

There’s a game designed by John Butterfield which I’ve played a lot. It’s called “RAF.” It’s a solitaire game about the Battle of Britain. You are the Royal Air Force, deploying your forces to counter an overwhelming but ill-informed Luftwaffe attack. It is in those sorts of situations that solitaire games work quite well, because when you have a two player game on the Battle of Britain, the Germans tend to know too much because of hindsight. Any variant of Butterfield’s game is a good one, but my own favorite is his “Hardest Days” version which focuses on individual days of the Battle.

Philip Sabin's "Hells Gate."/Pic: Amazon
Philip Sabin’s “Hells Gate.” (BoardGameGeek)

It may sound terribly immodest, but since I find so many published games to be inaccurate, over-complex or both, I tend to spend at least as much time playing my own designs such as “Hell’s Gate,” which try to overcome both of these deficiencies. My “Lost Battles” game includes scenarios for three dozen different ancient battles, and I have probably played this game more often over the years than all other wargames put together. 

Over at War on the Rocks, Dr. James Lacey wrote a piece on how he uses wargaming in the classroom. A few others, to include the U.S. Secretary of Defense, have been vocal proponents of wargaming. In your opinion, do you think there is a resurgence in wargaming?

Wargaming has always been a cyclical thing. Peter Perla has written very eloquently about this. Sometimes there are good times and sometimes there are bad times. It tends to go in cycles of a decade or two. This is just the latest upsurge. We are hoping we can make hay while the sun shines. Why should it be happening at this particular moment? I think there are a number of reasons. One is the pervasiveness of gaming within modern society. So much of our leisure time is spent playing games. It may be something like Angry Birds or a first-person shooter, or indeed board games that are being used in education. Wargaming is benefiting from the upsurge in “gamification” in society and it is no longer being seen as a childish thing. The idea that one plays games is no longer enough to damn one, because so many people are doing it.

Another reason is strategic uncertainty. We are now in a post-Iraq and Afghanistan position where it is not clear what the next crisis or the next war will involve. We need to be prepared for a wider range of contingencies. Wargaming — including historical wargaming — hence comes back into its own. Because if you don’t know what the future holds, then you need to learn about warfare generically, and that includes historical war, because it gives you a sense of the overall phenomenon. This will help to prepare you for the unknown future. 

Additionally, I think a very powerful reason, which you can see working twenty or thirty years ago as well, is that wargaming tends to flourish most when we have suffered a bloody nose. It’s interesting that the great flowering of American wargaming was in the 1970s. That was in the aftermath of Vietnam. When you realize that “Hey, we are not that good, we are not that clever, we don’t seem to be able to win,” you start to see how you might be able to do better in the future. A lot of future success, then, comes out of wargaming as a direct response to the frustrations of Vietnam. I think you are seeing some similar responses now. We have had great frustrations with some of our recent conflicts. People are saying “We are clearly not getting it right.” It is interesting to note that the Germans, as the losers in World War One, put much more effort into wargaming in the inter-war years, which paid off for them in the early years of World War Two.

What websites or magazines are good tools for someone who wants to explore wargaming or determine what games might be suited for their purposes?

I would start, in terms of websites, with a website called ConsimWorld.com. That website has a whole range of articles and links and reviews and so on, which will allow people — really starting from nothing — to get a flavor for this whole area. Then of course, there is boardgamegeek.com. BoardGameGeek is incredibly comprehensive. If I want to find out a particular wargame, I simply type in the name of the wargame and “bgg.” It will immediately bring up the wargame with reviews and pictures and more. It is much more comprehensive than ConsimWorld. But as I said, I would start with ConsimWorld.  Another place I would check out is grognard.com. This site serves as an introductory resource, similar to ConsimWorld. For computer wargames I would check out wargamer.com.

In terms of magazines, the best option, despite its small circulation, is called “Battles Magazine.” It is published in France, but in English.  There is a game in each issue. It comes out every six months or so. It is a very good compilation of reviews and theoretical discussion about board wargaming, and is the best publication even though it is largely unknown. There is also a number of American magazines. Most of them contain more or less superficial discussions on military topics, accompanied by a wargame. However, “Against the Odds” is a magazine that is worth looking into.  If you want to know about games published over the last forty or fifty years, there was a review magazine called “Fire & Movement” which is no longer being published, but which contains good coverage of past wargames within its 150 issue run.  Hopefully they will digitize this collection for people to go back and have a look. 

You published your own commercial wargame, a game called “Hells Gate.” Can you tell us about the process of creating and publishing a wargame?

As in a number of the games I’ve created, the process started with me playing other peoples’ games on this battle (the Korsun pocket on the eastern front in early 1944), and finding them deficient in various ways and ripe for tweaking and amendment. There are  actually some good books on this battle by scholars like Glantz and Zetterling, so as my research developed I eventually got to the point where I thought I could design my own game from scratch rather than just tweaking other people’s designs. So that was the genesis of the game.

Now originally I didn’t design “Hells Gate” to be a part of my courses. I designed it because I was interested in this battle. The design process itself, on and off, took about three months. But it was very much on and off.  The way that wargame design tends to work is that you keep notes and you tend to jot down notes whenever ideas occur. Then it is a matter of lots of iterative playtesting interspersed with further rules tweaks until finally a playable and historically sound game emerges.

Once the game was ready, I realized that it was just about simple and accessible enough to use in class to illustrate the dynamics of maneuver and encirclement which I discuss in earlier lectures. Hence, I created some large scale components, and gradually built up to the current situation where I have six simultaneous games being run by teaching assistants for four or five students each. I also included Hell’s Gate as one of the several games in my Simulating War book. The final step in the process was when Victory Point Games suggested publication of a free-standing edition with professional graphics and components, which has proved very successful with the wider hobbyist community.      

Because CIMSEC is a maritime focused organization, what games would you recommend to our readers that are interested in historical maritime battles at sea?

It depends on whether people are interested in the tactical or the strategic. One game I would recommend is Ben Knight’s old magazine game “Victory at Midway.” It is a double blind game, in which neither side knows where the enemy is. It is a contest of blind man’s bluff, like the original Kriegsspiel. It also nicely shows the logistics and the challenges with launching and recovering carrier airstrikes and handling that in the face of limited information. It is a good one to start out with. 

If you are interested in the big strategic picture — especially the greatest naval war that has ever been, the Pacific War — you can do a lot worse than a game by Avalon Hill called “Victory in the Pacific.”  There you will be fighting effectively the entire naval war in the Pacific: a huge naval war with large amounts of attrition. 

Victory in the Pacific (Pablo B via BoardGameGeek)
Victory in the Pacific (Pablo B via BoardGameGeek)

There was an interesting game of contemporary naval combat called “Seastrike,” first published back in the 1970s by the Wargames Research Group.  Here you are focused on the creation of small naval task forces. There is a very telling element of constrained resources. You can put together almost any type of task group you want — you can even design your own vessels. But of course everything has a price tag attached. ‘Ok, you want to have a better anti-missile defense system?’ That’s fine, you can. But here’s the bill: It means you won’t get as much air support or whatever.’ It is a very nice planning game in terms of showing us the tradeoffs in a constrained resource environment.

Moving gradually towards the present, there is a series by Victory Games called the “Fleet Series.”  It was published in the 1980s, so it is focused very much on a U.S. v. Soviet context. It is very interesting in terms of accessibly handling the complex interaction of air and naval and subsurface forces.  There have been more recent games, but they tend to go over the top in terms of complexity.  So for an operational perspective, I would recommend one of the “Fleet Series” games. 

Top half of Soviet SAC card from 7th Fleet in Fleet Series of boardgames. (Martin via BoardGameGeek)
Top half of Soviet SAC card from 7th Fleet in Fleet Series of boardgames. (Martin via BoardGameGeek)

Finally, there is now a computer game which is in essence the successor to the famous “Harpoon” series of board and computer games. It is called “Command Modern Naval and Air Operations.” Rather than  recommending just board games, I would suggest you have a look at that, published a year or two ago. You won’t be able to modify it the same way you can a board game, but the computer can handle some of the details that would be a bit overpowering in a board game.

Prof. Phil Sabin, thank you for stopping by to chat, I thoroughly enjoyed it. 

Thank you.

Philip Sabin is Professor of Strategic Studies in the Department of War Studies at King’s College London. He has worked closely with the UK military for many years, especially through the University of London Military Education Committee, the Chief of the Air Staff’s Air Power Workshop, and KCL’s academic links with the Defence Academy and the Royal College of Defence Studies. Professor Sabin’s current research and teaching involves strategic and tactical analysis of conflict dynamics from ancient to modern times. He makes extensive use of conflict simulation techniques to model the dynamics of various conflicts, and for thirteen years he has taught a highly innovative MA option module in which students design their own simulations of past conflicts. He has written or edited 15 books and monographs and several dozen chapters and articles on a wide variety of military topics, including nuclear strategy, British defence policy and air power. His recent books Lost Battles (2007) and Simulating War (2012) both make major contributions to the scholarly application of conflict simulation techniques.  He has just completed a contract for the British Army’s Centre for Historical Analysis and Conflict Research to design a Camberley Kriegsspiel with which officers may practise battlegroup tactics.  Professor Sabin undertakes many other activities in the conflict simulation field, including co-organising the annual ‘Connections UK’ conference at KCL for over a hundred wargames professionals.  He has appeared frequently on radio and television, and has given many dozens of lectures and conference addresses around the world.

LCDR Christopher Nelson, USN, is a regular contributor to CIMSEC. On most days you’ll find him with a book in his hands. The comments above are the author’s own and do not necessarily reflect those of the US Department of Defense or the US Navy.

Featured Image: The author H. G. Wells playing a wargame with W. Britain toy soldiers according to the rules of Little Wars. Wells is using a piece of string cut to a set length of the distance his soldiers can move. An umpire sits in a chair with his stopwatch timing Wells. Wells’ opponent waits for his turn to move and fire his cannon at Wells’ soldiers. (HG Wells)