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 <martin.bushika@navy.mil> 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.

Close Combat and Learning Infantry Tactics

by Maj Brendan B McBreen

This month the Gazette focuses on the increasing availability and utilization of combat simulations, wargaming, and training devices that are designed to improve Marine Corps warfighting capabilities. These simulations range from individual to small unit tactics, fixed- and rotary-wing training simulations to joint-level wargames and exercises.

Close Combat is a computer combat simulation published by Atomic Games. The focus of the simulation is on infantry combat at the small unit level. The series currently consists of five versions: Close Combat I: Omaha Beach, II: A Bridge Too Far, III: The Russian Front, IV: Battle of the Bulge, and V: Invasion Normandy. The Marine Corps version, Close Combat Marine will soon by released as a training simulation by the Training and Education Command.

I am an infantry major with over 15 years commissioned service, including 7 years with 5th Marines, 2 years in schools, and 3 years as an infantry training officer with the Marine Corps Warfighting Laboratory. I have deployed overseas with 2d Battalion, 5th Marines four times. I have commanded two infantry platoons and one rifle company. I have served as a battalion operations officer and regimental operations officer. I am a student of tactics. I have taught infantry tactics to officers and noncommissioned officers. I have participated and led tactical decision training.

None of these activities or learning experiences can match the effective and focused tactical learning that I have experienced through repetitive fighting of the small unit scenarios in Close Combat.

Close Combat permits a player to fight hundreds of scenarios, make thousands of tactical decisions, experiment with different tactics, and learn from his mistakes. I would be a far more qualified platoon commander now than I was 13 years ago. Through fighting the Close Combat simulation, I have internalized significant platoon-level tactical lessons:

* Long, unsupported assaults are deadly. Assault for short distances against a lightly armed or well-suppressed position. A single enemy soldier can destroy a squad across 100 meters of open ground.

* A long, covered approach is always better than a short, open route. Be careful of covered approaches that cannot be covered by an overwatch unit.

* Every unit needs obscuration. Smoke save lives. Every assault and every withdrawal should use smoke.

* Fire and maneuver is the hey tactic. Use the majority of your force to overwhelmingly suppress the enemy and a small assault unit to rapidly close on the objective.

* It’s all about suppression. Fire without maneuver is wasteful and indecisive. Effective suppression is the basis for all infantry tactics.

* Units without mutual support are doomed. Mutually supported units protect each other from being fixed or assaulted.

* Mortars are inherently inaccurate. Area suppression is not destruction. Rounds are limited; use them well. Don’t waste mortars on bunkers or buildings.

* Concentrate your fire. Fire control ensures decisive action. In contact, men will disperse their fire. Sequentially destroying targets with point fire is more effective than distributing ineffective fires.

* Every unit-squad, platoon, and company-needs an antitank capability when facing tanks. An infantry unit with no organic antitank weapon is either retreating or being overrun. Infantry can only fight tanks in close terrain.

* For antitank positions, deep and narrow sectors of fire with defilade on both sides-“dirt on jour cheek”-are best. The best sector of fire allows you to engage only one tank at a time.

* Defensive positions are temporary. All units need multiple positions and the ability to withdraw.

* For machinegun positions, deep and narrow sectors of fire with defilade on both sides are best. Primary and secondary sectors separated by frontal protection are better.

* Cover is life. Move from one covered position to another. Good cover is relative to a single enemy position. Mutually supporting enemy positions can overcome the protection of your cover.

* Use bounding overmatch to move. A squad in contact needs immediate suppression from another unit. The measure of success is the number of units that can immediately bring suppression to bear upon enemy contact.

Good Marine leaders know all of these lessons. They have been taught; they have read; they have trained to do them. But I, and those Marines who have fought Close Combat, know these lessons in our bones. We know the penalty for mistakes, for misreading the situation, for making decisions too late. Hundreds of simulated men have died in botched assaults, poorly laid positions, and as a result of unexpected enemy actions in order to teach these lessons. We have examined the ground, checked the line of sight, positioned the units, and supervised the units in contact so many times that the key tactical principles have become ingrained as second nature.

I have defended 300 road intersections-not just the first step of putting a defensive scheme on paper, but all the way through to initiation of combat, falling back to supplementary positions under pressure, and sometimes being overrun by the enemy because I failed to protect my machinegun positions. I cannot now walk across a street without seeing in my mind the intersection occupied-an antitank weapon tucked into that low position with an oblique field of fire and good defilade, machineguns here and here, one squad forward with an alternate position near the guns, one squad on the corner in case they put infantry down that alley.

The historical methods for teaching tactics-walking the ground, working through the examples in the manuals, tactical decision games, and actual field exercises-are important and must be done by all leaders. Schools and units must focus on real leaders, real units, and real ground.

To augment this practical training, however, leaders need to experience the chaotic challenges of combat hundreds of times. As an inexpensive and easy-to-use tool to teach a Marine leader the dynamics of tactics, the Close Combat simulation is matchless.

* Repetition. In order to understand and identify patterns, Marines need hundreds of simulated examples. In order to internalize lessons, Marines need to fight an active enemy and suffer from their own tactical mistakes. Through repetition the basic lessons become so well-known that advanced tactics and experimentation can be attempted. Only with the experience of fighting through 100 enemy positions can a leader look for weaknesses in a given position and initiate creative ways to exploit that weakness. Reading the subtle aspects of a tactical situation is a learned skill that requires far more practice than is currently available outside of a simulation.

* Efficient use of time. Schools and units schedule training time. Far more time is typically available to individuals in the “gaps.” Weekends, nights, travel time, and dead time can all be used for individual simulation training. This time is usually far more plentiful than that allocated to formal learning environments. In the Operating Forces, especially, opportunities for individualized learning should be maximized.

* Peer competition. Marines can fight each other on a simulated battlefield. These tactical learning experiences, heightened by professional rivalry, can serve as a catalyst for doctrinal discussions, an opportunity to build leader cohesion, and a chance to compare tactics and techniques among professionals. Close Combat simulation is a great tool while deployed either on ship, during an exercise, or overseas.

Close Combat is a valuable training tool. I recommend it to all Marine leaders interested in improving their small unit tactical skills. Fight the scenarios. Fight your peers. Fight to learn to lead.

When Goliath Fell

Reviewed by Col Drew A Bennett

The Bear Over the Mountain was first reviewed in the June 1999 issue of the Gazette. The following review incorporates this book as a reference for new lessons learned from the Soviet-Afghan conflict.

THE BEAR WENT OVER THE MOUNTAIN: Soviet Combat Tactics in Afghanistan. By Lester W. Grau. Frank Cass Publishers, Portland, OR, 1998, 220 pp., $24.50. (Member $22.00)

THE SOVIET-AFGHAN WAR: How a Superpower Fought and Lost. Translated & edited by Lester W. Grau & Michael A. Gress. University Press of Kansas, Lawrence, KS, 2002, 392 pp., $17.95. (Member $16.16)

Just as many people scrambled to learn about Iraq and Kuwait during the Gulf War, current operations in Afghanistan have increased the demand for information about this region and its inhabitants. Of significant interest to military professionals is the conduct of the Soviet-Afghan War (1979-89). These two books offer a unique Russian perspective on that conflict.

Mr. Grau has studied the Soviet– Afghan war extensively and, in addition to these two books, coauthored The Other Side of the Mountain: Mujahideen Tactics in the Soviet-Afghan War. A retired lieutenant colonel in the U.S. Army, Mr. Grau uses his Vietnam War experience throughout his books, often comparing the Soviet guerrilla war in Afghanistan to the United States’ experience in Vietnam. The coeditor of The Soviet-Afghan War, Michael Gress, draws on his experience as a former soldier in the Soviet Army and native of Siberia.

The Bear Went Over the Mountain: Soviet Combat Tactics in Afghanistan is a compilation of tactical vignettes primarily taken from the Russian Frunze Academy, the equivalent of a command and staff college. A drawn map accompanies each vignette and uses graphics to illustrate troop dispositions and actions. Additionally, the editor ends each vignette with comments providing amplifying insights and summarizes the lessons learned in a concluding chapter.

The Soviet-Afghan War: How a Superpower Fought and Lost was written by the Russian General Staff. This work almost went unpublished as the Russian Armed Forces lacked the money to print the manuscript, and efforts for a commercial publication could not find backing in the changing marketplace and Chechnyan War– weary public of Russia. As a companion to his other works on the subject, Grau acquired the rights to the manuscript that provides an account of the war from the point of view of the Russian military leadership. However, the final product includes numerous evaluations and comments by the editors that are just as valuable as the Russian text.

Both books use many of the same vignettes covering Soviet-Afghan engagements. Indeed, there are almost two dozen footnotes throughout The Soviet-Afghan War, particularly in the chapter entitled “Combined Arms Tactics,” referencing The Bear Went Over the Mountain and recommending it for a more detailed discussion. While The Bear Went Over the Mountain focuses on motorized rifle and air-assault unit tactics, The Soviet– Afghan War covers tactics and operations, discussing how the various branches fought, including chapters titled “Combat Support” and “Combat Service Support.”

The use of the Vietman War to provide a backdrop for the Soviet experience in Afghanistan is illuminating. First, there are major differences. Afghanistan is five times the size of Vietnam, yet at any one time the Soviets used only a quarter of the number of forces used by the United States. The United States slowly entered the Vietnam War, while the Soviet Union conducted a well-prepared and successful lightning operation to invade Afghanistan and topple the government. The Soviet Union was strongest at the operational level and weakest at the tactical level, while the United States was arguably strongest at the tactical level and weakest at the strategic level. I am reminded of the ecounter between a North Vietnamese Army (NVA) colonel and U.S. Army COL Harry Summers at the end of the Vietnam War. COL Summers declared, “You know you never defeated us on the battlefield,” and the NVA colonel replied, “That may be so, but it is also irrelevant.”

Then there are the many similarities. Both wars were fought between technologically superior superpowers with an industrial base against guerrilla fighters. The use of mines and rocket propelled grenades is important in both conflicts, although the use of Stinger missiles becomes significant in the latter stages of the Afghan War. A startling revelation of this book is that given the four to one United States to Soviet troop strength, the casualty rates were similar. During the 9 years of the Vietnam War, the United States lost over 211,500 casualties compared to over 63,700 battlefield casualties suffered by the Soviets during their 10year war period. This is almost double the “official” number previously reported. Like Vietnam, the enemy in Afghanistan used “terrorism, sabotage, and the most barbarous methods of war” and the borders of adjacent countries to cover their operations. Both superpowers used conscripts to fight; however, the use of professional noncommissioned officers by the United States was significantly different. Both countries had problems operating with “loyal” host– nation forces that were usually less capable and too often corrupt, incompetent, or infiltrated by the enemy. Soviet and U.S. artillery and airstrikes often alienated the population and forced large numbers of refugees. On these two topics, I was reminded of Neil Sheehans’ book, A Bright Shining Lie.

The Soviet perspective is often amazing. The Soviet Union was completely focused on major armored mechanized operations in Europe. Because of this focus, despite its extensive World War II experience and recent efforts supporting North Vietnam, the Soviet Union did not have detailed training manuals on how to fight a guerrilla war. Far too many Soviet troops were tied up in providing security for base camps, airfields, cities, and supply lines. Too often ground troops in the field were tied to their armored personnel carriers (APCs) and operations during daylight. The Soviets were convinced that their enemy had more organized structure and training than actually existed. Distorted by their Marxism-Leninism philosophy, the Soviets never understood their enemy and could not comprehend a popular uprising against a Communist state. The suppression of the media is almost impossible to comprehend. By the end of 1983, despite having suffered 6,262 killed in action and 9,880 wounded in action, the Soviet press had only reported 6 dead and wounded. Another astounding lesson concerns the Soviets’ lack of medical care and sanitation. Over two– thirds of all Soviet troops fell victim to disease (415,932), and on any given day almost one-third of a unit would be incapacitated by hepatitis, typhus, malaria, dysentery, and meningitis.

The Afghan terrain and road network has changed little since the Soviets left. During the 10-year war the Soviets lost 118 jets, 333 helicopters, 147 tanks, 1,314 APCs, 433 artillery pieces, and 11,369 trucks. However, the more important lesson for us today may be how the Soviets departed Afghanistan. Considered a textbook maneuver, in a two-phased operation Soviet forces successfully withdrew over 100,000 personnel, 500 tanks, 4,000 artillery pieces, and 16,000 trucks.

Providing insight into the Soviet Union, Afghanistan, guerrilla warfare, small unit tactics, and major operations, these books are a valuable addition to the library of any military professional. Officers, especially company grade, will find The Bear Went Over the Mountain an excellent resource for tactical decision games and small unit leader discussions. The Soviet-Afghan War provides a complete history of the Soviet experience and centers more on the operational level. These books are especially appropriate in light of ongoing Operation ENDURING FREEDOM in Afghanistan. Reading them may help us avoid the costly mistakes made by the Soviets.

Combat When Not in War

reviewed by Col James A. Lasswell, USMC(Ret)

SHARKMAN SIX. By Owen West. Simon bi Shuster, New York, 2001, 320 pp., $24.00. (Member $21.60)

When 1stLt Kelly’s reconnaissance platoon swims ashore in Mogadishu, he meets no armed resistance. Instead, he finds the glare of the cameras of the international media undoubtedly tipped off by Pentagon public affairs personnel of the time and place of the American military intervention in Somalia. Before he can adjust fully from being center stage in a media circus, he is informed that his best Marine has killed an armed Somali gunman. His platoon sergeant assures him that it was necessary, but there is conflicting evidence. The Marine involved is a hero from DESERT STORM, so does he warrant the benefit of the doubt? The battalion commander is on his way, and it is only a matter of minutes before the press descends. What now, Lieutenant?

So begins a complex morality play about military operations other than war and the practical and ethical dilemmas involved. For example, if a unit is employed for humanitarian reasons-to stop the dying-do orders that prohibit feeding the starving after dark make sense? How do orders to avoid confrontation with the Somali gunmen apply when murder, rape, and wanton lawlessness take place in their immediate presence?

Again and again lstLt Kelly faces leadership and tactical decisions in which his training and orders appear to conflict with what he believes is the “right” thing to do. Increasingly conflicted and compromised by his own actions, he begins to doubt his moral compass. He feels isolated and alone. In his previous tour during DESERT STORM, he earned the dubious distinction of being the only officer in his battalion to have one of his Marines killed in action and, as a result, his own tactical competence challenged. In contrast, his best friend and role model receives a Bronze Star for action during which he is seriously wounded. Later he finds that his friend was not a hero, but instead shot himself in the knee by accident and that his men lied to protect him from embarrassment. But Marine officers never lie-or do they when they compromise their integrity by recommending or accepting an award that is not earned?

What is “right and wrong” in the context of these kinds of conflicted situations? Owen West, leaves this issue essentially unresolved, much like Somalia was left after U.S. forces were withdrawn. Americans like polar classifications: good versus evil, heroes and villains, winners and losers. However, in the context of peace enforcement interventions, these terms have little relevance. West’s book focuses on this lack of clarity. Lt Kelly is as much an antihero as he is a hero. Winning and losing take on wholly new meanings in the context of DESERT STORM and Somalia where avoiding U.S. casualties and following orders can become the measures of effectiveness rather than defeating an enemy or providing humanitarian support to the inhabitants in a lawless country of bandits.

In the end, the reader is faced with a series of interwoven moral and tactical dilemmas that defy application of the simple “school solution.” Instead, the military reader is asked to consider both “what should Lt Kelly have done?” and “how would I have acted in his place?”

The closest thing to a description of what we have come to think of as a hero is found on the back jacket in describing the author. Though only in his early 30s, West has a resume that sounds like a Dirk Pitt-like character from a Clive Cussler adventure novel. A Harvard graduate and former varsity oarsman, he is commissioned a second lieutenant of Marines upon graduation and commands an infantry platoon, company, reconnaissance platoon, and special operations unit. When no longer able to remain in the Operating Forces, he resigned his commission and sought new challenges. At Stanford Business School he was elected class president. He then became a commodities trader for Goldman Sachs on the New York Mercantile Exchange. In his spare time, he is a world-class athlete competing in five EchoChallenge Adventure races-most recently in Borneo teamed with three Playboy Playmates-and a nearly successful attempt to climb Mount Everest.

West has written a complex novel on several levels. It is a commentary on how modern interventions are not our father’s war, and victory has new measures of effectiveness. It is also a virtual compendium of situations that could be used as tactical decision games or as discussion topics for professional military education classes designed to follow training in law of land warfare and rules of engagement in Marine units preparing for deployment. Yet, even with the deeper issues it addresses, it remains a fast-paced adventure novel.

The language may offend some readers. Marines aren’t saints, and West doesn’t pretend to paint them as such. However, those of us who have had to stifle a grin when pretending not to overhear the conversations of their Marines when talking among themselves will likely feel like they have been returned to the foxhole. For many, it doesn’t get much better than that.

Career-level schools: Fundamental or fundamentally flawed?

By Capt Darryl E Grissom

2000 Chase Prize Essay Contest: Honorable Mention

The dilemma is clear. “What do captains need to know?” This question, recently posed by the director of Command and Control Systems Course (CCSC) is at the heart of a debate throughout Marine Corps University. Currently, the focus of our career-level schools seems to be on tools, techniques, and procedures to train officers for staff work instead of educating leaders for combat situations. The program of instruction (POI), focused around core competencies such as the Marine Corps Planning Process and organization of the Marine Corps airground task force (MAGTF), compels students to study details without analyzing context. Since they breed technicians, not professional decisionmakers with the analytical background to continue their own education, current career-level schools are fundamentally flawed.

An irrefutable core competency of any military professional is the ability to make decisions. In the face of enemy fire, the ability to act and the courage to accept risk is fundamental to combat leadership. Officers of every specialty must be able to make effective decisions in a time-competitive environment.

However, career-level schools do not focus on developing an officer’s decisionmaking skills. For instance, CCSC allots 2 hours for Dr. Gary Klein to present his theory on decisionmaking styles and development. However, that seminar is the only attempt made to develop decisionmaking skills. In fact, more scheduled time is devoted to subjects such as financial management and web page design than to decisionmaking. Additional discussions or exercises designed to develop an officer’s ability are not scheduled.

The only effort to correct this deficiency is being made by one faculty advisor who runs a voluntary tactical decision game (TDG) workshop twice weekly before the first lecture of the day. This workshop allows students to analyze a situation and develop their solutions. It then requires the student to present his solution to the group. Thus, everyone benefits from analyzing the student’s tactical insight. It is a travesty that this workshop is not part of the POI. Except in a resident professional military education (PME) program, where can officers from every specialty learn from other’s decisions? There is not enough time between training cycles in the Operating Forces for officers to participate in TDG seminars.

The same training is missing from Amphibious Warfare School (AWS). AWS students often speak of the requirement for “process” over “product” in their exercises. Instead of focusing on the tactical decisions made, the faculty grades on the level of detail found in the student’s staff work. The POI is simply too full to allow the students to exercise their decisionmaking skills in TDGs.

How can this deficiency be filled? The answer is simple. Every day in any resident school should include a problem requiring students to make a decision and discuss their decision with their classmates and faculty.

Obviously, challenging students in this manner creates new problems for the faculty. However, the student benefits far outweigh the faculty burdens. We must learn to use resources such as interactive computer games to augment traditional TDGs. Time spent preparing these challenges would diminish valuable “PowerPoint slide preparation time.” But, developing the situations should be viewed as a learning opportunity for faculty as well as students.

Another facet of education is helping students develop their own PME programs and goals. This facet is missing from our schools. Students are not challenged to read interactively and think analytically about what they are reading. Instead, they are presented with a stack of publications and instruction manuals. Graded requirements focus on a level of detail beyond the analytical realm.

For instance, during a portion of CCSC, students focused on MAGTF logistics and combat service support. However, in the test, students were asked only to identify details: What is the correct operational graphic for Class IX supplies? A student could score 100 percent on an exam of this sort without actually understanding the significance of logistics to the success and failure of military campaigns. Does this student understand MAGTF logistics? No. He has simply memorized the instructor’s slides.

The ability to think critically about history can only be developed by careful study and reading. While at a resident school, studying history should be the focus. GEN George S. Patton preached:

[T]he memorizing of concrete examples is futile for in battle the mind does not work well enough to make memory trustworthy. One must be so soaked in military lore that he does the military thing automatically. The study of history will produce this result. The study of algebra will not.

For today’s Marines the message is still valid. The study of military history will produce professionals. The study of operational symbols will not.

Releasing officers to attend a resident school is expensive to the undermanned Operating Forces. We must not squander the opportunity. We must design a POI that allows students to develop a personal PME foundation on which to build. When they return to the Operating Forces, the foundation established in school will help them view current issues in a clearer historical context.

Certainly company grade officers must learn details such as composition of the force service support group and the Marine air control squadron. Fortunately, these topics are easily learned through careful employment of nonresident courses such as the AWS nonresident program. The nonresident course requires a student to familiarize himself with the Marine Corps Reference Publications since they are readily available in the Operating Forces. Multiple choice examinations certify that students have learned the material and understand the available resources. Since nonresident courses can teach details, resident courses shouldn’t be burdened with details.

If the goal of resident schools is to educate leaders, the curriculum must change. We must find a better balance between content heavy topics that have grown to be thought of as essential-financial management, grammar, and computer proficiency to name a few-and the timeless hallmarks of leaders-decisionmaking and professional reading. The Marine Corps will never fully realize the potential benefit of resident courses until it finds this balance.

What do captains need to know? They need to know how to make sound decisions in the chaos of battle. Let’s get away from detail-oriented subject matter and get on with the business of educating warriors.

Critical Cohort

Reviewed by LtCol Eric M Walters

PROUD LEGIONS: A Novel of America’s Next War. By John Antal. Presidio Press, Novato, CA, 1999, 356 pp., $24.95. (Member $22.45).

Fans of Harold Coyle’s military novels will immediately like John Antal’s first foray into “traditional” combat novels. Antal has long been known for his “interactive” fiction wherein the reader must make tactical and leadership decisions as an Army platoon or company commander in battle. The story in this latest work focuses on Antal’s last command, 2d Battalion, 27th Armor, at the beginning of a new Korean War. While there are snippets within the narrative that describe other parts of the Korean ground war, Task Force 2-27-the “Dragon Force”-is the “critical cohort” within Proud Legions that defeats the North Korean offensive.

Marines may wonder what this novel, written by an active duty Army Armor Branch lieutenant colonel, can of fer them. This reflects perhaps a larger question-what makes great combat fiction? Why read these nonhistorical military novels at all? Proud Legions does two things as modern warfare fiction: First, it provides ideas having immediate, practical value. Second, it conveys general lessons regarding warfare that transcend a specific place and time.

Marine tankers will have no problem identifying with the practical difficulties that confront LTC Johnny Rodriguez, the Dragon Force commander, and his soldiers. Korea is not considered ideal tank country. Sprinkled throughout the text are training and tactics ideas on how to fight tanks in the dangerously narrow defiles so prevalent in mountainous (and urban) terrain. While Antal lavishes loving attention on the technical advantages of the MlA2 tank in the story, his tactical tricks and tips are useful to any kind of armored vehicle or unit. His techniques of communicating target locations, using visual cues, and “quick draw” gunnery techniques are innovafive. Given the Corps’ commitments to the Korean Peninsula and the chat lenges of fighting tanks in cities, Antal’s ideas are worth a look. Proud Legions may be fiction, but the author’s experi ences as an armor battalion commander lend plausibility to his portrayals of taco cal combat over this kind of ground. Anyone interested in mechanized warfare in close terrain will benefit from the book.

Despite the detailed descriptions of machines and informal discussions of training and procedure that are scat tered throughout the narrative, Proud Legions is ultimately about people-the soldiers who fight the battles. Antal gives his characters their proper due as the makers of defeat and victory. Marine officers and staff noncommissioned officers can easily extract a number of tactical and ethical decision games from the book to teach military judgment and leadership.

Proud Legions also offers a terrifyingly plausible explanation for a resumption of the Korean War, providing a topnotch starting point for Marine exercise designers to develop a Korean “Road to War” scenario. His rationale for the war is so convincing that it will remind Marines they must stay proficient in their conventional warfare skills while they master the technical demands of newer concepts.

Even a casual reading of Proud Legions reveals larger lessons that apply outside the storyline. We are treated to examples of the problems of centralized command and control as a Republic of Korea lieutenant grapples with a decision to detonate a “rock drop” to halt the North Korean advance-without necessary higher headquarters authorization. LTC Rodriguez also finds himself cut off from communications but is able to derive a winning mission for his unit from his commander’s intent. He also has a famous journalist trapped with his unit at the outbreak of war, complicating his task. Themes of asymmetrical approaches–from the strategic level of war to the tactical— abound throughout the story as the keys to victory.

As entertainment, Proud Legions is light and lively; from the start the narrative moves briskly along with the end containing an unexpected twist. Admittedly, the book shares the same weaknesses as other nonhistorical combat fiction; the author focuses on what makes the story interesting and not on the more mundane yet equally necessary matters such as supply. Characterization is also given short shrift in favor of an exciting plot. But these do not detract from a fine storyline and several lessons on warfare.

Proud Legions will invariably be compared to an older book on a hypothetical next Korean War, Larry Bond’s bestseller, Red Phoenix. Antal’s book is more narrowly focused than Bond’s; LTC Johnny Rodriguez’s reinforced armor battalion is unabashedly the centerpiece here. Because of this, Proud Legions is a good deal shorter, moves faster, and is easier to follow. Bond’s book is also showing its age given current events in Korea. Proud Legions is recommended as a fun yet informative read for Marines-what more can one ask from military fiction?

The Strategic Corporal in Kosovo

By Capt Paul C Merida

Kosovo Writing Contest: 5th Place

On one particular afternoon in Kosovo, a Marine corporal, a mortarman by trade, stands post at a checkpoint his platoon has established in order to confiscate weapons and establish a presence in the area. He leads a fire team of four Marines including himself. His post contains a number of obstacles to slow traffic down as well as a sandbag bunker containing a PRC-119 and an M249 squad automatic weapon. It’s hot this day, and they’ve been at this for 3 weeks now with very few problems. In the corporal’s opinion, his biggest challenge has been keeping his Marines focused on the mission. His fire team searches a vehicle and lets it continue when a single shot rings out. The round impacts in the sandbags not 2 feet from one of his Marines. Immediately the corporal acts. He and another Marine return fire at the suspected enemy sniper. He orders another Marine to get on the radio, call the platoon commander, and summon the react force. The two Marines fire a total of eight rounds at the sniper who is at least 400 meters away on a hilltop behind a clump of bushes. The sniper jumps up and dashes over the top of the hill. Within 5 minutes the platoon react force is on the scene, within 30 minutes a nearby light armored vehicle platoon is there as well as a section of AH-1W Cobras. The corporal’s quick thinking enabled the Marines to suppress the sniper fire and bring an overwhelming amount of combat power to the scene within half an hour. No Marines were injured, and under fire for the first time, they demonstrated both poise and tire discipline.

This was just one example of how Marine noncommissioned officers (NCOs) in Kosovo operated and succeeded during Operation JOINT GUARDIAN, June-July 1999. Writing in the January 1969 issue of the Gazette, Gen Charles C. Krulak said: Success or failure will rest, increasingly, with the rifleman and with his ability to make the right decision at the right time at the point of contact.

In Kosovo the 26th Marine Expeditionary Unit (Special Operations Capable), or 26th MEU(SOC), was tasked with implementing the terms of the Military Technical Agreement signed by the leaders of the Serbian Armed Forces and North Atlantic Treaty Organization. The MEU operated in a very large sector that contained an abundance of Serbian, Albanian, and ethnically mixed villages and towns. Battalion Landing Team 3/8, the ground combat element of the 26th MEU(SOC), in an effort to cover as much territory as possible, operated very decentralized. Individual company sectors were much larger than one would expect, and it was common for platoons to be separated by several miles. The method of employment meant that the bulk of the decisionmaking, of necessity, would fall on the shoulders of the fire team leaders, squad leaders, and the staff sergeants and lieutenants that led them. The mission was difficult and often confusing. Violence between Albanians and Serbs was widespread, and Marines found themselves in the middle of dangerous and potentially explosive situations. For NCOs this meant that, as the former Commandant said, success or failure would rest on their shoulders.

My 81 mm mortar platoon was garrisoned in an Albanian town astride the main supply route. Our platoon sector was about 25 kilometers long and included several Serbian and Albanian villages. We operated two permanent traffic control points (vehicle checkpoints) on either end of town and ran constant motorized as well as foot mobile patrols all over our sector 24 hours a day for a month. Obviously my staff noncommissioned officers (SNCOs) and I could not be everywhere all of the time, thus our corporals and sergeants ended up making most of the decisions and were the ones on the scene when most problems arose. During our training workup, we had hardly scratched the surface of these areas. The majority of our time was spent on being mortarmen as well as the primary TRAP (tactical recovery of aircraft and personnel) force for the MEU. The NCOs were forced to develop standing operating procedures for peace enforcement/security operations on the fly, basically making them up as they went along. I provided my input when I thought it necessary and changed things if I thought they were wrong, but their judgment was nearly always sound. Their overall performance was superb.

A month later when we were replaced by the Army and headed back to the boats, it was easy to recognize the impact and difference we had made. The Marine sector was a more peaceful area, hundreds of weapons were confiscated, arrests were made, crimes were solved, property was returned to its rightful owners, and we had established a firm presence in the area-a presence that meant business and didn’t tolerate violation of the rules. Marines were fired on and returned fire when necessary. Marine NCOs were the post commanders and patrol leaders, they were the vehicle commanders and the sniper team leaders. They made decisions, exercised judgment, and got the job done.

How do we as officers and SNCOs develop this caliber of leadership and ensure that our NCOs are truly “Strategic Corporals”? Numerous articles have been written on this question alone, for everyone recognizes the importance of having topnotch small unit leaders. In my opinion, developing decisionmaking within Marines takes practice. Marines don’t pin on corporal and automatically become expert decisionmakers. Their ability needs to be developed, tested, and critiqued. For infantrymen there is no better tool for doing all this than the tactical decision game (TDG). TDGs not only test the decisionmaking ability of those who participate, but in addition, they teach valuable tactical and technical concepts. For example, while on boat in the Adriatic, my NCOs did a TDG every night. They weren’t just learning about maneuver warfare; they were learning to make decisions. They were forced to make decisions. Ethical decision games and wargaming rules of engagement do the same thing. They cultivate the decisionmaking ability of Marines and improve the judgment they use to reach their decisions. This is vital because as Gen Krulak said:

… these missions will require them to confidently make well-reasoned decisions under extreme stress-decisions that will likely be subject to the harsh scrutiny of both the media and the court of public opinion.

We also need to set our young NCOs up for success. We can do this by ensuring they receive the professional and tactical education they deserve and need. Professional military education courses like the Corporal’s Course and Sergeant’s Course, as well as advanced courses like the Squad Leader’s Course and those for machinegunners and mortarmen, are essential for developing proficient, well-educated, and well-rounded NCOs. Nothing breeds confidence and respect like military occupational specialty proficiency.

Lastly, our training both in the field and in garrison needs to support our desire to develop strong NCOs. We must give them the responsibility they desire and rate, and trust them to get the job done. We also, as leaders, need to have the moral courage to accept the fact that things won’t always get done exactly the way we want them to and that people will make mistakes. It goes without saving that a Marine who is afraid to make a mistake will be less likely to make a decision. Its our responsibility to create an atmosphere that promotes decentralized decisionmaking, encourages initiative, and is based on trust. If we do this constantly, both in and out of the field, we will have the NCOs needed to ensure mission accomplishment in a real-world operation. We will have the type of NCOs who are truly “the backbone of the Marine Corps.”

Lessons from Afghanistan

Reviewed by Capt Robert C Fulford

THE BEAR WENT OVER THE MOUNTAIN: Soviet Combat Tactics in Afghanistan. Edited by Lester W. Grau. Frank Cass Publishers, Portland, OR, 1998, 220 pp., $24.50. (Member $22.00)

In the not so distant future, the preponderance of our Corps’ junior leaders will be products of the postCold War era. Most of the current lieutenants and captains were commissioned after the fall of the “Evil Empire.” The 18- and 19-year-old recruits entering today’s Corps were only 10 or 11 years old when the Soviet Union finally collapsed. While there are many tangible benefits associated with residing in a country serving as the world’s only remaining “superpower,” complacency and arrogance reign as our newfound foes. It is easy to ignore the lessons of the past; especially those learned by our former adversaries. As Bill Lind notes in The Maneuver Warfare Handbook and repeatedly warns us, “Too often, Americans do not pay much attention to what others are doing and learning.” If we are to remain successful and dominant as a society and as a military, we must overcome this arrogant habit.

The reduction in tensions between East and West resulted in a period of relative openness, providing opportunities for the exchange of ideas and lessons learned over nearly 50 years of bitter worldwide competition. The Bear Went Over the Mountain is a product of this period. The History of Military Art Department at the Frunze Combined Arms Academy in Moscow produced a collection of lessons learned titled, Combat Action of Soviet Forces in the Republic of Afghanistan. This book is a product of countless interviews with small unit leaders, battalion commanders, and staff officers in the aftermath of the war in Afghanistan. The Frunze Academy staff compiled these interviews into a series of 47 vignettes, complete with first person narrative and academy staff commentary. Created prior to the fall of the Soviet Union, Combat Action was intended for use within the Soviet military and not for external publication. The result is a very honest appraisal of the successes and failures of Soviet leadership and tactics during the decade long conflict.

It is obvious that the Soviets intended this book for the use of small unit leaders, for it focuses solely on the tactical level of operations. Combat Action is very similar to our Infantry In Battle, and provides examples of tactical actions in ambushes, cordon and searches, convoy operations, defensive operations, and attacking a strongpoint. The commentary brings out as common trends the failures in tactical reconnaissance, the results of poor tactical discipline, and the importance and challenge of attaining tactical surprise.

One trend, however, stands out above the rest in its importance-the lack of rapid and sound decisionmaking by small unit leaders. Time and again, the Frunze staff points to this as a prominent factor in the failure of its units. Over the course of this war, the Soviets began to realize that their methodical and centralized philosophy of warfare was not conducive to the current battlefield. Out of necessity, they attempted to develop their small unit leaders’ initiative and decisionmaking skills. With this change came tactical success. Unfortunately, for the Soviets it came too late, as their nation lost the will to sustain the conflict.

LtCol Lester Grau is a retired U.S. Army infantry officer with combat experience in Vietnam. Currently, he is on the staff at the Foreign Military Studies Office at Fort Leavenworth, specializing in Russian studies. Several years ago, he received a copy of the Frunze Academy’s work and deemed it valuable enough for translation into English. To this translation LtCol Grau added his own commentary, as well as two additional vignettes. The result is titled, The Bear Went Over the Mountain. This is not a study in maneuver warfare, nor is it a template for doctrinal change within a military. Additionally, it was not designed as a literary work, but rather as a documentation of lessons learned. These lessons, though, do lend credence to the Marine Corps’ warfighting doctrine, and bear out the importance of the education and development of the small unit leader. It is here that you will find this book the most useful. It is an outstanding source of tactical decision game material, and it will prove extremely useful for small unit level PME.

LtCol Grau provides us with a unique opportunity to look inside the successes and failures of another military; coincidentally, one that our nation’s military organized, trained, and prepared to fight for almost 50 years. When taken in the proper context, the lessons gleaned out of this work will prove to be valuable tools in preparation for future conflicts.

Cultivating Intuitive Decisionmaking

By Gen Charles C Krulak

It is my intent in preparing the force that we account for . . . [the demands of the 21 st century] by creating Marines and their leaders who have superb tactical judgement and are capable of rapid decisionmaking under physical and emotional duress….

-Commandant’s Planning Guidance

Our world is becoming increasingly chaotic. Operations such as those in Bosnia, Haiti, and Somalia-where the unique challenges of military operations other than war have been combined with the disparate challenges of midintensity conflict-are becoming commonplace. The tragic experience of U.S. forces in Mogadishu during Operation RESTORE HOPE illustrates well the volatile nature of these contemporary operations.

The Strategic Corporals . . . and Their Leaders

Marines involved in these amorphous conflicts will be confronted by the entire spectrum of tactical challenges in the span of a few hours and, potentially, within the space of three contiguous city blocks. Thus, we refer to this phenomenon as the “three block war.” Success or failure will rest, increasingly, with the individual Marine on the ground-and with his or her ability to make the right decision, at the right time, while under extreme duress. Without direct supervision, young Marines will be required to make rapid, well-reasoned, independent decisions while facing a bewildering array of challenges and threats. These decisions will be subject to the harsh scrutiny of both the media and the court of public opinion. In many cases, the individual Marine will be the most conspicuous symbol of American foreign policy. His or her actions may not only influence the immediate tactical situation, but have operational and strategic implications as well. If we accept the maxim “battles are won and lost [first] in the mind of the commanders,” we can safely assume that the three block war, may very well be won or lost in the minds of our “strategic corporals.”

So the natural question becomes, “How do we develop our strategic corporals’ abilities to make sound and timely decisions in the heat of the three block war?” How do we prepare them to deal decisively with the challenges they are destined to confront on the complex, high-stakes, asymmetrical battlefield of the 21 st century? Further, the chaotic conditions of the next century promise to increasingly tax the individual decisionmaking skills of both commanders and staff officers at all levels. The influx of information into our combat operations and fire support coordination centers is growing at a rate faster than our ability to “process” it. Thus far, advances in information technology have increased, not diminished, the burden on our officers to make the “hard calls.” Marines must rapidly distinguish between information that is useful in making decisions, and that which is not pertinent. Often, they must avoid the natural temptation to delay their decision until more information makes the situation clearer or risk losing the initiative. In all likelihood, once military action is underway, more information will simply further cloud the picture. Our leaders must be able to “feel” the battlefield tempo, discern patterns among the chaos, and make decisions in seconds much like a Wall Street investment trader, but with life threatening consequences. In short, we must ask ourselves, “From the strategic corporal to the Marine expeditionary force (MEF) commander, how do we ensure that each and every Marine has the decisionmaking ability needed to execute his or her responsibilities?”

The Essence of Decisionmaking

In answering this question, we must first gain a fundamental understanding of decisionmaking itself. Decisionmaking is the foremost human factor, indeed unique contribution, involved in warfare. In effect, it is the means for implementing the human will. As long as wars result from two opposing human wills, they will be emotional and chaotic in nature. Technological or scientific solutions alone will not be adequate to resolve these conflicts; nor will they be able to lift “the fog of war.”

Generally, we know that there are two primary models for human decisionmaking-the analytical model and the intuitive, or recognitional, model. Military leaders at all levels are familiar with the analytical model because it is the one historically used in our formal schools. In this model, Marines prepare estimates of the situation that eventually evolve into potential courses of action. Analytical decisionmaking uses a scientific, quantitative approach, and to be effective, it depends on a relatively high level of situational certainty and accuracy. The greater the degree of situational certainty and awareness, the more effective analytical decisionmaking becomes. Unfortunately, the analytical model does not lend itself well to military applications once the enemy is engaged. At that point, military situations most often become very ambiguous, and the leader cannot afford to wait for detailed, quantitative data without risking the initiative. Analytical decisionmaking offers distinct advantages when the situation allows an indefinite amount of time for analysis, such as during prehostility contingency planning, but it rapidly diminishes in usefulness once “you cross the line of departure.”

While analytical decisionmaking is based on a comparison of quantitative options, recognitional decisionmaking depends on a qualitative assessment of the situation based on the decider’s judgment and experience. It does not look for the ideal solution; instead, it seeks the first solution that will work. Research by noted psychologist Dr. Gary Klein indicates that most people use the intuitive model of decisionmaking over 90 percent of the time. Ironically, until recently our formal schools have focused almost exclusively on training Marines in the analytical model. This began to change, however, with a growing acceptance of the ideas presented by the late Col John R. Boyd, USAF(Ret). Boyd demonstrated that a person in the midst of conflict continuously moves through a recognitional decision pattern that he termed the “Observe-Orient-Decide-Act (OODA) Loop.” He pointed out that the leader who moves through this OODA cycle the quickest gains a potentially decisive advantage in the conflict by disrupting his enemy’s ability to respond and react. In short, the leader who consistently makes the faster decisions can interfere with his opponent’s decisionmaking process and effectively degrade his ability to inflict his will and continue the struggle. Col Boyd’s ideas, entirely consistent with the Marine Corps’ maneuver warfare philosophy, were incorporated into our doctrine in 1989.

As Col Boyd recognized, the chief advantage of intuitive decisionmaking in military operations is its speed. Numerous military historians and sociologists, including such notables as John Keegan and S.L.A. Marshall, have pointed out that the normal tendency for inexperienced leaders under extremis conditions is to wait for as much information as possible before making a decision. Of course, the longer the decision is delayed, the more opportunities are missed. Initiative can be forfeited to the enemy. For this reason, Sun Tzu noted that, “Speed is the essence of war,” and Patton observed, “A good plan executed now is better than a perfect plan executed next week.” History has repeatedly demonstrated that battles have been lost more often by a leader’s failure to make a decision than by his making a poor one.

Napoleon believed that the intuitive ability to rapidly assess the situation on the battlefield and make a sound decision was the most important quality a commander could possess. He referred to this intuition as coup d’oeil, or “the strike of the eye,” and thought that it was a gift of nature. More recently, however, practitioners of the military art have come to believe that while heredity and personality may well have an impact on an individual’s intuitive skills, these skills can also be cultivated and developed. Prior to and during World War II, the Japanese called this skill, ishin denshin, or the “sixth sense,” and they observed that it began to appear after months of intense repetitive training in a cohesive unit. During the same time period, the Germans referred to the capacity to make rapid, intuitive decisions in combat as “character.” They attempted to first identify innate intuition during their recruiting processes, and then cultivate the skill by forcing their officers to repeatedly make tactical decisions under stressful situations throughout their professional schooling. While some might point out that both the Germans and Japanese were on the losing end of World War II, we might be wiser to ask how they were able to achieve such great military successes given their relative size and resource limitations. Napoleon may be correct if he meant that intuition cannot be taught in the traditional sense, but both the Germans and the Japanese were successful in assuming that-through repetition-it could be learned.

How Do We Cultivate Napoleon’s Coup D’Oeil? Character. If we accept that intuitive combat decisionmaking skill will be exceedingly important for all Marines in the 21st century, we must seek to cultivate that ability. Our first step, however, must be to identify an important prerequisite for sound decisionmaking-sound character. As often as not, the really tough issues confronting Marines in the three block war will be ethical/moral quandaries, and they must have the wherewithal to handle them appropriately. We cannot anticipate and train Marines for each situation they may face. All Marines must, therefore, possess a moral consistency to serve as their compass. Making the right ethical decisions must be a thing of habit. This is why we created the Transformation Process where we recruit bold, capable, and intelligent young men and women of character and recast them in the white hot crucible of recruit training. We immerse them in the highest ideals of American society-the time honored values of our Corps-honor, courage, and commitment. We place these values on them in a framework of high institutional standards to which they are held strictly accountable. We further foster the acceptance of these values through the unit cohesion and sustainment phases. The common thread throughout Transformation is an emphasis on the growth of integrity, courage, initiative, decisiveness, mental agility, and personal accountability-the basic skills needed to make timely, accurate, and ethical decisions in the heat of combat.

Repetitive Skills Training. If we know that the effectiveness of intuitive decisionmaking is dependent upon experience, we must seek ways to give our Marines that experience. We should recognize decisionmaking as a vitally important combat skill and promote its development throughout our training curriculum, both in our formal schools’ curriculums and in our local unit training programs. We must face the paradox that our least experienced leaders, those with the least skill in decisionmaking, will face the most demanding decisions on the battlefield. Just as we expect a Marine to employ his weapon under combat duress, we must likewise demand that he employ his mind. Marines need to be comfortable with using their intuition under highly stressful circumstances. In short, we must make intuitive decisionmaking an instinct, and this can only be accomplished through repetition. Training programs and curriculums should routinely make our Marines decide a course of action under cold, wet, noisy conditions while they are tired and hungry and as an instructor continually asks them “what are you going to do now, Marine?”

Unit commanders must scrutinize their training programs to ensure that operational exercises are geared to challenge the intuitive decisionmaking processes of subordinate leaders at every level in their command. Training must account for the role of uncertainty in decisionmaking. We should literally bombard them with information and get them used to making decisions under varied circumstances without complete information and with contradicting or false information. Similarly, we must continually review and revise our formal schools’ curriculums-from the Schools of Infantry to the Marine Air-Ground Task Force Staff Training Program and up to and including the Marine Corps War College-to dramatically increase the number of times we force each Marine to make decisions.

Our Warfighting Lab has led the way in developing practical tools to support this type of instruction with the computer assisted training simulation known as the Combat Decisionmaking Range (CDR). The CDR puts the squad leader square in the middle of the three block war and requires him to make decisions across the spectrum of conflict, from humanitarian relief to midintensity firefights, with the media watching. During a single 30- to 45-minute CDR training scenario, a Marine squad leader must make 15 to 30 urgent, life or death decisions while land navigating and communicating both up and down the chain of command. The results of experimentation with the CDR indicate that we are on the right course. Squad leaders who routinely exercise in the CDR gain confidence in their intuitive abilities and make sound decisions more rapidly.

Initiatives similar to the CDR should be pursued in all of our professional schools and in our operational units. At each level, from young, aspiring noncommissioned officers to our MEF commanders, our training should be geared to putting the Marine in the appropriate stressful environment for his or her grade, and forcing them to make timely decisions. Initially, it is important that the correctness of the decision not be an issue. The “right” decision is any decision as long as it is timely. After all, in combat situations there are rarely any right or wrong answers. As the conditioning proceeds, appropriate postexercise critiques and debriefs will begin to identify in the participant’s mind the credibility of various decisions (or “solutions”) in relative terms. Through this process, they will begin to develop an intellectual framework for making time-critical decisions in their billet.

Self-Study. A personal commitment must be made by each Marine to focus on developing his or her own decisionmaking abilities. This means self-study; but simply reading history is not enough. We need to read it with an eye toward examining the relevant decisionmaking processes that took place during the particular event. Why did the commander make this decision? What information did he have when he made it? What information did he not have? Was it timely? What subsequent decisions did he make and why? What were the resuits? Personal study of history and the military art in this manner promotes an ability to recognize patterns and later, to exploit them. While it is no substitute for personal experience, the dedicated study of conflict and warfare complements tactical decision games, simulations, and exercises in establishing a mental framework for making time-sensitive decisions.

Command Climate. While the most realistic training in the world may never be able to replicate the stresses associated with making decisions in combat, we must actively pursue means of conditioning a willingness among our Marines to make those decisions. We should literally inculcate a “culture” of intuitive decisionmaking throughout the Corps. To do so requires that commanders at all levels create within their units an atmosphere that encourages, not inhibits, their subordinates to make decisions. Subordinates must be assured that their leaders will back them up when they make a poor tactical decision. Debriefs and critiques must challenge the subordinate’s rationale, but not threaten his or her pride or dignity. This, of course, is not possible in a command where micromanagement or a “zero-defects mentality” is prevalent.

Continuing to March

The Marine Corps Combat Development Command will dedicate itself to identifying, developing, and cultivating appropriate intuitive combat decisionmaking skills at all levels. Our Warfighting Lab will continue to take the lead with initiatives such as the Traders Games with the New York Mercantile Exchange, concepts and ideas exchanges with the New York City Fire Department, and the Dynamic Decisionmaking Wargame involving traders, firefighters, police officers, air traffic controllers, and other professionals. The Lab should eventually expand their experimentation efforts in this area beyond the training realm. They should seek to answer such questions as: Can certain personality types develop intuitive skills more readily than others? Is there a means for testing this? Do different billets, assignments, and military occupational specialties require different types of intuition? Should our manpower processes-recruiting, promotion, billet assignment, command selection, etc.-consider these factors? Answering questions such as these will help us field leaders at all levels with the decisionmaking skills they will need to fight and win the three block war.

Summary

Our warfighting philosophy, both now and with the growth of operational maneuver from the sea, is one of maneuver. Maneuver doctrine, to be successful, demands high tempo in order to retain the initiative and impact the enemy’s will to fight. Without leaders who can make timely decisions under extreme duress, this doctrine simply cannot succeed. These leaders cannot rely on the traditional, analytical approach to decisionmaking. Advances in information technology will never clear Clausewitz’s “fog of war” to the point where the analytical model is timely enough to guarantee victory. Marine Corps leaders, therefore, need to develop confidence in their own intuition-an intuition rooted firmly in solid character. We must actively seek out means for cultivating intuitive decisionmaking skills among our leaders at all levels from the strategic corporal to the MEF commander. Since these intuitive skills result from experience, we must include repetitive decisionmaking drills and exercises in all of our formal schools’ curriculums and in the training programs of our operational units. Finally, our commanders must foster a climate within their units that is supportive of intuitive skill development. Doing these things will cultivate coup d’oeil and guarantee our success on the 21st century battlefield.