/ The Manual Wargaming Process:
Does our Current Methodology Give
Us The Optimum Solution ?
A Monograph
by
Major Walter E. Kretchilc
InfanQ'
School of Advanced Military Studies
United States Army Command and General Staff College
Fort Leavenworth, Kansas
AY 91-92
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11IE MANUAL WARGAMING PROCESS: DOES OUR CURRENT
~ODOLOGY GIVE US THE OPTIMUM SOLUTION?
KRETCHIK
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~OOL F ADVANCED MILITARY SrUDIES 111'0111 HUMIIII
ATTN: ATZL-SWV
miT LEAVENWORTH. KANSAS 66027-6900
am (913) 684-3437
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SCHOOL OF RDVaNCED MILITQRY STUDIES
MONOGRRPH RPPROVRL
Malor Walter E. Kretchik
Title of Manograph: The Manual Waraarninq
Process: Does Our Current
Methodoloqv Give U s The
Ontimum Solut iun?
Rpproved by:
Monograph Director
COL Dennis W. Tighe MS
Director, School of
CO James R. McDonough, M d Qdvanced M i 1 itary
Studies
Director, Graduate
Philip J. Brookes, Ph. D. Degree Program
Rccepted this Afk day of .becea& 1941
Table of Contents
Page
I. Introduction . . . . . . . . . . . . . . . . . . . . . . 1
11 . GameTheory . . . . . . . . . . . . . . . . . . . . . . . 4
I11 . Historical Evolution of Wargarning . . . . . . . . . . . 12
IV . Current Rnalysis . . . . . . . . . . . . . . . . . . . . 16
V . Conclusion and Implications . . . . . . . . . . . . . . . 38
Rppendixes:
R
8
.. Selected European Decision Models . . . . . . . . . . . . 42
U.S. Rrmy Wargaming Process . . . . . . . . . . . . . . . 45
C. U.S. Rrmy Wargarne Methods . . . . . . . . . . . . . . . . 48
D. Wargaming Recording Techniques . . . . . . . . . . . . . 49
E. .S. Rrmy Decision Matrix . . . . . . . . , , . . . . . . 52
U
F . Weighting of Intelligence Indicators . . . . . . . . . . . 53
G. Soviet Nomogram . . . . . . . . . . . . . . . . . . . . . 57
Endnotes . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . 65
RBSTRRCT
THE MRNURL WRRGRMING PROCESS: DOES OUR CURRENT METHOD
GIVE US THE OPTIMUM SOLUTION? by MRJ Walter E. Kretchik, US&, 68
pages.
This monograph analyzes the manual wargaming portion of the
U.S. Army's decision-making cycle in order to determine if the
process deduces the optimum course of action. The monograpn
begins by examining game theory, which is the theoretical basis
for wargaming. This examination establishes that game theory
provides two theoretical models for decision-making, one based
upon enemy capabilities and the other m enemy intentions. The
analysis continues by examining the historical development of
wargaming and its incorporation as a decision-making tool. Using
theory-based criteria, the monograph reviews current Fimerican,
' German, British, and Soviet war gaming methods at the division
level. The three criteria analyze how well a methodology pro-
vides a rational opponent, considers friendly and enemy inten-
tions, and uses rational control or rules.
The monograph concludes that the current U. S. wargarnlng
method does not give us the optimum solution, largely because it
is difficult to discover enemy intentions before a decision is
made by the friendly commander. If a friendly commander knew
what the enemy's intentions were, he would choose the appropriate
course of action to counter it. However, since the commander can
only base his decision on enemy capabilities--or what his enerfly
can (vice will) do--his course of action choice becomes merely a
"best guess." The monograph then suggests remedies to bring us
closer to an opt imurn course of act ion.
I. Introduction
The increasingly complex demands made by modern farces and
by modern warfare ... have led to an explosion in the
amount of data processed by any given command system t;!
carry out the mission. Rs the quantity of data rose, the
difficulty of interpreting it in preparat ion fur decision-
making grew .... Martin Van Creveld
Command In War
Decision-making is a process rather than just a goal.1
Specifically, military tactical decision-making is a dynamic,
continuous cycle. In addit ion, decisions about current and
future operations often occur simultaneously.2
The United States Rrmy endorses a standardized, tactical
decision-making process that serves as a methodology for guiding
tactical commanders and their staffs in the application of Air-
Land Battle doctrine. FIrmy Field Manual 101-5, Staff Orqan~za-
tion and O~erations, is the primary doctrinal source that
describes that decision-making process.
Within the military decision-making process is a procedural
step called the "Estimate of the Situation," which includes steps
to analyze and compare a commander's courses of action. The
decision-maker develops a course of action using the criteria cf
feasiblity, suitability, and acceptability. C1 feasible course of
action is "doable"; it offers a reasonable expectation o f suc-
cess. A suitable course of action should result in the desired
effect. Finally, an acceptable course of action means the
expected results are worth the estimated cost of executing the
course of action. FIfter a course of action is developed, it is
analyzed using wargaming. 3
Wargaming is t h e p r o c e s s of s y s t e m a t i c a l l y t h i n k i n g aaout
t h e c h a i n o f e v e n t s t h a t o c c u r a s a u n i t e x e c u t e s a c o u r s e of
action. Wargaming tries t o v i s u a l i z e t h e flow of a b a t t l e .
By u s i n g f r i e n d l y s t r e n g t h s and d i s p o s i t i o n s , enerny a s s e t s ,
p o s s i b l e f r i e n d l y and enemy c o u r s e s o f a c t i o n , and a set
p i e c e of ground, wargaming a t t e m p t s t o f o r e s e e t h e a c t i o n ,
react ion, and c o u n t e r a c t i o n dynamics of a b a t t l e . 4
Thus, t h e wargarner f i r s t d e t e r m i n e s f r i e n d l y act:ons. These
are simply any f e a s i b l e f r i e n d l y moves a g a i n s t a n enerny. This
s t e p l e a d s t o t h e next p a r t o f t h e sequence, o r .the enerny r e a c -
tion. The r e a c t i o n p r o c e d u r e c o n s i d e r s a l l r n v e s t h e enemy might
make t o c o u n t e r t h e f r i e n d l y move. The wargarner a s k s h i m s e l f ,
" I f I d o t h i s , what c a n and w i l l t h e enemy do?" By answering
t h a t q u e s t i o n , t h e wargamer t h e n must move i n t o t h e c o u n t e r a c t i c ; n
s t e p t o d e t e r m i n e answers t o t h e q u e s t ion, " I f he d o e s t h i s , ahat
s h o u l d and c a n I do?"5
The t a c t i c a l commander1 5 v i s u a l i z a t i o n and e v a l u a t i o n of
c o u r s e s of a c t i o n through wargaming is i m p o r t a n t . To win on t h e
b a t t l e f i e l d t h e commander must f i r s t t h r o u g h l y u n d e r s t a n d a l i t h e
o p t i o n s a v a i l a b l e t o him i n d e f e a t i n g t h e enemy.6 Then h e must
c h o o s e a c o u r s e o f a c t i o n from t h o s e o p t i o n s t h a t w i l l a l l o w him
t o b e s t accomplish h i s mission.7
Because I am n o t s u r e t h a t o u r wargaming p r o c e s s a c h i e v e s
t h a t end, t h i s monograph w i l l t r y t o answer t h e q u e s t i o n : Does
t h e c u r r e n t United S t a t e s Rrmy manual wargaming p r o c e s s d e t e r m i n e
t h e optimum c o u r s e of a c t i o n f o r t h e t a c t i c a l commander? I wiil
a t t e m p t t o s o l v e t h a t problem by f i r s t examining t h e t h e o r e t i c a l
b a s i s f o r wargaming; t h i s e x a m i n a t i o n s h o u l d h e l p me d e t e r m i n e
criteria for analyzing the current wargaming methodology. Next,
my investigation of the historical evolution of wargarning should
illustrate how and why wargaming became an accepted part o f the
decision-making process. Finally, i will analyze the current
United States Rrmy tactical decision-making process, using my
criteria, to evaluate how well we perform the wargaming process.
I will limit my inquiry to the division level due to space
limitations.
By conducting these analyses I hope to determine whether Sr
not our wargame process is consistent with theory. if nut, I
hope to determine if this inconsistency gives us a less than
optimum solution. Simultaneously with my analysis of the U.S.
prucess, I will also analyze the current division level, Rrmy
decision-making processes of Germany, Britain, and the Soviet
Union. I will attempt to discover any advantages or disadvan-
tages of their wargaming processes which might improve U.S. Rrmy
wargaming.
Several assumptions are necessary in order to answer the
research question. First, wargarning will continue to be an inte-
gral part of the tactical decision-making process since cornmand-
ers must have a methodology to decide which course of action is
best. FI second assumption is that manual wargarning--as apposed
to automated methods--will continue to be the pwcess of choice
at the division level. Perhaps the Ftrmy will someday field a
useful, automated wargarning system. Ft 1989 Rrmy Research Insti-
tute (l2RI) experiment, which compared manual versus automated
wargaming results, determined that automated means had no
significant advantages over manual processes.8
11. GAME THEORY
War gaming is a derivation of a mathematical theory known as
gaming. While this section is but a brief overview of game
theory, it is necessary to examine this theory to grasp how war
gaming originated as a decision-making tool.
Game theory is a branch of mathematics developed to deal
with conflict of interest situations in the social sciences. its
origins go back to the mid-1928'~~to articles written by Emile
Bore1 and John von Neumann. Von Neumann and Oskar Morgenstern
later established the field of gaming in 1953, when they pub-
lished Theory of Games and Economic Behavior. This book, hailed
as a major scientific achievement, is still the primary work in
the field. 9
Game theory is not about games as most people think of them.
Game theorists define a game as any social situation involving
two or more players in which the interests of the players are
interdependent.10 Recording to the noted game theorist, Frank
Zagare, "While poker and parchesi are games, so are wage bargain-
ing, . . . arms races, and war. "11
The crux of the von Neumann/Morgenstern theory of games is
that one player can select an optimum strategy from a number of
possibilities without knowing the strategies of the other player.
17 "payoff," or the benefits accrued from a particular strategy,
m y be positive, negative, or zero. Thus, given any interaction
with your opponent, yon always win, lose, or draw. This concept,
known as a "zero-sum" game, means your gains equal your
opponent's losses and vice versa; if neither side gains or Inses,
the game ends in a draw. 12
Interactive gaming, according to von Neurnann and Morgen-
stern, needs three basic components: a rational actor, rational
control, and strategies that consider the opponent' s actions as
well as friendly ones. 13 These components will later form the
basis of my criteria for evaluating the U.S. wargaming process.
12 rational actor is someone who looks out for his awn interests
and pursues a strategy (course of action) to achieve those inter-
ests.14 In pursuing this strategy, the rational actor apposes
any move by an opponent which might prevent him from acccmplish-
ing his goal. Similarly, his rational opponent also anticipates
where he might be blocked from his
-
goal and acts to prevent this.
The rational actor concept is basic to the von Neu-
mann/Morgenstern theory of gaming. The game cannot exist if
either player is irrational. Von Neumann notes that an irra-
tional opponent is not governed entirely by reason in reaching
his decisions. An irrational opponent does not know what he
wants, fails to define his goals, and does not seek the attain-
ment of those objecti~es.15 Thus, there cannot be a game, if one
player is not cooperating.
Von Neumann and Morgenstern define rational control as
rules or principles to which actions or procedures must conform
or intend to conforrn.16 While many wargaming rules can he used
for decision-making, they tend to fall into one of two
categories: rigid or free-form.17
Rigid games specify all rules before game start. Rigid
games include chess, poker, and other similar interactive games.
Because a finite number of moves exist for any situation, rnathe-
matical analysis determines which moves provide an optimum solu-
tion under given circumstances. In chess, for example, because a
player can only move one piece per turn, his future moves can be
mathematically forecasted using probability theory.18
Free-form games, on the other hand, are loosely defined and
imaginative. They are "diplomatic" in nature; that is, consensus
frequently determines results. Gn example of a free-form game is
the child's garne of tag. The players execute the garne differ-
ently each time by varying the rules to suit the conditions.
Free-form games, according to von Neumann and Morgenstern,
closely mirror the realities
-. . of our interactive world because
these games are how actors analyze complex situations, select
strateqies, and then make and implement decisions.19
The process of considering both friendly and opposing
actions is the last required component for a game. These actions
fall into either of two categories: capabilities or intentions.2B
Capabilities are strategies that either you or an opponent
m m take. By considering an opponent's capabilities, an actor
must consider all likely (theoretically, all possible) options
available to himself and an opponent because he is uncertain as
to which option his opponent will choose. For instance, both
players can attack, defend, withdraw, or do nothing. p i
Intent ions, meanwhi la, are strategies that have already been
selected for execution. The decision to commit to a strategy
creates indicators that might cue an actor that his opponent has
made a decision to execute a strategy. The actor then formulates
a counter-strategy to stop his opponent's intended action. 22
Von Neumann and Morgenstern developed two theoretical models
dealing with the process of determining strategies based upon
1) whether or not an opponent is capable of doing something (the
minorant or maxi-min gartie), or 2 ) intends to take some kind of
action (the majorant or mini-man game).23 Roth theoretical mod-
els try to select a minimal-risk option from available choices,
given the time available to collect information regarding an
opponent's intentions. If an actor knows little about an appo-
nent's intentions and must make a decision with available infur-
mat ion, von Neumann and Morgenst ern recommend the maxi-min model.
If an actor has the time to deduce an opponent's intentions, then
von Neurnann and Morgenstern suggest the mini-man model.24 Why we
use these particular decision models will be explained later in
this section.
In 1'351, Colonel Oliver Haywood, USRF, wrote a RRND paper
entitled Military Doctrine of Decision and the von Neumann Theory
of Games. Haywood' s paper applied von Neurnann/Morgenstern' s game
theory to military decision-making and became the basis for how
w e perform wargaming today. Haywood deduced that a friendly
military commander equated to a rational actor because they both
establish objectives, pursue courses of action to achieve those
objectives, and block an opposing commander's attempts to keep
them from their goal. Haywnod assumed, as game theory assumes,
that a rational e m opponent behaves in a similar manner.
Therefore, Haywood concluded that any decision-making process
must consider a rational enemy opponent.25
Moreover, Haywood believed that "The Estimate of the Situa-
tion,' an analytical method for military problem-solving, was
identical to game theory's rational control concept. Saywood
noted that the estimate process made commanders conform to an
analytical method for decision-making. By conforming to an
accepted decision-making process, military commanders were, in
effect, following established norms. Thus, Haywood concluded
that the estimate process equates to von Neumann/Morgensternls
rational control criterion because it establishes rules.26
Furthermore, Haywood believed that a commander seeking a
decision wants a course of action (von Neumann/Morgenstern's
"strategy") that has more advantages than disadvantages with
respect to the enemy's ability to oppose it. In the example in
Figure 1, Haywood used the von NeumanrdMorgenstern maxi-min model
to develop a sample matrix based upon enemy ca~abilities:
ENEMY COURSES OF FlCTION
FRIENDLY
EL I I1 I11 MINIMUM
1 failure excel lent excellent I failure
1
2 good fair fair I @
I
3 excellent defeat superior I defeat
In this situation, the friendly commander created a matrix
baed upon limited available information regarding his opponent;
specifically he only knew his enemy's capabilities, but not his
intentions. The friendly commander, in this case, developed
three possible friendly and enemy courses of action (CORs);natu-
rally, he could have developed more or fewer CORs. He then esti-
mated the effect of enemy capabilities on the probability of suc-
cess of each of his possible COAs. Haywood identified possible
payoffs-or degrees of predicted friendly success, given each
enemy CDFI--as superior, excellent, good, fair, failure, and
defeat. 27
The friendly commander1s problem is to choose the COR that
has the best chance of success. He expects that his rational
enemy w i l l try to do the same. Since he does not know what the
enemy intends to do, and vice versa, the friendly commander can
only make a decision based upon enemy capabilities. Given only
enemy capabilities, the friendly commander cannot determine which
of his CDFIs has the best chance of success, because he lacks suf-
ficient information about his enemy to do so. Being conserva-
tive, the friendly commander scans his matrix looking for his
worst case result for each enemy COR. However, the friendly cum-
~ n d e rdoes not want to be overly cautious, so he picks the best
of the worst cases, thus "maximizing his minimums" (maxi-min).28
Von Neumann and Morgenstern viewed the maxi-min model as a
less than optimum solution for selecting CORs. They believed
that a friendly actor making decisions that are dependent upon an
opponent's capabilities must make the first COR decision. His
opponent could then gain an advantage by developing a counter-
move. Haywood agreed with this belief, noting that,
Decisions based upon enemy capabilities require us to view
the situation from our perspective only. We then
assume ... we are deciding first, for we do not know which
enemy course of action our opponent might select.
Selecting . . . first gives us a significant disadvantage.Z9
Haywood, however, describes a second type of decision-making
process, one where the commander visualizes the situa$ion from
the enemy's point of view, determines enerny intent ions, and
develops an optimum Con to counter it. As another example,
Haywood developed the sample table, shown in Figure 2.
ENEMY COURSES OF ACTION
FRIENDLY
C X I II I11
1 failure excellent excel lent
2 good fair fair
3 excellent defeat superior
..................................
Max OF 9-( 6-3 superior
COLUMN
This mini-man game considers reduced commander uncertainty
but is still conservative. Here the friendly commander assumes
the enemy commander made his decision first, because he has a
caters of that decision. For example, the friendly commander
received reports that the enemy moved his command posts forward,
massed his artillery units, and cleared passage lanes forward
through his own minefields. These indicators of enemy activity
have led the friendly commander to assume that the enemy intends
to attack; however he is not absolutely certain as to what the
enemy will do. He knows the enemy commander has three
probable--and closely related--CDRs, but does not know w h ~ c hone
the enemy selected. Because he has indicators of what the enemy
will do--as opposed to what he can do, the friendly commander
optimistically selects, for each enemy CUR, a COR that will give
him his best "payoff. " The maximum value of each column is the
best outcome the friendly commander can imagine achieving against
that particular enemy COR.
Thus, the friendly commander, by choosing a CDR after the
enemy has supposedly selected his, is in a position to choose the
optimum CDR. If the enemy commander selects COR I, for example,
then the friendly commander selects COR 3, which is the best or
optimum outcome against the opposing COR. On the other hand,
because he is uncertain as to what the enemy do, the
friendly commander balances optimism with conservatism by choos-
ing the "worst of the best" cases.30 The worst outcome the
friendly commander, a conservative, can foresee is the minimum
value of the maximums found in the fourth row. 31 I n this case,
the friendly commander can choose either COA 1 or 2.
Decisions based upon intentions rather than capabilities
give the decision-maker an advantage over an opponent. As Hay-
wood puts it,
Making decisions on the basis of enemy intentions indicates
an outcome more optimum than one based on an estimate
of enemy capabilities. The advantage of deciding second is
significant. 32
In summary, my review of game theory identified three
required components of a game: rational actor, rational control,
and the recognit ion of friendly and erterny act ions (capabilities
and intentions). However, with respect to the last criterion,
selecting an optimum COR to thwart enemy actions depends more
upon knowing enemy intentions than knowing just capabilities.
Therefore, my third criterion now becomes recognition of friendly
a d enemy intentions, vice actions, because recognizing intent
should provide the optimum solution. Ry using these components
as criteria, I plan to analyze current wargarning methods to
arrive at an answer to my research question.
111. HISTORICRL EVOLUTION OF WRRGRMING
Before analyzing whether or not the U.S. Rrmy's wargarning
mthod gives the optimum solution, a review of the historical
evolution of wargaming from the 1820's to the present can illus-
trate why wargaming has become such an important part of the
decision-making process.
Prior to the 1820's, decision-making was primarily a corn-
mander' s responsibility, and did not have much staff input.
Because officers varied greatly in professional ability, military
decisions were left to a few skilled individuals. Some command-
ers, such as Napoleon, used toy soldiers upon maps to visualize
how battles might be fought. The Prussians, however, conceived
the idea of developing professional staff officers who could
assist commanders in tactical planning. Thus, the wargarne
evolved from the need to train better staff officers.33
The Prussians first produced a set of wargaming rules in
1824. The wargame focused on maneuvering units on a map. It
soon became a tool to help not only staffs, but also commanders
practice and sharpen their tactical skills by visualizing
battles from start to finish.34
By 1828, a young lieutenant named Helmuth von Moltke became
an a v i d f a n of wargaming. Molke promoted t h e importance of w a r -
gaming after h e became t h e c h i e f o f s t a f f i n 1837.35 Wargaming
c o n t i n u e d as a tactics t r a i n e r u n t i l t h e 1 8 6 0 ' ~when
~ t h e Prus-
s i a n s began u s i n g t h e game as a n a i d t o decision-making. Prus-
s i a n commanders s t u d i e d t a c t i c a l s i t u a t i o n s , a r r a y e d and moved
forces on maps, and t h e n v i s u a l i z e d t h e e x e c u t i o n o f v a r i u u s CORs
i n t h e i r heads. The commanders t h e n s e l e c t e d t h e b e s t COR f o r
e x e c u t i o n based upon t h e wargame r e s u l t s . 3 6
The Germans impressed t h e world i n 1870 w i t h t h e i r s w i f t
v i c t o r y o v e r t h e French. A s a r e s u l t , many n a t i o n s s t u d i e d Ger-
man s u c c e s s e s and a d o p t e d German s t a f f p r o c e d u r e s , i n c l u d i n g war
gaming. Wargaming soon became a f a v o r i t e decision-making t o o l
f o r many European armies between 1871 and 1914. The U.S. Rrmy
also borrowed t h e German decision-making p r o c e s s , but f a i l e d t o
d e s c r i b e how t o u s e a s t r u c t u r e d framework t o a n a l y z e CORs u n t i l
1910.37
~ u s s a a ncommanders also used wargarning f o r decision-making.
R Russian wargame played i n F ~ p r i l1914 v i s u a l i z e d a Russian inva-
s i o n of E a s t P r u s s i a . T h i s wargame r e s u l t e d i n two Russian
armies being s e p a r a t e d by terrain--and subsequently defeated i n
detail. The l e s s o n , however, was i g n o r e d because t h e two Russian
commanders argued w i t h t h e umpire o v e r how f a s t t h e German oppo-
nent c o u l d countermarch. The umpire c a p i t u l a t e d and slowed t h e
German countermarch, which allowed t h e R u s s i a n commanders t o mass
on t h e German p l a y e r and d e s t r o y h i s army. Later t h a t y e a r , t h e
same two Russian armies, s e p a r a t e d by t e r r a i n , s u f f e r e d d e f e a t i n
d e t a i l a t t h e b a t t l e s o f Tannenberg and t h e Masurian Lakes.38
Wargaming declined in popularity after World War One, pri-
marily due to the excessive manpower required to perform a war-
game. Specifically, wargames had grown from simply being a deci-
sion-making process on a map into major field exercises with hun-
dreds of controllers and additional staff participants.39 During
this interwar period, however, the U.S. Army developed Field Man-
ual (FM) 101-5 to help staffs conduct a logical investigation of
battlefield information in order to arrive at the best COR for
the situation. 40 This manna1 focused on developing COAs, but did
not mention how the staff should analyze then.
Despite the lowered level of interest elsewhere, wargaming
continued to be p'opular in Germany. In the 1930's Adolf Hitler
incorporated a wargaming process into his decision-making.41
Hitler demanded that German attacks be agonizingly wargamed to
determine friendly CORs, enemy reactions, and resulting German
variations to the basic plan. In 1939, the Germans wargamed
their planned 1940 attack into France; by so doing, they redis-
covered an important march axis through the Flrdennes.42 During
k r l d War Two the Germans continued to wargame major operat ions
such as "Sea Lion," the planned invasion of England. 9itler's
generals believed in the wargaming process so .much that they
talked Hitler out of invading England after the wargarne continu-
ally produced disasterous results. 43
Since the end of World War Two, the German wargaming system
has undergone many refinements, not only by Germany, but also by
other nations as well. In Europe and the United States,
decision-making using wargaming shifted from just being a rnap
exercise to including a formal analytical process. Using this
logical process became both the norm and a necessity because
rapid technological change and improved weapons lethality meant
less time to make decisions.44
In the 1950's, new decision-making techniques that employed
game theory were developed to cope with the exponentially
increasing flow of information. 45 Game theory, as discussed in
the previous section, provided the structure for making wargaming
a formal process within the decision-making cycle. in 1954, U.S.
Flrmy FM 101-5 made it clear that commanders needed to visualize
enemy Cons, and then reach decisions about how they would defeat
those enemy CDRs by using maps and military symbols as aids.46
From the 1960's until today, numerous nations refined their
decision-making processes by including wargaming. During this
time, however, U. S. Rrmy wargaming procedures differed from the
European methodology.
While the European methods of wargaming remained primarily a
commander's assessment of the situation, the U. S. Rrmy process
became a command and staff action.47 For example, in 1968 the
U.S. Flrmy defined wargaming in FM 101-5 to be a method for the
commander and his staff to visualize friendly and enemy CDRs as
the troops moved from current dispositions to the objective.48
Later on, the 1972 FM 101-5 took a prescriptive approach. War-
gaming would now be performed around a situation map, with the
staff recommending three feasible friendly CDns for the commander
to consider.49 No mention was made as to how many enemy COas
should be considered.
The 1984 FM 101-5 eliminates some prescribed requirements
and--as did the 1972 version--cites wargaming as a method for
analyzing CORs. However, the 1984 version fails to describe how
to conduct wargarning. The Command and General Staff College
(CGSC) attempted to fill this void by publishing Student Text
(ST) 100-9 in 1989 and 1991. These =-doctrinal CGSC products
discuss the wargaming process, specify the rules of wargarning,
and delineate how a COA should be analyzed to produce the best
solution under the given conditiom.50
In summary, wargarning began as a training device to teach
tactics to Prussian officers; however, it eventually transitioned
into a firmly ingrained decision-making aid. The reason for this
rise in importance is because wargaming helped commanders to not
only visualize possible battlefield events, but also better aria-
-the advantages and disadvantages of friendly CORs versus
enemy CORs. While European wargaming remains primarily a com-
mander's function, the U.S. Rrmyys method is both a commander and
a staff procedure. Whether or not either method is more advanta-
geous than the other will be examined in the next section.
Finally, while FM 101-5 is not specific as to how one goes about
wargaming CORs, CGSC ST 100-9 does describe this process in
detail.
IV. CURRENT RNFIiYSIS
The purpose of this section is to analyze, using the pre-
viously identified criteria, the tactical wargaming processes of
the U.S. Rrmy, Germany, Britain, and the Soviet Union. After a
short review of the U.S. Rrmy decision-making process (detailed
descriptions of the German, British, and Soviet division-level
decision-making steps are in Rppendix R), I will analyze each of
the wargaming methods to provide a foundation for understanding
the U.S. wargaming process. These analyses will determine an
answer to my research question by 1) ascertaining how effectively
the U.S. Rrmy wargaming process analyzes CURS, and 2) whether we
can learn anything from the way other countries wargame.
The U. S. Rrmv Tactical 'Decision-makins Process
The decision-making process begins with receipt of a new
mission, either from higher headquarters or one deduced by ana-
lyzing the current operation. Rrmy FM 101-5 and CGSC ST 100-9
stipulate four steps:
o Mission analysis. This is a command and staff action to
gather facts, make assumptions, analyze the higher headquarters1
mission and intent, and focus the staff for planning the mission.
This step ends when the staff briefs the commander about the cur-
rent situation. The commander then approves a G3-derived
restated mission, which incorporates the essential tasks from the
higher headquarters' mission and intent; and then issues planning
guidance for developing COffi to accomplish the mission.51
o Course of action development. The staff now focuses on
any information necessary for the commander to make decisions
about COAe. The staff analyzes the current situation by
computing relative friendlyleneny force ratios, arraying initial
forces on a map, developing a scheme of maneuver that meets the
commander's guidance (or if it cannot, the staff reports why it
cannot), and preparing CDFI sketches and statements to help the
commander visualize each COR. The staff develops as many varied,
feasible CORs as t i m allows, giving the commander as many
options as possible from which to choose. The staff also consid-
ers whether or not the CORs are suitable and acceptable.52 This
step ends with the staff recommending CORs to the commander, who
decides which COffi to analyze in the next step.
o Course of action analysis. The staff uses wargaming to
analyze the CORs chosen by the commander. It analyzes each COR
separately and then compares them using criteria established
before the COAs were developed to determine the best option,
given the current conditions. The "best" COR is the one that has
the highest probability of success against the enemy COR of
greatest concern to the friendly commander.53 This step ends
with the staff briefing the results of each of the wargames to
the commander, followed by the staff recommending a COR for the
commander's approval.
o Decision/execution. The commander decides upon a COR,
followed by the staff preparing the order or plan to implement
the selected COR. 54
Given this overview of decision-making, the reader should
now understand how a U.S. division commander makes his COR deci-
sions. This understanding is necessary for comprehending the
wargaming process and the role it plays today in the overall U.S.
decision-making process.
The Waraamina Process
R brief examination of step three of the decision-making
process, to see how CORs are analyzed, seems in order. R more
detailed explanation of each step is found in Rppendix B.
CGSC ST 100-9 describes six wargaming steps for analyzing a
course of action. These are:
o Gather the tools. "Tools" are aids for conducting war-
gaming. They consist of friendly situation information, the
areas of operation and interest, the current enemy situational
templates, and a map showing current friendly unit locations.
o List all friendly forces. Rll available assets and units
that are available for the mission are compiled for use in the
wargame.
o List the assumptions. Rny information that is not known
to be a fact--such as enemy strength--but is necessary for COR
execution is incorporated into planning assumptions.
o List critical events and decision points. Critical events
are tasks that are essential for mission accomplishment.5J5 Rn
example is a passage of lines. 17 decision point identifies in
time and space where a commander must make decisions. Decision
points help to synchronize friendly assets to have the maximum
effect upon the enemy. 56
o Select a wargame method. ST 100-9 recommends three tech-
niques: the avenue-in-depth, the belt, and the box. These meth-
ods organize the battlefield for analysis. The avenue-in-depth
and belt techniques, while examining avenues of approach in Great
detail, are slow. The box technique focuses on only a specific
area (such as a river crossing site), but is faster than the
other two techniques. Each wargame method is more fully
explained in Rppendix C.
o Select a technique to record and display the results. ST
100-3 recommends two methods to record wargaming results: the
narrative and sketch note techniques. A detailed example of each
technique is in nppendix D.
o Wargame the battle and assess results. The staff identi-
fies tasks to subordinate units and visualizes a subordinate com-
mander's use of forces to accomplish his tasks. The staff goes
through the action-reaction-counteraction sequence--visualizing
friendly actions necessary to accomplish a task, determining how
the enemy might react to each action, and then creating counter-
actions to check the enemy moves. The wargame continues until
the entire friendly COR is analyzed. The staff then restarts the
sequence using the same friendly-but now a different enemy--Con.
Wargaming continues until all friendly and enemy CORs are ana-
ly zed. 57
ST 100-9 notes that the wargame process should result in
several findings. For example, the wargame process discovers
branches to the plan. Branches are options for changing friendly
dispositions, orientations, or directions of movement; and for
accepting or declining battle. In other words, they give com-
manders flexibility.58 Wargaming also helps identify additional
tasks to maneuver units and estimates how long an operatian might
continue. This information assists in Combat Service Support
(CSS) planning, helps the G2 plan intelligence collection
requirements, and identifies COR advantages and disadvantages.59
Finally, wargaming can help determine the risk associated with
various actions during the action-reaction-counteraction
sequence. Rlthough risk is only a "best guess," the staff should
continually assess the likelihood that a COR w i l l not accomplish
either the mission or a critical portion of a mission.60
Rs soon as the wargame process ends, the staff uses pre-
viously developed criteria to compare CORs to determine the one
having the highest probability of success.61 Criteria are fac-
tors that pertain to the mission, enemy, terrain, troops avail-
able and time. They also consider such factors as commander's
guidance, critical events, and principles of war. 62 Certain
staff officers construct a decision matrix--using their
criteria-to determine the advantages and disadvantages of each
WR from their particular viewpoint. Rn example of such a deci-
sion matrix is in appendix E.
-. .
Each of those staff officers, led by the 63, then presents
his information to the others for consideration. The staff as a
group reaches a consensus on a recommended COA. If the staff
cannot, agree, the chief of staff listens to the facts and decides
which COR to recommend to the commander.63
Rrmed with this overview of U.S. Rrmy decision-making and
wargaming, I can now better analyze the wargaming process using
my three criteria.
o RRTIONRL OPPONENT. I mentioned previously that a deci-
sion-making game must have a rational opponent, one who will
pursue a WFI that w i l l achieve his best interests. kcordingly,
ST 188-9 requires the wargamer to visualize the battle, starting
with initial unit locations and following a logical sequence of
friendly and enemy actions within the method (box, belt, avenue)
selected for organizing the area of operations. Furthermore, ST
100-9 specifically mentions that visualizing the battle means
examining battlefield flow from the friendly perspective and
estimating how the enemy might employ his forces within his caoa-
bilities.64 In this approach, the wargamer must think and act as
though he were an enemy commander.
However, ST 100-9 does not say what expertise is required to
"fight" as an enemy commander. Moreover, a wargarner may or may
not be familiar enough with the enemy to adequately determine an
opponent's reaction to a friendly action. A wargarner's lack of
enemy expertise could skew the wargame results by under or over-
estimating enemy capabilities and assets. R key question that
arises is: Can we have a wargamer who can realistically estimate
and play enemy capabilities? One possible solution is ST 100-9's
optional technique called "adversarial" wargaming, where the 62
plays the opposing commander. 65 In this method, the
G2--hopefully the "expert" on the enemy--must think and act as an
enemy would under the given circumstances. However, this is not
as simple as one might think, since the 62 might, in a contin-
gency situation, be an expert on another enemy. Rleo, the doc-
trine for all potential enemies is not always available fur
study. In Desert Storm, as the 3d Army 02 put it, " [Enemy3 tem-
plate production was a major team effort."&
So what can we expect from the G2? Most G2s are trained in
a process called thinking "red". This process, delineated in FM
34-3, Intelfinence Flnalvsis, means seeing the battle from the
enemy's viewpoint.67 The 02 prepares himself for the wargame by
a s k i n g such q u e s t i o n s a s what is t h e enemy's d o c t r i n e ? what a r e
h i s t a c t i c s ? and how is he equipped?68 The 62 u s e s t h i s check-
list t o d e v e l o p a d a t a base and p e r s o n a l mental framework t o bet-
t e r assume t h e r o l e of a c r e d i b l e enemy commander.
While any commander o r s t a f f o f f i c e r c a n c o n s i d e r enemy
c a p a b i l i t i e s d u r i n g wargarning, t h e G2 u s u a l l y h a s t h e must t r a i n -
i n g t o perforrn t h i s f u n c t i o n . Using t h e G2 a s a n " a d v e r s a r y "
p r o v i d e s a more balanced wargame because h e c a n b e s t r e p l i c a t e
enemy a s s e t s and c a p a b i l i t i e s .
My a n a l y s e s o f German, B r i t i s h , and S o v i e t wargarning show
t h a t t h e i r commanders a l l c o n s i d e r a r a t i o n a l opponent i n a way
similar t o t h e G.S. Rrmy. However, t h e r e is much less s t a f f
involvement. The German and B r i t i s h commanders u s e t h e i r 02s
o n l y t o p r o v i d e d o c t r i n a l enemy i n f o r m a t i o n ; t h e 62s d o not war-
game i d e a s w i t h t h e commander. The S o v i e t commander u s e s h i s
c h i e f nf s t a f f i n l i e u o f a 62. However, t h e S o v i e t c h i e f of
staff, l i k e t h e German and R r i t i s h G 2 s , does not p a r t i c i p a t e i n
wargatning. 63
The German, B r i t i s h , and S o v i e t commanders examine t h e b a t -
t l e f i e l d from both a f r i e n d l y and enemy view, and t h e y c o n s i d e r
which enerny COR is b e s t from t h e enemy's perspective. Each com-
mander assumes t h a t h i s opponent w i l l u s e h i s assets w i t h i n h i s
c a p a b i l i t i e s t o a c h i e v e h i s purpose. European commanders t h e n
v i s u a l i z e moving t h e i r f o r c e s u s i n g maps o r o t h e r a i d s , d e t e r m i n e
p o s s i b l e enerny r e a c t i o n s , and f i g u r e o u t f r i e n d l y countermoves. 70
While European commanders c o n s i d e r enerny i n t e n t i o n s , t h e l a c k of
a "smart a d v e r s a r y " c a n skew t h e wargarning r e s u l t s .
In summary, ST 100-9 notes that wargarning relies heavily on
tactical judgment-and experience.71 Perhaps the best we can
expect is that experience with one threat will carry over to
another, and that the personnel asked to replicate a rational
. .
opponent will have the time to fill in any knowledge gaps. Thus,
while our wargaming method considers a "thinking" opponent, it
appears as if our ability to meet this criterion depends on the
amount of available expertise.
The Eumpeart commanders consider the enemy in much the same
way as the U. S. Rrmy does. The difference, however, is that, as
mentioned earlier, the commander analyzes COFIs by himself. By
not using an "adversary" during CUR analysis, European commanders
may unwittingly insert bias into their wargaming conclusions.
If, however, they use a qualified intelligence expert to repli-
cate an enemy commander during adversarial wargaming, they might
have a fairer analysis, which could produce a more optimum solu-
tion.
o RECOGNITION OF FRIENDLY FIND ENEMY INTENTIONS. Intentions,
as mentioned previously, are Cons that have alreadx been selected
for execution. For example, the ST 100-9 wargaming process com-
pares friendly CORs (capabilities) against enemy COFIs (capabili-
ties). The commander then choses the CDFI he wants to execute.
By committing to a specific CDFI, he now intends to pursue the COR
to meet his objectives. Thus, as in game theory, friendly inten-
tions result from a commander selecting a CDFI and deciding to
execute it. 7Z
ST 100-9 then asks the wargamer to visualize the battle,
given what the enemy-m do. The battlefield visualization
process begins with the staff initially comparing friendly and
enemy combat ratios. ST 100-9 v i e w the comparison process as
necessary for drawing some conclusions about friendly and enemy
capabilities as they pertain to the tactical situation, but
offers nothing about ways to determine enemy intent ions. 73
Friendly and enemy capabilities are the COAs a unit can
undertake. ST 100-9 recommends having the division-level com-
mander and staff conduct a detailed study of available friendly
and enemy personnel and weapons systems to determine capabi 1 i -
ties. Ey current doctrine divisions maneuver battalions; there-
fore, the commander or staff considers all combat assets within
both friendly and enemy battalion-sized units that are available
far the upcoming mission in order to determine capabilities.74
Within the friendly division, the staff uses its reporting
system to gather the detailed information necessary to determine
friendly capabilities. The types of reports differ from unit to
unit, depending upon local tactical field standard operating
,
procedure (FSOP) but they usually include the commander's sit ua-
tion report, as well as personnel and logistics reports.75
Enemy capabilities, however, are determined by the G 2
through the Intelligence Weparation of the Battlefield (IPBB)
process. FM 34-3 describes enemy capabilities as COFls that the
enerny might take--att ack, defend, reinforce, or retrograde. In
effect, capabilities describe "what the enemy can do, when and
where the enemy can do it, and in what strength the enemy can do
it. "76
ST 100-9 specifically notes that calculating friendly and
enemy capabilities is not precise because many factors are
unknown about bath opposing forces. For example, while the pro-
cess of comparing force ratios does account for quantifying per-
sonnel and weapons systems, it is difficult to be absolutely sure
at any given moment how many people or how much equipment is
available for use by either side. Additionally, human factors
such as morale and leadership cannot be quantified with any
degree of accuracy. Thus, while ST 10a-9 accounts for enemy and
friendly capabilities, it is only an estimate for the staff to
use in planning. The friendly and enemy capabilities data are
then used in the wargaming process.77
In van Neumann/Morgenstern game theory, and as discussed by
Colonel Haywood, the optimum solution is to base decisions upon
enemy intentions because one gains an advantage by knowing which
COR the enemy commander has chosen. How, then, does the friendly
commander discover enemy intentions before he decides upon a
friendly CUR? Doing so depends upon "tactical judgment, experi-
ence, . . . time available, . . . enemv indicators tmy emphasisl,
Cfriendlyl commander fatigue, and the commander's personality and
ability. "78
Most division commanders probably have reasonable compe-
tency, good judgment, and get enough rest to make logical deci-
sions about enemy intentions. I base this assumption upon per-
sonal ubservation of five Battle Command Training Program War
Fi g h t w exercises. 79 It appears, however, that a commander's
experience and enemy indicators are more important prerequisites
for discerning enemy intent ions.
RLPHFITECH, a behavioral sclence research corporation,
observes that experienced commanders make faster decisions
Secause they ask the right questions.to fill in enemy information
gaps. The commander's questions focus the division intelligence
collection effort on those priority enerny indicators necessary
for command decisions. Inexperienced commanders have trouble
cnnveying what is important; therefore, intelligence collection
becomes diluted as the staff tries to find out everything.&?
Moreover, the GE has the problem o f discerning enemy
"truth," even if he receives fncused commander intelligence
priorities. Intelligence analysts get confusing indicators of
enemy decisions due to enemy deception, random enemy activity, or
the ever-present "fog of war." F M 34-3 recommends that, when
confronted with conflicting indicators, analysts must determine
enerny intent by weighting some enemy indicators more than oth-
ers, since some are more "indicative" of intent than others.81
?he process for weighting indicators is in FIppendix F.
Rs with commanders, intelligence analysts vary in their
experience levels. FIn experienced intelligence analyst tends to
quickly assess a situation and pick out key activities that
indicate what the enemy intends t o do. Rn inexperienced analyst
waits longer to confirm an enemy indicator, and steals time from
the commander by doing so.
However, no analyst can ever be absolutely certain.that he
is right. Consequently, the analyst's degree of uncertainty
contributes to the commander's risk. F M 34-3 mentions that
uncertainty plays a key role in the evaluation of the enemy and
the amount of risk accepted. 82
Since neither the commander nor his G2 are absolutely cer-
tain of what the enemy intends to do, it appears wargamlng
depends upon how much risk a commander is willing to accept. ST
100-9 plays it safe by telling the friendly commander to base his
COFI analysis upon enemy capabilities, and then wargarne all pos-
sible enemy options--as time allows. Thus, the friendly com-
mander must choose his COR before he knows enemy intentions. By
basing his decision upon enemy capabilities, the friendly com-
mander commits himself to a strategy before he knows which COFI
the enemy is executing. This committal by the friendly force
triggers indicators which the enemy commander can now use to
select &h optimum COG. On the other hand, if the friendly com-
mander bases his decision upon enemy indicators, he in effect
"knows" what the enemy intends to do, and thus can better counter
an enemy move.
When a commander focuses his intelligence assets and has
experienced intelligence personnel, he should discover enough
enemy indicators to wargame a COR that w i l l defeat the enemy's
intent. On the other hand, a commander might fail to focus his
intelligence priorities, might have poor intelligence sources, or
may simply run out of time. In those cases it appears the best
he can do is to prioritize enemy COFIs based upon enemy capabili-
ties, wargame as many options as time allows, and execute the
best option under the circumstances once the battle begins.
German, British, and Soviet commanders, meanwhile, also begin
their analysis of enemy CDRs by looking at capabilities. Some
differences in these three processes, however, are worth noting.
The German commander uses enemy capabilities to formulate
his plan while continuing to try to discern enemy intentions
through indicators of enemy activity. He carefully arrays known
enemy and friendly force locations on a map and calculates
friendly-to-enemy force ratios within his area of operations.83
Once the German commander calculates friendly-to-enemy force
ratios, he mentally est imates friendly and enemy combat effec-
tiveness, or the ability of his and the enemy's forces to accom-
plish their missions. This process, performed solely by the
commander, relies heavily on his experience and judgment. How-
ever, the German army is confident that its commanders
- have the
expertise, based upon years of training and experience, to per-
form a credible effectiveness assessment. Once the combat effec-
tiveness assessment is complete, the German commander compares
the results with enemy indicators. He then uses his judgment to
deduce what he believes are enemy intentions.84
Once the German commander deduces the estimated enemy
intent, he then selects the best friendly COR that he
believes--based upon his experience and judgment--fits the cur-
rent situation. Because the enemy intent is only an estimation,
the German commander must accept risk. His staff continues, how-
ever, to develop other options (similar to U. S. Army branches) in
case the commander is wrong. Once the commander makes the deci-
sion, however, the staff formulates and issues the operations
order. 85
The British commander's estimate of the situation is almost
identical to the German method, except his analysis is very
methodical. The British commander determines friendly and enemy
capabilities by analyzing "factors"--terrain, time available for
a friendly decision, weather, comparison of forces, logistics,
and morale. The British commander and his 62 focus their efforts
on comparing each of the above factors against the purpose or
"airn" that the friendly commander wants to achieve. Once the
commander understands friendly and enemy capabilities, and the
effect of the factors upon his accomplishing the aim, he moves
into the next step--determining enemy options.86
In determining enemy options, the British commander now
assesses each possible enemy COA by mentally
-~
visualizing what the
enemy commander, given his capabilities, might do. This process
is very similar to the U.S. Army method, except the commander
does it without staff assistance. The British commander then
tries to deduce the enemy commander's most dangerous C m , which
is the one that impacts most upon friendly mission accomplish-
ment. Deducing the enemy's "most dangerous" option is a product
of the commander's experience and his judgment in using the
information at hand.87
Once the British commander determines the most dangerous
enemy option, he personally examines those COAs that attain the
"airn". He mental ly weighs the advantages and disadvantages of
each COR against the enemy's most dangerous COA, and selects the
best opt ion available under the circumstances. The commander's
weighing of advantages and disadvantages is based upon his
personally chosen criteria. For example, he might favor a plan
that is simple, fast, and makes the best use of terrain. Once
the British commander selects the most advantageous option, he
briefs his staff as to why he selected it. The staff then pro-
duces and issues the operatiom order.88
The discussion of Soviet tactical decision-making proce-
dures within this paper addresses only known doctrinal methods
and capabilities. Recent political turmoil within the Soviet
Union makes it difficult, at best, to assess what capabilities
the Soviet Rrmy has either lost or retained. Thus, while this
paper addresses Soviet decision-making in the present tense, it
is possible that Soviet methods might be under revision.
The Soviet commander first considers his mission, instruc-
tions from his senior commander, and factors such as available
decision-making tirfle,the current friendly and enemy situation,
and the capabilities of his subordinate commanders. The initial
analysis of the current situation enables the Soviet commander to
begin a detailed--yet rapid--analysis of available COns using
mathematical norms and scientific principles.89
Soviet commanders probably have the same experience and
judgment capabilities of any commander we have looked at so far.
However, the Soviet decision-making process differs from the pre-
vious processes by giving the commander charts and tables, called
"nomograms," to perform mechanical calculations that commanders
in the United States, Germany, and Britain d& mentally or analyt-
ically. Nomograms, which are based upon World War Two statis-
tics, are designed to rapidly calculate the capabilities of
friendly and enemy units. The commander' s calculat ions include
determining the proper number of artillery pieces, tanks, people,
and aircraft necessary for the appropriate correlation of
forces--or what he needs to accomplish his mission.90 Fln example
of a nomogram is in Rppendix G.
The Soviet commander then weighs his capabilities against
the enemy's capabilities, and chooses the best option for accon-
plishing his mission. The Soviet commander's criteria for weigh-
ing options, similar to his Western counterparts, are based upon
experience and judgment. S l after he chooses the final option,
his staff issues the order.
Soviet commanders, unlike their western counterparts, are
less concerned with determining enemy intentions because they
believe they have enough mass to overpower an opposing force.
The Soviets view being able to discern enemy intentions as
the ideal; however, time, deception, and other factors impact
greatly upon deducing enemy intent. The Soviets use their robust
reconnaissance and intelligence system t o accurately template
enemy assets and deduce enemy capabilities; they then use mass to
offset this lack of battlefield certainty regarding enemy inten-
tions. 92 In effect, mass subst itutee for finesse.
To sum up, U.S. Flrmy wargaming does not meet this criterion
because U.S. division commanders make decisions based upon enemy
capabilities rather than intentions. However, none of the other
countries meet the criterion either, for the same reason. The
problem lies with an inability to discern enemy intentions.
Time and the level of acceptable risk seem to impact most
upon COR analysis. Rlthouqh commanders need time to read and
confirm enemy indicators, they may not have enough time. There-
fore, since sufficient time is not always available, a commander
must accept risk by wargaming enemy capabilities, vice inten-
tions, to reach a decision.
Moreover, success in deducing enemy intentions is highly
dependent upon an experienced commander who clearly defines his
priority intelligence requirements (PIR) and conveys them to his
subordinates. If the commander fails to focus his intelligence
collection assets, then it seems that the best one can do is to
1) base decisions upon enemy capabilities and 2) have options
available to counter any enemy move.
- European commanders all base their decisions upon enemy
The
capabilities. Consequently, their processes do not offer ways to
improve our ability to deduce enemy intentions. However, the
commander-driven wargaming process might be useful for reducing
time to make decisions when using friendly and enemy capabili-
ties. Moreover, Soviet-style nomograms might help staffs do rou-
tine calculations faster before COR analysis begins, thereby
allowing more time to be spent on wargarning.
o RFITIONFlL CONTROL. ST 100-9 identifies five wargaming
rules the wargamer must observe.93 The manual does not define
the term "wargamer," but ST 100-9 notes that staff members
analyze CORs, thereby implying that staff members are
wargamers.94 Rules, then, apply to staff members who "wargame".
The rules discussed below appear to be von Neumann/Morgenstern's
rigid form, in that they are "specified in advance. "95
The first rule requires the wargamer to list advantages and
disadvantages as they become obvious during the wargaming pro-
cess. ST 100-9 fails to explain what "obvious" means, or to
offer any method for recognizing what is an obvious advantage or
disadvantage.
army Research Institute (ARI) believes that the ability to
recognize obvious advantages and disadvantages comes from recog-
nition patterns established from years of practice in viewing
events. Recognition patterns make it obvious as to what can be
accomplished, what dangers exist, what critical cues must be
monitored, and what expectations should be formed. 96 Thus, the
ability to understand and recognize obvious advantages and disad-
vantages comes from experience and judgment.
The second rule asks the wargamer to remain unbiased, keep
an open mind, and avoid influences by other staff officers or his
own prejudices. This appears to be unrealistic. FILPHRTECH finds
that decision-makers weigh any evidence which supports prior
beliefs more heavily than evidence which contradicts them.97
I3LPHRTECH also finds that e~perienced decision-makers reduce bias
by seeking information to disconfirm their beliefs. Less exper-
ienced decision-makers, however, seek information to confirm
their beliefs, which increases bias in their decision-making pro-
cess. 98
Experience and beliefs affect wargarner bias. 12s FIR1
describes it, people "are poor decision-makers at best."99 People
are influenced by their past experiences, pre-conceptions of
reality, and personal preference. Rules number one and two,
34
however, rely greatly upon experience and judgment. There-
fore, rules one and two seem to contradict each other.
Rule number three asks the wargamer to assess the feasibil-
ity of the COR to see if it meets mission requirements.100 The
wargamer is then asked to reject any COR that is not feasible. 17
feasible COR is one that is "doable1'--eitheryou can or cannot do
it. R COR that "meets mission requirements' means it is suit-
able, or results in the desired effect. An acceptable CDR means
the expected results are worth the estimated costs. If the CDR
under consideration is not feasible, the wargamer throws it out.
However, if the COR is neither suitable nor acceptable, what does
the wargamer do? The rule does not cover this situation.
The wargamer needs criteria regarding mission requirements
to decide what is suitable and acceptable. Mission requirements
criteria come from the commander's intent, any command guidance,
and other instructions from a higher headquarters.101 The staff
determines these criteria during the mission analysis portion of
the decision-making cycle. Thus, if the wargamer understands the
mission criteria, then he should know how to judge the suitabil-
ity or acceptability of the COR. However, if the wargamer fails
to understand the mission criteria, he will have difficulty
assessing mission suitability and acceptability.
The fourth rule requires the wargamer to avoid comparing one
COR with another during the wargaming of the individual CDRs.
Rccordingly, the wargaming process assists in avoiding premature
comparisons of CORs by designating a cocflparison phase, which
occurs after CDQs have been analyzed in isolation.102 The staff
then compares feasible CORs to identify the one with tne best
chance of success.103 This rule appears to be enforceable, pro-
vided that the wargamers have enough discipline to avoid early
W R comparison.
The last rule requires the wargamer to avoid drawing prema-
ture conclusions and then presenting facts to support those con-
clusions. Unfortunately, ST 100-9 offers no help in suggesting
ways to elude this problem. Premature conclusions occur if a
situation seems sirni lar to past situations. 104 However, an
experienced wargamer will realize that each tactical situation is
different and that he must analyze each situation independently
of past experience. R less experienced wargamer makes a rapid
decision based upon past experience, fails to analyze a11 the
facts, and arrives at a premature conclusion. Because this rule
requires experience and judgment, it is susceptible to the same
failings as rules one and two.
The German, British, and Soviet decision-making processes do
not address specific rules for wargaming. European commanders
mentally visualize the execution of each possible COR using the
decision-making steps in Rnnex A. However, some of their deci-
sion-making procedures might be considered rules.
The German commander, for example, is required to follow
three sequential steps in determining his comparison of forces.
These steps are: compare friendly and enemy combat effectiveness,
examine possible changes in relative strengths, and compare
friendly CORs against their chances of success. I can find no
specific guidance on how these steps are accomplished, or what
criteria constitute a "chance of success;" however, an interview
with a German officer confirmed the steps are done in sequence
and the commander's judgment determines the criteria for suc-
cess. 105
The British commander must rigidly follow the sequential
decision-making process described in Annex CI. This process is
supposed to help the commander follow a logical, methodical
thought process to accomplish his "aim". 106
Finally, the Soviet commander must use nomograms. 107 The
commander mentally visualizes the current situation, then selects
the nomograms which fit. However, selecting nomograms to fit a
situation is somewhat similar to free gaming, since the situation
constantly changes as to which nomograms are necessary to deter-
mine a tacticai answer. However, because the data which produce
nomograms do not change, nomograms themselves are not only rigid
but probably antiquated.108 The process of choosing nomograms to
meet the requirements of a situation is very similar to a U. S.
Rrmy "playbook." A playbook consists of pre-determined branches
to a plan, that are detailed enough to execute, if necessary. 109
Thus, a Soviet commander, by choosing which "norms" fit the situ-
ation, takes a "playbook" approach toward analyzing the situation
he faces.
In summary, U.S. Rrmy wargaming rules do not meet this
criterion because they are vague and conflicting. The rules
attempt to establish some general conformity, which is good; how-
ever, wargarners must rely heavily upon experience and judgment to
comply with them. Wargamers must not only define unclear and
conflicting rules but, by being human, the wargamers are subject
to personal biases and are subject to making premature conclu-
sions as well. More specific rules and clearly defined wargaming
terms might help. Reducing wargamer bias and premature conclu-
sions is difficult at best; however, ST 100-9 could be more spe-
cific on how a wargamer avoids these problems.
European rules are prescriptive guidance for following cer-
tain procedures during decision-making. However, since there are
no specific rules associated with the mental wargaming process, I
cannot make an assessment whether or not the European methods are
better than ours.
V. CONCLUSIONS FIND IMPLICRTIONS
'
I began my research by asking, "Does the current manual war-
gaming process, as practiced by the U.S. Rrmy, determine the
optimum course of action for the tactical commander?" My inves-
tigation shows it does not--and probably cannot because of uncer-
tainty. My overail findings are that while wargaming considers a
rational opponent, it does not analyze CDAs by considering enemy
intentions, nor is rational control precise enough to preclude
human bias and premature judgment. Furthermore, analyses of the
current German, British, and Soviet processes demonstrate that
their processes are probably no better than the U.S. Army's pro-
cess. Besides my overall conclusion, some others are also worth
mentioning.
First, wargaming relies upon experienced wargamers who
understand the doctrine of a rational enemy. Therefore, lack of
expertise about the enemy might bias the wargame results.
However, the 62 should be the staff subject matter expert
on enemy doctrine; therefore, he must be able to provide the best
possible information about the enemy.
Second, and closely related to the previous conclusion, the
use of adversarial wargaming helps reduce the bias in wargaming
results by incorporating the best possible representative of the
enemy, the 62.
Third, garae theory views recognition of enemy intentions as
the optimum way to choose a friendly COO. However, in the "real
world," getting the optimum solution is difficult because com-
manders are under such limitations as time, uncertainty, a pos-
sible unwillingness to take risk, and because they have diffi-
culty formulating useful PIR. While the intelligence community
dues its best to help with these problems, divisions currently do
not have the assets to produce the "near-real time" intelligence
the commanders need to make decisions.110
Fourth, we can learn from the German, British, and Soviet
processes. The first lesson is that their processes require more
commander involvement, which seems to reduce the time needed to
analyze COAs. Accordingly, ST 100-9 recommends an option to
shorten the decision-making process by involving the commander
more when time is critical.111 The second point is that the
Soviets are particularly effective at simplifying staff
calculations through the use of nomograms. While nomograms do
not speed up wargaming, per se, they might assist in rapidly per-
forming mission analysis so that more time is available for COA
analysis.
My final conclusion is that U.S. army wargaming rules do not
provide an effective structure for analysis; they are vague and
conflicting. The rules rely too much upon experience; as such,
they are subject to misinterpretation and bias.
Having reached some conclusions about wargaming, I can now
deduce some corresponding implications. First, the 62 will need
extensive training to replicate a rational opponent through
adversarial wargaming. This concept should be taught in U.S.
Army schools and units rflust practice it in the field. Second, we
must do a better job training officers on the development of PIR.
Because they focus the intelligence effort, PIR rflust be more than
just a "check the block" requirement during training exercises.
Third, the intelligence community will need to develop methods to
provide commanders with near-real time imagery to help commanders
deduce enemy intentions and reduce risk by answering the PIRs.
These first three implications would seem to be my most important
ones. Fourth, the U.S. Army school system should emphasize the
concept af more commander involvement in wargasing in order to
reduce COFl analysis time. Fifth, we must look at the practical-
ity of time-saving templates to ease the staff burden of comput-
ing the data the commander needs for decisions. Finally, FM
101-5 needs to be rewritten to include the detailed wargarning
process found in ST 100-9. Until FM 101-5 is revised, however,
ST 100-9--which is not doctrine--will need to be revised to
include the applicable changes recommended in this paper.
Helmuth von Moltke ("The Elder") said that, "You will
usually find that the enemy has three courses open to him, and of
these he will adopt the fourth."lle Thus, no matter what the
commander does, he cannot escape uncertainty completely. While
our wargaming process has its problems, it does provide a method
for helping the commander cope with this "fog of war." However,
it can and should be improved, since the ability of a commander
to visualize and analyze friendly COQs against enemy C O k just
might be the deciding factor on the battlefield.
appendix a: Selected European Rrmy Decision Models
Reference: TRRDOC Report The Command and Control Svstew of the
German Rrmv. 1977, pps. 1, 2; and interviews with German CGSC
students.
1. German Army. The German army uses a five-step estimate of the
situation. The commander may move between steps in no particular
order.
o Analysis of the mission. The commander and staff iden-
tify important tasks from the higher commander, any conditions or
limitations placed upon possible friendly courses of action, and
perform an analysis of the current situation.
o Estimate of the Friendly and Enemy Situation. The esti-
mate of the friendly situation includes determining friendly com-
bat power and estimating friendly effectiveness. Combat power is
determined by staff estimates, normally personnel and material
strengths, equipment readiness, supply stat us, and current st at us
of command and control means (in-place comrflunications and
liaison). The German commander also considers troop morale,
level of training, and the physical condition of his troops. The
62 and the commander develop and analyze enemy courses of action
based upon possible enemy capabilities and the current enemy
situation. The German commander mentally visualizes what the
enemy commander is capable of doing, then compares capabilities
to known enemy locations on his situation map. The German com-
mander continually updates and analyzes the enemy situation
throughout the process.
o Evaluation of Environmental Conditions. This step is sim-
ply terrain analysis, which may be combined with the step above.
Terrain is evaluated as favorable, conditionally favorable, or
unfavorable in relation to both friendly and enemy forces and
their equipment, weather, and previous use of chemical or nuclear
munit ions.
o Formulation of Own Courses of Action. The German com-
mander first compares his friendly force analysis against the
enemy force. He determines, in his judgment, which force is more
capable than the other. He then performs a projection as to what
possible enemy or friendly strength changes might occur that
could affect his mission. The German commander determines which
courses of action are feasible by mentally wargaming each pos-
sible course of action against each enemy course of action. He
discards non-feasible courses of action.
o Comparison of Each Course of Flction. The commander
evaluates each friendly course of action as to advantages vice
disadvantages using criteria he considers important 1 . use of
time or deception). He then uses his judgment to select the best
one, and his staff prepares the execution order.
appendix R: Selected European Rrmy Decision Models (continued).
Reference: Ornanizational Handbook of the British Rrmv, 1990,
pps. 2 to 7 and interviews with British CGSC students and British
and Canadian students at the Canadian Staff College 1990-91.
2. British Rrmy. The British estimate is called an "Rpprecia-
tion". There are five steps. The commander- r finish one sten
before he moves to the next.
o Step One. The British commander and staff analyze the
current situation, guidance, and mission from higher headquar-
ters, and any assumptions which impact upon the plan.
o Step Two. The commander specifies his "aim", or what is
to be attained. The aim is the crux of the appreciation; it must
be right or the entire process might be skewed. There is only
one airn. The commander deduces his aim by considering the cur-
rent situation, to include friendly and enemy forces, their loca-
tions, training stat us, equipment readiness, and the enemy' s most
probable threat ( i.e., ground attack, terrorism, to name a few).
The aim is never qualified by limitations; it must be attainable
given the means at hand.
o Step Three. The commander considers all relevant fac-
tors--t ime and space, weather, comparison of forces, ground (ter-
rain), logistics, morale, and others as the commander's experi-
ence dictate. He then weighs each factor against the aim to
ensure that his airn is feasible, suitable, and acceptable (same
as U.S. criteria). He then considers all enemy courses of
action developed by his 62 that might affect selection of any
friendly course of action. The commander considers enemy options
from his view point and how the enemy options might impact on his
attaining his aim. He then "worst cases" the situation and iden-
tif ies the enemy' s most dangerous or immediate threat.
o Step Four. The commander considers all feasible courses
of action that attain his aim in relation to the most immediate
enemy threat. The commander mentally wargames each course of
action against the most dangerous enemy option to visualize his
plan and develop countermoves (branches). Each friendly course
of action is considered separately, with the commander determin-
ing the advantages and disadvantages of each using his own crite-
ria i . e best use of ground, surprise, speed) in regards to
attaining the airn.
o Step Five. The commander decides which friendly course
of action, in his judgment, attains the aim. He briefs his staff
as to why he chose the course of action that he did and issues
guidance; the staff then prepares the order.
Appendix A. Selected European Clrmy Decision Models (continued).
Reference: Fundamentals of Tactical Command and Control, 1'377,
p. 188.
3. Soviet Army. The Soviet commander follows the process as
diagramed below.
Enemy
.
Lnior
commander's
connpt
- O mtrmp .
htermtdiuu
miwon
- Economic condition of
c o m b 1 o p n t t o l u u-a
and . a i o p d l o c J makw
up of populatton
Tactical Ipditical work. I
Concept of m i u i o ~of _,
+. cmrdtnation
ltwp combat opera. I
combat
0pmLi0N
rubuniu of
braneha of procedure -LioN auppon, ,
land o r w i a c i o o
. ,.
trmp lof command I
~ m ~ c ~ n_!t r o ~
I I I
+
9.lection and formula. Note: m e extent t o which the
Uon of b a t dceuion comm.nder d r t u h m e u u m
option for politcal work. t y p a of combat
combat o p t r a t i o n auppon.
8nd or#miution of command
and control depend. on the
avdlabilit~of time and
Appendix B. United States Army Wargaming Process
Reference: United States Flrmy Command and General Staff College
Student Text 100-9, Techniaues and Procedures For Tactical Deci-
sionmakinq, 1'391, pps. 4-1 to 4-10.
o Gather the tools. The commander decides, based upon the
G2's current situation estimate, which enemy course of action he
wants to wargame first. The staff then posts the map with the
area of operations, which came from higher headquarters. The
staff next posts the area of interest, as determined by the 62
from his Intelligence Preparation of the Battlefield (IPB). The
62 posts the current enemy situational template, also derived in
the G2 IPB process, on the map. 63 personnel then post current
friendly unit locations on the same map as the enemy template.
o List all friendly forces. The staff compiles all avail-
able forces, assets, and priorities of support such as air
sorties and nuclear/chernical packages. The list prevents over-
looking a resource during wargaming.
o List the assumptions. In wargaming, assumptions help to
shape a course of action. Not everything is known as the course
of action is formulated; therefore, wargamers develop logical
assumptions concerning enemy activities, enemy strengths, and
other factors beyond friendly control. Fln assumption is consid-
ered valid, for wargaming purposes, if it answers the questions:
1) Is the assumption necessary to solve the problem?, and
2) Would the result change if the assumption were not made?
o List known critical events and decision points. The 63
identifies critical events and decision points based upon the
current situation and/or commander's guidance. Critical events
are specified or implied tasks, the completion of which are
=sent ial for mission accomplishment. Examples of critical
events are passages of lines, river crossings, and deep oper-
ations. Decision points identify events in time and space that
require a command decision to ensure synchronization. The war-
game process may identify additional crltical events and decisive
points.
o Select a wargame method. This means choosing from several
recommendations in ST 100-9 or using one of your own. Wargame
methods organize the battlefield so it can be analyzed by the
wargarae process. ST 100-9 recommends three techniques: the ave-
nuts-in-depth, the belt, and the box. The avenue-in-depth and
belt techniques, while detailed, are also time consuming. The
box method analyzes a small, critical area of the
battlefield--such as a river crossing site--and is faster. Each
technique may be used separately or in combination. A detailed
explanation of these techniques is found in Appendix C.
o Select a wargase technique to record an0 display the
results. Recording the results of wargaming is a key factor in
synchronizing the battlefield. Wargaming results help determine
Rppendix B: United States Flrmy Wargaming Process (continued)
task organizat.ion changes, the maneuver sub-paragraph of the
operations order, and a course of action sketch, which becomes
the operations overlay. There are two recommended methods for
recording the wargame: the narrative and sketch note techniques.
The narrative technique describes the operation from start to
finish in "story" form. The sketch note technique uses brief
notes concerning critical locations and tasks. These notes might
be recorded on maps, a wargame worksheet, or on a synchronization
matrix. Examples are found in Rppendix D.
o Wargame the battle and assess results. The crux of the
wargame process is the last step where the staff, led by the G3,
wargames the battle. The wargame process begins with the staff
identifying tasks to subordinate commanders one level down (bri-
gade), and assets two levels down (battalion). The staff men-
tally visualizes how a subordinate commander might use his allo-
cated forces. The staff simultaneously considers the subordi-
nate's use of combat, combat support (CS), and combat service
support (CSS) assets to accomplish assigned tasks. For example,
the division plans on tasking 1st Brigade to attack to secure an
objective. The staff mentally visualizes how the brigade com-
mander might array his combat, CS, and CSS assets to cross the
line of departure (LD). The staff next arrays unit symbols
depicting all the 1st Brigade assets on the wargaming map. This
process repeats itself for each of the division major subordinate
commands and division troops. The sequence of action-reaction-
counteraction now begins.
The division staff uses this sequence for any type of oper-
ation, but, as an example, I will use an attack. The staff
Segins by first visualizing the brigades and their subord~nate
battalions in their initial positions and then moving the repre-
sentative unit symbols on the map to the LD. The staff focuses
on those actions the subordinate units must take to accomplish
movement to the ID. The staff simultaneously considers all ele-
ments of the offensive framework (deep, close, rear, flank secu-
rity, and reserves to weight the main effort) and records all
actions taken by division and subordinate units across the
battlefield operating systems (command and control, maneuver,
fire support, intelligence and electronic warfare, mobility-
countermobility-survivability, combat service support, and air
defense) using a recording technique. Once each action is deter-
mined for moving to the LD, the second part of the sequence
begins--t he enemy react ion.
The enemy reaction considers ail possible enemy farces the
62 identifies that cculd counterattack the division. :t is
important to use all enemy assets available so the friendly
course of action can he adequately tested. The staff records
enemy actions on the same document as the friendly actions. Tinis
leads into the third part of the sequence--the counteract icn.
Rppendix B: United S t a t e s Rrmy Wargaming P r o c e s s (continues)
The s t a f f now examines what a c t i o n s t h e d i v i s i o n h e a o q u a r t -
ers t a k e s i n r e s p o n s e t o t h e enemy r e a c t i o n . Some examples c:f
c o u n t e r a c t i o n s might be s h i f t i n g o f p r i o r i t y o f f i r e s from ewe
b r i g a d e t o a n o t h e r o r jamminq enemy command and c o n t r o l n e t s .
The 63 a l l o c a t e s assets t o e x e c u t e t h e c a u n t e r a c t i o n and lists
them i n t h e same f a s h i o n a s i n t h e a c t i o n and r e a c t i o n sequence.
The a n a l y s i s of moving t o t h e LD is now complete. Tne a n a l y s i s
c o n t i n u e s i n t h e same manner u n t i l t h e d i v i s i o n r e a c h e s i t s
o b j e c t i v e . The p r o c e s s t h e n ~ e s t a r t sw i t h a d i f f e r e n t enemy
s i t u a t i o n a l t e m p l a t e b u t w i t h t h e same f r i e n d l y c o u r s e c%f a c t i o n .
War gaming c o n t i n u e s u n t i l a l i f r i e n d l y and enemy c o u r s e s o f
a c t i o n are analyzed.
Appendix C. U.S. Army Wargame Methods.
Reference: United States Army Command and General Staff College
Student Text 100-9, Techniques and Procedures For Tactical Deci
sionmaking, 1991, pps. 4-Z, 4-3.
Step 5. Select a w... game mathod. A number of
locIlniq.... con be used 10 organiza the If. . to be
analyzed. Three possibfe method. at. the avenue,"",
deplh lachniquea. the bait I_nique. anc:l the llox
IOC/Inique. These are exp/8in8d below:
1; Avenue-in-depth technique. This. technique
focuses on one avenue at • time starting with the
main effort. It is • good technique to use foroffensive
COUtS8. of _ or in the del..... where cansliling
ItITSin exisls.
2. Belt technique. This technique divides the
battSefieId into 81... that run the width of the sector.
it anaIyzu lhe subcomponent battl.. sequentially
acroU· the width of the sector. This is the preferred
method u it ensures simultaneous consideration of
Btl forces that couki affect a particular event. The
act shape of the belt is based on anaIysi. of tne bat·
e.
Uefield. Any bait may _ mote thon one critical
_I-
In the offense. the p'anner considers the assault
or pene....Uon phose. the exploitation ph.... and. fi·
naJly. the pursuit phase. In the defense. he examines
in sequence the batUe in the covering force are•. In
the main battle are. (MBA), and. finally. in the 'ear
....... This technique is most effective when the ter
rain il _on into _-defined crOll comparunonts. II
---- -
is also good to ... W the operation is phased: in·
c1udes amphibious assauJts. river crossing.. airmobile
anc:l airbome operations: or Wthe enemy is in cIaarty
defined belts or echelons. BellS con be drawn adja·
cent to or ..on overlapping one onelllerlor complete
v_tion 01 the battle.
When timo il short. a modified belt t_nique
may be used. The modified I_nique. in lloth the of·
fen.. and defense, divides the banlefield into not
more than three sequentiat. but not necessarily adja
cent or overlapping. belts that run the width of the
sector and focus on actions throughout the depth of
thear.. of operation••
~ • _minimum. the behs should include initial
contacteilller along the line 01 departure (LDI, line of
coun_
cont8Ct (LC), or in the covering force area; initial
penetration or initial contaei along the FEBA: anc:l
pillage of the re.lrve or commitment of •
3. Box technique. The box technique is •
microanalysis of • few critical areas. such as an
engagement area, a river-erossing site, or • hank
avenue of approach into the sector. The ptanner
isoIal.1 the area anc:l tocusel \he battle in lhat I""sin
_I:
..... This taehnique i. kiss timo consuming. An initial
_ption is mode lIIat the friendly units can handle
most of the situations on the battlehld and the
planner can focus on the most essential tasks. This
lachnique is useful Wlhe tasic i. e.g .. attack
or counte,ittack of a major enemy unit. This
techniQue is used when time .. extremely limited such
I I in a hasty attICk.
You may use these technique. separately or in
_ or you may use your own malhod.
48
appendix D. U.S. Rrmy Wargame Recording Techniques.
Reference: U n i t e d S t a t e s army Command and General S t a f f ColI ene
----- =-
S t u d e n t Text 100-9, T e c h n i q u e s and P r o c e d u r e s Fop Tact:=al Decl-
sionmakinq, 1331, pps. 4-4 t o 4-6.
NARRATIVE WAR GAME
CORPS DEFENSE
cnmcu MNT: corps ~ o u n ~ n l ~ ~ l rI- B ~ X
& th. follow-cn tank division approaches me FLOT, me MBA unit$ will both have foupM s g n i f i t fiqhts but
dl be wul dlswsed along me FEBA The mreat mll probaw commlt the M k d ~ w along n me avenue m u
h u proauced the most sqnlficant results. We feel mat mls wll be donp me avenue tun to me norm of tne
divia*n.sep mecn M e wundary. The MBA dinslon may have suLc.ent ComDat wwer to defeat Inns tan. ow.
lion if me aismotton eftons
~7 ~ .~~
of .ma
~ .coros
. .--. deao
- ~ onerasons
.-... . . .Enmoaan --- haws aeen
--. sc,eeesstul.
.-.-----
~ ~.m
.. . l~.
e we.no-.-.mar
~ .~
mi will b e ~ m ecase. we I&mat me lhreat is mon likelv lo Denerrate our defenses
~ ~ ~~ ~~ ~~- vic Obi BLUE. The coros
~ ~ ~~ ~
swnteranack force. Dlv (4,will plan a counteranack to ieslr& anv force makina a sionific&t oenetrarion $0
lhii wet. As mis is the aiea where we feel me threat will more l h a i likelv come.-we a k well ~ i e ~ a r e ford 11bv
me n e d placement of me counterand force. The MBA d.vls~onWII s u b m me counteranack oy holatng me
shwlde~sof thm wnatranon. The penenallon mll be m a d so mat me dw (.) anacks me awtnem llank vn le
ma MBA dlv Nunu ~.ms. merratnn.
~ -. ~
At. Vle
~ ..c..
m l u a a n. at
.~ ~ .ma
t.. h.oneratoon
~ . corns
--.-- wl
...~defend dam -
- .ins
- FEBA
wih me h i B ~ dini the nollh, the coros counteranack force. div I.).in me center. and the seo mecn bde in the
~~~ ~
swm. Priority of engineer suppan to'me MBA div to prep&si6ons to hold me shoulders~b1 s mnetratlon.
then to ensure mobility of lhe counteranack force. Avn bde be prepared to suppon counteranack mlo Ob)
BLUE. ADA priority to proteclinp me move of the counteranack force. IEW assets confirm the commitment 01
ttn I h m t into Obj BLUE, idenbty any followon forces.
Flppendix D. U. S. Army Wargarae Recoraing Tschniques (cont inneo) .
WABOWBWORRBHEET
Cap D*law
CRITICAL WENT, Can(.# P- B*tUcB.lt 1
Rppendix D. U.S. Rrmy Wargarae Recording T e c h n i q u e s i c u n t i z u e d )
SYNCHRONIZATION MATRIX-Dlvhfon Offense \
Rppendix E. U.S. flrmy Decision Matrix.
Reference: United States Rrmy Command and General Staff College
Student Tent 100-9, Techniaues and Procedures For iactlcai Deci-
sionmakinq, 1991, p. 4-11.
Pppendix F. Weighting of Intelligence indicators.
Reference: United States Rrmy Field Manual 34-3, Intel 1 i qence
Flnaivsis, 1390, pps. 6-10 to 6-13.
WlOHTING INDICATORS
Welghtlng Indicators heiPe reaoive m b l g u l t y . I n combat, lntelllgenca
analysts usually are Contronted w i t h c o n t l l c t l n g indlcetors. Enmy forces
may p o r t r a y patterns aseoclated w i t h attack. defense. and dalay
s l m l t a n s o u s l y . C o n t l l c t l n g Indicators r e s u l t t r a -
0 D.1 lberetm decept ion.
O 8.6 mxaoutlon.
* tnoorery indsolslon.
0 I n c m l a t e or inaocurete intormatlon.
O l n b l g u l t y of the Indlcator l t e e l t .
Wen contronted w i t h mblguoue or c o n t l l c t l n g indlcatore. analysts
rmlgh e m Indlcatore more h a w l l y than othsra t o determlna the enmny'e
actual i n t e n t . This i s not a pr0bI.m o t s l m l e ~ t h a n r t l c e . The anmy's
actual ccurse 01 action may not have the most lndlcatore. hsiyats
develop a mthodology tor I d e n t i t y i n g thoma Indicators which are most
h i g h l y c h e r a c t a r l s t l c o f a course o t actlon. There are several teohnlques
which. individually or I n comblnetlon, aeslst I n t h l s procees.
O r i g i n o t thm Indlcator
One technlqua o t determlnlng the anmy's Intent I s t o conelder the
o r l g l n o t the Indlcator: t h a t 11, the reason why the a n w torce presents
a PartlCUIer pattarn or t i p - o t t . I n broet. a l l lndlcatore s t m from
a l t h a r m l l l t a r y loglc, doctrinal tralnlng. organtzatlonal constraints.
bUreaUCretlC conatralnta. or tha pereonellty o t the anmy c m n d a r .
M I l I t a r v Loale. M I I l t a r y l o g l c Impllee. and m i l i t a r y axpert. egr.8. that
solutlone t o N n y m i i i t a r y p r o b l e m are obvloue. For exmple. e l l modern
armlee m p l o y a r t i l l e r y torward t o r attack and echelonad in-dapth t o r
datenam. V l o l e t l o n o t m l l l t a r y l o g l c usually lmpltes the loss o f c a b a t
p w r or support a t e a o r l t l c a l p o l n t during an operation.
W c t r i n a l Tralnlng. A netlon's t a c t l c e l doctrine Includes m l l I t a r y Ioglc
end rmch more. Moat dootrlna baglns where m l l l t a r y logic and. Mllltary
exeerts e a t t m s dieagrse on the Ideal e o i u t l o n t o ls p e c i t i o m l l l t a r y
Vroblm. For Uxm~Pla. US and Soviet doctrine agrea on deploying a r t i l l e r y
forward i n the attack. while they dlaagrss on using a r t i l l e r y i n a d i r a o t
t l r a r o l a . Just as t a r r a i n and n a t h e r ara physical constraints on tha
a n n y ' e adoption of lcourse o t action. enmy d o c t r i n a end t r e t n i n g are
m n t a l constraints. Sovlet mphasls on detailad, r e p e t i t i v e t r a i n i n g I s
designed t o inbreed a s o r t o t r e t l e x a c t i o n w+~icnenhances the value o t
dootrlnal indlcatore. Though lndlvldual c m n d e r a display more or less
Appendix F. Weighting O f Intelligence Indicators (continued).
Inuglnatlon and c r a e t l v l t y I n I t s appllcatlon. Indlcators baaad on
doctrine and t r a l n l n g arm generally r a l l a b i a .
Oraanizatlonal Constraints. Organizational s t r u c t u r e represents a spmclal
case c f doctrine. The ideal c-ition of r d i v l a l o n (aiza.
organizatlon. wapona. and crganlc support) 1s dabatable. The m l l l t e r y
exparts have rmaolvad t h i s isaue I n radically d i f f e r e n t ways.
Organization Influensas includa a nation's a t r a t a g l c c m i t r m n r s . *COnomlC
resourcms. gaogrephy, threat p a r c ~ p t l o n s . h i s t o r i c a l axperiencg,
elliancea. personnal and e q u i p n n t resoureas. and a n y r i a d of other
factors. Th. t a c t l c a l or0anlzation r e s u l t i n g iron, thee. factors Causes
l d a n t l f l a b l e patterns t o dmveiop when mployed. A US d i v o a ~ o ngenerally
has thrae subordinat* maneuver headouartars C0ntrast.d ~~- - ~ w
~ - i t~
h feur
-~
~ in a
Soviet d i v i s i o n . and differensas i n the composition and s t r u c t u r r of tha
d l v l s i o n base iwoama d i s t i n c t patterns concerning US and Soviet
opsr a t ions.
Bureaucratic Constraints. I d e n t l t y i n g bureaucratic constraints as a
source o f indlcatore shows t h a t m l l l t a r y u n i t s are Iarga organizations and
m a t a s t a b i l s h routlnaa and SOPS t o tunction a f f l c l a n t l y . This Impoaaa
patterns i n planning. execution. l o p l s t l c a support. and other r c t i v l t l e a .
Though there are general s i m i l a r i t i a s I n routlnas and procedur*s of
c a p a r a b l e u n i t s . there are l i k e l y t o be s i g n i f i c a n t v a r l a t l o n e which can
be I d a n t i t i a d and axploltad l o c e l l y .
Parsonalitv o f the C m n d a r . The enmy c m n d e r I s the f i n a l eourca o t
indicators. Each C m M a r has s uniqus h i s t o r y of person8i t r a i n i n g ,
experlance. auccaas. f a i l u r e . and idlosyncresles. Many are creatures o f
habit, prone t o rapeat what has worked I n the past: othara are c r e a t i v e
and innovative. A l l are captives of t h e i r axperience t o e m degree. It
I s the c m n d a r who m s t apply and mix m l l l t a r y logic, doctrina, and
organlzatlon t o accom~llshthe mission. The c m n d a r ' s paraonailty i s
one m i o r sourca o t deviation from establishad d o c t r i n a l norm. Tha
importance o f personality I s racognized I n t h a t blographlc i n t e i l lgenca i s
a major caponent o f s t r a t e g i c lntelliganca. US t a c t i c a l 08 doctrina
classlf1as personality as a aubcatagory under miacallanaous factors.
i n gsneral. Indicators ara wighad. w i t h tha r o t a of t h s c m n d a r
belng conaldarad a variable. I n th. case of a strong. Innovativa, or
eccantrlc c m n d a r (Patton or R m O , personality i s nore important than
doctrina or tralnlng; while tha pnreonality of a m t h o d l c a l . t r a d l t l o n a i
O m n d e r ranks last.
Another tachnlque I s t o w l g h tha Indicators which r e t l s c t or are
basad on the p r i n c i p l e o f maas. M l l l t a r y u n i t e n o r m l l y conduct dscaptlon
operations w i t h the a m torcm c o n s t r a i n t s I n which they accomplish t h e i r
actual mission. T h . en* c m n d m r o f t e n conducte decaption w i t h tho
least outlay o t scarce rmsourcas. Indlcetors baaed on a major c o n f l r m d
c m i t m n t of e&et resources are nore l i k e l y t o r e f l a s t the true
slturtlon. I n a nuclear e n v l r o m n t . massing I s not required t o achlava a
tavorabie canbat p w r r a t i o ; thus. mass l a not a r e l i a b l e Indicator.
Flppendix F. Weighting of Intelligence Indicators (continued).
.- -- -- - --
Analysts l d a n t l t y tha enmy's c a p s b l l l t y t o concantrats f l r a s of p o t a n t l a l
nuolasr d s l l v a r y s y s t w .
Othsr Indlcators
Tha l a s t tachnlqua I s t o wmlght t h o u Indloatora h l c h arm most
d l t f i o u l t t o taka.
Ouantlty Probabla Rmlatlonahle. Ouantlty the probable r o l a t l o n a h i p
b s h s n the prassnca o t a p a c i t l c indicators and tha anmy's adoption o t a
p a r t i c u l a r coursa o t action. I f the #new comnndar lntanda t o adopt a
PartlCuIar COUram 01 action. what i s tha p r o b a b i l l t y t h a t a s p a c l t l c
Indlcator l a pr-a-nt? The anawar i s aubjectlva. but i t i s baaad on the
analyst's knowladga of and axpariancm w i t h the snmy, the analyat'a
protassional j u d m n t . and t o s a dsgrss. the n u t h m t l c a l p r o b a b i l i t y o f
s p s c l t l c indicators associated w i t h anmy couraas of action.
Analyze tha T i m Sequence o t Events. I t takas tlnw tor an anmy forcs to
prmpars. move. and axacuta an oparation. T i m , mass. and space
r n l s t i o n s h l p s I r a a nuior tool I n exposing deception. Slnca dacsptlon I s
o f t e n conducted w i t h thm l u s t outlay o t c a b a t reaourcsa. cloae analysis
01 l n t o r n u t l o n t r a d i t t o r a n t sources which r-port on tha s m location.
a t the a m tlm, or concarnlng the s m anmy u n i t m y rsvsal s i g n l t l c a n t
dlsorapanclss.
Asaaas ths Enmy's Combat Etfoctivenesa. Such assas-nts ara bassd on an
m a l y a l s o t both tangible and intangible tactora. Tangible factora
include psrsonnnl and aquipmnt atrsngth. Intanglbla factors lncluda
morale, t r a i n i n g , p o l l t l c a l r a l l a b l l l t y , and othar factors. Whila combat
stfmctlvsnssa bears d i r a c t l y on a u n i t ' s c a p a b l l i t l a a and probabla couraaa
01 action. there ir no s c i a n t i t l c m t h o d of dstarmlning It. It requires
tha a n a l y s t ' s aubjactlva judpmnt of the Impact o t both the t m g i b l e and
Intangible tactors.
WA8GAMING FRIENDLY AND ENEMY CAPABILITIES
COnsldar tha snmy 62's parcaption of tha f r l a n d l y force. Though
anmy c a p a b l l i t l a a e x i s t lndepandantly o t t h e i r a s s e s w n t o f f r i e n d l y
torces. the anmy's Choica o t a l t e r n a t l v a couraae of action doam not.
Datarmina the anew's perception of t r i a n d l y c a p a b i l i t i e s through analysis
o t the COIIectIOn CaPabilities. known c o l l e c t i o n a c t i v l t i o r . and
inadvmrtsnt diacloauroa by f r i e n d l y torcaa which might have been u m n i t o r w
by anmy IntalIiganCa. Dotailmd analysis of p o t a n t l a l dlsclosura anablaa
tho analyst t o p a r t i a l l y raconstruct the enmy 02's w r k l n g SITMAP.
Mentally wargun advantages and dlasdvantagss o t i d a n t i t l a d anmy
c a p a b l l l t l e a f r a tha enmy cormunder's p o i n t of v l w . This 18 a valuablo
a n a l y t i c a l technique, but p o t a n t i a l l y dangarous i f It b s c a a
mirror-Imaging.
Avoid preconceptions. The analyst m a t r a m b m r t h a t ths o b j a c t i v e l a
not t o prova a p r i o r judpmnt. Exparlanca suggssts t h a t praconcsptiona
arm ths analvat's principal n w s i a . Evan i f the tachniquns racomnndmd
Appendix F. Weighting of Inteliigence Indicators icontinuea).
aWva are crmatlvaly w l o y e d , there I 8 a danger t h a t tha analyst who has
reachsd and axprssaed a praliminary j u d m n t unconsciously bagtna t o seat
and n i g h evldence whlch c o n t i r m the l n l t l a l estlnuta and dlvnlsaea or
~ a s a e aOver inconsistent or c o n t l l c t i n g i n t o r m t i o n . The analyst should
not ba concernad about the anrurr. as long as i t I s the r i g h t s n m r . The
analyst resarvsa j u d w n t , n u l n t a l n s o b j e c t i v i t y , remains awara o t
uncertalntiaa. t o l e r a t a s diaaant. and constantly t e s t s working theory
against available evidence. where p r a c t i c a l , the analyet conaidera
aatabllahlng a - d a v l l ' a advocata- a y a t m t o test. challenge. and thlnk the
unthlnkabla.
Flppendix G. S o v i e t Nomogram.
Reference: Fundamentals of T a c t i c a l Cornrnand and C o n t r o i , 1977,
p.210
Figure 25. Graph for Determining the Required T i e , the Extent of the
Move, or the Troops*Marching Rate.
ENDNOTES
1. 0.1. Gibbs, Dictionarv of Gaminn. klodellinn. and Simulation,
(Beverly Hills, 13781, 37. Gibbs defines decision-mak~ng as
"taking" decisions, but the intent is the same.
2. Command and General Staff College, Student Text 180-9. Tech-
ninues and Procedures For Tactical Decisionma~inq, (Fort Leaven-
worth, KS, 19911, 1-1.
3. The Joint Chiefs of Staff, JCS Pub 0-1 National Defense Dcc-
trine, Washington, D.C., initial draft, 1 Nov 1389, 1-18, and
CGSC ST 100-9, Tactical Decisionmakinq, p. 4-1.
4. Ibid, 4-1.
5. Ibid, 4-1.-6. U.S. Rrmy, Field Manual 100-5, D~eratinns,
(Washington D. C., 1986), 22.
7. CGSC ST 100-3, 4-1.
8. John 3. Fallesen, Rex R. Michel, and Charles F. Carter JR.,
Rnalvsis of Tactical Courses of Rction Usino Structured Proce-
dures and Automated Aids, (Fort Leavenworth, KS: Army Research
Institute, E19893), p. 5.
9. Frank C. Zagare, Game Theorv. Concepts and Applicat ions,
(Beverly Hills, 1984), 7.
10. Ibid, 9.
11. Ibid, 7.
12. Ibid, 7.
13. Ibid, 7-8.
14. Ibid, 8.
15 John von Neumann and Oskar Morgenstern, Theorv of Games and
Economic Behavior, (Princeton, 19531 12-20.
16. Gibbs, 103.
17. Martin Shubik, The Uses and Methods of Gaminq, (New York,
19751, 18.
18. Ibid, 10. Shubik.believes that chess and card games are
rigid because the rules are specified in advance. As such the
best game m v e for any given game turn is predictable due to the
limited number of possible choices.
19. V o n Neumann and Morgenstern, 12-16.
20. Zagare, 11-15.
21. Ibid, 11.
22. Ibid, 14-15.
23. Von Neumann and Morgenstern, 75-80.
24. Ibid, 76.
25. Colonel Oliver Haywood, JR. USRF, Military Doctrine of Deci-
sion and the Van Neumann Theory of Games, (Santa Monica: RRND
Corporation, C19511), pps. 2-6.
26. Ibid, 6-10.
27. ibid, 2Q.
28. Haywood, 26.
29. Ibid, 23.
30. Rlexander H. Cornel 1, The Decision-maker' s Handbook,
(Englewood Cliffs: Prentice-Hali, Inc., 13881, p. 33. 1 designed
the following table to better explain how decision-makers
evaluate information to reach a decision.
Rb.oluto ab.olut-
UKortainty Certainty
Enemy C a p a 8 i l l t i . r - E n ~ y
Intmtiom
(-1 1 1
1
P
1
P
1
P P
1
P
IP I
P
I I I I*>
p . P P p
Ultra ~I.(~co utr.
Consorvat tw Point . Opt i m i . t I e
mini-llin Maxi-nin' Miniur -8‘1-a*
For the payoff model above, absolute uncertainty and certainty
are opposite poles. In decision-making theory, the absolutes are
seldom used. Rn ultra-conservative decision has minuscule pay-
offs and is deemed inappropriate, while the ultra-optimistic
decision fails to consider losses and is overly audacious. Thus,
decision-makers tend to balance between being too conservative
and too bold. Which side of the balance point one uses depenas
upon available information regarding an opponent. For example:
if all one can discern are enemy capabilities, then most deci-
sion-makers choose the best of the worst cases by using the maxi-
min model, or somewhere between ultra-conservative and the bal-
ance point. The subsequent payoff is not as good when compared
to a decision using intent~ons, but it is safer due to limited
enemy information. In this case, moving further to the right not
only increases risk but also a theoretically more positive pay-
off. On the other hand, a decision-maker who deduces enemy
intentions chooses the mini-max model, accepts a reduced but
larger payoff--but is still conservative in that he retains
assets to deal with some uncertainty. If he is more optimistic,
the decision-maker can move further to the right and increase his
payoff (while increasing risk), or move further to the left,
decreasing simultaneously both his payoff and his risk. Of
course a decision-maker can ignore the models completely and be
ultra-conservative, ultra-optimistic, or anything in between
regardless of how much enemy information he has. Choosing to
ignore the models depends upon the decision-maker's experience
and judgment, and how much risk he is willing to accept.
31. Haywood, 30.
32. Ibid, 24-26.
33. Staff of Strategy and Tactics, Mar Game Design, (New 'fork,
1977), 2.
34. Ibid, 2.
35. Ibid, 4.
36. Ibid, 5.
37. Rex R. Michel, Historical Develo~rnent of the Estimate of the
Situation, (Leavenworth: Army Research Inst it ute, October ?990),
3.
38. Staff of Strategy and Tactics, 5.
39. Ibid, 5.
40. Michel, 7.
41. Staff of Strategy and Tactics, 5.
42. Ibid, 6.
43. Staff of Strategy and Tactics, 9.
44. Martin Van Creveld, Command In War, (Cambridge: Harvard Uni-
versity Press, 1985), pps 2-5.
45. Ibid, 3.
46. Michel, 7.
47. Ibid, 10.
48. Ibid, 8.
49. Ibid, 10.
50. ST 100-9 mentions being a b l e t o "read t h e b a t t l e f i e l d " on
page 2-1, and s p e c i f i c a l l y t h e " b e s t " c o u r s e of a c t i o n on page
4-1. The d i s c u s s i o n on t h e s e oages i n d i c a t e s t h a t commanders
make d e c i s i o n s based upon c u r r e n t c o n d i t i o n s t n a t a r e known o r
assumed.
51. CGSC ST 100-9, 2-1 t o 2-6.
52. Ibid, 3-1 t o 3-6.
53. Ibid, 4-1.
54. Ibid, 5-1 t o 5-2.
55. Ibid, 4-1.
56. Ibid, 4-1 t o 4-2.
57. Ibid, 4-8.
58. Ibid, 4-8.
59. Ibid, 4-10.
60. Ibid, 4-10.
61. I b i d , 4-10.
62. Ibid, 4-11.
63. Ibid, 4-11.
64. I b i d , 4-7.
65. Ibid, 4-7.
66. BG(P) John F. Stewart, Desert Storm, The M i l i t a r y I n t e l l i -
nence Storv, (Headquarters, 3d U.S. Army, R p r i l 1991), 13.
67. Department of t h e Rrrny, F i e l d manual 34-3 I n t e l l i u e n c e Flna-
m,Washington D.C., March 1990, p. 5-6.
68. Ibid, 5-9.
69. D. FI. Ivanov, V. P. Savel' yev, and P. V. Shernanskiy, Fundarnen-
tals o f T a c t i c a l Command and Control, t r a n s . U.S. R i r Force
(Washington: Department of t h e R i r Force, 1977), p. 163.
70. My information f o r t h i s f o o t n o t e a p p e a r s i n a numoer of
sources. My primary German s o u r c e is a T r a i n i n g and Doctrine
Command Report on The German Command and Control System, 1577. i
used v a r i o u s i n t e r v i e w s with German CGSC s t u d e n t s a s well a s :oy
over seven years of USRREUR service working frequently with Ger-
man units. During 1986 I was a company commander attached to a
German armored battalion where I watched this process in action
over a one-week period. My British notes come from interviews
with British CGSC students, a British student I met in 1931 on a
visit to the Canadian Staff College, and the 1386 version of the
Camberley Staff College rnanual Tactics. The Soviet method curnes
from a USRF translation of Fundamentals of Tactical Command and
Control, 1977.
71. CGSC ST 100-9, 4-1,
72. Ibid, 3-2.
73. Ibid, 3-2.
74. Department of the Army, Field Manual 71-1Q0 Division flzer-
ations, Washington, D. C., June 1990, p. 1-1.
75. I used these reports in my three years experience as a pri-
mary staff officer in a heavy division. F1s a Battle Command
Training Program Observer/Controller I observed ten different
U.S. Rrmy divisions use the same methods for collecting data.
76. U.S. Rrmy Field Manual 34-3, 6-1 to 6-2.
77. CGSC ST 100-9, 4-1.
78. Daniel Serfaty, Toward FI Theorv of Tactical Decisionmakinq
Expertise, (Burlington: RLPHRTECH, Inc., October I%@), chapters
4-2 and 4-3.
79. 1 personally observed five division commanders go tnrouan
the decision-making process during BCTP War Fighter Exercises
between September 1989 and May 1990.
80. Daniel Serfaty, Tactical Decisionmakina Expertise, (Burling-
ton: RLPHRTECH, inc., Rugust 19901, p. 24.
81. U. S. Army FM 34-3, 6-10 to 6-12.
82. Ibid, 5-4.
m. Headquarters, US Rrmy Training and Doctrine Command. &P
odic Report. Rrticles of Special Interest: The Command and Con-
trol Svstem of the German Rrmv. Fort Monroe, VFI, 14 July 1977,
p. 2.
84. Author interview with a German officer during CGSC War
Fighter 1991. I cannot give his name due to the CGSC non-
attribution policy.
85. Rccording to my German source, this is normal because war
gaming "takes too lono".
86. Camberley Staff College. Tactics. Camberley, England, i386,
pps. 1-1 to 1-7.
87. Interview with a field grade British officer during a Cana-
dian Staff College exercise. I cannot use his name due to CGSC
non-attribution policy.
88. Camberley Staff College, 1-6.
89. D.R. Ivanov, V. P. 5ave11yev, and P. V. Sherflanskiy, p.
185-186.
90, Ibid, 210.
31. Ibid, 207 to 2@9.
92. Ibid, 40-46.
33. CGSC ST 100-9, 4-1.
34. Ibid, 4-1.
95. Shubik, 9-10.
96. Gary F). Klein and Dunald MacGregor, Knowledse Elicitation of
Reconnition-Primed Decision Makinq, (Fort Leavenworth: nrmy
Research Institute, July 1388), p. 19.
97. Serfaty, Theorv of Tactical Decisionmakinq, p. 24.
98. Ibid, 24.
99. Klein and MacGregor, p. 13.
1 0 CGSC ST 100-9, 4-1.
101. Ibid, 2-1 to 2-6 and 4-11.
102. Ibid, 4-1.
103. Ibid, 4-10.
104. Serfaty, Toward a Tactical Decisionrnakinq Theorv, 25.
105. This is similar to the U.S. process where the commander
determines what is important and bases his decision on his crite-
ria.
106. Camberley Staff College, 1-6.
107. Ivanov, Savel' yev, and Shemanskiy, 207.
108. Shubik, 9-18.
109. This playbook works well within the U.S. division. See LYG
Charles Otstott, B G W ) Craig FI. Hagan, and Major Nelvin E. Rich-
mond, "Battle Rhythm," Militarv Review (June 1330): 14-26.
110. Brown, iii. B O W ) Brown specifically states that "Ctlhe
FIrmy needs to develop an imagery architecture to provide near-
real time photography to commanders".
111. CGSC ST 100-9, 6-1.
112. Robert Debs Heinl, JR., Dictiunarv of Military and Naval
[luotations, (FLnnapolis: Naval Institute Press, 1385), p. 60.
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INTERVIEWS
British Officer at Command and General Staff College. Interview
by author, 1 November, 1991, at residence, Leavenworth, Kan-
sas. Name not given under non-attribution policy.
British Officer at Canadian Staff College. Interview by author,
5-8 February, 1991, during Exercise STFlLWRRT WARRIOR, Yor-
den, Canada. Name not provided under non-attribution pol-
icy.
Canadian Officer at Canadian Command and Staff College. Inter-
view by author, 5-0 February, 1991, during Exercise STRLWRRT
WRRRIOR, Borden, Canada. Name not provided under non-
attribution policy.
Two German officers at Command and General Staff College,
1990-91, Personal interview by author, 14-18 May 1991, Fort
Leavenworth, KS. Students names not be published under non-
attribution policy.