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Winning Wars�How can the US win battles yet lose wars?

Matt Caffrey

Air Command and Staff College

Air University

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Bio

  • Lt Col USAFR AF/XOOC (CHECKMATE)
  • Professor of Wargaming and Campaign�Planning, Air Command and Staff College
  • Co-author Gulf War Fact Book
  • Originator of the Connections Conference
  • Designer of Several Air Force Wargames
  • Originator of the Commercial Wargames db

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At The Time of Saigon's Fall

American Colonel: “You know you never defeated us in a battle.”

North Vietnamese Colonel: “That may be so, but it is also irrelevant.”

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More Recently...

Few would deny we won an overwhelming military victory

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In fact...

When was the last time a militarty victory was so lopsided?

  • 1967?
  • Franco-Prussian War?
  • Agincourt?

And yet...

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Things have not worked out...

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My Thesis

We focus our planning and our wargames on winning battles when the focus of both should be winning a better state of peace

  • A focus on “end state” will promote more comprehensive wargames
  • More comprehensive wargames will help focus leaders on the end state

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My Plan

  • This talk I’ll focus on how we can create more comprehensive wargames

  • My final talk will focus on planning for a better state of peace.

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The Caffrey Cycle

History

Theory

Doctrine

Strategy

War

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In the Beginning

  • It all started with language - and toys
  • The Royal Toys
  • It all started with language - and toys
  • The Royal Toys

  • Dangerous Toys

Egypt

Rome

China

India

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Personalities

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The Origins of Modern Wargaming

  • 1811 - Herr von Reisswitz - a base of sand

  • 1824 - Lt Reisswitz - the expanding circle

  • 1837 - Helmuth von Moltke - a quantum leap

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World Wide Wargaming

Austro-Hungarian

England

Italy

France

Russia

secondary diffusion

1820 / 1875 / 1905

1874 / 1889

1873

1872 / 1883

1866

Japan, Turkey, Latin Am.

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Coming to America

  • 1883 - Major Livermore

  • 1886 - US Naval War College

  • 1900 - US Army War College

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  • Innovation

Egypt

Moral

Factors

Egypt

Free

War-

gaming

Innovation & Decline in Germany

  • Innovation

  • Decline

Egypt

Moral

Factors

Egypt

Free

War-

gaming

Egypt

Face

Time

Egypt

Command

Influence

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Birth of Modern Civilian Wargaming

  • 1890s Delbrück - first duty of the new rulers

  • 1900 - Jane - why don’t you do a data book?

  • 1913 - H. G. Wells - wargames for peace

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Wargaming the Great War

  • Pre-war Wargaming

[1905] The wargames that shaped the world

[1910s] Moltke the Younger and the return� of rigor

[1914] The wargame that didn´t change history

  • Wargaming & the Great War

The Peace offensive - the limits of� „force on force“ wargaming

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  • Germany - Innovation then “Blood and Soil”

  • US
  • Germany - Innovation then “Blood and Soil”

  • US

  • UK - Negative example
  • Germany - Innovation then “Blood and Soil”

  • US

  • UK - Negative example

  • USSR - Victory through defeat

Inter War Wargaming

Navy PME:

- Teach how to learn

- Accelerate MTR

Army: Learn nothing

Air Corps: A false dawn

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World War II

  • Germany

Manstein makes his case

Barbarossa - an accurate mistake

Victory at Normandy, twice

  • Japan

Both attacks on Pearl Harbor

Both battles of Midway

Why did Japan keep on fighting

  • US

Navy success - but ...

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Eclipse

  • Germany

Manstein makes his case

Barbarossa - an accurate mistake

Victory at Normandy, twice

  • Japan

Both attacks on Pearl Harbor

Both battles of Midway

Why did Japan keep on fighting

  • US

Navy success - but ...

Did „The Bomb“ make

wargames obsolete?

Decline in the

study of war

at the war colleges

Rise of

deterrence &

the efficient DoD

Korea seen as

an aberration

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Why was Wargaming Reborn?

  • The onset of the Cold War

  • Assumed credibility of computers

  • Assumed credibility of Operations Research

  • The obsolescence of war had been�greatly exaggerated

The obsolence of war had

been greatly

exaggerated

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How was Wargaming Reborn?

  • [1950s] Analysis models, Naval War College
  • [1960s] Air Force PME

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Wargaming - The Vietnam War

  • US

Wargame predicted

stalemate -- NOT

continued to conflict resolution

Wargame predicted victory

  • North Vietnam

- Soviet method of wargaming

- Partial explanation of

lack of radio use,

style of

fighting

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  • [1950s] Analysis models, Naval War College
  • [1960s] Air Force PME
  • [1950s] Analysis models, Naval War College
  • [1960s] Air Force PME
  • [1970s] PME, Training, Red Flag
  • [1950s] Analysis models, Naval War College
  • [1960s] Air Force PME
  • [1970s] PME, Training, Red Flag
  • [1980s] O-Plan development

How was Wargaming Reborn?

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Wargaming - The II.Gulf War

  • US
  • Iraqi

- Soviet method for ground forces

- a reason for the halt

- US software for air

forces - a reason

they did not

fight

  • Exercise in the Desert - Patriots accelerated
  • Internal Look 90 - a reason we moved so fast?
  • Wargamers at war - the road not taken
  • Wargames in the field
  • The US training edge

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  • [1950s] Analysis models, Naval War College
  • [1960s] Air Force PME
  • [1970s] PME, Training, Red Flag
  • [1980s] O-Plan development

How was Wargaming Reborn?

  • [1950s] Analysis models, Naval War College
  • [1960s] Air Force PME
  • [1970s] PME, Training, Red Flag
  • [1980s] O-Plan development
  • [1990s] Procurement Decisions,� Tactics Development,� Force Structure Tradeoffs

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DoD Wargaming at a Crossroads

  • More money going to wargaming

Relatively less expensive

No environ-mental impact

Secure from “overhead” observation

Exploits more computing power for less money

Credibility with Congress

Credibility with Congress

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DoD Wargaming at a Crossroads

  • More money going to wargaming
  • More money going to wargaming

  • More doubts than any time since the late 40s

- RAND’s Base of Sand Paper

- HQ USAF concerns

- “Competition” from commercial wargames

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The Rise of Commercial Wargaming

  • More Accessible Wargames

- [1950s & 1960s] Charles Roberts &� Eric Dott

- [1970s] James Dunnigan &� the S&T Staff +

- [1980s] Chris Crawford, Gary Grigsby

- [1990s] 25 Billion dollar global industry

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Where Are We Now?

Analysis

Training

PME

Prof Dev

Recreation

[Bottom Up]

Operational

Reasearch

Models

History Based

Wargames

[Top Down]

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Why Commercial Wargaming

  • Scope

  • Selection

  • Cost
  • Scope

AF in house: first days of war

Commercial: from peace to peace

  • Selection

AF in house:

- 2 Billion a year industry

- dozens of models

Commercial:

- 25 Billion a year global industry

- over 1400 computer games

- over 2800 print games

  • Cost

AF in house:

- $20,000,000 (range:- $1M to $200 M)

- Days to learn and to execute

Commercial:

- $20 (range: $9 to $79, average $49)

- Hours to learn and to execute

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FUSION. The Future of Wargaming

  • Convergence of Hardware

- Old world

- military: mainframe computers� - civilians: the kitchen table

- New world

- military: personal computers� - civilians: personal computers

  • Convergence of Interfaces

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Where We Need to Go

Analysis

Training

PME

Prof Dev

Recreation

[Bottom Up]

Operational Reasearch Models

History Based Wargames

[Top Down]

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Facilitating the Integration

  • Connections

  • Commercial Wargames Data Base

  • 3rd Generation Wargame

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Lessons Learned

  • All wargames predict the future

... and sometimes they get it right

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Causes for False Predictions

  • Red and/or Blue not following�the anticipated strategy

  • Model omits a factor that is decisive�in conflict depicted

  • Critical juncture in conflict occurs�after end of game time

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How to Achieve a Comprehensive Wargame

3rd Generation - system on system

2nd Generation - force on force

1st Generation - mind on mind

Evolve the State of the Art

STRATEGY

ATTRITION

EFFECTS

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The 3rd Generation Wargame

Retains the two sidedness of the 1st,

the attrition of the 2nd and adds

Human

Factors

Treatment

of Time

System

Effects

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The 3rd Generation Wargame

Treatment

of Time

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Harmony

between

real and

modeled

time

Turn Cycle

Design Principle

Simulation Duration

Event Duration

Decision Cycle

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No time for strategic effects to ripple through

Subordinate Initiative Ignored

- Link´s Trip Report

Decisive Points Missed

- “Dewey Wins!”

- Barbarossa/Vietnam

Consequences When Not Implemented

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Col Boyd’s

vision of

how

decisions

work

The Decision Loop

Observe

Orient

Decide

Act

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Duration Determined by Level of Command

Tactical

Operational

Strategic

NCA

Hours to

Days

Seconds

to Hours

Weeks to

Months

Months to

Years

Weeks to

Months

Minutes

to Days

War

Campaign

Battle

Level of War

Type of Event

Decision Cycle

Event Duration

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Nested Decision Loops

Hours to

Days

Seconds

to Hours

Weeks to

Months

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Nested Decision Loops - Implementation in 3G

AI /

Human Toggle

AI /

Human Toggle

AI Control

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All events are tactical.

Matt Caffrey

All politics are local.

Tip O´Neal

Why Ripple Effect?

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Tactical Event

1 KIA due to mine

1 KIA - Operational impact

none

1 KIA - none - Strategic impact

Loss of support for war

Death in Vietnam

Tactical Event

16 B-25 lost

Tactical Events Cascading to Strategic Effects

16 B-25 lost - Operational impact

Japanese divert forces

16 B-25 lost - Japanese divert forces - Strategic impact

Huge moral boost

Dolittle´s Raid

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The 3rd Generation Wargame

Retains the two sidedness of the 1st,

the attrition of the 2nd and adds

Human

Factors

Treatment

of Time

System

Effects

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The 3rd Generation Wargame

System

Effects

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Harmony

between

real and

modeled

systems

Real combatants function

as systems made up of

internal systems

Design Principle

Models must depict

all combatants as

systems of systems

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Unanticipated consequences not detected

Friendly vulnerabilities not identified

Indirect effects not depicted

- Energy crisis of 70’s never happened

- Germany Wins First World War

Consequences When Not Implemented

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Warden´s Five Rings

Infrastructure

Leadership

Forces

Population

Essentials

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The Enemy as a System

Infrastructure

Leadership

Forces

Population

Essentials

Leadership

Transformation

Transportation

Resources

Forces

Connectivity

Connectivity

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Enemy

Coalition

C4I [Info/Morale]

Adversaries as Systems

Transformation

Transportation

Resources

Military

C4I [Info/Morale]

Transformation

Transportation

Resources

Military

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C4I [Info/Morale]

Each Entity as a System

Transformation

Transportation

Resources

Military

C4I [Info/Morale]

Transformation

Transportation

Resources

Military

Oil Refinery

Management

Cracking Towers

Pipelines

Crude Oil / Power

Guards

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C4I [Info/Morale]

Each Entity as a System

Transformation

Transportation

Resources

Military

C4I [Info/Morale]

Transformation

Transportation

Resources

Military

Management

Cracking Towers

Pipelines

Crude Oil / Power

Guards

Fighter Wing

Wing Ops Center

Maintainers

Fighters

POL, Munitions, ...

Security Forces

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C4I [Info/Morale]

Each System with Inputs, Capital Assets & Outputs

Transformation

Transportation

Resources

Military

C4I [Info/Morale]

Transformation

Transportation

Resources

Military

Management

Cracking Towers

Pipelines

Crude Oil / Power

Guards

Wing Ops Center

Maintainers

Fighters

POL, Munitions, ...

Security Forces

POL, Parts,

Ammunition

Crude Oil / Power

Crude Oil / Power

POL

Cracking Towers

Cracking Towers

Crude Oil

Electricity

Cracking Towers

Inputs

POL, Munitions, ...

POL, Munitions, ...

Fighters

Fighters

Runway,

F-15´s

Combat Power

Capital

Outputs

POL

POL, Parts,

Ammunition

A direct link if both

entities on same side

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Inputs

Capital

Outputs

System Effects Implementation in 3G

Capital

Inputs

Outputs

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Inputs on Hand

Capital Goods

Outputs on Hand

System Effects Implementation in 3G

Inputs

Outputs

AI Node

Defenses

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System Effects Implementation in 3G

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

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System Effects Implementation in 3G

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

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The 3rd Generation Wargame

Retains the two sidedness of the 1st,

the attrition of the 2nd and adds

Human

Factors

Treatment

of Time

System

Effects

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The 3rd Generation Wargame

Human

Factors

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Harmony

between

real and

modeled

human

impacts

Real Human capability

(training, experience)

should influence effectiveness

Design Principle

Human decision criteria

(doctrine, culture)

should be reflected in AI

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Decisions inappropriate

- US Wins Vietnam War

- Zero Iraqi Soldiers Surrender

Unit Performance inappropriate

- The Marianas Tie

- The Red Baron Study

Consequences When Not Implemented

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Human Factors

Tactical

Operational

Strategic

Human factors influence each

level of war

decisions of war or peace are political decisions

IO/IW, deception has been decisive

crew fatigue/training/morale all play key roles

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Modeling What is Known

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

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Modeling How They Think

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Building the AI Node & Decision Rules

Doctrine,

Effectiveness

Cultural Norms,

Acceptability

Logistics,

Feasibility

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Modeling Who They Are

Inputs on Hand

Capital Goods

Outputs on Hand

AI Node

Defenses

Training Level

All men may be created equal, but they don´t stay that way

Cohesion

Health, Fatigue

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AI nodes to implement realistic decision criteria on break points etc.

Nodes (AI or human controlled) will only know information that reaches it - true or false

Human Factors Implementation in 3G

Political consequences of actions will be explicitly modeled

Characteristics of personnel modeled

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The 3G retains the two sidedness of the 1st,

the attrition of the 2nd and adds

Putting It All Together

Treatment

of Time

Human

Factors

System

Effects

The 3G retains the two sidedness of the 1st,

the attrition of the 2nd and adds

Treatment

of Time

Human

Factors

System

Effects

All actions are initially tactical

“All” actions have physical, informational

and attitudinal impacts

In cases when these impacts “ripple” through

the system strategic effects may occur

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Representative Durations

Wars

Campaigns

Battles

120

100

80

60

40

20

Days

Weeks

Months

Years

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The 3G retains the two sidedness of the 1st,

the attrition of the 2nd and adds

Treatment

of Time

Human

Factors

System

Effects

All actions are initially tactical

“All” actions have physical, informational

and attitudinal impacts

In cases when these impacts “ripple” through

the system strategic effects may occur

Game space populated by entities that include:

- An AI rule set with starting attitude

- “Capital” goods

- Expendables

Building the Simulation

All entities

- Consume expendables, receive information

- Produce outputs, transmit information

Turn cycle for each entity appropriate to command level

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Type of Conflict Neutral

-

war, insurgency

Theory Neutral

-

any theory can be tried

A 3rd Generation Wargame is...

Should even provide visibility into natural disasters

Is Instrument of Power Neutral

-

any IP

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In Summary

What we called

wargames in the past

were really battle games

Today we are refining

some pretty reasonable

campaign games

The 3d Generation Wargame will be the first true

War Game, its features will enhance campaign

games significantly and battle games somewhat

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Conclusion

  • It is of Global importance that we evolve wargaming to its 3rd Generation
  • As with the tank during World War I all the necessary technology is there and needs only to be combined.
  • Such a wargame will be a breakthrough that enables breakthroughs