Help me out. Tell me about your CPX and MBX experiences!

Tripler

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This post is a few days' coming. I had thought about it for a little while, so forgive me if it rambles, but I wanted to get some notes from you guys.

I'm taking a class in simulators and simulations (mainly flight simulators) for a Master's degree, and thought that since I'm a long-time player of the game (Arsenal Publishing!) I could work a paper and briefing around the uses of TacOps.

What I'm most interested in hearing about is how y'all have basically cosntructed a simulator-like environment through CPX/MBXes, and how it worked. I've never taken part in one yet, but I understand that there's usually some sort of intelligence briefing, a log into the umpire computer, and then some sort of real-time discussion or chat to coordinate efforts. Here's a few specific questions:


1. Communication/interaction with others: Besides TacOps itself, what other programs do you use for planning and communications? Is mIRC the standard in communications? Also, do you send spreadsheets, Word documents, PowerPoint slides, etc. back and forth to plan and execute? How does that work for you? What works and what doesn't?

2. The game engine itself: We all know the visuals are kept simple, by the Major's design. How about the sound? Maj H mentions in one of his 'helpme notes' that one should pay attention to the different sounds for different weapons. Does that cue help you in planning or execution? How about the interface--he's done a great job in keeping the 'orders giving' simple enough--but is it too simple or too confusing?

3. Connectivity: The speed of the game is not exactly real time, how do different connection speeds change the way you play the game? For example, does a dial-up connection frustrate you into wanting to only play on a cable or DSN line?

4. Other hardware issues/platforms (and this will kind of touch on point #1): what kind of machines are you guys running? I'm sure there's a few out there with Pentium IVs, and maybe a couple of guys with 386s. Do you notice any limitations with anything?


Bottom line is that I'm going to show how 'the market' (i.e. us TacOps players) can adapt a product, and implement existing programs and technologies to create a simulation which would probably rival something the DoD already uses or has been dreaming about--how a bunch of guys and gals with a beer and bowl of pretzels are getting as valuable training as some Lieutenants and Sergeant Majors are in a TEMPER Tent or the back of a '113.

So please, tell me what you do for a CPX/MBX, and how you like it.

- Trip
 
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MajorH

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This article was written in 2001 about TacOpsCav v3 which is now obsolete - having been replaced by TacOpsCav v4.

Technically the authors should have used "TacOpsCav" rather than "TacOps" as the product name for the Army licensed version.

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[This material may be reprinted, provided credit is given to ARMOR and to the author.]

Published in the May-June 2001 issue of the U.S. Army magazine ARMOR.

Fighting a Hundred Battles:

Using TacOps to Produce Experienced Captains for the Mounted Force

By Major Wayne Cherry and Major Joseph McLamb

At 0700, the commander of the forward security element crosses Bicycle Lake, heading north toward his battalion’s objective of Granite Pass. The situation is extremely unclear; he has no report of enemy contact. Shaking himself to overcome the fatigue of continuous operations, he looks at his digital map and sees that the CRP is moving north of the western entrance to Hidden Valley. He directs the remainder of the FSE to follow. The battalion command net crackles, and the company commander receives a FRAGO: seize Hill 876. He forwards the order to the CRP, mentally wondering if the enemy is already on the objective. Suddenly, a flank platoon reports contact to the east. An icon showing two enemy HMMWVs appears on the commander’s digital map at the western end of Hidden Valley. The platoon in contact is engaging with ATGMs, but the commander’s mind races to far more important conclusions. If the enemy has scouts in Hidden Valley... Almost frantically, the commander reorients his force to the east, but already the digital map shows two enemy tank platoons emerging from Hidden Valley, attacking into the FSE’s open flank.

At 1300, the same commander looks at his digital map again. This time he sees that his friendly forces include a RSTA squadron recce troop, a platoon of MGSs, 6 OH-58D Kiowa Warriors, and four UAVs. As he mentally adjusts to this new task organization, he inspects the terrain on the map. The open spaces of the Mojave Desert have given way to the swampy lowlands of Camp Lejeune. As he tries to think through the effects of the change in terrain, the radio crackles: "FRAGO, enemy MIBN detected at AB123456, moving east..."

No, this poor commander is not trapped in the twilight zone or in a tactician’s purgatory. In fact, both of these battles, and many others like them, occur within the walls of Skidgel Hall, home of the Armor Captains Course at Fort Knox, Kentucky. Using an off-the-shelf computer simulation and standard laptop computers, the course requires student officers to quickly adapt to a changing environment, assess the situation, make decisions quickly, and learn from the results.

Background

If you’ve ever given any thought to training captains, then you’ve probably concluded that the long pole in the tent is experience. While it is relatively easy to give a young captain all the information he needs to be successful, making him an experienced leader is much more difficult. It is so difficult, in fact, that we rely almost completely on "on-the-job training" to provide the necessary experience. In the vast majority of cases, when a young captain arrives at his first unit he has never had to put all his new knowledge to work in an environment marked by uncertainty and limited time. He is knowledgeable, but inexperienced; educated, but not confident.

Recently, the Armor Captains Course has taken a number of steps in an attempt to overcome this deficiency. Our goal is to place student officers into multiple tactical and leadership scenarios, in an environment of uncertainty, little time, and limited resources, and require the student to make decisions. If we force a student officer to do this once, we’ve made some progress. But if we can get him to do it one hundred times — each time with feedback within the scenario and from his small group instructor — against an enemy that is trying hard to win, then we are well on our way to providing experienced captains to the force. Constructive simulations allow us to put a student into a hundred battles at almost no cost.

Constructive simulations have long been a part of officer training. In the Captains Course, we use Janus and BBS for large-scale CPXs and for one-on-one adaptive decision-making exercises. But such simulations are resource-intensive, require extensive coordination, and are not easy to use. For that reason, we recently bought the site license for TacOps.

TacOps 3.0 is a constructive simulation of modern tactical combat that can run on a standard PC. It was designed by a retired Marine officer, MAJ I. L. Holdridge, and has been purchased as a training device by the United States Marine Corps, and the armies of Australia, New Zealand, and recently Canada. The University of Mounted Warfare version, called TacOpsCav, should be available to all Army units within the next few months.

The responses from both small group instructors and student officers have been very positive. TacOps is easy to use, can be loaded on any standard laptop computer, provides visual and audio feedback, and is frequently described by student officers as "fun." It has tremendous potential for training captains, and can easily be used to train officers and NCOs within units.

First, the Shortfalls

TacOps has a lot to offer the trainer, but it has three major shortfalls that you must understand and accept from the beginning.

First, it requires some knowledge of the computer commands to get the results that you want. Before you can effectively use the program as a training tool, you must first be proficient with the program yourself. The program comes with a builtin tutorial, as well as a 200+ page online manual, so all the necessary information is easy to get. By spending some time working with the program in advance, you shorten the amount of time spent inputting orders to the units. Before trying to use TacOps for unit training, start with the tutorial. Small group instructors at the Captains Course report that they achieved a reasonable level of proficiency in 4-8 hours.

The second major shortcoming is that the Blue order of battle doesn’t exactly match any current U.S. unit. The reason is very simple — since the Army doesn’t a have single organization for all of our units, the game designer used a hybrid organization. You will also find that certain pieces of equipment are missing (the AVLM, for example), but that this is fairly easy to work around. In fact, the whole order of battle issue is overcome very simply by designing your own scenarios.

The third and most significant shortfall of TacOps is terrain modeling. The terrain in the program has only two levels — ground level and high terrain. The designer attempts to overcome this oversimplification by applying an abstraction to the problem. All terrain in TacOps is labeled by level of "roughness" – Rough0 through Rough4. These levels affect the mobility of the terrain, but have a much more important effect on line of sight. The level of roughness indicates the availability of intervisibility lines, small clumps of trees, etc., that would allow a stationary unit to find cover and concealment. A unit moving across Rough4 terrain, for example, might easily drop "out of sight" once it stopped moving. This abstraction isn’t always exactly right for a given piece of terrain, but proves surprisingly accurate in most situations. Our experience so far has been that TacOps comes close enough to getting it right that you can conduct a TEWT in the morning on actual terrain, then fight that piece of terrain on TacOps in the afternoon with little loss of fidelity, as long as you accept the inability of the program to accurately reflect that individual IV line that you saw on the TEWT.

Making the Most of the Resource

At the Armor Captains Course, we use TacOps for a great number of activities, ranging from quick and simple to very complex. As you can see, some or most of these can easily be adapted to operational unit training.

1. Demonstrations of simple tactical concepts: Small group instructors use TacOps to reach the visual learners in the classroom. A common demonstration involves the use of intervisibility lines. The SGI places a single M2 platoon in a defensive posture, then launches an enemy tank company at it. The M2 platoon usually destroys three of four tanks before it is itself destroyed. In a second iteration, the SGI places the platoon at the crest of an IV line, with orders to fire, employ the vehicles’ smoke grenades, and back off the IV line 200 meters. In this second scenario, the M2 platoon kills three or four tanks, then withdraws safely, usually without loss. This simple demonstration, which normally takes less than ten minutes, often clears up the mystery of intervisibility lines for the visual learners in the small group.

2. Tactical decision games: These short, relatively simple tactical problems have long been a part of leader training. TacOps allows SGIs to take the TDG one step further. Instead of debating student solutions, now small groups actually fight the battle. Learning is vastly enhanced because the student sees the results of his decisions played out on the battlefield, rather than simply discussed with his peers and instructor. Building a simple TDG on TacOps requires little overhead, and can usually be conducted and AAR’ed within an hour.

3. Force-on-force engagements: Using the local area network, two computers can fight the same TacOps battle simultaneously, one as the Blue force and one as the Red. Of all the uses of TacOps, this seems to generate the greatest level of student enthusiasm. Putting students in a head-to-head engagement verifies the old adage: Americans play to win! We’ve found that students try harder and learn more when we place them in direct tactical competition. These scenarios tend to be more involved, often taking two to three hours to conduct and AAR.

4. Rehearsals: Students have adapted TacOps to their own needs in several ways. One of the most successful has been in conducting rehearsals. Prior to conducting a company mission in CCTT, some small groups rehearse the operation in the classroom using TacOps. Across the board, the result has a company operation that was markedly better than those that did not include a TacOps rehearsal. At the task force level, small groups sometimes use TacOps as a tool during the course of action analysis to validate courses of action, access casualties as part of the wargame, etc. Several small groups have found TacOps to be particularly useful for planning and rehearsing reconnaissance and security operations. Finally, small groups often use TacOps to introduce additional enemy forces or courses of action into a scenario, exploring new options for friendly branch plans.

5. Command post exercise: This is definitely the most resource intensive use of TacOps in the Captains Course. To exercise students as a task force staff, we place the company commanders in one location with the TacOps computer, and place the staff elsewhere with radios and TOC facilities. The staff receives only that information provided by the company commanders. Typically, we have both a Blue and a Red staff fighting each other. Again, student involvement and enthusiasm is remarkable. A standard task force exercise can run from four hours to a full day, and requires a TOC facility of some sort as well as radios. We often use handheld commercial radios for these exercises.

6. Tactics Award: Our course has for many years recognized the student officer who distinguished himself as a tac tician over the length of the course. In the past, we selected this officer by means of a formal board. Appearing before a group of senior instructors, candidates for the award answered questions on doctrine and tactics, then prepared a verbal FRAGO for a company operation. Based on the collective input of the board members, one student officer was selected for the Tactics Award. Recently, we changed the methodology. Now, candidates for the Tactics Award face each other in short tactical engagements fought on TacOps. A candidate may find himself required to attack or defend, using U.S. or other equipment, on terrain that is extremely varied. The most recent winner of the Tactics Award was undefeated as a U.S. tank company, an OPFOR reinforced motorized infantry company, and a reinforced U.S. recce troop from a RISTA squadron.

Looking Down the Road

The site license purchased by 16th Cavalry Regiment includes several upgrades in the software that should be complete by early summer of 2001. The major improvements include:

The inclusion of the M1A2 SEP in the unit database;

Significant refinement in the ability of the simulation to replicate urban terrain, to include both major cities and urban sprawl;

The inclusion of various forces other than the Blue and the Red force, to replicate civilians, non-governmental organizations, criminals, refugees, etc.;

and Expansion of the LAN capability to allow more than two work stations in a given fight.

Even with these upgrades, TacOps will not match the battlefield fidelity of our better known constructive and virtual simulations. Its ease of use, minimal computer requirements, and extreme portability, however, make TacOps a valuable training tool in the hands of innovative and aggressive trainers within our training institutions and our units.

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MAJ Joseph McLamb is an infantryman currently serving as the commander of O Troop, 3rd Squadron, 16th Cavalry Regiment. His previous assignments include observer/controller at the Joint Readiness Training Center, company commander in the 101st Airborne Division (Air Assault), and tours at the National Training Center and in Korea.

MAJ Wayne G. Cherry Jr. was commissioned a Distinguished Military Graduate from Mount Saint Mary’s College, Md., in 1987. He served as tank platoon leader, scout platoon leader, adjutant, and Delta Company commander in 1-35 AR, Erlangen, Germany. Following Desert Storm, he was assistant S3, 1ATB, Ft. Knox, Ky. After AOAC, he served as S3 air and commander of Charlie Company and HHC/3-69 AR, 24th ID (M), Ft. Stewart, Ga. Additional assignments include observer controller at the NTC, Ft. Irwin, Calif; AOBC Division Chief, Ft. Knox, Ky.; and small group instructor, Armor Captains Career Course. MAJ Cherry is currently the Nomad Troop Commander for ACCC.
 

MajorH

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The June-July 2002 issue of Armed Forces Journal Training & Simulation 2002 has an article on recent Gauntlet training exercises conducted at the Armor School at Fort Knox. TacOpsCav (custom version licensed to the U.S. Army) is mentioned as the simulation that was used to conduct the exercises - in one case with 41 computer workstations involved.

The direct link shown below should get you to it.

http://www.afji.com/T&S/Mags/T&S2002/June_July/armytraining.html

The full article is repeated below in case the original article is no longer available at the Armed Forces Journal web site.

Best regards, I. L. Holdridge
aka Major H.

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US Army Training
Fighting 100 Battles
Maj. Doug Henry, US Army

[Armed Forces Journal Training & Simulation 2002, June-July 2002, page 30.]

For almost two years, leaders, soldiers, and civilians at Fort Knox, KY have engaged in transforming our leader development courses and training methodology from knowledge-based, classroom-centric instruction to experience-based, battle simulation exercises. These exercises are called Gauntlets, and their purpose is to develop self confident, adaptive leaders who are prepared to lead combat-arms formations in an Army transforming itself to an Interim Force and then to an Objective Force. By fighting repeatedly ("fighting 100 battles") across the constructive, virtual, and live training environments, we provide a number of experiences by which the combat leader builds skills in pattern recognition, thus shortening the required decision-making time.

On 20 March, in an attempt to share this training methodology, the home of Armor and Cavalry hosted, umpired, and fought in a constructive Gauntlet exercise with students and cadre from other US Army Training and Doctrine Command (TRADOC) schools.

WHAT IS A GAUNTLET?

Gauntlets are multi-echelon, multi-grade, battle-focused leadership experiences conducted in constructive, virtual, live, and distributed training environments. These exercises involve noncommissioned officers from the NCO Academy; lieutenants from the Lieutenants Course; scouts from the Scout Leaders Course; captains from the Captains Course or Cavalry Leaders Course; and, when possible, lieutenant colonels and colonels from the Pre-Command Course, all working together as a team to solve complex tactical problems.

The merging of several grades of students, overseen by a common cadre, is the key to the Gauntlet approach. This organization for training is in sharp contrast to today's more traditional peer-based training models. The Gauntlet exercises provide command and leadership experiences that are evaluated by trained small-group instructors serving as observer/controllers, thus providing each student with valuable insights that are considered by many as "just-in-time" training for their future assignments.

Our Army has 170,000 soldiers and civilians deployed and stationed around the globe in 120 countries, gaining different experiences across the full spectrum of operations. They are training for war, they are keeping the peace, and they are combating terrorism. They are also counting on their leaders and our training institutions to get it right.

The Gauntlet training methodology closes the experiential gap by immersing our leaders in exercises that demand that they fight more and talk less, and evaluates them on whether they win or lose in the short-sword fight. These professional experiences provide memorable battlefield wisdom to our future leaders, not written exams that are soon forgotten. Each battle reinforces the realistic physical and mental demands and choices necessary for training our leaders for battle command.

DISTRIBUTED CONSTRUCTIVE GAUNTLET

The 20 March exercise hosted by Ft. Knox was titled the Distributed Constructive Gauntlet. This first-of-its-kind event would not have been successful without the participation of other TRADOC schools-Ft. Benning, GA (Infantry); Ft. Bliss, TX (Air Defense); Ft. Leonard Wood, MO (Engineer and Military Police); Ft. Rucker, AL (Aviation); and Ft. Sill, OK (Artillery). In future distributed exercises, we plan to expand the number of schools involved by integrating those whose training focus is combat support and combat service support.

Students assigned to small groups from each school participated and gained a combined-arms experience focused on battle command and those battlefield operating systems within their formations. This training experience replicated realistic unit-like conditions that are uncommon in the traditional institutional training experience. Armor Pre-Command Course students (colonels and lieutenant colonels) served as brigade and task force commanders for this exercise, while officers (majors and captains) and non-commissioned officers (sergeant first class and staff sergeants) served in their respective brigade and battalion staff and company command positions.

The scenario for the brigade offensive operation took place in the state of Kamhairistan, where a significantly large al Qaeda network was present. The al Qaeda and its Taliban allies were attempting to destabilize the nation and its neighboring countries.

THE SIMULATION TOOL

The primary constructive simulation used in TRADOC's Distributed Constructive Gauntlet exercise was TacOpsCav, version 4.01, which was delivered to Ft. Knox on 23 January 2002. The simulation was introduced in 1999, when Captains Course students began using it to develop and direct their orders in a classroom environment. By giving our instructors the necessary training strategies, the students began seeing the results of their actions like never before.

On 30 September 2000, the 16th Cavalry Regiment at Ft. Knox contracted for the Army-wide usage and distribution license for a custom version of TacOps, called TacOpsCav. Since then, small group instructors, students, and others have collaborated with developer I. L. Holdridge, Major, USMC-ret., in testing and improving upon the capabilities of earlier versions of TacOps. Significant improvements to this constructive simulation, which is used widely at Ft. Knox, include a network capability that allows multiple computers to fight battles with multiple players. During the TRADOC Gauntlet exercise, 28 computers participated, at Ft. Knox. An additional 13 computers were located at sites other than Ft. Knox. Each player was given an identification number to identify the player's own forces and allow the host/umpire to make rapid task-organization changes, which are absolutely necessary on today's fluid battlefield.

Meeting the demands of the contemporary operational environment, TacOps can place civilians - by type (policemen, non-governmental organizations, dignitaries, and others) - on the battlefield. The host/umpire can control the situational awareness of each player by enabling friendly-vs.-friendly "fog of war" scenarios, where players can only observe each other by line of sight and use what the characteristics of terrain provide them. The host/umpire also can set the rules of engagement for each color-vs.-color permutation to either "free-fire" or "self-defense" modes. In addition, TacOps reflects a marked improvement in the capability to use engineers to shape the operation by building or removing obstacles, minefields, entrenchments, bridges (by classification), and landing zones.

COMMON OPERATING PICTURE

The common operating picture (COP) for this exercise was provided to the brigade and subordinate unit commanders through two mediums: students fighting and observing their unit's actions on computer monitors, and staffs using battle-tracking maps in command posts. The COP was displayed at a scale and level of detail that meet the information needs of each echelon of command. As a result, the situational understanding developed through the COP fostered initiative in subordinate unit commanders by reducing, although not eliminating, uncertainty. This is exactly what we want our future leaders to experience in the institutional environment.

All radio nets for this exercise were replicated by open teleconferences between the multiple sites. Small groups from each of the schoolhouses reported all operational and administrative traffic related to their units in this manner.

ORGANIZING FOR COMBAT

The exercise director for the Distributed Constructive Gauntlet was the Armor School and Center's Deputy Commanding General. He was responsible for inviting other TRADOC schools to participate in this training event and demonstrate "a way" for distributed constructive training across TRADOC commands.

The deputy exercise director is the squadron commander responsible for the conduct and training of captains attending the Captains Course. The intent, guidance, and concept of this exercise, given to his staff and small group instructors, were instrumental in setting the conditions for a first-class exercise.

The exercise controller was a major assigned to the Armor School, who was responsible for all technical aspects related to TacOpsCav, connectivity between schools, and teleconference communications.

The higher controller was an Australian major assigned to the Armor School, who was responsible for tactical orders and role-playing higher headquarters.

The Chief Observer/Controller was a major who operates our Captains Course. His responsibilities included developing both a collection plan for the observer/controllers and the tactical after-action review. All after-action reviews supported bottom-up, two-way conversations that furthered the professional growth of all participants and improved how we conduct future distributed exercises.

Small group instructors at the schoolhouses ensured that all exercise participants understood the constructive simulation and the scenario.

PRECEDENT-SETTING EXERCISE

The Distributed Constructive Gauntlet conducted by TRADOC schools in March set a precedent for how we want to train battle command across the different echelons and grades in the institutional environment. We have only scratched the surface on the possibilities of what can be accomplished when we invest some intellectual capital and share ideas, while training outside the walls of our respective institutions. There is much merit to the thought that distributed Gauntlet exercises may facilitate a future combined-arms environment that doesn't necessitate a change towards having several distinct centers. Such creative thinking, with the use of 21st century training tools such as TacOps, is just one example of how the Army has begun developing the characteristics of Objective Force leaders in the institutional environment.
 

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FYI. Short article on TacOpsCav v4 from November 2003 issue of National Defense Magazine.

Best regards, Major H.

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http://www.nationaldefensemagazine.org/article.cfm?Id=1242

November 2003
Video Game Helps Teach Armor Officer Skills

by Michael Peck

For the past three years, Maj. Michael Muller has used TacOpsCAV, a militarized version of the commercial TacOps game, to teach everything from standard operating procedures and battle drills to intelligence information tracking, decision-making.

Muller is a Marine Corps armor officer who teaches at the Armor Captain’s Career Course at Fort Knox. He prefers the user-friendliness of TacOpsCAV, in which he can generate training scenarios on a low-end PC, to the official JANUS ground combat simulation in the base simulation center.

TacOpsCAV is a platoon-level ground combat game where players simultaneously input their orders each turn using a point-and-click interface, and the computer then resolves their orders simultaneously.

Muller uses TacOpsCAV to illustrate lessons to his students. In a small scenario, he might have “five or six guys will play actual commanders, while the others play artillery observers or battalion headquarters, plus a couple to play the bad guys.”

One scenario ran for three days. Players spent the first two days planning their moves. “The neat thing was that we had the planning at the same time as some of the fighting,” Muller recalled. “During the planning, the reconnaissance fight began, and based on the information they received, the players revised their plans for the main attack that followed.”

Adding a low-cost touch of realism, Muller bought several handheld radios from Radio Shack for $40 apiece. “You put your commanders in separate rooms. They use the radios to convey information. Every player has some information, so you [see] how well they build their intelligence picture.”

Muller credits JANUS as being somewhat more realistic than TacOpsCAV, because it flows in continuous time, versus the other game’s turn-based system. Yet Muller said this is more than outweighed by the accessibility of TacOpsCAV.

Muller even used the game to settle an argument with a colleague over whether an armored cavalry squadron is more powerful than a Marine Expeditionary Unit. “Oh, the MEU won.”
 

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FYI. Long article on commercial sims vs DoD sims from November 2003 issue of National Defense Magazine. TacOps/TacOpsCav v4 is mentioned in mid article.

Best regards, Major H.

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http://www.nationaldefensemagazine.org/article.cfm?Id=1241

November 2003
Successful War Games Combine Both Civilian and Military Traits

by Michael Peck

Commercial war-game designers can provide realistic and user-friendly simulations far more cheaply than the military’s own multi-million-dollar systems, some experts argue. Yet, developers and operators of big-ticket simulation systems counter that off-the-shelf games lack the official testing and validation needed for accurate models.

This is more than a technical dispute. It is a clash of cultures.

On one side are nimble and innovative commercial game companies, whose simulations focus on intangible factors of warfare such as morale. On the other are the military’s tried-and-tested simulation centers, whose models are thoroughly grounded in empirical and quantifiable measures of firepower.

Either way, commercial games are bound to play a greater role, officials said. “People in the Department of Defense will go to commercial designers and say, ‘your game is almost what we want. Instead of paying millions to design it ourselves, maybe you can customize it for much less,’” predicts Col. Matt Caffrey, professor of war gaming at the Air Command and Staff College and a senior reservist in the Air Force Research Lab’s Information Directorate in Rome, N.Y.

The Army used commercial game designers for America’s Army, a first-person-shooter match that has become a successful recruiting tool. But the adoption of civilian war games by the Army has been unofficial and haphazard, as usage varies with instructors’ whims and pinched training school budgets.

“A lot of what has been done has come from end-of-year money, when people find they have a little extra and are willing to try something speculative,” said Doug Whatley, CEO of Breakaway Games, a Hunt Valley, Md.-based game developer that has turned out commercial war games, such as Austerlitz and Waterloo.

Commercial war games bear a striking resemblance to the military’s own strategy simulations. Aimed at demanding hobbyists with expertise in military history, they allow players to command tank platoons, relive campaigns such as Waterloo and Guadalcanal, or even change the outcome of World War II. Heavily researched and extremely cerebral, these games often are laded with rules for morale, fatigue, logistics, command and control, and other factors.

It is precisely this kind of strategy games that the military needs, argued Caffrey. “We have majors here who are going to be squadron commanders and staff officers,” he said. “At that level, you’re not worried about stick-and-rudder. You’re worried about coming up with the phases of campaigns and orchestrating airpower within a joint campaign plan.”

Proponents say that surviving in the Darwinian consumer game market has given commercial designers several advantages over simulations produced by the military and large defense contractors. For one, they are definitely cheaper. Designer John Tiller said he spent about eight months and less than $100,000 to design the first of his Panzer Campaign series of operational-level war games, which retail for about $50. The Defense Department’s JWARS (Joint Warfare System) theater-level model, developed by CACI and AT&T, already has cost $30 million to $60 million.

Commercial games also are produced much more quickly. While funding for JWARS began seven years ago, the Entropy-Based Warfare (EBW) model, developed for the Defense Department by Booz Allen Hamilton and Breakaway Games, went from board game to fielded computer simulation in four years.

“There is interest in commercial games, because the senior military guys are saying, ‘I can’t wait two years [for in-house simulations],’” said Booz Allen principal Mark Herman, a war game designer who created EBW. “There is a perception that ‘if I can go to a CompUSA and get a game that I can get some insights and answers out of, why can’t we do that?’”



Armor School

Many say user-friendliness and accessibility is where commercial games have their real edge. One example is TacOps, a Windows-based, platoon-level game capable of running on antiquated 300-Megahertz PCs. Designed by a retired Marine major, I.L. Holdridge, TacOps has been modified into a training tool used by the Marines, the Canadian and New Zealand militaries, the Army’s Command and General Staff College and the Armor School at Fort Knox, Ky.

The Army’s Training and Doctrine Command (TRADOC) has never sanctioned TacOps. The 16th Cavalry at Fort Knox obtained a license of TacOpsCav—a militarized version of the commercial game—for free, and unlimited distribution for military training purposes.

“I can teach someone to be user-capable with TacOps in a half-hour. It takes them a day to become a talented user, and they like the game so much that they take it home,” said Maj. Michael Muller, a Marine Corps armor officer who is currently an instructor at the Armor Captain’s Career Course at Fort Knox.

Muller contrasted the TacOps learning process with the three days of JANUS training for Armor School students.

Designed 30 years ago to model nuclear effects, the ubiquitous JANUS has been upgraded steadily into the Army’s primary ground combat game.

Muller said that instead of waiting weeks for the base simulation center to schedule and design a JANUS scenario, he can use TacOpsCAV to construct an exercise for six students in a matter of minutes. “Maybe you’re illustrating a point, and it’s not driving home. So you stop for 10 minutes and create a TacOps scenario. Then, you have them fight it out. You can run a small scenario with a dozen guys and five or six computers, and do a company-level scenario in less than two hours.”

Designed to be used by multiple computers linked to a host PC, and including features such as thermal sights and unit doctrine, TacOps is realistic enough to be a legitimate training tool, Muller said. “It’s ultimately not as realistic as JANUS, but what does it cost to run TacOps? Nothing.”

JANUS requires $2 million per year for maintenance, upgrades and the salaries of the operators at base simulation centers, according to the National Simulation Center at Fort Leavenworth, Kan.

Yet, simply looking at price tags is misleading, say defenders of the big, traditional military simulations. “One of the reasons it costs so much money and time to build a JWARS is that you are using validated algorithms with real world data and weapons,” said a government manager familiar with the program.

“There has been lots of research done to verify that these complicated algorithms fully represent the way our systems operate,” he said. “Let’s say one battalion attacks another. Our algorithms and real-world experience might suggest that the attacker has a 90 percent chance of destroying a particular system. Commercial games might use a much simpler algorithm that concludes there is a 60 percent chance of a kill.”

“If the purpose of these games is pleasure, that’s great,” the manager continued. “But if you’re using a model to make billion-dollar force assessment decisions, you want to make sure the algorithms are right. Because there is a big difference between a 60 percent and a 90 percent probability of something happening.”



More Realistic

One issue that rubs the nerves of commercial and military designers alike is the question of who creates the most accurate simulations. Critics accuse JANUS, BBS [Battalion/Brigade Simulation] and their ilk of being firepower-fetish attrition models that award victory to whoever has the biggest guns, rather than giving equal weight to soft factors such as morale, fatigue and cohesion. Such considerations have long been featured in commercial computer and paper war games.

Booz Allen’s EBW, currently in evaluation by the Joint Chief of Staff, was expressly designed to replace the conventional attrition model with a theater-level system reflecting the chaos and disorder of battle. EBW units crumble as their cohesion erodes under stress, fatigue and psychological warfare. The outcomes of historical battles were determined by these factors, says Herman. “Without them, you cannot explain why Napoleon lost the battle of Waterloo.”

Indeed, the Center of Army Analysis found that fewer than 20 percent of battles can be explained by attrition theory, said Booz Allen manager Mark Jacobsohn. EBW’s soft factors are partly based on intensive research of historical conflicts.

But defenders of traditional simulations argue that soft factors are simply too unreliable for military simulations. Why, for example, should one brigade be arbitrarily assigned a morale level of 4 on a scale of 1 to 10, while another brigade is rated an 8?

That is why JANUS has no morale rules, said Capt. James White, a National Simulation Center validator. “JANUS soldiers are perfect soldiers.” Yet, White believes it too risky to include features neither quantifiable nor able to pass the rigorous software validation process. “Their goal is to make entertaining games. Our goal is to make accurate ones.”

Thus, the NSC neither recommends nor discourages use of commercial games, though the issue is being discussed at higher levels, according to White. In the meantime, he estimated that creating simulations with validated soft factors “might be a generation away.”

TacOps designer Holdridge sharply dismisses the notion that commercial and military-designed simulations are competing against each other. “TacOps isn’t replacing anything. It is a limited fidelity, low-end, poor man’s CPX [Command Post Exercise] event generator. A unit should properly prepare itself by trooping down to a base simulation center and working with JANUS or whatever the current multi-million-dollar sim is.”

Some optimists foresee a middle ground where the military has an array of commercial and in-house games to choose from. Jacobsohn suggests commercial games can point the way for big military simulations. For example, a commercial game used to plan a theater-level air campaign might discover that hostile antiaircraft weapons will be a major impediment. Military simulations—whose algorithms and databases contain classified details of U.S. and hostile equipment—can determine specific routes for aircraft to avoid those weapons.

Caffrey, the Air Force colonel, sees off-the-shelf commercial games routinely used for professional development, as commanders recommend them just as they would recommend certain textbooks. Militarized commercial games, with added realism, will be part of the standard equipment at professional military schools. And when highly accurate models are needed for force assessment and budgeting, then large contractor-designed simulations like JWARS will come into play. Even for the large games, “users may not know that 20 percent of the model’s code was originally written for a commercial war game,” Caffrey added.



Commercial Designers

Caffrey brought together commercial game designers and military simulation experts at a conference last July in Rome, N.Y. Officers in starched uniforms and game designers in Hawaiian shirts and ponytails are not a natural match. But it is obvious that these designers are seeking a piece of the military market.

The problem for commercial designers is that their war games emphasize brainpower and analytical thinking, instead of eye candy and eye-hand coordination.

With today’s short attention spans, this is a guaranteed method for not selling products.

Thus, designers welcome opportunities to obtain stable and relatively lucrative government contracts. It is also a chance to take a break from hobbyists whose passion for historical accuracy frequently veers into obsession in Internet chat rooms (“This game stinks! It says the 1st Infantry Division used the M-1234A at Normandy! Every idiot knows it was the M-1234B!”).

Tiller and Holdridge represent one end of the commercial designer community—lone creators who basically operate out of their homes. The Air Force’s Office of Scientific Research recently awarded a $100,000 Small Business Technology Transfer Program (STTR) grant to Tiller, whose battalion-level Panzer Campaign series uses a common game engine to recreate a dozen campaigns from Normandy and Kursk to the 1967 Six-Day War.

The Air Force wants him to refine the artificial intelligence in these games, and then use that knowledge to enhance the AI in other computer war games.

“My approach is to take a game engine and develop it into a series on various historical periods,” said Tiller, who is also demonstrating his campaign-level Modern Air Power game to the Air Force. “I could use Modern Air Power as a game to cover anything from North Vietnam to Iraq.”

Tiller predicts defense dollars will attract commercial designers. “With the low overhead of commercial war gaming, even SSTRs and SBIRs [Small Business Innovative Research Program] are very attractive to developers,” he said. “You won’t attract a Microsoft with that amount of money, but you can certainly attract a commercial designer.

“When I sell a commercial game, I can sell it for $40 and get a certain payback. SBIR is more sustained funding. I can count on that $100,000 for nine months, and it justifies more sustained effort developing a war game’s AI.”

At the other end of the development community are relatively large and successful commercial developers like Breakaway Games, whose staff of 50 includes several veteran designers. The company designs and codes games that are then marketed by publishers. Its latest empire-builder, “Emperor: Rise of the Middle Kingdom,” has so far sold 300,000 copies at $40 each.

With computer game publishers typically giving developers like Breakaway a royalty of 20 percent on every game dollar, potential profits are greater than those for government simulations, according to Whatley. But higher profits inevitably generate higher risks.

Fickle consumers may shun a game that cost publishers and designers millions of dollars in development costs.

Breakaway Games is working on a variety of government projects for clients ranging from the Special Operations Command and various intelligence agencies to the Department of Justice. Whatley expects that of the company’s estimated $6 million in revenue this year, half will come from government contracts. The Entropy-Based Warfare project alone has garnered it $4 million to $5 million over the past six years.

However, commercial designers will not have an easy time breaking into the defense market, warns Booz Allen’s Herman. “They have absolutely no idea how arcane federal acquisitions are. They think it’s just, ‘hand me the money, and I’ll do the work.’”

Whatley agrees with Herman that commercial designers should team up with a larger contractor, as Breakaway has done with its government projects. “So much of contracting with the Defense Department is knowing the right person to present the idea to,” Whatley said. “Even after five years, we still don’t feel totally comfortable that we are the best sales force for our own ideas.”

For a traditional government contractor such as Booz Allen, using Breakaway to develop EBW was cheaper, quicker and more effective, Herman said. “Commercial designers are not prejudiced by the current system. They can approach it as historians rather than career officers, game designers rather than physicists.”

Whatley said creating games for consumers keeps his developers fresh. “It’s the commercial side that pushes the envelope. It’s the creative spark that generates a lot of the advancement. That’s why our code is as cutting-edge as you can get.”

Herman sees commercial games gaining clout in certain roles. “If you want operational code for a weapons system, you wouldn’t use commercial game designers. They have a very rapid build process, and it’s often a little shoddier. But if it’s for things that don’t get anyone killed, you can get a product that is much cheaper and frequently better.”
 

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Below is the article on TacOpsMC that appeared in the June 2004 issue of the Marine Corps Gazette.

Best regards, Major H.

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Marine Corps Gazette, June 2004, pages 51 to 52.

TacOpsMC: A New Training Tool

by Major Michael L. Muller

Constructive tactical operations simulation programs are available to Marines.

Tiger 6, this is Alpha 6. Engaged and destroyed three tanks vicinity 624139, continuing engagement, nine slant two, over." The radio at the company commander's side blared back, "Roger, Alpha 6. Charlie 6, execute Axis Smash, over." The sounds of tank main gun, artillery, and a section of close air support (CAS) could be heard well over the radio chatter. Moments later Charlie 6 chimed in, "Contact tanks north. I'm going to ground, 10 slant 3, out." More gunfire, a rash of radio requests and messages send the tactical operations center (TOC) into a flurry. "Attention in the TOC, CCIR [commander's critical information requirement] 2 has been met. Sir, what is your decision?" A few moments pass. The battalion commander notes aloud, 'John, they're not where you said they'd be. I'm not sure I can commit Bravo until we penetrate that military-industrial complex." A hasty discussion ensues in the TOC. Moments pass, more spot reports. Elsewhere, "Black 6, this is Red 1, engaging two BMPs east of 271, over. " "Red 1, roger. Blue move into a position on Red's right and suppress the enemy on hill 224. White, move to CP [command post] 19 and standby." Back in the TOC, "Okay gents, execute Frago [fragmentary order] 2 to block his counterattack. If we move quickly I think we'll have him."

The scenario you just read is not an officer's club story from Operation IRAQI FREEDOM but rather the newest in a series of constructive simulations for the Marine Corps called Tactical Operations Marine Corps (TacOpsMC). TacOpsMC is a computer simulation that pits multiple players against each other in a wide variety of TacOps, from squads and platoons to battalions and Marine air-ground task forces (MAGTFs). It immerses the participants in a constructive simulation designed to hone their decision making skills. The preceding narrative accurately describes the radio chatter and TOC activity generated by a TacOps fight. But the true beauty of TacOps is that it is fast, easy to use, and doesn't require any sup-port short of a couple of low-tech computers on your unit local area network (LAN). With TacOps you can support platoon, company, battalion, and MAGTF training to focus on decision making, battle tracking, information flow, radio procedures, and unit standing operating procedures (SOPs). The cost of this training is nothing. The Marine Corps has already purchased an unlimited software license allowing maximum dissemination to anyone in the Department of the Navy. This means you can take it home and put it on your home computer to practice and play at the house and place a copy on every computer in your unit.

How do you use it to train your Marines? The Armor Captains Career Course (ACCC) at Fort Knox, KY has been using TacOps in simulation for nearly 3 years. During that time we have found it to be a great tool to execute company, battalion, and brigade missions. A typical TacOps scenario would begin with a couple days of mission planning. Every level - company to regiment - begins their planning cycle. While the planning continues, TacOps begins with the reconnaissance phase. Staffs are separated from maneuver units. Each maneuver commander is placed in a separate office or area where he can run his portion of TacOps on the LAN. A typical personal computer (PC) is more than adequate to support the software. Using hand-held radios (the type you buy at Radio Shack for $40 works fine), players communicate with their higher commanders and TOCs. The information is processed at every level allowing each commander and staff member to execute the appropriate battle drill and decision cycle as necessary. As TacOps continues, realtime reports and communications accelerate. With a half dozen computers you can run a fantastic company operation or a simple battalion operation. A good battalion level scenario might involve 12 computers with the following configuration: 4 company commanders, a scout platoon commander, some-one running fire support and CAS, another player running rear area units and logistics packages, 1 computer for the battalion commanders vehicle, 3 players playing opposing forces, and a host computer. With more computers you could break down units for control by platoon commanders, section leaders, engineers, or other battle-field assets. In short, it proves to be a very versatile system.

How does it help me train? TacOpsMC provides a "turnkey" simulation requiring minimal training time that is available on a moment's notice. A company or battalion commander could develop a unique scenario in a couple of hours or use a prebuilt scenario to practice battle drills for support by fire, assault, movement to contact, breaching, defense in sector - the list goes on. Combined with a good after action review, TacOps helps hone decision making skills, improve SOPs and reporting procedures, and rehearse TOC operations.

Using the simulation requires minimal time in training and setup. A typical user can learn the system in 2 hours and can hone his skills on the unit's computers or at home on his PC. Each unit would need one Marine trained as a host. A host is the person who will build the scenario, set up the map and units, and control the environment during the fight. Training a host can be accomplished in 5 hours and is a skill easily taught to others within the command. The bottom line is that it will take minimal time to train the users, so you can be up and running in a single day.

The software also comes with a sup-port compact disk (CD) with dozens of "ready-to-fight" scenarios. Scenarios are complete with operations orders and graphics and are available for company, battalion, and regimental exercises. Also available with TacOps is a wide variety of terrain, from Twenty-nine Palms and Camp Lejeune to Korea and Afghanistan.

Okay, I like it. So how do I get a copy, and how do I train my people? A copy of TacOpsMC is available from any of a variety of sources. The primary contact to order a CD is Martin Bushika at <Martin.Bushika @navy.mil>. You may also feel free to borrow someone else's CD and burn your copy as the Marine Corps has an unlimited license specifically for this purpose. Training materials are included on the CD for basic training and host functions. The support CD includes several versions of conferences to instruct users and hosts alike. Once you train a host he will be able to easily train the rest of your unit in TacOps.

I trust you will make the best use of this. simulation to support your training objectives. Here at ACCC we have found it to be an efficient and effective tool.

Major Muller is a tank officer and served as the senior instructor, Armor Captains Career Course, Fort Knox, KY when he wrote this article. He is currently assigned as an assistant inspector-instructor with 4th Marine Division. .

Marine Corps Gazette June 2004
 

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http://www.tacops.us/support/

Look for, download, and unzip a 43 meg file named "TacOpsCavTrainingAides.zip".

Inside that folder you will find three TacOpsCav "how to" briefings. Each briefing is provided in zipped Powerpoint format and in zipped PDF format.

The files named "TacOpsCav for Beginners" and "TacOpsCav Overview" were developed at the Armor School at Fort Knox for instructors to use while conducting a one to two hour, entry level class/lecture on how to use TacOpsCav. The lecture was followed immediately by student battles. They were also used for familiarization briefings.

The file named "Example Gauntlet Brief" shows a representative organization plan for a very large TacOpsCav exercise.
 

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Also check out the user guide in your TacOps4 folder. The file is titled "Guide - User.pdf".

Appendix J - Command Post Exercise Guide.

Appendix K - Multiplayer Teams Network Mode.
 

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1. Communication/interaction with others: I've used vIRC and Trillian although mIRC seems to be the most common client. Most CPX planning is done by email while MBX umpires seem to go for dedicated Web sites. Any program that can generate a bmp file can be used to create operational graphics for tacops. The game engine can read any bmp [or png] file with the same pixel dimensions as the map as an overlay.

2. The game engine itself: We normally play with the sound in "click mode" to speed up game. That makes each engagement display in about 1/4 as much time as when in full sound mode. The interface rarely if every causes me an overload issue. Trying to stay on top of the command net chat window and running too many units is where the overload comes in.

3. Connectivity: The speed of the game is not much of a factor. Assuming one minute turns and one minutes orders phases, you have just enough time to read the message traffic, watch the turn execute, give new orders, report your status to command, and take a sip of [insert beverage choice here].

4. Other hardware issues/platforms (and this will kind of touch on point #1): I'm running on a 4 year old P-IV, never had a problem even back in my 486 days. Another reason I love this program.
 

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MajorH, I'm working on the paper now. . . thanks for the great info!

One of our textbooks has an article on SIMNET (which I'm about to read in its entirety). Have you had much experiene with it? Has it influenced your design/construction of TacOps much or at all?

I'm obviously familiar with the use of TacOps, but as I read this article, I'm going to see if I can't draw some parallels between the old SIMNET system and what you've developed. It'll be interesting to see what features are similar and what have evolved.

I am still interested to hear your take on it though. . .
 

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MajorHOne of our textbooks has an article on SIMNET (which I'm about to read in its entirety). Have you had much experiene with it? Has it influenced your design/construction of TacOps much or at all? .
SIMNET and its descendants were just starting to surface in the military in the late 80s, as I was leaving - I retired from the USMC in 1990. So ... no personal experience with SIMNET other than reading about it and certainly no influence on the design of TacOps. The main influences on the design of TacOps were many years of board/paper wargaming and modern era miniatures wargaming.

I might point out that the first ten years of SIMNET cost about 300 million dollars. The first ten years of TacOps did not. :)
 
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The second ten years of TacOps, though.... ;)

TacOpsCav was used at CGSC for several years, putting on a slate of 8 short vignettes as the battalion/brigade exercises. It was quite popular, but eventually fell to demands that the exercise cover counter-insurgency & stability operations. Some instructors still use it.

I've met a few officers (five at most) over the past few years who mention that they have used it, personally, in training their troops. Oddly enough, these people are highly committed and willing to put in the effort.
 

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Well, I can hardly imagine the OP wanting more than what Major H has already posted.

I can put my two cents in as a civilian, military language trainer.

I've used TacOps turns to provide situations to provoke orders-writing exercises. I (greatly) appreciate the simplicity of the program and its portability as I am sometimes obliged to run my class off of a USB key.

If you want an example of a recent CPX I participated in (run by John Monahan), have a look here: http://groups.google.com/group/holiday-cpx-ge-hq

This was the site we used to coordinate intelligence and operations for a historical scenario. There was a loose timeframe for getting the planning done. I didn't actually push any units myself--another reason why I like TacOps CPXes. My time is sometimes at a huge premium, but the "simulation" isn't confined to actual manipulation of the game. In fact, I would argue that TacOps, or any simulation is really just a pretext for the kinds of conversation that needs to happen in an effective CP.
 

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I should mention: I got an "A" on the paper and the class.

The gist of the paper is that geographically separated units can still network into the game and partake in a field exercise--much like the philosophy of SimNet.

Here in mid-GA, they're trying to tie into a local aviation school's air traffic control simulator with the flight sims here on base. It's going . . . somewhat well but apparently they're having hardware issues: servers ain't talking to each other well.
 
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