Intelligence & Maneuver Warfare

by Capt L. A. Robinson

Mr. Lind insists on beginning many of his thought provoking articles in the GAZETTE on maneuver warfare (Mar80, Sep81, et al.) by suggesting that Marines are confused concerning this subject. Since almost every issue of the GAZETTE includes an article or reference to an article on maneuver warfare and it is the focus of attention in many FMF commands, it is logical to conclude that Marines are beginning to grasp the basic thesis.

Not only do many Marines understand the thesis, many have actually come to believe something is missing from it. Mr. Lind states that the “Boyd Theory” is the heart of maneuver warfare. As explained by him, however, it is difficult to understand how theories derived from air combat tactics apply directly to ground combat. How valid is the Boyd Theory to ground combat? I suggest that it is valid if the role of intelligence can be identified within the theory. Since the theory was based on air combat tactics it is essential to examine the platform from which the theory was developed from an aircraft. Does this platform have the necessary intelligence capability to allow the theory to work? Yes it does. The instrumentation of an aircraft is for all practicality an onboard combat information center that gives the pilot and the computerized guidance and firing system the necessary intelligence to go through repeated cycles of observation-orientationdecision-action.

On the ground, given a triple canopy and other terrain where the enemy’s actions are masked, the Boyd Theory is valid only if the observation segment of this theory is first translated into an effective intelligence system. Without it, a ground commander will never see the opportunities before him in a combat situation.

The dissemination of intelligence in maneuver warfare is key. Unless it is accomplished expeditiously and thoroughly, a rapid observationorientation-decision-action cycle cannot be maintained at lower levels of command. Procedures and techniques must be developed to speed the flow of intelligence to units at the company and battalion level over secure voice communications nets.

Identification of intelligence as an element of the Boyd Theory, adds credibility to the maneuver warfare thesis and diminishes the abstract nature of Mr. Lind’s explanations. Regardless of the style of warfare employed, intelligence is and always will be a key element. We must know our enemy, his capabilities, his limitations, and ultimately, his intent if we expect to be victorious.

Maneuver/Fluid Warfare

by Capt G. I. Wilson

Maneuver warfare is the art of putting so much out there for the enemy to deal with that he finds it impossible to act or react effectively.    -Capt William A. Woods

What is maneuver warfare? Why do we need it? These questions are being asked with increased frequency throughout the Marine Corps and other branches of the Armed Forces. An attempt will be made herein to provide some insight into these questions and stimulate additional dialog with regard to the maneuver style of warfare.

The Marine Corps today must anticipate combat against forces superior in numbers and material and with logistical support relatively close at hand. In order to make the most of the Corps’ present capabilities in the realm of modern warfare, Marines need to become familiar with the maneuver warfare concept. Even if outnumbered, Marines can exploit enemy’s vulnerabilities and win decisively through the use of this concept.

Maneuver warfare, perhaps better described as “fluid” warfare, is based upon the premise that the enemy can be defeated most readily by cutting inside his “observation-orientationdecision-action-cycle.”* The enemy’s cohesion and organization is destroyed by creating a fluid, turbulent, rapidly and constantly changing environment to which he cannot adequately react. The enemy is unable to cope with the situation in which he finds himself.

Psychologically the enemy perceives that he has lost control of the situation and is being overwhelmed by events and his own inability to influence the action. The destruction is more psychological in nature than physical. Nevertheless, the enemy is physically disposed of when the opportunity presents itself by selective and local concentrations of forces and firepower at decisive points. The enemy is defeated fundamentally by destroying his cohesion and his ability to control his forces. The emphasis is not on killing or destruction but on cutting inside the enemy’s observationorientation-decision-action cycle. William S. Lind in his Mar80 GAZETTE article emphasizes this fact:

. . . The goal is destruction of the enemy’s vital cohesion-disruption-not piece-by-piece physical destruction. The objective is the enemy’s mind not his body. The principal tool is moving forces into unexpected places at surprisingly high speed. Firepower is a servant of maneuver, used to create openings in the enemy defenses and, when necessary, to annihilate the remnants of his forces after their cohesion has been shattered.

. . . In maneuver warfare, if the enemy is destroyed physically ( and often that is not necessary), that is not the decision but merely the outcome. The real defeat is the nervous/mental/systematic breakdown caused when he becomes aware the situation is beyond his control, which is in turn a product of our ability consistently to cut inside the time of his observation-decision-action cycle.

To be sure, the enemy is physically disposed of when the necessity arises. Nevertheless, the primary objective is not to kill the enemy man by man in an attrition contest. Physical destruction is useful only when it leads to the psychological collapse of the enemy. The idea is to shatter the enemy’s cohesion and his ability to fight as an organized force.

The importance of maneuver warfare becomes most apparent when we consider the probable nature of the next conflict. The possibility of Marines being outnumbered is a reality. To engage in firepower-attrition warfare with a greatly superior force inevitably leads to heavy casualties.

Maneuver warfare, however, provides the combat commander the means to conserve the lives of his men and further ensure that those lives lost are not wasted needlessly in a firepower-attrition confrontation.

The effective and economical employment of maneuver warfare will depend in part upon the successful interaction of several related entities which are listed below and discussed in the paragraphs that follow:

* Reconnaissance/Counterreconnaissance Effort

* Mission Order Tactics

* Focus of Main Effort

* Training Mindset

* Subordinate Trust and Reliance

* Effective Use of Artillery

* Flexible Logistics (fuel-it-fix-it-forward)

* Retention of Amphibious Character

* Surfaces and Gaps Concept

Reconnaissance/Counterreconnaissance. The reconnaissance effort must be an exhaustive one in order to ferret out the “soft spots” in the enemy’s disposition for battle. This may include the utilization of a reconnaissance screen. The reconnaissance effort’s true value lies in the ability of the reconnaissance personnel to develop a timely and accurate assessment of the enemy’s vulnerabilities and order of battle, thereby, enabling the combat commander to select the best objectives and commit his forces at the desired point of decision. Armed with the information provided him by reconnaissance personnel, the commander will endeavor to create an aneurism in the enemy’s main arteries of communications and logistics.

In addition, a vigorous and aggressive counterreconnaissance action must be mounted to destroy the enemy’s reconnaissance gathering capability. This effort will dampen the enemy’s initiative and keep him in the dark about our own order of battle and disposition. Counterreconnaissance must give the enemy a distorted and incomplete assessment of our tactical intentions, thus, causing the enemy to commit his forces prematurely and possibly in the wrong direction. The key to counterreconnaissance is to destroy the enemy’s ability to know what is going on with a constant influx of disinformation giving the enemy a distorted perception of our forces. Effective and extensive use of camouflage and deception techniques will be of great importance and can have an adverse effect on the enemy’s reconnaissance effort.

It is imperative that the enemy’s reconnaissance personnel be actively sought out, isolated, and destroyed so as to obscure the enemy’s perception of the battle area. The Soviet-trained commander will be blunted in his attempt to gain and maintain the initiative if robbed of his reconnaissance capability.*

Mission Order Tactics. The essence of mission order tactics is that they do not require detailed control over combat commanders and their subordinates. With mission order tactics, the tactical intent is clearly defined and only those mission control measures which are absolutely essential are cited. Intent is important in issuing mission orders, not volume and format. Giving the order clearly and succinctly is paramount. Subordinates must know exactly and absolutely what the tactical intent of the commander is. Missions are not broken down into implied tasks and intermediate objectives. Details are omitted.

What mission order tactics do is provide the combat commander and his subordinates with latitude to utilize their own initiative, imagination, and resources to the fullest in accomplishing the mission. The subordinate combat leader is given a framework of tactical freedom within which to execute the commander’s broad plan. Subordinates are not strangled by the grip of high technology C^sup 3^ or micromanagement which plagues our present training regime.

Mission order tactics allow each commander and his subordinates to enhance their maneuverability and mobility on the battlefield. The weight of the chaos and confusion encountered in combat is turned against the enemy. The subordinate combat leaders do not just stand there waiting to be told what to do, they act! In doing so the commander and his subordinates create an extremely fluid environment overwhelming the enemy and placing him on the “horns of a dilemma” unable to react effectively.

These tactics, however, do not imply that combat elements run wildly in a random fashion over the battle area. Actions must definitely reflect the tactical goals of the commander; his subordinates must never lose sight of this fact. The mission of the smallest combat element is in concert with the largest. The commander must not only be aware of his unit’s mission but also of the missions of the next two higher echelons. Commanders must remember when dealing with trusted subordinates to avoid issuing orders that detail their every action in the accomplishment of their mission. The commander and subordinates must also be prepared to execute operations based entirely on verbal mission orders. In doing so, the issuance of mission orders are expedited and our ability to cut inside the enemy’s decisionorientation-observation-action cycle is enhanced, thus, paving the way for maneuver warfare. The speed of the modern day warfare will not afford the commander the time to prepare voluminous operation orders in advance. Mission order tactics enables the combat commander, who is physically present on the battlefield facing the combat situation, to evaluate, develop, and respond immediately to spontaneous and fluid events without having to await orders from higher headquarters.

Focus of the Main Effort. The focus of the main effort is the attack’s center of gravity where the weight of the attack is placed. The combat commander defines the main effort in terms of a unit and designates one of his combat elements as the focus of the main effort. Designation of the main effort provides a flexible means whereby the tactical intentions of the combat leader can be rapidly shifted on the move when the situation dictates.

By defining the main effort in terms of a unit, a combat commander can task organize to give that combat element the necessary assets, (e.g., tanks, LVTs) to punch through the enemy’s organization at a selected weak point or gap. If enemy resistance is considerable in his initial attempt to break through, the combat commander can redesignate his main effort and continue the attack at a more vulnerable point in the enemy’s organization. This action would include the shifting of the necessary assets to provide the new main effort, with the capability needed to punch through.

It is exceedingly important that combat commanders and their subordinates develop the capacity to act independently when guidance is not immediately forthcoming from higher headquarters. The combat leader does not wait to be told what to do when he commands the unit carrying the weight of the attack. He strikes boldly at the enemy’s flanks, headquarters, logistic, and communication installations. The focus of the main effort is intended to rupture the enemy’s order of battle with possibly the reserve being committed to exploit and reinforce success thus giving added crushing weight to the attack’s center of gravity.

It is emphasized, however, that the concept of main effort should not be thought of simply as a main attack. The focus of the main effort will be found not only in the main attack but in the supporting attack as well. Additionally, it is pointed out that the concept of main effort carries with it the need to task organize wisely to give it the required combat support and logistical support to each element of the attack. It is simply an operational means, compatible with the tactical freedom found in the framework of mission order tactics, by which the tactical desires of the commander are brought together with the concept of operations on the battlefield.

Training Mindset. Extensive training of personnel will be of paramount importance in conveying the concept of maneuver warfare, and it needs to be approached from the aspect of developing and fostering initiative among combat leaders and subordinates. We need to train officers and NCOs to utilize their own resources, to develop situations, and to rely upon their own ingenuity to manage unexpected situations as events evolve.

It is absolutely imperative that we move away from teaching classroom solutions for every possible combat situation. Training in rote techniques and not learning concepts along with these techniques only leads to predictable stereotyped tactics. Cookbook formulas and checklist tactics serve unwittingly to prevent development of the capacity to operate independently on the spur of the moment.

Training needs to be conducted free from the two-up-one-back, get-on-line, hot -chow-onthe-high-ground mentality. Exercises or training evolutions cannot be expected to be flawless. Training should be freewheeling, an arena where mistakes can be made. Combat leaders and subordinates should be allowed to experiment and not be hammered for displaying initiative and independent action as long as they strive to accomplish their mission and the tactical desires of their commander and higher echelons. Zero-defect thinking should not be the overriding consideration. It must be accepted that during training combat leaders and subordinates will make mistakes; it must be recognized that they will learn best if they are free from artificial limits.

Combat leaders and subordinates should not be unduly criticized for making mistakes but rather reinforced for taking the initiative and independent action when the situation presents itself. It is the combat leader or subordinate who sits back and fails to act (who, consequently, makes no mistakes because he has done nothing except wait to be told what to do) that should be singled out and urged to seize favorable opportunities when they arise. It must be realized in our training scenarios that there is a place for making and taking well calculated risks to further the accomplishment of the mission. Marines must be given adequate freedom in the conduct of exercises to determine their limits without the benefit of a graded evaluation in the initial phases of training.* The training mindset we seek must be one which stresses flexibility in thinking and the ability to innovate when unexpected and new situations are introduced into tactical exercises. The essence of training should be to expect the unexpected coupled with the teaching of concepts. Emphasis is on innovative independent action and content of an order-not its format.

Subordinate Trust and Reliance. Reliance upon and trust in the judgment of subordinates at all levels must be festered. The basis for this reliance and trust will be the extensive training of the NCOs and officers. The combat commander must be confident in the fact that his subordinate leaders have been trained to take the initiative and to adapt to unexpected situations. By placing trust in, and reliance upon subordinates, the responsibility of doing one’s duty is laid squarely on the subordinates’ shoulders. Higher levels of command must learn to relinquish subordinates from the yoke of micromanagement and allow them to utilize their own initiative and resources to accomplish the mission. Once established this trust should provide a setting for the subordinate to act independently and respond to unexpected combat situations on the spot with the subordinate learning to lead himself when the situation calls for it.

Trust in subordinates, however, does not relieve the combat commander from leading at the front instead of directing from the rear. The combat commander does not take over the commands of his subordinates at the front but rather coordinates and inspires subordinate commanders. The front provides the combat commander with the best possible vantage point to determine what is going on. In addition, by being at the front the combat commander is sharing the same risks as his subordinates.

Decisions in maneuver warfare have to be made at the lowest level possible in order to cut inside the enemy’s decision-action cycle. Reliance upon subordinates’ judgment enhances the ability to act consistently faster than the enemy and thus destroy the enemy’s cohesion.

Effective Use of Artillery. The use of artillery within the maneuver warfare concept requires that it be highly mobile and possess the capability to move in close proximity to the assault forces. Towed artillery must displace, rapidly to measure up to the challenge of fluid warfare. Artillery is of great importance to the ground combat commander in that it is more dependable than air as an all-weather, continuous fire support resource. Artillery doesn’t care if rain, snow, or fog covers the battle area. The effect of reduced visibility lies only in the ability to visually acquire targets and adjust rounds. Additionally, the ground combat commander can take his artillery with him into battle. It is an instantly available means of suppressive fire to the combat commander. The more highly mobile the artillery pieces in the Marine Corps arsenal, the better. Serious consideration also needs to be given to acquiring a lightweight and mobile rocket launcher system to augment our artillery.

In employing artillery, it should be located as far forward as possible, moving with the assault forces, or positioned in extremely well camouflaged, concealed locations and not utilized until the enemy has disclosed his weapon systems. The combat commander strikes boldly at a weakened gap in the enemy’s order of battle, thus, causing hostile weapon fire to reveal the position of the enemy’s weapon system. The combat commander then unleashes his artillery, which was concealed far forward. The artillery has been simply held in reserve. This is not a new idea, but one that is essential to maneuver warfare.

Flexible Logistic Systems. Maneuver warfare demands the employment of highly mobile logistic systems capable of sustaining multiple attacks on a continuous around-the-clock basis. Logistic elements will need increased mobility in order to stay up with the rapidly advancing assault forces. The thrust of the logistic effort must be continuous and forward to the point of application. Emphasis is placed on taking the logistic burden from the assault elements.

The successful execution of maneuver warfare tactics will hinge in great part on logistics. Logistical and tactical consideratons must be completely integrated. The logistician cannot divorce himself from tactics and the tactician cannot divorce himself from logistics. Though not glamorous, logistical planning is the foundation of maneuver warfare. Without the fuel, water, rations, ordnance, and maintenance to sustain multiple and simultaneous attacks on a continuous basis, tactical success is unlikely.

Logistical support must be compatible with the operational concept and at the same time must avoid developing a large logistical tail. Highly mobile logistic detachments moving with the assault echelons, force feeding logistic needs on a continuous regime, can help in avoiding a burdensome train. The fluid nature and lightening pace of the modern day battlefield will not tolerate catch-up logistics. Providing logistic support will be an incredibly demanding task requiring nothing less than professional logisticians. The tempo of operations involving maneuver warfare will be fever pitched and logistical support systems will have to be available in a sundry of modes to include trucks, air cushioned craft, tracked vehicles, and air delivery systems. Additionally, logistic operations must continue during hours of darkness. Although this will aid in the concealment of the logistic effort from the enemy, it will present difficulties to untrained logisticians. Exercises must include a variety of night logistical activity such as unit resupply, refueling operations, intense maintenance tasks, movement of material, salvage, and replacement of weapon systems along with the establishment of dumps far forward.

A fuel-it-fix-it-forward thinking must prevail and be actively developed. Even battle damaged vehicles and weapon systems may continue to have some tactical or logistical value. Vehicles with weapon systems knocked out are still capable of moving forward loaded with supplies and replacements. Vehicles whose mobility has been destroyed but whose weapons systems are intact can be dragged or towed forward to a concealed firing position, thus, providing the opportunity to put rounds on an enemy target. The important thing to keep in mind when a vehicle or its weapon system has sustained damage; the priority of work is to repair the weapon system first, thus, providing some measure of protection to the maintenance team as they attempt to restore the vehicles’ other systems.

In maneuver warfare combat service support (CSS) must have centralized control with decentralized execution. To keep pace with mechanized forces will require mobile combat service support detachments (MCSSD) configured into logistic trains. Attention needs to be given to developing tracked and wheeled vehicles with characteristics peculiar to logistic train use such as tankers to haul fuel and water along with maintenance vans and ammo carriers. The development of logistical support vehicles would greatly aid the mobile combat service support detachments attempts to stay in close proximity of faster moving assault vehicles and forces.

There is also an increased requirement for recovery vehicles and tank transporters to be used in recovery, repair, and salvage operations. Need for a detailed vehicle recovery plan is clear. Battle-damaged vehicles and weapons systems which cannot be repaired forward will have to be evacuated to a repair or salvage facility. Therefore, a well planned and executed vehicle/weapon system recovery and repair operation will be indispensable to returning major end items back to combat quickly. A point to remember, the further forward a vehicle or weapon system is repaired or replaced, the sooner it can return to the fight. Since the demand for recovery vehicles will be high, more need to be added to the inventory. Again, the prevailing attitude should be fuel-it-fix-itforward-as far forward as possible! The key to flexible logistics will come from the fuel-itfix-forward thinking and the integration of logistical support directly with the forward assault elements and units in reserve. Assault forces will need to make the maximum use of their own organic logistical capabilities as limited as they may be. Maintenance will depend a great deal upon field expedients and improvisations. One word of caution must be interjected. Flexible logistics will not be achieved by simply piling on more equipment and creating an even larger logistic tail. The pile-it-on mentality will serve only to impede the logistic effort associated with the maneuver style of warfare. A flexible logistic system is contingent upon total integration of the logistic support effort into the operational scheme.

Retention of Amphibious Character. To be certain, the Marine Corps must retain its amphibious and naval character. With the advent of the air cushion vehicle (ACV), a new dimension has been added to amphibious and maneuver warfare. The ACV can navigate over water, land, ice, and snow, and it is not restricted by tides, gradients, or composition of beaches. The ACV will have the effect of greatly increasing the coastline over which amphibious operations are feasible. The enemy will find that these increased number of potential landing beaches will be that much more difficult to defend. The ACV will enhance our ability to land where the enemy is not and to achieve surprise.

The force structure of today’s Marine Corps must be revised to provide greater mechanzation and ground mobility without relegating our amphibious role to the military attic. Naval shipping is still the best means to move large numbers of personnel and vast quantities of material over great distances. The ability to assault an enemy suddenly and unexpectedly from the sea perhaps does more than anything else to enhance the Marine Corps’ potential to wage maneuver warfare.

Concept of Surfaces and Gaps. Surfaces and gaps may be thought of in terms of the enemy’s strong points and weak points; basically it is where the enemy is or isn’t. A surface is an area of enemy strength, one offering considerable resistance. The surface may be a piece of ground physically occupied by the enemy, such as a fortified position, or an open space, field, or draw not physically occupied by the enemy but covered by small arms fire, mortars, artillery, or mines. A gap is an enemy weak point or hole in the enemy’s position characterized by little or no resistance. In the broadest sense of the term, gaps can be any psychological, sociological, organizational, or tactical weakness.

Reconnaissance units will be expected to search out the enemy’s position locating and identifying surfaces (strong points) and weak points (gaps) for the combat commander. The reconnaissance element will pull the assault or infiltration forces through the gaps in what is termed a “recon-pull” technique. Probing attacks can also be employed to determine surfaces and gaps.

Once gaps are discovered, local forces rapidly pour through the weaker points bypassing or isolating surfaces and rendering the strong points tactically irrelevant. Gaps are often exploited by infiltration techniques allowing units to attack the enemy’s rear and flanks helping to shatter his cohesion and organization. By getting into the enemy’s rear areas, surfaces are effectively reduced by throwing strengths against weaknesses. The concept of surfaces and gaps coupled with infiltration techniques provides an excellent means of cutting inside the enemy’s observation-orientation-decisionaction cycle as described by Boyd.

Conclusion. An attempt has been made to bring into focus some of the concepts which constitute part of the tactical thought process characteristic to the maneuver style of warfare. The concepts of main effort, surfaces and gaps, and mission order tactics are not a checklist or equation for maneuver warfare. There are no formulas for maneuver warfare. A formulistic approach only locks the combat commander into predictable courses of action.

What is important to recognize is that priority goes to accomplishing the mission, not to strict unwavering compliance to an inflexible operation order. Maneuver warfare is a continuous tactical thought process of selecting and combining combat techniques with concepts and the art of war to influence the situation at hand.

Notes

* Col Boyd describes the complete O-O-D-A cycle in a five-hour brief entitled “Patterns of Conflict,” which has been given to officers at Quantico.

* Capt Miller emphasized this in Winning Through Maneuver (Oct & Dec79 GAZETTES).

* LtCol W. C. Fite underscored this point in his excellent article in the Sep8O GAZETTE.

The Innovative Instruction Workshop

By Jody Barto, Shawn McCann, Damien O’Connell & Micaiah Roydes

The Information Age comes with many surprises, including events and technologies seemingly ripped from the pages of science-fiction novels. Along with radical technological innovation, the Marine Corps will see flashfire wars, opportunistic terrorist attacks, and sudden natural disasters. How might the Marine Corps prepare Marines for these challenges? How, in particular, does Training and Education Command (TECOM) foster the cognitive capabilities required for tomorrow’s increasingly uncertain, complex, and decentralized operating environment?

This article explores the Innovative Instruction Workshop (IIW): one of TECOM’s answers to these questions. This ten-day workshop puts participants (both trainers and educators throughout TECOM) in control of their own learning on how to think, decide, act, and develop ways to facilitate similar learning for others. In this article, we address the origins of the IIW and the Marine Corps’ current learning model, examine the design of the IIW, analyze data and findings from its first year, and describe the next steps.

The Need for Higher-Order Thinking The Marine Corps recognizes the need to develop the capacity of Marines to engage in higher-order thinking with the ability to analyze, synthesize, and evaluate. In 2011, the Small Unit Decision Making (SUDM) initiative determined that, to overcome tomorrow’s challenges, Marines need certain cognitive competencies and relational skills.2 In spite of the promises of future technology, Marines must apply these mental capabilities in action or quickly find themselves outthought and, consequently, outfought. How do we develop such skills? Active learning-which puts the student, not the instructor, at the center of learning-provides our best means.4

In 2017, TECOM sponsored the IIW to fulfill the work of the SUDM initiative and related efforts. The IIW aims to positively shift, expand, and enhance the perspectives of those who train and educate Marines to develop the SUDM competencies and relational skills in their students.4 The IIW marks a radical departure from the traditional Marine Corps approach to instructor development and underlying learning philosophy.

The Current Model

Generally, the Marine Corps follows a teacher-centric or “pouring in” approach to instruction that philosopher and education reformer John Dewey critiqued some 102 years ago. Paulo Freire, the highly influential Brazilian educator, later termed this the banking model of education.5 This model treats education as an act of depositing information, where “the scope of action allowed to the students extends only as far as receiving, filing and storing the deposits.”6 Marines may recognize this in practice: students passively sitting in receive mode, focused on the instructor and his performance; the instructor, as the sage on the stage, attempting to convey his knowledge through lectures, PowerPoint, and discussions with predetermined conclusions.7 The banking model, despite enjoying widespread acceptance and doctrinelike status, fails to develop higher-order thinking. While we do not entirely deride this approach, it ultimately lacks effectiveness and efficiency.8

The IIW: A Learner-Centered Workshop

In contrast, the IIW employs a learner-centered approach. Learner-centered facilitation treats Marines like adults who are capable of learning and developing themselves while simultaneously supporting the same for others.15 A learner-centered approach inherently involves active learning, or the participants’ critical and creative engagement with concepts and problems. Learning, more than just knowing and being able to recall information, requires Marines to analyze, synthesize, and evaluate the concepts presented.10 By leveraging active learning, the IIW aims to enable participants to further their own development, as well as develop the decision making, adaptability, and critical thinking abilities of their students.

The IIW team designed the workshop using threshold concepts, or fundamental and powerful concepts about a profession that-when comprehensively understood-demark a moment of significant increase in competency.11 The team identified two threshold concepts as a point of transition for facilitators: the role of the facilitator in the learning process and the role of the student in the learning process.

By developing a complex understanding of the learning process and their role in it, participants cross a threshold that denotes a significant increase in their level of competency as facilitators. Threshold concepts act as the red thread that holds the IIW together, providing the rationale for the inclusion-or exclusion-of workshop topics, exercises, and assignments. Each day’s topics serve as building blocks to further develop participants’ understanding of the adult learning process, enable them to effectively facilitate learning and design programs, and further the learning and development of themselves and others upon their return to their schoolhouses. The topics of the ten-day workshop include:

* Understanding the adult learner.

* Establishing the learning environment.

* Encouraging critical thinking.

* Coaching.

* Master instructor development (MInD).12

* Decision games (e.g., decisionforcing cases, tactical decision games, wargames, etc).

* Program planning.

* Political savvy.13

* Communities of practice.

Participants learn how to facilitate learning by experiencing various interactive methods, such as decision-forcing cases, wargames, tactical and ethical decision games, terrain-model exercises, role playing, and other experiential learning exercises. Workshop facilitators leverage writing, drawing, active listening, and other creative forms of discourse to enable participants to stretch and grow as facilitators of learning. Students receive repeated opportunities to facilitate exercises and discussions and teach their peers with the support of the facilitation team.

Theory in Use

Designed with a constructivist lens to adult learning, each exercise and assignment in the IIW purposefully places participants in their own contexts to capitalize on prior experiences.1^ This design reinforces the acquisition of new knowledge and allows participants to explore their new roles, relationships, and actions-as both learners and facil- itators-in deeper and more meaningful ways. Once participants recognize alternative roles of the facilitator and student in the learning process, they can begin to reflect on how to assimilate the new framework into their own practice.

The IIW provides the conditions to foster transformative learning for participants’ views of the role of a facilitator and the student role in the learning process. Transformative learning, an adult learning theory, explains how adults experience higher-order learning through deep and meaningful, lifechanging learning experiences. 13 Learning in the informative sense changes what we know; however, transformative learning changes how we know.16 In other words, informative learning pours content into the cup, and transformative learning changes the capacity of the cup.17 {See Figure 1.)

IIW participants often report experiencing a disorienting dilemma at the onset of the workshop. On day one, they gather in small groups to list characteristics of their best and worst learning experiences on posters.18 Without exception, the groups report examples of learner-centered facilitation as their best experiences and teacher-centered instances as their worst. By creating the lists, seeing others create similar examples, and then hearing the explanations, participants reflect on their practices as facilitators. The recognition of their role in contributing to the worst experiences of others presents them with a disorienting dilemma. On day two, participants consider student perspectives as they create lists of barriers to learning.19 After constructing lists of institutional, situational, and dispositional barriers, the participants begin to see-in their contexts-the complexity associated with learning and begin to empathize with their students.

In moments like these, the facilitators support participants while still leaving them responsible for drawing connections and making their own meaning. The facilitation team further supports participants by trusting them and by providing a supportive learning environment, a critical reflection of assumptions, discourse among participants and facilitators, interactive learning exercises, and space for reflection.

Space for reflection happens in class-individually and amongst peers-through journaling and in a final reflection assignment submitted a week following the final day of the workshop. These assignments involve audio recordings, videos, drawings, or other creative forms to encourage participants to make meaning of their experiences in an effort to stretch and grow. The journal provides a platform for the facilitators to challenge the participants’ thinking through probing questions and give support through encouraging comments. Facilitators also use the “Critical Incident Questionnaire” at the end of every other workshop day as a formative assessment to collect anonymous data on participant experiences.30 This data directly results in the team making meaningful changes to further support learning. These changes, moreover, take effect the very next morning. Whether through journal responses or Critical Incident Questionnaires, this immediate interaction with the participants’ work allows them to feel validated, heard, and supported.

Data Collection

Data collection and analysis efforts provided significant insight into the extent that the IIW fostered transformative learning for participants, and participants implemented changes in their practice and at their school houses. Data collected from the first year consisted of reflective journals, a final reflection assignment, and the Learning Activities Survey (LAS).21 The LAS measured to what extent participants experienced transformative learning as a result of attending the IIW and identified aspects of the workshop that influenced the perspective change. Follow-up interviews-conducted four to seven months after the conclusion of the workshop-served to:

* Validate the LAS results.

* Provide understanding of the perspective transformative learning experiences.

* Highlight the post-workshop actions taken by participants in their development of self, others, or their curriculum.

Twenty-eight participants {four to six from each workshop) participated in follow-up interviews.

In its first year, the team conducted six workshops: four at Quantico and one each at Camp Pendleton and Camp Lejeune. The 73 participants included instructors, course chiefs, curriculum developers, and academic officers. Sixtyfour out of 73 participants completed an LAS on their last day of the workshop. {See Figure 2.)

The Results

As a result of mixed-methods analyses of the LASs, final reflection papers, and follow-up interviews, three major findings emerged from year one of the IIW:

Finding #1: Participants experienced transformative learning. An overwhelming majority, or 79.7 percent of participants (n = 51), experienced transformative learning with respect to their views of the role of the facilitator and the role of the student in the learning process. These participants mentioned developing an enhanced perspective of their role as a facilitator in several ways. One participant described seeing himself as a more learner-centered facilitator:

Its not about me against you like, This is the knowledge that I have and I’m going to teach you and you’re going to learn it.’ It’s more like, ‘This is what I have to offer. Let’s read about it. Let’s learn about it. If you have any questions, I can definitely help you … get in the right direction, try to see what I can do to help you learn it.’

Another participant spoke of developing a new understanding of teaching approaches:

Being in the Marine Corps for so many years, we’re used to teaching the same way every time … there’s [an] instructor in front of you, there’s a PowerPoint, look at the PowerPoint, read the PowerPoint, and then they check [for understanding] by either questions or by a test at some point. Going in the workshop gives me a different view, different ways to facilitate the learning experience for the students … It just made me realize … there’s more than one way to do this. You just got to find the right way for your target population.

Others shared how they now envision greater possibilities for implementing changes to their facilitation practice. One participant stated,

Once we got into the TDGs (tactical decision games) … it opened my eyes to some of the things that could be applied to the course. And then I started thinking back, ‘Well if I can do this then I can incorporate some of… the other stuff that we learned.’

Participants described obtaining a new perspective on understanding the adult learner and the factors involved in the learning process. One participant shared,

[I] thought students needed/appreciate [d] a more teacher-centered environment, but [my] thoughts have changed because I experienced how valuable student-centered learning can be. [I was] impacted by learning how to implement a student-centered environment, how barriers affect learning … [and] know now that there are several factors that impact how involved students are in their own learning.

Another participant described gaining a new appreciation for peer-to-peer in learning that “sometimes it takes somebody on their level that’s just learn- ing at the same time … to better explain it to them … [and] help them grasp the concept.”

Statistical analysis of the LASs revealed that all participants who experienced transformative learning {N – 64) were influenced by the workshop design, exercise(s), or assignments. In particular, the greatest impact derived from the class exercises, discussions, self-assessments, and journaling. An overwhelming 82 percent in – 41) felt influenced by challenging or supportive actions by facilitators and participants. One participant spoke of the impact of the learning environment created by the facilitation team, stating, “The students were able to participate a lot, ask questions, voice our opinions, without the instructors ridiculing our ideas; instead, they helped us build or develop better ideas.” Another participant spoke of the value of engaging in “conversations with students from different schoolhouses and learning from different[,] unique perspectives of peers.” In addition to attending the IIW, 21.6 percent of the participants who experienced transformative learning (n = 11), also credit this to a significant change in their life such as a billet change.

Finding#2: For participants who did not experience transformative learning, learning still occurred. For 20.3 percent of the participants {n – 13), transformative learning did not occur as a result of attending the IIW. Follow-up interviews revealed that many of these individuals already recognized the need for change in the training and education system. A minority of this population saw no need to change what, in their view, is an already-proven system. While these individuals may not have experienced a perspective shift, each stated finding applicability and value in the facilitation techniques encountered in the workshop.

Finding #3: Participants influenced change post-workshop. All participants interviewed (N =28) reported implementing changes to improve teaching and learning as a result of attending the IIW. Interviewees reported effecting changes at three levels: the individual level, the course level, and the schoolhouse level.

Following the IIW, 78.6 percent of those interviewed (n = 22) described implementing changes to their individual teaching practices. Changes included creating a learning environment by interacting with students as adult learners; introducing group norms exercises; encouraging questions and experimentation; mitigating learning barriers; facilitating dialogue between students; coaching students; using less PowerPoint; using more questioning to encourage critical thinking; employing peer and small group learning exercises; using metaphors to facilitate learning;22 teaching decision-forcing cases, tactical decision games, and terrain model exercises; and using student-generated examples.

Of those interviewed, 46.4 percent (n= 13) reported influencing changes at the course level. These participants described sharing knowledge and collaborating with other course instructors to improve facilitation, designing courses using learner-centered methods, and co-facilitating using learner-centered methods.

Fifty percent of the interviewees (n = 14) described influencing changes at the schoolhouse level. This includes training other instructors to utilize learner-centered facilitation methods, coaching other instructors for their professional development, changing program planning and evaluation methods to improve the quality of student learning experiences and outcomes, influencing leadership and academics on ways to mitigate learning barriers and incorporate learner-centered facilitation methods throughout courses, and recruiting others to attend the IIW. While TECOMs support for this workshop signifies institutional-level change, changes that go beyond the scope of individual schoolhouses have yet to be reported from IIW participants.

Going Forward

For the second year of the IIW, TECOM implemented two significant changes to further support institutional-level change. One addition included using Moodle, a learning management system, to serve as courseware and a virtual platform for IIW alumni to share ideas, ask questions, and find resources. Moodle enables the IIW alumni to share knowledge and resources for the purpose of improving the quality of teaching and learning at their schoolhouses. The IIW team also developed five- and seven-day variants of the ten-day workshop to address the limited white space that some formal schools provide for staff and faculty development.

In the End

In 2018, MajGen W.F. Mullen, CG, TECOM, charged TECOM to

[use an] approach that is focused on active, student centered learning that uses a problem posing methodology where our students/trainees are challenged with problems that they tackle as groups in order to learn by doing and also from each other. We have to enable them to think critically, recognize when change is needed, and inculcate a bias for action without waiting to be told what to do.2^

Detractors of this guidance argue that enlisted Marines, by and large, can neither facilitate nor learn the skills that MajGen Mullen calls for. If the data from IIW participants demonstrates anything, it establishes that learnercentered methods of facilitating higherorder learning do belong at all levels of the training and education system, to include entry-level training. Research confirms this and points to the ability of first-term Marines to participate in reflective thinking for the purpose of solving ill-structured or wicked problems.14

The methods used in the IIW inherently create efficiencies that make space for reflection or reflective exercises. Past IIW participants continue to use the facilitation methods they experienced in the IIW with much success as they shift the focus from themselves to the learner and assume a supporting role. The disorienting dilemma experienced by most of the participants also demonstrates that the IIW differs widely from current practices. Much of the difference comes from scheduling time for and treating reflection as a significant part of the learning, and we as an institution cannot afford to cut this exponentially impactful time from our respective programs of instruction. We do not pretend that the IIW will solve all of the existing training and education challenges. However, it does begin to tackle MajGen Mullen’s guidance to decrease the “dissonance between what we are doing with regard to training and education, and what we need to be doing based on the evolving operating environment.”2^

Notes

1. John Dewey, Democracy and Education, (New York, NY: The MacMillan Company, 1916).

2. Training and Education Command, US. Marine Corps Small Unit Decision Makingjanuary 2011 Workshop Final Report, (Quantico, VA: 2011). The five cognitive competencies are sense-making, adaptability, problem-solving, metacognition, and attentional control. The ten relational skills are cognitive flexibility, resilience, anomaly detection, change detection, situational assessment, analytical reasoning, perspective taking, ambiguity toleration, selfawareness, and self-regulation.

3. Benjamin S. Bloom, Taxonomy of Educational Objectives: Vol. 1: Cognitive Domain, (New York, NY: McKay, 1956).

4. We use the terms facilitator and instructor interchangeably and to denote all individuals in TECOM who facilitate learning in training and education contexts, including professor, faculty, faculty advisor, and trainer.

5. Paulo Freire, Pedagogy of the Oppressed, (London, UK: Bloomsbury Publishing, 2018).

6. Ibid.

7. Maryellen Weimer, Learner-Centered Teaching: Five Key Changes to Practice, (San Francisco, CA: Jossey-Bass, 2013).

8. Charles C. Bonwell and James A. Eison, Active Learning: Creating Excitement in the Classroom, (ERIC Digest: 1991); Democracy and, Education; Michael Prince, “Does Active Learning Work? A Review of the ResearchJ Journal of Engineering Education, (Washington, DC: American Society for Engineering Education, 2004); Amy Roehl, ShwitaLinga Reddy, and Gayla Jett Shannon, “The Flipped Classroom: An Opportunity to Engage Millennial Students through Active Learning Strategies,1″Journal of Family ér Consumer Sciences, (Alexandria, VA: American Association of Family and Consumer Sciences, 2013); Jonathan Gorry, “Cultures of Learning and Learning Culture: Socratic and Confucian Approaches to Teaching and Learning,” Learningand Teaching, (Melbourne, AU: James Nicholas Publishers, 2011); Eric Mazur, Peer Instruction, (Upper Saddle River, NJ: Prentice Hall, 2007); and Scott Freeman, Sarah Eddy, Miles McDonough, Michelle Smith, Nnadozie Okoroafor, Hannah Jordt, and Mary Wenderoth, “Active Learning Increases Student Performance in Science, Engineering, and Mathematics,” Proceedings of the National Academy of Sciences, (Washington, DC: United States National Academy of Science, 2014).

9. Learner-Centered Teaching: Five Key Changes to Practice.

10. Active Learning: Creating Excitement in the Classroom.

11. Jan H.F. Meyer, Ray Land, and Caroline Baillie, Threshold Concepts and Transformational Learning, ^Rotterdam, NLD: Sense Publishers, 2010).

12. Karol Ross, Jennifer Phillips, and R. Lineberger, “Marine Corps Instructor Mastery Model,” (Oveido, FL: Design Interactiv, Inc., 2015).

13. Joel R. DeLuca, Political Savvy: Systematic Approaches to Leadership Behind-the-Scenes, (Berwyn, PA: Evergreen Business Group, 1999).

14. Democracy and Education; and David A. Kolb, Experiential Learning as the Science of Learning and Development, (Upper Saddler River, NJ: Prentice Hall, 1984); Dorothy MacKeracher, “The Role of Experience in Transformative Learning,” in The Handbook of Transformative Learning, (Hoboken, NJ: John Wiley & Sons, 2012).

15- Jack Mezirow, “Transformative Learning: Theory to Practice,” in New Directions for Adult and Continuing Education, (Hoboken, NJ: Wiley, 1997); and Jack Mezirow, Learning as Transformation: Critical Perspectives on a Theory in Progress, (San Francisco, CA: Jossey-Bass Publishers, 2000).

16. Robert Kegan, “What ‘Form’ Transforms?: A Constructive-Developmental Approach to Transformative Learning,” Contemporary Theories of Learning, (Abingdon, UK: Routledge, 2009).

17- Ibid.

18. Sharan B. Merriam and Laura L. Bierema, Adult Learning: Linking Theory and Practice, (Hoboken, NJ: John Wiley & Sons, 2013).

19- K. Patricia Cross, Adults as Learners: Increasing Participation and Facilitating Learnings, (Hoboken, NJ: Wiley, 1981).

20. Steven Brookfield, “Using Critical Incidents to Explore Learners’ Assumptions,” in Fostering Critical Reflection in Adulthood: A Guide to Transformative and Emancipatory Learning, (San Francisco, CA: Jossey-Bass Publishers, 1990).

21. J. Lukinsky, “Reflective Withdrawal Through Journal Writing,” in Fostering Critical Reflection in Adulthood: A Guide to Transformative and Emancipatory Learning, (San Francisco, CA: Jossey-Bass Publishers, 1990); Kathleen P. King, “The Learning Activities Survey,” The Handbook of the Evolving Research of Transformative Learning Based on the Learning Activities Survey, (Charlotte, NC: Information Age Publishing, 2009).

22. Peter T. Bürgi, Claus D. Jacobs, and Johan Roos, “From Metaphor to Practice: In the Crafting of Strategy,” Journal of Management Inquiry, (Thousand Oaks, CA: SAGE Publications, 2005); Patricia Cranton, “Teaching for Transformation,” in New Directions for Adult and Continuing Education, (Hoboken, NJ: Wiley, 2002).

23. MajGen William F. Mullen III, TECOM Commander’s Guidance, (Quantico, VA: July 2018).

24. Patrick Love and Victoria Guthrie, “King and Kitchener’s Reflective Judgment Model,” New Directions for Student Services, (Hoboken, NJ: Wiley, 1999).

25. TECOM Commanders Guidance.

Father of My Spirit

by Capt Isaiah J Berg

During World War II, LtGen A.A. Vandegrift distributed a pamphlet entitled Battle Doctrine for Front Line Leaders} This pamphlet was published by the Third Marine Division, summarizing lessons learned by Marines engaged in fierce combat in the Solomon Islands. The pamphlet contains 41 proverbs of combat leadership, proven in the brutal infantry warfare of the Pacific islandhopping campaign. The final leadership proverb in Battle Doctrine for Front Line Leaders is perhaps the most important: “Battles are won during the training period.” In combat, our Marines demand decision making from their leaders. Decision making and mission tactics are the fundamental responsibility of officers and leaders in combat. Yet the decisive moment of preparation arrives before the last 100 yards to the enemy. Training İs critical, and, therefore, the fundamental responsibility of leadership outside of combat is education and mentorship. Horace wrote that “learning increases inborn worth, and righteous ways make strong the heart.” Great leadership outside of combat must teach more than it tasks. Commanders must be professors of their Marines’ minds, bodies, and spirits.

Gen John A. Lejeune s famous letter on the relationship between Marine officers and enlisted members, published in the Marine Corps Manual, 1921, İs helpful in illustrating this mandate.2 He describes a spirit of “comradeship and brotherhood” that “must be fostered and kept alive and made the moving force in all Marine Corps organizations.” He rejects leadership as superiority over those being led or as an excuse to demand servitude. A leader is to be a “teacher and scholar” who serves his Marines, responsible for their physical, mental, and moral welfare as well as their discipline and military training. This İs not to neglect the other dimensions of a Marine officer’s leadership. Officers shoulder a burden of moral and legal authority for killing. They must demonstrate character, endurance, resilience, and technical and tactical proficiency. Fundamentally, leaders İn combat must be able to make good decisions quickly. Our Marines demand this leadership İn combat.

However, time spent in training and preparation vastly exceeds time spent in combat. During this time of training and preparation, our focus must be on education and mentorship. This can be a challenge for some young Marine officers. Young officers are specifically prepared to supervise the tasks that fall within their occupational specialty, but mentorship and education are often murky by comparison. Very little of their training directly prepares them for it. Training schedules can still be compiled and submitted. Counseling letters and fitness reports and awards can still be written. But how can leaders rise above this bland, formal, procedural leadership and deliver the training and education that their Marines need?

One of the best gunnery sergeants I have ever worked with once said to me, “When I think of a great leader, I think of someone who can really teach me something.” An officer can wear shiny rank and be appointed to a position of authority, but he cannot fake competence. There İs no shortcut to earning trust and credibility. Teaching İs an excellent way to develop and evaluate one’s Marines. It also builds the teacher s own capabilities and reinforces the trust that makes teams lethal. My company commander once put me and our rifle company’s weapons platoon commander through a fire support tactical decision game during a large-scale field exercise, purely on his own initiative. The whole company was tired and thirsty after a few hot days of establishing our defensive positions and patrols. The tactical decision game was good training for us, and İt gave our company commander a tool for evaluating our capabilities. Most importantly, it reinforced for us that (1) our company commander was proficient enough that he could not only do but also teach at a high level, and (2) that he valued our development and training, not just in his words, but in his actions. When the new infantry battalion executive officer checked in, one of his first actions was bringing the battalion’s officers and SNCOs together on a regular basis for real professional military education. We would have some food and drinks and work through a case study or tactical decision game facilitated by company-grade officers and SNCOs. We were doing what a warfighting organization needs to do. I would go anywhere with leaders like that. They prioritized my learning and development and, in turn, the learning and development of our Marines. Good leaders carved out time in the schedule to prioritize the study of warfighting and tactical decision making.

The history of military education can also offer us some insight into effective training and education. At the turn of the nineteenth century, Europe was gripped by the Napoleonic Wars. Mass conscription, the rise of the nation state, technolog}7, and professionalization had transformed the character of war. This was fundamentally a social and political transformation. Leaders were being raised up in France on their own merit as opposed to their birth. Gerhard von Scharnhorst was a Hanoverian-born military officer who was hired to work with the Prussian military institute İn Berlin, the Militärische Gesellschaft. The Prussian aristocracy and ruling class was hobbled by social and cultural prejudices. This aristocracy dominated the military but disdained education and ignored the threat posed by Napoleon’s France. Scharnhorst was brought from Hanover on the strength of his reputation as a military leader who could think, teach, and make reforms.

Scharnhorst instituted a number of reforms, but his chief influence was on the students of the Militärische Gesellschaft who would go on to lead the transformation of Prussia’s military, especially after the Prussian defeat at Jena İn 1806. Among his pupils was the revered theorist of war, Carl von Clausewitz.

In Scharnhorst, Clausewitz recognized qualities and achievements to which he himself aspired: a successful career in spite of humble beginnings, intellectual authority, manliness-a soldier who was not the passive agent of events, but one who tried to understand and guide themV

Scharnhorst’s work revolutionized the Militärische Gesellschaft and Prussian military education. His students studied philosophy, literature, and history in addition to technical and military subjects. Hard training in the field and academic study under Scharnhorst led Clausewitz to describe him as “the father and friend of my spirit.”4

Scharnhorst’s influence was especially remarkable because of his lack of combat experience. HİS first fifteen years of military service were spent reading, teaching, editing three professional journals, and publishing three books. He was commissioned İn 1777 and first went to war in 1792. He joined the First Coalition against France and demonstrated excellent leadership under fire until his return from the war İn 1795. The disciplined intellect that allowed him to write, teach, and study was the same intellect that prepared him for leadership in combat. Nothing could be more relevant to Marine officers today. There İs a famous image of Defense Secretary James N. Mattis as a Marine Captain, a few years after the end of the war in Vietnam, boasting a single ribbon and two shooting badges. He lacked experience, but he possessed the mind and mindset that he needed to lead his Marines İn war. Gen Matris would later write a famous letter to all officers who lamented that they did not have time for reading:

We have been fighting on this planet for 5000 years and we should take advantage of their experience. ‘Winging it’ and filling body bags as we sort out what works reminds us of the moral dictates and the cost of incompetence in our profession. As commanders and staff officers, we are coaches and sentries for our units: how can we coach anything if we dont know a … lot more than just the [Tactics, Techniques, and Procedures]? What happens when you’re on a dynamic battlefield and things are changing faster than higher [Headquarters] can stay abreast? Do you not adapt because you cannot conceptualize faster than the enemy’s adaptation? (Darwin has a pretty good theory about the outcome for those who cannot adapt to changing circumstance-in the information age things can change rather abruptly and at warp speed, especially the moral high ground which our regimented thinkers cede far too quickly in our recent fights.) And how can you be a sentinel and not have your unit caught flat-footed if you don’t know what the warning signs are-that your unit’s preps are not sufficient for the specifics of a tasking that you have not anticipated?-‘

If the men and women who lead Marines fail to build a teacher-scholar culture İn their units, Marines will deploy with procedural competency but without the creativity, judgment, and decisiveness required to win. Let us return once more to the young officer, recently graduated from his occupational specialty school, confident in his procedural acumen but uncertain about his capacity for training and education. What does he have to teach given his lack of experience?

Officers of any rank will be prisoners and victims of their own experience if they do not read widely and seek the experiences of others they wish to learn from. They have to be scholars hrst if they hope to be professors later. The hrst necessary step for all men and women who lead Marines is to read. Marines have no other choice if they aspire to be what Gen Mattis called the “‘coaches and sentries” of their units. Simple reading can form the foundation for some of the best training at the platoon level in the Operating Forces. Critical thought is the difference between mindlessly hitting the right codes İn a training and readiness manual versus understanding your future enemy and preparing to fight him and win İn an uncertain, chaotic, violent, and timecompetitive environment. Resources abound, whether in MCDP l, the Commandant’s Professional Reading List, Marine Corps University, or the Marine Corps Gazette’s, library of tactical decision games. Senior officers should prioritize the development of a digital library for their units, where tactical decision games, case studies, articles, books, and creative held training events can be widely shared and discussed without being lost. Time must be devoted to officers and SNCOs learning and studying together in order to “get a good rep” in making tactical decisions. If a unit does not prioritize its learning, İt will fail İn its warhghting.

Great leadership outside of combat must teach more than it tasks. Ask yourself, what have my Marines learned from me lately? What have I done to build their minds, bodies, and spirits? If you cannot conceive of anything beyond the procedural “what” of your daily routine, you are missing the “who” and the “why,” which are the foundations of an effective warhghting organization. Col John Boyd’s famous axiom was, “First people, then ideas, then things, in that order.” Attack your weaknesses through self-study, and share what you have learned. Pay close attention to your Marines and attempt to probe their weaknesses and strengths. Discuss and practice maneuver warfare. If you hope to succeed, this must be a team effort. Ralph Waldo Emerson wrote, “The soul environs itself with friends, that İt may enter into a grander self-acquaintance or solitude.”6 Men and women who teach will hnd themselves learning more than they thought possible. They will enjoy the fruits of solitude and self-study, the camaraderie of fierce bonds, and the soldierly affection that belongs to any father, mother, and friend of their spirit.

Notes

1. A.A. Vandegrift, Battle Doctrine for Front Line Leaders, (Third Marine Division, 1944).

2. Headquarters Marine Corps, Marine Corps Manual, 1921, (Washington, DC: Government Printing Office, 1922).

3. Peter Paret, Clausewitz and the State: The Man, His Theories, and His Times, (New York: Oxford University Press, 1976).

4. Charles E. White, The Enlightened Soldier: Scharnhorst and the Militärische Gesellschaft in Berlin, 1801-1805, (New York: Praeger, 1988).

5- Geoffrey Ingersoll, “General James ‘Mad Dog’ Mattis Email About Being ‘Too Busy To Read’ Is A Must-Read,” Business insider, online at http://www.businessinsider.com.

6. Ralph W. Emerson and Joel Porte, Essays & Lectures, (New York: Literary Classics of the U.S., 1983).

Marines Ought to Play More Games!

by LtCol Gregory A. Thiele

As the Marine Corps entered a period of fiscal austerity, a previous Commandant attempted to reinvigorate the Corps’ intellectual efforts. In late 2012, Gen Amos released White Letter 4-12, which reinforced the importance of reading. This was a useful step in creating a professional force. If the Marine Corps is truly serious about improving the military education possessed by Marine leaders, there is an additional measure the current Commandant could take. The Commandant should encourage wargaming.

In the late 1990s, then-Commandant of the Marine Corps, General Charles C. Krulak, encouraged Marines to play games provided by the Corps. In Marine Corps Order 1500.55 “Military Thinking and Decision Making Exercises” (dated 12 April 1997), Gen Krulak laid out his vision. Marines were encouraged to have tactical discussions each day and to play wargames. This was a worthy initiative. As Gen Amos attempted to reinvigorate the professional reading program, Gen Neller should encourage wargaming to allow Marine leaders to exploit every available opportunity to enhance their professional military education.

The Marine Corps requires leaders of all ranks to have a deep understanding of war and the employment of force. Marine Corps Doctrinal Publication 1 (MCDP-1) reminds all Marines that

The military profession is a thinking profession. Every Marine is expected to be a student of the art and science of war. Officers especially are expected to have a solid foundation in military theory and a knowledge of military history and the timeless lessons to be gained from it.”1 MCDP-1 goes even further in describing the importance ol intellectual development for Marine leaders:

… every Marine has an individual responsibility to study the profession of arms. A leader without either interest in or knowledge of the history and theory of warfare-the intellectual content of the military profession-is a leader in appearance only. .Self-directed study in the art and science of war is at least equal in importance to maintaining physical condition and should receive at least equal time. This is particularly true among officers; alter all, the mind is an officer’s principal weapon.Marine

leaders of all ranks have a fundamental responsibility to continuously study the art and science of war, on duty and off, in or out of formal schools, as part of a command-directed education plan or individually.

As always, the key component of this program is the involvement of commanders. According to MCDP7, “All commanders should consider the professional development of their subordinates a principal responsibility of command.” ‘ MCDP-1 goes further and states that, “Commanders should see the development of their subordinates as a direct reflection on themselves.”4 (Emphasis in original.) Commanders must exhaust every avenue in order to teach their Marines and prepare them for war. Wargames can be an excellent tool in this respect. Without emphasis from the Commandant, however, an initiative to encourage wargaming is unlikely to gain traction, and the potential benefits will go unrealized.

Wargaming can provide Marines with a better understanding of the nature of war. While the conduct of war changes, the nature of war (friction, uncertainty, violence, etc.) does not. In addition, MCDP-1 reminds Marines that, “the enemy is not an inanimate object … While we try to impose our will on the enemy, he resists us and seeks to impose his own will on us. Appreciating this dynamic interplay between opposing human wills is essential to understanding the fundamental nature ofwar’.’s (Emphasis added.) It is critical that Marines find ways to incorporate a hostile, independent will into train- ing if we are to be prepared for the battlefield.

One method of introducing an opposing will into training events is to conduct free-play force-on-force exercises. Although MCDP-1 recommends free-play force-on-force exercises, very few Marine Corps units train in this manner.6 Current training often takes the form of attempting to master techniques and procedures. While there may be some value in this, it is far outweighed by the inward focus that results. Exposed to such a training regime over time, Marines acquire a distorted view of war as a one-sided affair in which the actions of the enemy are largely inconsequential. Such sterile preparation is a poor environment from which to draw an understanding of war. Wargaming is a simple, lowcost method of introducing an opposing will into training. Ideally, wargaming complements a training regime that consists largely of free-play force-onforce exercises.

When played against an opponent, wargames allow participants to experience conflict with a hostile, independent will. In order to win, Marines will be forced to think constantly about the enemy, how they can thwart the enemy’s plans, and how they can accomplish their own. Marines will also learn to remain flexible in their approach. Wellbalanced games will force players to be creative and resourceful, maximizing any advantage-no matter how slight- in order to win. Wargames will develop in participants an outward focus on the outcome desired, rather than an inward focus on process and methods.

Wargamers will also gain a better understanding of other characteristics of war. The internal focus that predominates in many Marine Corps units often leads to processes that are ineffective in combat (for instance, an operations order that is too long, too detailed, or too prescriptive). Playing wargames will remind Marines that military actions rarely occur exactly as planned. Wargaming helps develop an understanding of the need for plans that are adaptable. Wargaming should help leaders to craft a flexible plan, a clear commander’s intent and an order that enables subordinates to use their individual creativity in unforeseen circumstances.

Wargaming will also provide Marines with the vicarious experiences that are very difficult, or too expensive, to accomplish under normal conditions. How many Marines have maneuvered a brigade, division or MEF/corps on the battlefield? Wargames allow Marines to simulate such maneuvers and, with careful thought, Marines can begin to glimpse some of the challenges that they may face in leading such organizations or in planning their employment. More, they can gain an understanding of the context within which smaller units decide and act.

Wargaming can have a synergistic effect when paired with a carefully structured professional reading program. Because wargaming often requires a greater degree of involvement than does reading, the fidelity of the vicarious experience may be greater than that provided by reading a book on the same subject. Marines can select battles and campaigns that interest them, read about the campaign, and then play a wargame dealing with the same battle or campaign. Due to the great variety of wargames available, many battles can be wargamed at the tactical level and the campaigns of which they formed a part can be gamed as well in order to provide operational-level context regarding how and why the battle occurred. Such structured gaming may lead to a greater interest in the battle or campaign and even more reading, lighting a fire of interest in the individual Marine as he tries to understand historical events.

By their very nature, wargames are also progressive tactical decision games. As the game develops, each player is presented with situations with which he must cope and for which he must devise solutions. Players are required to make a large number of decisions in each game. Every new situation acts as a template that may assist leaders in making recognition-primed decisions in similar real-life situations.

When played as a team, wargames can assist seniors and juniors in building implicit communication. In such team games, decisions must be clearly communicated to subordinates so that orders may be properly executed. As time goes on, subordinates will begin to develop a sense of what their leaders expect from them with shorter communications and perhaps even when orders are entirely lacking. Such implicit communication will build trust between leaders and led and facilitate decentralized decision making.

In a fashion similar to the Commandant’s Professional Reading List (CPRL), the Commandant should create a list of recommended wargames. One option is to divide the games into categories based upon the traditional levels of war (tactical, operational, and strategic). Such a list would allow Marines to select the appropriate games for their rank and billet. Such a list ought to serve as a guide and should not be considered prescriptive or all encompassing.

What would such a list of recommended wargames look like? There are a variety of games available to Marines off-the-shelf. Many computer-based games can be found online, and these games can often be downloaded and played in minutes. There are games that Marines can play on their smart phones, tablets, or computers. For example, just imagine Marines playing wargames and developing their decision-making skills as they wait in line for a routine screening at sickbay! Just as important, these games are fun, so Marines will want to play them even in their off-duty time. A list of currently available titles is listed below. In a manner similar to the CPRL, any list of wargames should be updated every few years to provide an opportunity to add the most up-to-date wargames available.

Marines must seize upon every opportunity to advance their professional growth. Wargaming offers Marines a fun and enjoyable way to increase their understanding of war and conflict. When paired with a thoughtful individual reading program, wargaming offers rich opportunities to gain insights into how and why historical events unfolded as they did. Such knowledge is of inestimable value to Marine leaders. Given the low cost and the potential benefits, it is time for the Marine Corps to reenergize the wargaming effort and encourage Marines to play games.

Recommended Games

Smart Phone.

* Frontline: Road to Moscow (Slitherine): a simple tactical-level game that simulates early battles on World War II’s Eastern Front between the German and the Soviet armies.

* Frontline: The Longest Day (Slitherine): similar to Road to Moscow above, but it simulates World War II battles on the Western Front in 1944.

Tablet.

* Panzer Corps (Slitherine): a simple, yet enjoyable series of computer games that can be learned quickly but will prove difficult to master.

* Desert Fox (Shenandoah Studios): an area movement game that is simple but surprisingly subtle, simulating World War II campaigns in North Africa.

* Drive on Moscow (Shenandoah Studios): area movement game that simulates Operation Typhoon, the German drive on Moscow in the Fall of 1941.

* Battle of the Bulge (Shenandoah Studios): area movement game that simulates the Battle of the Bulge on Western Front in World War II.

* Vietnam 65 (Slitherine): an attempt to simulate the duality of counterinsurgency and large-unit operations in Vietnam in 1965. Allows players to “buy” and employ a variety of units-at a cost to domestic U.S. support-in an attempt to defeat the Viet Cong and pacify South Vietnamese villages.

Home Computer /Laptop.

* Panzer Corps (Slitherine): same as above, but for a computer. There are no differences in graphics or game play.

* War in the East (2×3 Games): a massive operational-level simulation of the Eastern Front in World War II. Extremely playable for its size but loaded with detail.

* War in the West (2×3 Games): does for World War IFs West Front (from Sicily to the invasion of Germany) what War in the East (above) did for the Eastern Front.

* The Operational Art of War (Slitherine): an older game that simulates campaigns from across history.

* Close Combat series (Slitherine): this series of games puts players in tactical situations and attempts to model the real behavior of soldiers in combat.

Notes

1. MCDP-1. (Washington, DC: Headquarters Marine Corps, 1997), 37.

2. MCDP-1,63-64.

3. MCDP-1, 63.

4. MCDP-1,63.

5. MCDP-1,4.

6. MCDP-1, 61.

7. There are also a large number of excellent board wargames. They can be harder to find and will appeal mostly to those Marines who are hooked on wargaming, enjoy standing over a map as they make decisions, or just prefer maps and cardboard pieces to computers.

For Further Reading

1. Philip Sabin, Simulating War: Studying Conflict Through Simulation Games, (London: Bloomsbury, 2012).

2. Martin Van Creveld, Wargaming: From Gladiators to Gigabytes, (Cambridge: Cambridge University Press, 2013).

The Nightmare Battlespace

by 2ndLt Robert D. O’Neill

You are the platoon commander tasked with clearing in zone a sector of Dharavi, Mumbai, one of the most densely populated slums in Asia, let alone on earth: an estimated one million people live in one square mile of what used to be a mangrove swamp. There are both civilians and potential threats everywhere. The area is contaminated with human waste; the water is toxic with heavy metals; the alleyways are maybe six feet wide; and the hodgepodge of wood, cardboard, and tin shanties offer no true cover from enemy fire. Your map is a satellite image, and your Marines are down to fire teams and buddy pairs throughout the maze of alleyways to maintain dispersion. You can’t get comms with your squad leaders because the shanties make your reception nonexistent. You start taking contact! What are your geometries of fires and overpenetration concerns, especially to avoid civilian casualties or hitting one of your Marines in adjacent alleyways? Do you use tracers or smoke grenades and risk setting the entire slum on fire? Where and how do you casevac your wounded?

Welcome to the nightmare battlespace.

The Marine Corps’ fights in the near future will be in the sprawling and broken coastal cities of the developing world. Humans are war’s lowest common denominator: where the people are, so too will be the conflict. The shantytowns of the developing world house over 1.3 billion survivaloriented urbanites.1 Slums are the most densely populated areas on the planet, the product of weak state capacity and neglect, and are the physical and spatial manifestations of socioeconomic marginalization and urban exclusion. As the primary means of crisis response in an increasingly complex and uncertain world, the Marine Corps will inevitably find itself woefully unprepared to be the bringers of security and stability to the slums that surround and penetrate megacities like Lagos, Manila, Cairo, Rio de Janeiro, Cape Town, Dhaka, Caracas, and Mumbai. These urban agglomerations represent potential epicenters of human suffering on a massive scale (whether as a result of conflict, disease epidemic, or other human emergency spurred by a natural or industrial disaster), but more importantly embody the “nightmare battlespace” concept.

Such slums are “nightmare battlespaces” because they offer the worst combination of mission sets (in terms of lethality and complexity) in the worst possible environment, where the full spectrum of conflict against myriad opponents and/or threats is entirely possible. Any expeditionary operation to littoral slums of the developing world, from HA/DR (humanitarian assistance/disaster relief) to large-scale combat operations, would be necessarily a Joint and coalition amphibious operation. Operations would immediately transition into chaotic urban engagements-which are already time-, resource-, and manpower-intensive-in some of the most expansive, densely populated, impoverished, polluted, and complex environments on earth. Many of these slums are dominated by gangs, slumlords, mafias, and other such non-state armed groups, thereby necessitating a combination of counter-insurgency, counter-terrorism, and counter-narcotics mission sets. Urban operations in the nightmare battlespace will be an extremely lethal and brutal “three-block war amongst the people,” only made more complicated by additional contemporary players such as the media, nongovernmental organizations, and the complex adaptive system that is the local sociopolitical structure.2

The ultimate goal of the nightmare battlespace concept is to use it as a framework for action and education; it is a starting point to address some of the complex and ambiguous characteristics associated with the role tactical-level leaders play in such an environment. Individual combat skills and small unit leadership will be strained to the extreme, and existing notions of command and control and combat leadership will be disrupted. Marines and small-unit leaders will face unique tactical, emotional, moral, and ethical challenges in an extremely dangerous and chaotic operational environment on a level unlike any previously faced.

At the broadest level, there is a considerable spatial difference between the urban combat for which we train and slum fighting.3 Not only are slums often a dense hodgepodge of tightly packed structures that will force the disaggregation of Marine units down possibly to fire team or buddy-pair levels, but they also add a vertical component to the crushed yet simultaneously expansive lateral battlespace. While there will not be the subterranean dimensions or multistory hardened structures like in the business or residential districts of a megacity, consider the favelas surrounding and penetrating Rio de Janiero or the Petare slum in Caracas as examples of how elevation on top of a chaotic layout of shanties offers a three-dimensional chessboard like no other battlespace. Oftentimes, there are only mazes of narrow pathways that are barely wide enough for a Marine in full combat gear.

An added element of the nightmare battlespace is the oversaturation of noncombatants. Even those without hostile intent can overwhelm the force, especially in a HA/DR mission set where survivalist and apocalyptic mindsets take over. The sheer masses of humans in such dense proportions and the likelihood that we will face nonstate armed groups and a multitude of other non-uniformed opponents will not only make it impossibly difficult to tell friend from foe from the disinterested, but it will also guarantee civilian casualties at an astronomical rate. Slum dwellers are tied to the location for job and eviction security, or myriad other reasons; they already have nowhere else to go, so evacuation prior to the commencement of combat operations is not a likely solution. Extensive collateral damage will be regrettably commonplace.4

Such a complex and unknown battlespace offers a whole host of unique planning considerations and commandrelated issues for tactical-level leaders. In terms of enemy-centric planning, who and where is the enemy, and how do you get there? What does the area of operations look like? With such a vast and overwhelming amount of structures and people, how effective is ISR (intelligence, surveillance, and reconnaissance) ? What are your ingress and egress routes? Are there ground vehicles at your disposal? If so, which vehicles can go where, and how close to your objective can they get you? What about masses of people in the streets and alleyways- how will they inhibit your movement? Can aircraft be used? Aviation is vital to mobility, intelligence, and the delivery of focused fires in urban environments, but rotary wing assets can be especially vulnerable in this environment.

There are unique logistical concerns as well. What does chow and water resupply look like in an environment where great masses don’t have access to clean water or food? How can Marines get resupplied with ammunition and in what quantities? What about casevac-where and how can air or ground casevac happen? How do you ensure wounds do not get infected in an environment contaminated with industrial and human waste, not to mention the general immune health of Marines who are entirely not used to such an environment? Will Marines be able to evacuate their wounded through the narrow alleyways with the pole-less litters currently issued or will they need to find another way to get them to the AAVs (assault amphibious vehicles) that can barely squeeze along an “MSR”?

During the conduct phase, every fight develops differently than expected; the nightmare battlespace requires ultimate decentralized execution by well-prepared low-level leaders down to fire team leaders.5 The broken spatial qualities of slums fragments units and compartmentalizes encounters and engagements. The platoon commander and his subordinates’ span of control can easily collapse, and it is exceedingly hard to maintain an accurate picture of the multidimensional battlespace.6 Accountability and control of units thus becomes a severe issue. Battle tracking and using tactical and/or restrictive control measures is critical for ensuring good geometries of fire while maneuvering becomes nearly impossible. Simple firefights and tactical-level engagements within the slums will offer an array of unique and extremely difficult challenges: over-penetration of rifle and machinegun fire through multiple shanties to the use of tracers, explosives, and/or supporting arms and their potential for collateral damage, fratricide, civilian casualties, and the ignition of a slum fire. There will likely be severe restrictions on the use of large caliber direct fire weapons and indirect fire assets. Much of that falls under engagement criteria, restrictive control measures, and the rules of engagement; however, it is imperative to know that when the casualties mount, units historically loosen their restrictions on fires.

Command and control in the nightmare battlespace is an illusion, which will further deteriorate by poor communications: if one cannot communicate, one cannot command. Units will be disaggregated and isolated, unable to use basic hand and arm signals, and with no radio communications while potentially only dozens of meters apart; the three pillars of “move, shoot, and communicate” will be almost non-existent. Can leaders effectively communicate up, down, and laterally through the chain of command? Leaders need combat reporting to inform their decisions without overwhelming them with data, because without information, no leader can make sound decisions. 1 2 3 4 5 6 7

Many questions have been posited intentionally: the nightmare battlespace concept is meant to initiate a discussion on how to better prepare tactical-level leaders throughout the Marine Corps for the worst possible conditions they could face. As the focus for fighting tomorrow’s conflicts shifts downward to squad leaders, fire team leaders, and individual Marines, so too must the systems that educate Marines, enable their decision-making skills, and increase their autonomy to more effectively deal with uncertainty and chaos as embodied by the nightmare battlespace. But what does that actually entail?

By using the nightmare battlespace as a training paradigm, leaders must prepare their Marines for the chaotic, uncertain, and brutal tactical realities they may face in a nightmare battlespace well before they get there. In order to be combat effective in the nightmare battlespace, “conditions must be set,” in a sense, well before arrival. However, since Marines have not been engaged in such a battlespace, expectations and experiences will come up short. Significantly more trust between the leader and the led is required in an environment where leaders cannot exercise direct control over their Marines, and have no choice but rely on subordinate leaders to make “dependent decisions” based off of initial guidance and the constantly developing situation. Unit cohesion and the will to fight and win must be created in advance, and one’s subordinates must be trained beyond the fundamentals and given tools to enhance their decisionmaking capabilities.8

The use of tactical decision games (TDGs) provides an effective mechanism to develop individual ability to make decisions under physical and mental stress as well as offer opportunities for leaders at all levels to hone their decision making skills. This also has the ability to build concrete examples and experiences our Marines can call upon to inform their intuitive decision making while in the nightmare battlespace. TDGs can reinforce doctrinal procedures and a variety of tactics, techniques, and procedures as well as provide an opportunity for subordinates to gain insight into how the leader thinks about tactical problems.9

As Sun Tzu writes: know thy self and in one hundred battles you shall not be in peril. In the nightmare battlespace, combat can happen at bewildering speeds and rapid decision making is essential to capitalize on increasingly fleeting opportunities. In order to be effective, Marines can and should fight those one hundred proverbial battles well before they get to the nightmare battlespace.

However, we must not confuse combat readiness with combat effectiveness. We must also realize that discussion of leadership is inherently idealistic-what it ought to be-while crisis response is wholly pragmatic-“come as you are.” The nightmare battlespace is, above all, disintegrative; the stresses on the individual Marine and small-unit leaders will be incalculable.10 The imperative is that we continue the discussion and prepare Marines for the worst possible conditions as embodied by the nightmare battlespace. As Adolf Von Schell says in Battle Leadership, “dangers that are thus foreseen are already half overcome.” The challenge for leaders is to overcome the inherent friction from the multitude of competing ideas, wills, tasks, and requirements from superiors, peers, subordinates, and the institution.

Notes

1. UN-Habitat (United Nations Human Settlement Program).

2. A combination of General Charles Krulak’s “Three Block War” concept and General Rupert Smith’s “War Amongst the People.”

3. Ralph Peters, “Our Soldiers, Their Cities,” Parameters, (Carlisle, PA: U.S. Army War College: Spring 1996), 43-50

4. Ibid.

5. Captain Adolf Von Schell, Battle Leadership, (Brattleboro, VT: Echo Point Books and Media: 1933).

6. Peters.

7. Marine Corps Doctrinal Publication 6 (MCDP-6), “Command and Control,” 50.

8. Christopher Kolenda, Leadership: The Warrior’s Art, (Carlisle, PA: Army War College Foundation Press: 2001), 63.

9. MAJ Frank W. Brewster, “Using Tactical Decision Exercises to Study Tactics.” Military Review, (Fort Leavenworth, KS: NovemberDecember 2002).

10. Peters.

Tactical Decision Game

You are the commander, 1st Platoon, Alpha Company.

General Situation

Company A is on the far right (northern) flank of the battalion as it clears from east to west in order to (IOT) prevent the Centraban Resistance Force (CRF) from destabilizing the Centraban government. The CRF has been conducting a guerrilla campaign that has been marked by small units operating independently to strike government forces quickly and then withdrawing. The CRF has occasionally massed to company strength to conduct deliberate attacks. CRF forces have occasionally conducted deliberate defenses when they can muster significant strength, and the area defended is critical to their operations. The CRF has been operating in this area for approximately 1 year and is seeking to prevent us from advancing westward into their key territories. 1 st Platoon is on the far right (northern) flank of Company A and is the northernmost unit in the battalion. The company is approximately 2.5 kilometers to the south of 1st Platoon. Since your attack will take place prior to the main efforts attack, you will have priority of fires for the company 60mm mortars until the main efforts attack commences.

Orientation

You arc currently located in Assembly Area Silver in Area ol Operations White (AO White). The map shows the entirety of your AO. The Deep River is swiftflowing and crossable only where there are bridges. North and South Bridges are identical footbridges of wood construction. The Western Swamp is mired in chest-deep mud in almost all areas except for some footpaths that are known to the locals and are nearly invisible. Visibility in open areas is 100 meters, 50 meters in the swamp, 50 meters in the thinner tree line, and 25 meters in the thick tree line. Visibility from the high ground is 100 to 200 meters, but essentially stops at the tree line and 100 meters into the swamp. Within the tree line next to the river, visibility is 25 to 50 meters. Sunrise tomorrow is at 0620, sunset today is at 1726, end of evening nautical twilight today is at 1801, moonrise is at 2106 tonight, illumination will be 50 percent tonight, beginning morning nautical twilight tomorrow is at 0532. It is early winter in the Quantico Highlands and the temperature tonight will be 43 degrees Fahrenheit with light cloud cover and no precipitation. Your probable rate of march in the Eastern Forest is 1 kilometer per hour.

Situation

Enemy: Composition, disposition, and strength: Intelligence reports indicate that a squad of CRF in green camouflage utilities is present in AO White and a platoon may be present 10 ro 20 kilometers to the south. The squad is reportedly armed with at least 1 PKM, one or two RPG 7s, and AK-74s. They may have a single antiquated Soviet 50mm mortar system with a maximum range of 800 meters. They are communicating via cellular phones and handheld radio systems with a maximum range of 5 kilometers. They do not have night-vision capabilities.

lasks

1st Platoon: You are [SE3]- No later than 2000, destroy the enemy in AO White IOT prevent them from interfering with die company’s main-effort attack in AO Black.

2d Platoon: You are the main effort. On order, destroy the enemy squad on Company Objective A IOT protect the battalion’s right flank.

3d Platoon: You are [SEI]. On order, destroy the enemy listening posts/observation posts on Company Objectives B and C TOT prevent them from interfering with the company’s main effort attack on Company Objective A.

Weapons Platoon: You arc [SE3]. On order, support by fire 2d Platoon TOT allow them to close with and destroy the enemy on Company Objective A.

Time is now 1600.

Tactical Decision Games

by the Advanced Warfighting Seminar, Expeditionary Warfare School

On the modern battlefields of the global war on terrorism, the U.S. military is facing enemies that have no state; government; uniform; tactics, techniques, and procedures; standing operating procedures; or goals that resemble those of fighting forces in decades past. Our past enemies at least had leaders whose goal was governing once they defeated their enemies on the battlefield or in the political arena. In short, they were either a second-generation (Soviet military of the Cold War) or third-generation (North Vietnamese Army and Viet Cong) milirary. The new enemy is defined as being stateless and lacking a clear strategic goal that directly links force with achieving political supremacy. Many lessons that we derived from our past enemies do not apply to this new enemy. We seek to challenge leaders to evaluate tactical situations in a fourth-generation warfare (4GW) context, looking beyond the immediate need of applying fires to the enemy. The authors are challenging leaders to consider nonkinetic “fires,” civil-military relationships, and your unit’s standing and respect among the local population.

This method of training utilizes tactical decision games (TDGs) in 4GW. The setting is Afghanistan. Solutions will not always require kinetic fires against an enemy. Frequendy the tactical decision deals with cultural or language issues with which you may not be familiar. In this case you are encouraged to refer to publications (the Aighanistan Country Book or translation card) available within your unit to help find answers to these questions. In some cases you may need to communicate with a local national: how would you do this, and did you bring the gear? In other cases, knowledge of the local tribes and tribal influences may be useful: how do you gain this knowledge? While a leader is determining a course of action, he may want to make a note to add certain cultural gear to his standard patrol or operational gear list.

These TDGs are often linked to one another to accustom the leader to the concept that his actions will have effects beyond his immediate unit and area. This also brings to the forefront the idea of the “three block war” where one squad is fighting and another is rescuing civilians, while a third is determining if a group of military-aged males is friend or foe. The points of view of the squad leaders and the platoon commander in a particular situation, though different, may be equally valid, and they are explored here through linked TDGs.

Finally, the leader will get the opportunity to put himself in the enemy’s shoes in several of these TDGs. A leader can “turn the map around” and look at the same tactical situation from the enemy’s point of view. This should provide the leader with valuable insight into how differently the enemy might view the situation, conceptualize his actions and outcomes, deploy his forces, control them in battle, and ultimately identify what the enemy considers victory during and after an engagement.

Through the methods utilized in these TDGs, military leaders will be challenged to think like their enemies, better understand rapidly changing situations, and determine courses of action that take into account not just the kinetic fires but also nonkinetic fires and civil-military relationships. Often in counterinsurgency, the immediate tactical situation is not difficult to solve. The problem is that solving it by force often has strongly negative consequences. The challenge to our military leaders is to determine what courses of action will undermine the insurgents’ credibility and desire to fight while increasing our standing and respect in the eyes of the local populace.

Authors Note: To view manuals on 4GW produced by ohe Advanced Vfàrfìghting Seminar, go to htm://www.d-n-i.net/dni/strategyand-force-emplayment/fourm-genera rion-war fare-manuals, or if you are in riie U.S. military and have a common access card, go to https://www. intranet, tecom. usmcmil/sites/E WS/AdWF.

A More Realistic Command Post Exercise

by Majs William W. Yates & James P. McDonough

Command post exercises (CPXs) for units at the battalion level and below frequently rely on a master scenario events list (MSEL) to drive the staff decisionmaking process. MSEL events are initiated or activated by the exercise control team as the staff undergoing training executes the operations order on which the exercise has been built. The result of activating an MSEL event may cause the commander to branch or sequel from the plan and, in the context of a CPX MSEL-driven exercise, provide a simple framework to stimulate action by the training audience. Though simple in design, the success and benefit of driven MSEL CPXs depend in large part on the experience of the exercise control team and the MSEL manager. Even experienced exercise controllers and meticulously developed MSELs cannot provide the level of realism necessary to support some training objectives for staff decisionmaking.

Combat Models

Almost 30 years ago the Marine Corps began using combat models executed in computer simulation to add realism and detail to CPXs for large units, primarily the Marine expeditionary force (MEF) staff. The first fielded simulation model for training was the tactical warfare simulation, evaluation, and analysis system or TWSEAS. TWSEAS provided a realistic simulation of friendly and enemy unit behaviors on the battlefield. TWSEAS concentrated primarily on accurately modeling movement rates, weapons effects, and sensor ranges for detection. Rather than relying on a human judgment or a dice roll to adjudicate the attrition from an engagement between two forces in a skirmish, TWSEAS could quickly and accurately assess the outcome of kinetic engagements using probabilistic algorithms.

TWSEAS was replaced by the Marine air-ground task force (MAGTF) tactical warfare simulation (MTWS) in the early 1990s. MTWS is a more powerful and flexible model that provides higher resolution for the factors influencing the outcome of simulated combat and information to the commander and staff. MTWS continues to be the Marine Corps’ primary aggregate combat model for training, and it is also used by the militaries of several allied countries. MTWS can simulate not only enemy and friendly forces but also up to a total of 10 different sides that may behave in a friendly, neutral, or hostile fashion to other factions. MTWS can model simple tactical engagements to train units down to the company level or can model very complex environments, including electronic warfare and intelligence, surveillance, and reconnaissance capabilities. MTWS also adds realism to training by its accurate modeling of the consumption of fuel, ammunition, water, and other supplies that would be very laborious to calculate manually. Recent updates to MTWS have added compliance with the Department of Defense high-level architecture protocol for exchanging data between disparate models that will eventually enable the Marine Corps to use MTWS for exercises in the joint training community. (see sidebar on CAS, p. 14.)

Despite the robust capabilities of combat simulations, MSEL events still play a valuable part in CP training because of the factors that aren’t simulated well by kinetic computer simulations. Most, if not all, of the data feeds to the CP regarding civil affairs are more practically introduced into the exercise via MSELs. Interactions with the civilian populace and many aspects of stability and support operations are exercised in a CPX through MSEL events because the appropriate response is often a combination of communications of intent and allocation of logistical assets. Although computer-driven combat simulations have become very capable, it is still essential that the outcomes assessed by the simulation are monitored and verified by real-world experience to ensure that they are realistic and support the training objectives of the commander.

Tactical Simulations

Since the late 1980s there have been many commercial computer games in the domain of tactical decisionmaking. Some of these games, such as TacOps (Tactical Operations), have been of sufficient quality to be of use as tools for tactical decision training in preference to other formats, such as sandtable exercises. As the power of desktop computers has grown, the fidelity of some tactical game software has approached the level of simulations like MTWS. Tactical simulations that began in the domain of gamers and hobbyists have migrated into the realm of training tools.

Training and Education Command (TECom) has sponsored the development of the MAGTF XXI tactical decision simulation to bridge the gap between a stand-alone desk-top training simulation and a multiple workstation simulation for driving CPXs, such as MTWS. The software is licensed for free use by Marines. The latest release of MAGTF XXI is capable of interfacing directly with command and control personal computers and providing simulation-driven feeds to the tactical interface. This capability will allow key staff members to use their actual tactical equipment and software during the exercise as opposed to looking at a simulation screen. While MAGTF XXI does not possess the level of detail and the functionality of MTWS, it does provide the capability to plan and execute a computer simulation-driven CPX without the necessity of conducting the exercise at a battle simulation center (BSC). The niche that MAGTF XXI intends to occupy is as a tool to drive a CPX for the key members of a staff before undertaking a more complex exercise at a BSC using MTWS. In addition, since MAGTF XXI can run on most laptops, it can be used in a deployed setting as well.

MAGTF XXI requires about 1 gigabyte of disk space, a 1-gigahertz processor, 512 megabytes of random access memory, and a DirectX 9.x video card to run optimally. The software has been designed such that it is tolerated by the software policies on Navy Marine Corps Intranet workstations with user-level privileges. TECom sponsors a web site for technical support and sharing of training scenarios for MAGTF XXI at <http://www.magtf-xxi-marines. com/MAGTF>. MAGTF XXI has recently been used as the simulation of choice for student tactical exercises at Expeditionary Warfare School. In addition, the School of Infantry-East, Advanced Infantry Training Company, has begun using MAGTF XXI during the unit operations chief course to train future battalion-level and above operations chiefs for CP operations.

Simulation-driven CPX is becoming more accessible to commanders and their staffs at levels below the major subordinate commands. The BSCs at most Operating Forces installations are available with advanced notice to support CPXs with simulation and new tools, such as MAGTF XXI, and offer the potential to use simulation for staff training within the unit headquarters. Using simulation for staff training is one of many tools available to the commander to qualitatively improve the staff’s decisionmaking ability.

The Tactical Trainer

by Cavalry Captain Patrik Schaathun, Norwegian Army

I was once asked to teach a handful of junior leaders some aspects of military operations on urbanized terrain. Time constraints and lack of training areas and units to lead made me want to try out something a Danish colleague once described that the Danes call “the tactical trainer.” I believe that the tactical trainer is something Marines will find helpful in developing tactical decisionmaking skills and learning tactics.

Preparing the Tactical Trainer

An umpire is appointed to prepare the maps, one of which is distributed to each participant on each side. A commander is designated for friendly forces and given a mission and a radio. Subunit leaders are appointed and also given a radio each. Friendly forces then make a plan within a given time limit. The same procedure applies to the opposing side. Depending on the size of the enemy unit, the leader of the opposing forces may or may not have subunits to command. A third party may also be involved, playing a neutral side. The umpire checks out the plans for all sides and marks all deployments on his own map. The umpire must appreciate which success criteria will apply to both sides. The players are placed in such a way that they cannot hear each other by voice or see the umpire map. Face-to-face communications between participants will only be allowed if the units in question are at the same location on the map.

Execution

The umpire keeps track of all unit movements on his map in accordance with orders and plans. He also decides when units can observe each other and referees the outcome of contacts. When a unit makes an observation or is fired upon, the units in question are called to the umpire’s map and informed about the incident. For example, the leader of 2d Squad is told, “As you deploy to Building 19, you see two men in civilian clothes armed with Kalashnikovs run from this point to that point.” (The umpire points to Buildings 21 and 22.) “What do you do?” The squad leader then has to choose a course of action and send any messages on the radio. When informing participants about what they encounter, photographs may also be used in place of verbal descriptions. (“What you see in this photo just moved from this building to that building.”)

The umpire ends the scenario when one of the sides has achieved a decisive result. He then leads an after-action review where all parties reveal their plans with rationales and go through the sequence of events. Last but not least, lessons learned are concluded.

Scenario Example

Use the map in Figure 1 showing an abandoned industrial area. All buildings are made of concrete, have two floors, and have doors and windows facing all directions. It is 1200. The sun goes down at 1900.

Situation. You command 1st Platoon, Company A. Your company is securing an airfield against a terrorist threat. Your platoon is currently the company quick reaction force and is mounted on HMMWVs. You are located 3 kilometers south of the map and may enter the map from any direction.

Orders to the Marine forces. The company commander gives you the following orders:

“A tipoff has revealed that two terrorists are hiding in the abandoned industrial area. They have a portable surface-to-air missile and intend to shoot down friendly aircraft. Civilians often loiter in the industrial area as it is not fenced in.

“You have a sniper team attached. Your mission is to apprehend or neutralize the terrorists in order to make it possible to reopen the airfield to air traffic as quickly as possible.”

Orders to the opposing force. “You lead a group of four people. Each of you has civilian clothes, an MP5 submachinegun, night vision goggles, binoculars, and a radio. Also at your disposal are a black van and a motorcycle. You are currently in Building 21 (safe house) guarding two portable surface-to-air missiles (Stingers). At 2100 an agent will arrive to pick up the Stingers in preparation for a strike. You must guard the missiles until then. A Marine unit of unknown size is guarding the airfield 3 kilometers to your south. Their most dangerous course of action is to mount patrols to your area. Plan guard duty and actions on contact.”

Orders to the neutral side. “Deploy the following on the map and where applicable plan their movements: three buddies taking a stroll, a motorcyclist going from south to north, a person walking his dog, a vagrant searching for things of value, six; children playing soccer, and three; car wrecks.”

Observations

The tactical trainer is a good training technique because it requires participants to take an active part by making decisions, sending messages, and giving orders. Participants must formulate clear and concise descriptions of events in order to give friendly forces situational awareness. I have noticed a significant improvement in the quality of reporting during tactical trainer participation. A colleague explained that during a field training exercise. where a unit he was part of was required to cordon and search an area, he felt as if he had done it before because of a tactical trainer session. Its competitiveness is also motivating. Most soldiers enjoy the opportunity to outwit the opponents and will do their best. It is a way to “spice up” your tactical decision games, making them more demanding. Not only must you make a plan, you must also execute it while facing the friction and fog of war that will result from it being two-sided and free play.

Naturally, these sessions are no substitute for training with proper units, but they are a good warmup exercise for Marine leaders before taking charge of men in the field.

Marine Corps Family of Tactical Decisionmaking Simulations

by the Staff, PM TraSys S&T Division

As discussed briefly in the previous article about the Program Manager, Training Systems (PM TraSys) Science and Technology (S&T) Division, tactical decisionmaking simulation (TDS) technology is one of the four thrust areas of applied research and advanced technology development. The Marine Corps family of TDSs is being developed to demonstrate the effectiveness and affordability of low-cost personal computer (PC)-based gaming technology to provide realistic scenario-based training for individual Marines, small units, and Marine air-ground task force (MAGTF) staffs. TDSs teach cognitive (vice psychomotor) tactical decisionmaking skills for Marine Corps leaders. All current and future TDSs are distributed via compact disk without individual license fees.

The training methodology of a TDS involves a three-phased approach:

* Conduct planning based on the operation order provided in the scenario.

* Execute the plan in the simulation.

* Conduct an after-action review.

To ensure that the proper cognitive skills are being taught in the TDSs, PM TraSys is conducting a cognitive task analysis and a training effectiveness evaluation for each TDS.

The research aspects of the family of TDSs include vertical integration of training systems (training teams from different echelons of the MAGTF); horizontal integration of training systems (training teams of teams from different elements of the MAGTF); gaming technology to high-level architecture interoperability; situational and spatial awareness; command, control, communications, computers, and intelligence (C^sup 4^I) to simulation interoperability; and recognitional decisionmaking, all in low-cost, deployable systems.

Precursors

Some early efforts to create TDSs are well-known, such as Marine Doom and Virtual Battlefield Systems (VBS1(TM)).

Marine Doom. Marine Doom was a project of the Marine Corps Modeling and Simulation Management Office from 1995 to 1997. 1stLt Scott Barnett and Sgt Dan Snyder adapted the game Doom II from Id Software for training four-man fire teams. The game taught concepts, such as mutual fire team support, proper sequencing of an attack, ammunition discipline, and succession of command. It incorporated M16A1 rifles, M249 squad automatic weapons, and M67 fragmentation grenades. Marine Doom supported four players on a network. Each player was provided with training objectives and information about potential enemy and friendly units. Marines had to purchase the commercial game, Doom II. Marine Doom would not run without the commercial game.1

VBS1(TM). VBS1(TM) was developed as part of the deployable virtual training environment (DVTE) infantry toolkit (ITK). VBS1(TM) is an adaptation of the game Operation Flashpoint from Bohemia Interactive Studio. It is designed as an interactive, three-dimensional, synthetic environment in which small unit tactics may be practiced among team members. Photo-realistic terrain, user definable mission scenarios, and variable environmental conditions enhance the team training experience. VBS1(TM) provides the ability to operate a myriad of land, sea, and air vehicles across large outdoor terrains and allows free play within scenario-based training missions. It supports 32 users on a local area network (LAN) or across the Internet. Each user is required to have a licensed copy with a security upper sideband key to use the simulation.

Transitioned (Fielded) Systems

PM TraSys has transitioned three TDSs to the TDS system (formerly ITK) of the DVTE (although DVTE will not become a program of record until fiscal year 2006 (FY06)).

Tactical Operations Marine Corps (TacOpsMC). TacOpsMC, a combat engineering TDS developed for the Engineer School, is a PC-based, fast-paced, and tactically realistic turn-based simulation. The intent is for students, or the training audience, to be presented with a tactical situation for which they develop a plan. The students will then wargame their plan using the simulation to provide feedback. The changing nature of the enemy will also force rapid decisionmaking. The simulation is modeled to simulate the execution of combined arms operations at the company and battalion level and will cause the engineer officers to apply all of their critical thinking and decisionmaking skills while operating as a part of a simulated MAGTF. Repeated simulation play will enhance their skills as commanders and planners. The simulation can be played in a competitive free play mode to develop combat decisionmaking skills. The simulation can also be used as part of a command post exercise scenario where planning is done prior to the simulation, and then simulation data is used to provide feedback. Command and control (C^sup 2^) and communications personnel can be trained using the command post exercise mode. TacOpsMC is based on the commercial product, Tactical Operations, by Maj I. L. Holdridge, USMC(Ret). TacOpsMC supports 30-plus participants on a LAN. (See Maj Michael L. Muller’s article, “TacOpsMC: A New Training Tool,” in the June 2004 Marine Corps Gazette.)

Close Combat: Marines (CCM). CCM is a realtime strategy TDS that teaches tactics at the squad, platoon, and company levels. The target audience is noncommissioned officers (NCOs), staff NCOs, and junior officers. It is designed to supplement field exercises, allowing instructors to create their own scenarios. The training scenario duration is generally limited to less than 2 hours with up to six players in various configurations of one to one, one to many, and many to many. In the one-to-one configuration, a Marine can engage another Marine or fight the computer’s artificial intelligence. CCM is based on the commercial Close Combat (CC) series from Atomic Games. A copy of CCM is included in this issue of the Marine Corps Gazette for your use.

Combat Decision Range (CDR). CDR is a PC-based, event-driven decisionmaking simulation. A Marine is provided video clips of a real-world situation, played out by both Marines and actors. The video leads to a series of events. Each target event requires a decision to be made by the trainee. CDR provides a number of decision branches that facilitate the trainee’s freedom to choose his own (most logical) courses of action. CDR training is best performed under the guidance of a trained facilitator. CDR was originally developed by GAMA Corporation for the Marine Corps Warfighting Laboratory.

Systems Under Development

In order to enhance the Marine Corps family of TDSs, to conduct research into the vertical integration of training systems (training teams from different echelons of the MAGTF), to conduct research into gaming technology to high-level architecture interoperability, to conduct research into situational and spatial awareness in a deployable system, and to conduct research into recognitional decisionmaking, the following TDSs are currently under development:

MAGTF XXI. MAGTF XXI is a battalion, battalion landing team (BLT), and Marine expeditionary unit (MEU) C^sup 2^ realtime strategy TDS that teaches tactics at the company, BLT, and MEU levels. The target audience is captains and staff NCOs. MAGTF XXI can be used to help MEU commanders develop warfighting skills by allowing them to plan the battle, fight the battle, and review the battle. At the start of training, trainees produce, via C^sup 2^PC or MAGTF XXI, all graphical and text-based products to support their military planning process. During this process, trainees collaborate on shared graphical overlays and text-based plans. When trainees are ready, they can activate the simulation and fight their plan against other players or a computer directed enemy. During the exercise, trainees can work together to revise the plan and issue changes to subordinate unit commanders. They can manage the deployment of assets and control maneuvers, and then view the results through an eagle-eyed battlefield view, panning and zooming in on the battle. At the end of the exercise, MAGTF XXI provides charts and tracking information to determine the success of the battle plan as well as a full recording of the exercise for later review. MAGTF XXI is under development by Mäk Technologies.

Logistics TDS. The logistics TDS under development for the Logistics Operations School is a realtime strategy simulation targeted at training battlefield logistics to lieutenants and staff NCOs in the 0402 logistics officer and 0491 combat service support (CSS) chief military occupational specialties.

The objective of the logistics TDS is to leverage existing technology to develop a fast-paced, realistic logistics simulation that will force logisticians to apply all of their critical thinking and decisionmaking skills to ensure that their MEU is operationally and logistically successful. The TDS allows the student to primarily serve as a CSS operations center watch officer with the MEU service support group and use CSS personnel and equipment in order to support the mission. Repeated simulation play is designed to enhance their skills as adaptive logistics commanders and planners.

The mission of the logistics TDS is to teach Marines how to plan for the full spectrum of CSS in a forward deployed, expeditionary environment while enhancing the Marine’s awareness of CSS. The logistics TDS uses the best commercial practices and the latest video simulation technology to provide users with several unique MEU mission scenarios. Key logistics doctrine, concepts, and principles are highlighted by the play in each scenario. The logistics TDS is being developed by Technologies To Be, Inc.

CC: First to Fight (CC:F2F). The CC:F2F TDS under development is a “first-person shooter” simulation targeted at small unit leaders. The overall objective of this infantry TDS is to produce a training system that will emulate the tactical combat environment and allow squad leaders, team leaders, and team members to practice the appropriate cognitive skills in a first-person synthetic environment.

F2F features the first ever implementation of “ready-team-fire-assist” (RTFA), the U.S. Marine Corps’ proven system of formations, movement, and tactics that Marine fire teams use right now in urban combat. F2F’s use of RTFA ensures that each of the player’s three artificial intelligence teammates behaves the way Marines behave in live combat. RTFA guides how Marine fire teams move as a unit safely through streets under siege, cover fire sectors on stairs, take down rooms, use bounding overwatch, achieve multiple angles of fire against enemies, and much more. Because players can trust that their Marines are following RTFA, players can keep their eyes sighted, their fingers firing their weapons, and their minds focused on making the right decisions to bring their teams safely through battle.2 Destineer Studios is the developer.

CC: Antiterrorism (AT). The AT TDS under development for the Marine Corps Security Forces Battalion is a PC-based, fast-paced, and tactically realistic simulation. The AT TDS will provide training for armed AT and physical security personnel involving the use of deadly force to protect designated installations. The intent is for the training audience to be presented with a platoon-level tactical situation for which they develop a plan. The students will then wargame their plan using the simulation to provide feedback. Repeated simulation play will enhance their skills. The simulation can be played in a competitive free play mode to develop combat decisionmaking skills where planning is done prior to the simulation, and then simulation data is used to provide feedback.

Joint Terminal Attack Controller (JTAC) TDS. The JTAC TDS under development will provide a first-person view for JTACs to develop and practice situational and spatial awareness for conducting calls for fire and close air support, both fixed- and rotary-wing. The JTAC TDS will be completely interoperable with CC:F2F and CC:AT. As a result, the JTAC trainee will be immersed in a fluid combat scenario, supporting a platoon or company, rather than at a static observation post. This reinforces close coordination (and movement) with the supported ground forces. Atomic Games is the developer of the JTAC TDS.

Anticipated FY05 New Starts

In order to expand the Marine Corps family of TDSs, to conduct research into the horizontal integration of training systems (training teams of teams from different elements of the MAGTF), and to conduct research into C^sup 4^I to simulation interoperability, the following TDSs are anticipated as FY05 new starts:

* Command element C^sup 2^ TDS.

* Aviation combat element C^sup 2^ TDS.

* CSS element C^sup 2^ TDS.

Copies of TacOpsMC, CCM, CDR, and MAGTF XXI are available now, free of charge, for any active duty or Reserve Marine. Contact Martin Bushika, S&T PM at PM TraSys at <[email protected]> for your copy.

Notes

1. Adapted from Rob Riddell, “Doom Goes To War,” <http://www.wired.com/wired/ archive/5.04>.

2. Tamte, Peter, Destineer Studios, June 2004.