Opportunity Realized and Lost�Historical Insights Through Nodal Analysis
Matt Caffrey
Professor of Wargaming
Air Command and Staff College
The Ancient Art of EBO*�(*Effects Based Operations)
Matt Caffrey
Professor of Wargaming
Air Command and Staff College
The Flow of My Talks
Lessons From The History Wargaming
What needs to be fixed to better depict all war
The Ancient Art of Effects Based Operations
Aerospace power provides new tools for ancient strategy
Wargaming Aerospace Power
A Global History of
The Impact of Engineers & Air Bases On Air Campaigns
My Bio
What Is�Effects Based Operations?
Military Operations designed to achieve specific effects. Attrition may or may not be a byproduct but is not an objective.
How Old is EBO?
How Old is EBO?
EBO, An American Tradition
EBO in WWI
Why Inter-war Interest in EBO?
The Birth of the Concept
High Altitude Daylight Precision Bombing
Procedures to Implement the Concept
Organization That Facilitates Those Procedures
An Independent Air Force
Enabling Technology
Enabling Technology
EBO in WWII
Early Operations Frustrating
Bloody Middle Period
Decisive Conclusion�Conventional View
Decisive Conclusion�New View
Victory in The Pacific
Pacific, �What Might Have Been
Strategic Warfare in Korea
Strategic Warfare in Vietnam
The Gulf War
From Evolution to Revolution
EBO Warfare Today
Tools for execution are in the inventory
But the tools for planning are thin
Does EBO Have a future?
Isolationism Not An Option
The American Way of Peace? �The Peace of Win / Win
�The Peace of Win / Win
�The Peace of Win / Win
Authority
We The People...
We hold these truths to be self evident, that all men are created equal that they are endowed by their creator with life, liberty and the pursuit of happiness...
We The People...
We The People...
Does anyone really believe we will lose our next war? Yet who believes our next enemy will become a:
Why?
What Would A Win/Win War Look Like
How Do We Get There?
The Solution,
Evolve Wargaming to Next Generation
3rd Generation - system on system
2nd Generation - force on force
1st Generation - mind on mind
Evolve the State of the Art
STRATEGY
ATTRITION
EFFECTS
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
Harmony
between
real and
modeled
time
Turn Cycle
Design Principle
Simulation Duration
Event Duration
Decision Cycle
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
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
The Enemy as a System
Infrastructure
Leadership
Forces
Population
Essentials
Leadership
Transformation
Transportation
Resources
Forces
Connectivity
Connectivity
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
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
The Flow of My Talks
Lessons From The History Wargaming
What needs to be fixed to better depict all war
The Ancient Art of Effects Based Operations
Aerospace power provides new tools for ancient strategy
Wargaming Aerospace Power
A Global History of
The Impact of Engineers & Air Bases On Air Campaigns
Matt Caffrey
Matthew.Caffrey@Maxwell.AF.MIL
DSN 493-6161
(334) 953-6161