Foundations for teaching: A philosophy for the Marine Corps University

By LtCol Philip Anderson

MCU’s focus on combat decisionmaking is unique to its academic environment. Unlike other universities in which students possess a wide variety of goals and pursue numerous educational disciplines, the audience and subject matter at MCU are fixed and representative of the Marine Corps’ unique military society where students are . . . focused on improving their ability to succeed in battle.

During the 1930s, as the assistant commandant of the United States Army Infantry School, GEN George C. Marshall (then a colonel) put together a faculty of proven officers. Together they set about teaching students to think clearly about the battlefield. This faculty, through the use of some simple and practical teaching methods, realized great success. The purpose of this article is to offer some suggestions for teaching this generation of Marines. Much of what will be presented here is not new and may seem obvious to some readers familiar with history and/or educational theory and practice. However, the objective is not to restate what has already been written, but rather to assemble the aspects of the conventional wisdom most appropriate for promoting effective teaching among faculty in the Marine Corps University (MCU) environment.

Teaching has been defined throughout history as both an art and a science. Many modern educators define teaching simply as the means by which we educate or through which knowledge is imparted to students. The fact of the matter is that teaching at MCU must be more significant. The end result of effective teaching and the object of professional military education (PME) should be to unify the efforts of the faculty toward providing a foundation or framework from which students can develop their ability to make effective decisions in all situations up to and including combat. This differs from other applications in its audience and subject matter. MCU’s focus on combat decisionmaking is unique to its academic environment. Unlike other universities in which students possess a wide variety of goals and pursue numerous educational disciplines, the audience and subject matter at MCU are fixed and representative of the Marine Corps’ unique military society where students are focused on improving their ability to succeed in battle.

In the Marine Corps our warfighting philosophy is based on our understanding of the problems of uncertainty and friction on the battlefield. At the heart of our warfighting philosophy is the fact that decisionmaking in this environment, under trying conditions, is most often affected by intangible or imprecise factors. In this regard, PME should create a climate conducive to addressing the intangible subjective aspects of combat decisionmaking. Under Marshall, students were often issued foreign or outdated maps, provided incomplete intelligence information, compelled to operate without communications, given little time to plan and routinely made to contend with the unexpected. His faculty emphasized ingenuity and imagination. One of Marshall’s first orders was that any student’s solution that ran counter to the approved school solution and yet showed independent creative thinking would be published to the class.’

Education Versus Training

The debate continues regarding how to differentiate between technical ability generally acquired through “training” and the intangible human qualities generally developed through “education.” Nonetheless, it is important to possess a clear understanding of how each interrelates.

Training and education have often been looked upon synonymously, but they are very different concepts. Each complements the other, but each leads to distinctly different outcomes. Training is the acquisition of concrete skills that permits one to perform to standard. Therefore, training may be defined as an experience, discipline, or a regimen that causes people to acquire new predetermined behaviors.2 Training is the building-in of preset information and procedures-the technical aspect-oriented toward providing the mechanical wherewithal necessary to perform a particular task, the product of which is skill development and proficiency. An example of an outcome associated with training is the mechanical ability required to assemble and disassemble an M-16 rifle.

Education on the other hand, is that which is oriented toward developing leaders and decisionmakers. Education is the drawing out of students’ creative ability-the intangible human aspect-oriented toward providing the abstract ability to make decisions, the product of which is a creative mind. Where training deals with one correct way of performing a particular task, education addresses the internal nature of a problem to be solved, dealing with numerous possibilities rather than one correct answer. An example of an outcome associated with education is the creative judgment necessary for a leader to make a decision on the battlefield regarding the appropriate time or place to engage the enemy.

In practice it is not always easy to make a distinction between or to separate training from education since the ability to employ creative judgment requires technical expertise. MCU faculty should understand that training and education do not operate independently of one another. In fact training can best be viewed as a subset of education.3 Everything that is training is also education, but education also goes further. It attempts to get at the student’s creative aspect. Most often, the early stages of a Marine’s career should be weighted more heavily toward training since he or she more frequently will be engaged in operating a specific weapons system. Accordingly, the later stages of a Marine’s career should be dominated by education when that Marine is more likely to be in a leadership role.

Although the University should focus more heavily on education, it is clear that it is responsible for training as well. An appropriate balance must be maintained based on the nature of the desired outcome or impact on the student. Obviously a greater emphasis should be placed on training at The Basic School than at Command and Staff College. However, at both schools the requirement to address the intangible human ability related to combat decisionmaking, albeit at different levels, should be a priority.

Producing Combat Decisionmakers

During the 1930s, the leaders of the German Kriegsakademie (War College) absolutely believed that the capacity to make a decision in combat was the highest quality an officer could possess. The Germans called it “character,” and recruited their officers for its presence in their personalities and, thereafter, educated them to cultivate that capability.4 The requirement for character and decisiveness in combat is obvious. Developing the student’s character should be the preeminent purpose and the focus of effort for each member of the faculty at MCU.

The previous discussion of the differences between training and education demonstrates that a military decision is not just a mathematical computation. Decisionmaking requires both intuitive skill to recognize and analyze the essence of a given problem and the creative ability to devise a practical solution.5 There are several important yet somewhat intangible factors, identified in MCDP 1, that are both intuitive and creative in nature. When taken together the following factors form the essence of combat decisionmaking: (1) An understanding of the impact of uncertainty on the battlefield; (2) the ability to accept risk and act quickly; and (3) an understanding of the human dimension in war. Developing these abilities in students is no easy task. Combat decisionmaking should be viewed as a dynamic intellectual process which can in fact be created and shaped.

An understanding of the impact of uncertainty on the battlefield can be developed by ensuring that students do not always receive complete information. Situations should be created that by their nature are tentative and vague. Although this may result in student discomfort due to the lack of information, students should be forced to make decisions with incomplete information just as they would in combat. With incomplete information comes risk. The ability to accept risk can be developed by forcing students to make decisions and recognize the probable outcomes of their actions.

A commander should not only know how to arrive at a decision, but also when. It is better to render a partly faulty decision at the right time, than to ponder for hours over various changes in the situation and finally evolve a perfect decision-too late for execution.6 Since speed is a critical element of effective combat decisionmaking, the ability to apply quick recognition is a significant skill that should be practiced. To develop students’ ability to act quickly, situations have to be created that force students to convey their decisions quickly and in such a way that they can be understood and responded to effectively.

As stated in MCDP 1:

Because war is a clash between opposing human wills, the human dimension will always be central in war. The human dimension infuses war with its intangible moral factors and since war is an act of violence based on irreconcilable disagreement, it will invariably inflame and be shaped by human emotions. Unfortunately it is not feasible in an academic environment to realistically duplicate effects of danger, fear, exhaustion, and privation on students. Therefore, to develop in students an understanding of the human dimension in war, situations have to be created that emphasize historical examples of the intangible moral factors and emotions, as well as the human frailty and fallibility that shape combat.

Teaching Considerations

Schools like MCU develop new ideas and pioneer new methods. They encourage vision, imagination, and originality, as well as instilling a knowledge of the difference between a calculated risk and a gamble. In this environment, teachers and students alike are obliged to think about war and its conduct and to transmit their thoughts in articulate and comprehensive ways.7

Effective teaching for developing combat decisionmakers is different from that which most students have previously experienced. The majority of students have been educated through the use of “passive” teaching strategies. This technique is most often described as the traditional approach to teaching. It can be characterized by teachers delivering lectures and students passively listening. Basically, this is how most Marines have been taught in high school and college as well as during entry level training.8

Passive evaluations are short answer or multiple choice/fill-in-the-blank types of objective examinations. This is the standard military approach applied in training. The focus is content-based with a corresponding right answer or approved school solution. Implicit in this approach is the student’s dependence on the teacher to provide the information or content, preparation,9 and classic school solution. For example, in many Marine Corps academic environments, students have little choice about what they must do. Students must perform the prescribed task at a level acceptable to someone else, or fail.

The development of combat decisionmakers, however, should emphasize “active” teaching strategies. Active teaching strategies are problem centered rather than content centered. They encourage students to introduce past experiences into the process to reexamine that experience in light of new data or new problems. They suggest a climate of learning that is collaborative (teacher to student and student to student) as opposed to authoritative (one-way) oriented.lo These teaching strategies are characterized by active participation of students. This approach is more commonly applied to education. In the active approach the burden is on students to prepare, analyze, and present their views.11

Active learning evaluations are characterized by analyzing student performance in decisionmaking exercises under realistic conditions where there is incomplete information and realtime constraints. There may be more than one correct answer. In the active environment, the “school solution” is not as important as the process whereby students arrive at a given solution. The focus should be on the process of how to think, not only what to think.12

Establishing a Positive Learning Environment

The will to learn is an intrinsic motive, one that finds both its source and its reward in its own exercise. Studies have shown that the will to learn becomes a problem only under specialized circumstances where students are confined and a path is fixed.13 Establishing a learning environment at MCU conducive to developing students’ ability to think on their own is critically important.

The size of an instructional group is one significant determinant of the environment in which learning occurs. In some cases, positive teacher-to-student interaction is more readily attained with small groups, and in some cases with large. Possibly even more important than teacher-to-student interaction is a learning environment in which significant student-to-student interaction can be established to enhance learning.

MCU uses various sized instructional groups and a wide variety of educational methodologies to facilitate learning. These include lectures that might contain as many as 200 students, and small discussion or practical exercise groups that might contain as few as 5 and as many as 30 students. The obvious difference in the size of instructional groups can be seen in the difference between the large lecture format and the small group format. The opportunity for student-to-student and teacher-to-student interaction in large instructional groups of 100 or more students is significantly less than in smaller instructional groups of 10 to 15 students. For some students the large group may frequently be more comfortable since the requirement and opportunity to participate is far less than in a small group setting. In simple terms, there just is no place to hide in a smaller group. Additionally, in a small group environment students are more compelled to become actively involved in their own education, rather than in simply absorbing information.

Teaching Strategies for Developing Combat Decisionmakers

Confucius is attributed with having said, “I hear and I forget, I see and I remember, I do and I understand.”14 This is a well-respected assertion often repeated in American culture-students learn by doing. There is appropriate basis in fact if this assertion is properly explained: ( 1) Students learn to do better if they make an attempt; (2) evaluate that effort; and (3) modify their consequent efforts in ways that increase their effectiveness. ” This approach can most aptly be described as getting students involved in the learning process.

Teaching students to make decisions can be far more effective when students are required to evaluate their own performance. Using this approach, students are presented with realistic problems requiring a decision. Having been given opportunities to make decisions, they then should analyze the process by which they reached a particular decision. This may include teacher development of feedback for a specific decision, followed by a student response, and subsequent discussion of teacher and student perceptions on how the decision was formulated. This process culminates in understanding how the initial decision was made.lb Teachers can most effectively develop student ability to make decisions by fostering an academic environment that provides guidance to students on how to monitor and improve their own decisionmaking behavior. This guidance should come in the form of practice with immediate feedback and discussion to facilitate improvement.

What specifically can faculty do to help students monitor and improve their ability to make decisions? While much remains to be learned about how to influence combat decisionmaking ability, one effective teaching strategy involves allowing students to discover effective decisions through trial and error. “Discovery” can occur through direct experience, in which students reach appropriate decisions by simply trying to do it. It can also occur through vicarious experience, in which students develop their understanding of combat decisionmaking by thinking about a fictional case study presented by the teacher. Last, discovery can occur by analyzing historical examples in which students examine real events. In any of these cases, guidance by asking effective leading questions has been proven to greatly decrease the time required to discover and fully absorb decisionmaking skills. Of course after skills have been discovered, students should receive feedback as to the probable outcome of their decision in comparison to others they could have discovered.17

For discovery to be an effective teaching strategy, faculty should use real life feedback as much as possible. What would the real consequences have been, good or bad, of a particular decision? How do students react to these consequences? For example, teachers should allow students to observe, albeit through artificial means (map exercises, terrain models, or computer simulations), the results of their actions. In other words, students should be able to visualize the results of a particular decision: what it would have looked like; what the likely outcomes would have been-both positive and negative.

Additionally, for discovery to be an effective teaching strategy, faculty should allow students to make mistakes. Students should always be given another opportunity to act if their initial response is inappropriate. Continuous opportunities for active practice will enhance success. Teachers should provide feedback that suggests, rather than dictates to students. Although this feedback should inform students of the correctness or incorrectness of their thinking, it should never point to the school solution. This is not to say that providing a recommended solution is inappropriate; simply that, if provided, a school solution should be presented as a “possible solution,” one among many possible solutions not necessarily as the best solution. Feedback from teachers in this regard should provide suggestions that help students to discover a better way by emphasizing that which they already understand.

Another effective teaching strategy involves the use of simulations. A “simulation” replicates as much as possible the requirements and conditions that will be imposed on students in real combat situations. One familiar example of a simulation is the “tactical decision game.” Tactical decision games can be used to simulate problems not just at the tactical level but at the operational and strategic levels as well. Depending on the level which is addressed in the simulation, students are provided with an appropriate tentative intelligence situation, provided a fragmentary order or appropriate guidance, and asked, “What would you do?” Students provide an initial response and the teacher provides an intelligence update that requires them to further analyze a developing situation. Students are once again asked, “What would you do?” and again students should provide a response. This can continue until the teacher is comfortable with the individual student’s thought processes. If students make ineffective decisions they will get immediate feedback from the teacher including the probable results of the decision. Using this approach, the individual thought processes whereby students reached a decision can be examined in depth. This approach can be used in any type of simulation from simple tactical level decisionmaking games to very elaborate strategic level war games. In any case, the format is not as important as the teaching strategy. The strategy employed in simulations allows students to get immediate feedback on the likely results of their actions that allows them to closely examine their thinking.

“Cooperative learning” is yet another effective teaching strategy that can be used to influence the development of effective combat decisionmakers. This approach is based on the fact that each student brings to a particular group a unique set of experiences and knowledge. The success of this strategy depends on creating a learning environment in which significant interaction occurs between students. The opportunity to work together in different groups exposes students to a wide variety of individual knowledge and experience. This interaction provides: ( 1 ) Additional feedback for students; (2) opportunities for students to observe how their contemporaries draw conclusions and reach solutions; and (3) opportunities for students to explore and seek out alternative approaches to combat decisionmaking through the close examination of other student perspectives on the same problem. Each student con tributes to, and draws from, the experience of others through student-to-student interchanges. The group can provide a highly stimulating environment where each participant realizes the potential of a higher level of performance.18

The Nature of the Teacher-Student Relationship

There are many factors that contribute to successful teaching. Many of these have already been addressed. Yet another important factor affecting teaching success is the relationship established between the teacher and the student. The quality of this relationship works hand in hand with the learning environment to shape the attitude students develop toward the University’s educational philosophy and, in large part, determines students’ motivation to learn.

The relationship between student and teacher should promote trust and shared responsibility and foster an equal partnership between the student and the school. This relationship is very different from the traditional concept of the dominant teacher and dependent learner. It features reciprocity between the teacher and student. In other words, the teacher and student must be equally active.19 For example, students should not be allowed to withdraw, to be passive, untalkative, or to expect the teacher to do all the work. Conversely, teachers must recognize that students, under the proper conditions, can be highly motivated and capable of directing their own learning if given the opportunity.

The teacher’s prime responsibility may well be to reduce his importance to help learners arrive at their own freedom to learn.20 For example, by simply avoiding the desire to provide students with immediate solutions or feedback, teachers can encourage students to further pursue their own experiences and knowledge-thereby allowing them to further develop their own ability to learn and make decisions. This involves empowering or permitting students to make responsible choices about the direction of their learning and to assume responsibility for those choices: the mistaken as well as the correct choices. To empower students is to enable those who would have otherwise been silent to speak.21

The Development of the Faculty in the Field of Teaching

It is incumbent upon MCU to develop in its faculty the abilities its members need to become effective teachers. Effective faculty are those who are well versed in their roles, as facilitators, as mentors, and as coaches to develop students who will be effective combat decisionmakers. If faculty are to become more successful in the field of teaching, a workable approach to faculty development should be instituted.

Faculty members need some release from being teachers and some stimulation which derives from being learners. Deep down, most people know that they do not know very much in the totality of life; most still seek significant learnings.22 It is important that faculty at MCU understand that they are all students and that they continue to learn each day. Some of this energy should be expended in helping faculty to fulfill their most important responsibility: teaching the future leadership of the Marine Corps.

Notes

1. Richardson, General W.R. (1984, p.26). Kermit Roosevelt Lecture: Officer Training and Education. Military Review. No. 10, October.

2. Laird, D. (1985, p.ll). Approaches to Training and Development. Reading, MA: Addison-Wesley.

3. Nadler (1982, p.7). Designing Training Programs: The Critical Events Model. Reading MA: Addison-Wesley.

4. Wedemeyer, Capt A.C. (1938, p.5). G-2 Report, Subject: German General Staff School. Berlin, Germany: Report 15, 999, July 11, 1938. Library of Congress.

5. United States Marine Corps. (1989). Fleet Marine Force Manual 1 (FMFM-1 (1989, p.69). Warfighting. Washington. D.C.

6. Wedemeyer, Capt A.C. (1938, p.l5). G-2 Report, Subject: German General Staff School. Berlin, Germany: Report 15, 999, July 11, 1938. Library of Congress.

7. Richardson, General W.R. (1984, p. 26).

8. U.S. House of Representatives. (1989, p.158). Committee on Armed Services, Report of the Panel on Military Education. Washington, D.C.: 101st Congress, Ist session, Apr. 11-21, Committee print, Number 4.

9. Whitley, MA. Jr. (1989, p.6). Critical Requirements for Army War College Faculty Instructors. Military Studies Program Paper, Carlisle, PA: U.S. Army War College, 16 April.

10. Laird, D. (1985, p.125).

11. Eble, K.E. (1990, p.4). The Craft of Teaching. San Francisco: Jossey Bass.

12. Richardson, General W.R. (1984, p.33).

13. Bruner,J.S. (1966, p.127). Toward a Theory of Instruction. Cambridge, Massachusetts: The Belknap Press of Harvard University Press.

14. Sheets, T.E. (1992, p.1). Training and Educating Marine Corps Officers for the Future. U.S. Army War College Military Studies Program Paper: Carlisle, PA.

15. Patton B.R., Giffin, K., and Patton, E.N. (1989, p.l57). Decision Making Group Interaction. New York: Harper and Row.

16. Leshin, C.B., Pollock, J., and Reigeluth. (1992, p.231). Instructional Design Strategies and Tactics. Englewood Cliffs, NJ: Educational Technology Publications.

17. Leshin, C.B., Pollock, J., and Reigeluth. (1992, p.234).

18. Patton, B.R. Giffin, K., and Patton, E.N. (1989, p. 158).

19. Nadler, L. (1982, p. 150).

20. Eble, K.E. (1990 p.9).

21. Simon, R. (1987, p.374). Empowerment as a Pedagogy of Possibility. Language Arts. No. 64.

22. Ducharme, E.R. (1981, p.33). Faculty Development in Schools, Colleges, and Departments of Education. Journal of Teacher Education, Number 5, Sept-Oct.

Building Decisionmakers

By Capt Arthur L Glasgow

The Marine Corps has made great strides in implementing the doctrine of maneuver warfare. It has become accepted that the core of maneuver warfare rests in a mindset characterized by rapid decisionmaking, acceptance of risk, and bold initiative at the lowest level.

While maneuver warfare has been touted at the highest levels of our Corps, it clearly has not received the attention it deserves at the level that matters most-the Marine noncommissioned officer (NCO). Ask any infantry corporal or sergeant what the combat “bible” is and the answer you will most likely receive is FMFM 6-5 The Marine Rifle Squad. While this is a useful document based on sound tactical experience, it should be taken for what it is-a reference tool of techniques.

It does not address combat decisionmaking. If this is the source document by which we are training our small-unit leaders, then we are missing the boat. Rather than limit ourselves to a cribsheet of techniques, we must develop small unit leaders who are capable of thinking “outside the box,” leaders who understand that the decision is what is most important, not the technique. The goal is to train leaders capable of employing these time-tested techniques in innovative ways and at unexpected times.

The need for our Corps to be led by such men is critical considering the modern battlefield. Technological advances as well as the current world situation have dissolved the nature of war as we know it. The modern battlefield proves to be a nonlinear, high-tempo arena with combat and support areas intermixed. Actions will be dominated by small units operating in relative isolation, led by junior leaders taking advantage of fleeting moments of opportunity. It is paramount that we prepare our NCOs to win on this modern battlefield.

In order to produce this type of decisionmaker the Marine Corps must adopt a new attitude towards the way it trains NCOs. Capt Michael F. McNamara addressed the first step in his article, “The Price of Remaining Amateurs in the Field of Education.” (MCG, Feb94) Combat decisionmaking must be instituted at every formal school in our Corps.

This is necessary to ingrain the mechanisms of decisionmaking and standardize the language by which we define it at every stage of a Marine’s education. While these initiatives will take time and effort to implement, this article will address what can be done now, at the company and platoon levels, in order to better train our small-unit leaders as combat decisionmakers. The topics discussed are not meant to be an all inclusive formula, but rather an attempt to create an atmosphere and effect a change of attitude.

Creating the Image

It is vital that the newly promoted corporal be viewed in a different light by both himself and those around him. Every leader must maintain an image or position that lends credibility to his actions and decisions. This is especially important to the individual who finds himself suddenly transformed from being a Marine into a Marine leader. This, the hardest of all adjustments, must he aided bv the command, allowing the CO time to attune to his new anthority and responsibility. From moving him into an all-NCO room to a personal talk with the commander welcoming him into the ranks of Marine leaders, every effort must be made to instill within the new corporal an understanding of the gravity of his new position. The authority and responsibility he now holds must be as tangible to him as the rewards for attaining his new position of leadership.

All Marine leaders should be active in the study of our Corps’ history and all things military. The Marine NCO is no exception. The Marine Corps has defined professional military education (PME) requirements by grade to include the corporal. Outside of formal schooling, it is our duty as SNCOs and officers to ensure that the new NCO catches the “bug” of self`education; that he becomes fascinated with his profession. He must understand that every printed word he assimilates will better prepare him for the day he must lead men into combat. This means that a strong, relevant, and workable NCO PME program must be instituted at the company and battery level throughout the Marine Corps.

Throughout the first few months after pinning on his second chevron, the new NCO will be struggling to find his own niche in the unit’s leadership and develop his own personal style and priorities. This effort must be aided bv command attention through open displays of support and accountability. The NCO must be comfortable with the fact that when he speaks, he does so with a certain level of command authority and will be backed up. He must tinderstand completely that his realm of responsibility has expanded to more than just himself and that he will be held accountable for his Marines.

Establishing an “image” for the new NCO is crucial in lending credibility to his decisions. Before we can expect him to make sound decisions, we must first create the atmosphere that will allow him to do so. Once this is accomplished, we can begin to train the NCO, and help him train himself, to become a combat decisionmaker.

Making the Decision

The crux of maneuver warfare rests in the rapid decision made at the lowest level and the willingness and initiative to act on that decision. Contrary to what we may like to believe, the current atmosphere in our Corps today at the junior NCO level is not conducive to bold decisionmaking. Time dependent training schedules, the willingness of junior officers and SNCOs to do an NCO’s job, and the still present zero defects mentality are just a few of the factors that undercut the NCO initiative so necessary for maneuver warfare.

The first step in creating NCOs who are comfortable with decisionmaking is to force them to make decisions often and on demand. This can be accomplished within a semiformal structure regardless of the merit of the decision. The goal is not so much to induce sound decisions initially as it is to simply produce rapid decisions. When the process of making a decision begins to become a reflexive traiL, the ability to produce sound decisions can be taught. As an example, implementing a “tactical decision game a day” program within the platoon only takes a minimal amount of time to accomplish and sets the tone that some sort of tactical decision is expected of Marine leaders every day. Additionally, exposing our small-unit leaders to a steady diet of tactical scenarios will aid in building their ability to produce sound, recognition-primed decisions. Recognition-primed decisionmaking, vice analytical, is the fastest process by which the human mind assimilates and evaluates data. The ability to operate in this manner at the lowest level is central to successful implementation of maneuver warfare. The vast majority of decisions at the point of impact must be recognition-primed because of the time factors involved. There will seldom be time for analytical, stafftype decisions. And herein lies the dilemma, for the ability to derive a sound, recognition-primed decision rests in extensive personal experience or an educational regimen oriented towards producing such decisions. Newly promoted N(COs have neither the experience nor the luxury of this type of formal education. In the absence of either, the responsibility for building proper habits of decisionmaking rests almost entirely with the unit.

The next step is to allow the NCO more leeway in the training of his Marines, forcing him to plan and supervise properly. Look at your unit’s training schedule; chances are that every minute of every day is accounted for. This prevents initiative at the instructor (NCO) level. Adopting a mission order training schedule, whereby we set goals, objectives, and standards, allows the NCO to train to standard instead of time. He must make the decision whether remediation is needed. Hc must determine when his Marines are ready to be evaluated. As an example, instead of dictating 1.5 hours of weapons maintenance time, allow the squad leader to determine when his weapons have met standard. Rather than dictate 0530 reveille, let the NCO determine when he needs to wake his people in order to have them ready for the day’s training. This approach places the responsibility for planning and time management on the shoulders of the NCO and he must decide the appropriate method to accomplish the mission as well as validate his own instruction. It also makes it clear to the lance corporal and below that it is the Marine corporal who will have the most direct impact on their lives in garrison or combat. The cynic will say this approach will result in short work days, incompletely trained units, and general chaos. The trusting leader will see that if officers plan and set proper standards, and employ the SN(COs correctly, the result will be a more productive workday, better trained units, and a small-unit leader comfortable with responsibility and capable of making sound, timely decisions.

Conclusion

Finally, in order to make this work, we as officers must understand our role in the training process. There is a great moral commitment in maneuver warfare. Pushing authority and responsibility down increases the chance of failure. Senior leaders must see that although we can be, we are not the trainers. We set the standards, evaluate, and facilitate the training. Individual training standard (ITS) level training is the responsibility of the NCO with the SNCO providing guidance, direction, and reinforcement. It should be considered unacceptable for a junior officer to stand on the platform in front of his Marines and teach an individual or small-unit skills class. The challenge for us is not to teach these skills, but rather to teach the NCO how to instruct them. The reasoning behind this is clear. When the call comes to protect our country, we will go whether or not our NCOs have been prepared to succeed. If our small-unit leaders have not been educated in peace to employ our doctrine, how can we expect them to do so amidst the horror and carnage of` war? When the rounds begin to fly and the young Marine at the point is filled with fear and doubt, he will naturally turn for direction and reassurance to the individual who has guided him through training. When he turns to find that man, it will not be the lieutenant or the staff sergeant behind him. That spot is reserved for the Marine corporal.

Response to ‘Improving Marine Commanders’ Intuitive Decisionmaking Skills’

by Maj John F. Schmitt, USMCR

LtCol W. Frank Ball and Morgan D. Jones based their article, “Improving Marine Commanders’ Intuitive Decisionmaking Skills” (MCG, Jan96), on my article, “How We Decide” (MCG, Oct95). They misconstrue my meaning so badly that it is necessary to respond. They apparently missed my basic point that there are times when methodical analysis is preferred, and I discussed those situations in my October 1995 article. My main point was that intuitive decisionmaking is superior in the vast majority of typically fluid, uncertain, highstress tactical situations.

My argument with Ball and Jones is that they try to extend analytical decisionmaking to those situations that call for intuition. They start out by supporting my argument that (in their words) “intuitive decisionmaking is usually all that battlefield conditions allow,” but then they promptly proceed to make the old argument for the analytical model. They actually warn against relying on intuition and instead argue in favor of generating multiple courses of action for every situation, comparing the courses concurrently according to some set of criteria (in this case, a series of predetermined questions), and picking the optimal solution. This concurrent comparison of multiple options (known in the field as multiattribute utility analysis (MAUA)) is precisely the core of the classical, analytical decisionmaking method and precisely the same basic method, although less formalized, as used in FMFM 3-1’s command and staff action sequence. It is fundamentally different than what I described as intuitive decisionmaking.

The rationale for their argument is the typical one: that (1) intuition cannot be trusted and (2) an analytical approach will lead to the optimal decision. It is important to deal with both of these points, because they are wrong. On the first point, as I mentioned in my original article, intuition scares many people because it cannot be easily documented, quantified, or reduced to a procedure. The process is, as the name indicates, intuitive, and for many people a process that cannot be reduced into methodical steps cannot be trusted. But my main point was that, given an experienced commander, intuitive decisionmaking does work-in fact, in the typically uncertain, time-competitive, friction-filled, high-stress environment of combat, it generally works better than MAUA.

As to the second point, Ball and Jones mistakenly suggest that I criticized intuitive decisionmaking because it does not aim to reach the optimal decision. Actually, I argued that given the complexity, uncertainty, fluidity, and friction of most tactical situations, there is no such thing as a perfect decision. Whereas MAUA seeks to optimize, intuitive decisionmaking seeks to “satisfice”-to find the first solution that satisfactorily solves the problem. My position is that it is generally better to reach and execute a good decision quickly than to waste time agonizing over an optimal decision, which generally doesn’t exist. As Gen George Patton said, “A good plan violently executed now is better than a perfect plan next week.” Analytical decisionmaking may seek to optimize, but it will invariably fall short. Again, contrary to Ball and Jones’ interpretation, my point was that in most tactical situations, given an experienced and skilled decisionmaker, intuition works.

Indicative of their misunderstanding, Ball and Jones write:

Most of the time intuition gives us decisions that are, as Maj Schmitt says, ‘good enough,’ because the problems we normally face are not momentous. But on those occasions when our decisions have critical consequences, we run heavy risks if we rely on intuition. The reason is that the unconscious mind can easily mislead us . . . as it does, for example, to the quarterback who misreads a blitz and gets sacked, or to a leader in combat whose misreading of a battlefield situation results in excessive casualties and failure of the mission.

Whether a decision is good enough has nothing to do with the seriousness of the consequences. Either the decision is good enough or it isn’t. If the decision gets the jobs done, it gets the job done no matter how serious the potential consequences. And do Ball and Jones mean to suggest that a quarterback in the pocket should not rely on intuition born of experience but should instead deliberately analyze the defensive scheme as the play unfolds? I can pretty much guarantee that he will get sacked if he does that because he will quickly be overcome by events. Their own example of the quarterback under the pressure of a blitz illustrates just why intuition is essential. Why is it that rookie quarterbacks seem to get intercepted and sacked so frequently? It is precisely because they lack the intuitive pattern-recognition skills that their experienced counterparts have developed over time.

Ball and Jones imply that intuition is impulsive and unprofessional and has “an insidious downside.” On the contrary, in a skilled commander there is nothing impulsive about intuition; it is a highly developed and sensitive skill. It can demonstrate a degree of perception and insight that no series of pre-established questions (or any other MAUA process) can capture. In my opinion, highly developed intuition is precisely what professionalism in this context is all about. It is what separates the true master from the mediocre commander. To go back to the authors’ quarterback example, it is exactly this highly developed intuitive pattern-recognition skill that made the physically unexceptional Joe Montana arguably the greatest quarterback ever to play the game of football.

Ball and Jones write that “probably no other human mental trait has led to more needless combat casualties and military defeats.” There is no empirical basis for that statement. Maybe poor decisions have, but those are a function of bad decisionmaking and not necessarily of the decisionmaking method. Analytical decisionmaking is certainly slower and more methodical than intuitive decisionmaking, but there is not evidence whatsoever to support their claim that it is any more likely to guarantee a good decision.

In stating that analytical decisionmaking is by far “more comforting,” Ball and Jones betray the real reasons behind their preference-by providing a veneer of rational, scientific process, analytical decisionmaking lets us convince ourselves that we are making better decisions. These two authors are not alone in this desire for comfort. War, as Clausewitz wrote in On War, is characterized by high levels of friction, uncertainty, disorder, and stress. The common appeal of the analytical method is that it allows us to deceive ourselves into thinking we have more control over what happens than we really have.

I do not suggest that intuitive decisionmaking is not subject to human biases or that those biases may not lead to misperceptions and errors in judgment. Research shows, however, that given an experienced and skilled commander the likely result will be effective decisionmaking. Moreover, biases, preconceptions and lock-in can just as likely find their way into an analytical process. We have certainly seen it happen with the command and staff action sequence. In fact, recent observations in a Marine Corps-sponsored study suggest that experienced commanders reach effective (and often better) decisions faster using intuition than their staffs can generate courses of action by following staff planning models.

The simplistic example that Ball and Jones provide to support their argument instead reveals the considerable practical problems with their approach. They describe a company commander who must decide how to take out an enemy machinegun position, and they depict him discussing the problem with his executive officer according to a series of predetermined questions. First, I think they seriously underestimate the time (25 seconds by their calculations) and effort it will take to hold this conversation in the middle of a firefight. Second, they describe the decision essentially as a multiple-choice test asking which of three choices to use to destroy the machinegun position. But most tactical decisions are not a simple matter of selecting from among a few well-defined existing options: Most tactical situations require the creation of a unique practical solution to a unique set of circumstances. Third, the example shows the company commander asking three questions for which the same option is clearly the preferred answer. But what happens when the answers are inconclusive or when there is a split decision-when the questions solicit different preferred solutions? Do the authors propose some sort of tie-breaker rule? Fourth, the example shows what amounts to a technical decision about which weapons to use against a particular target. The proposed method will have much less utility in dealing with the less tangible factors that usually influence tactical decisionmaking. When it comes to considerations like morale, the element of surprise, or deciding on a scheme of maneuver, the simplistic types of questions Ball and Jones propose will offer little insight. And a more complicated set of questions would actually risk becoming an impediment by making the decisionmaking process unduly cumbersome. In summary of the above points, I think Ball and Jones have seriously underestimated the natural complexity and difficulty of tactical decisionmaking, even at the lowest levels. Finally, the example illustrates just the kinds of decisions that should be made intuitively. Any company commander who has to deliberately analyze how to respond to the scenario described does not deserve to be responsible for the lives of a company of Marines.

It concerns me significantly when Ball and Jones suggest that “the Marine Corps can easily formulate a standard systematic sequence of questions for battlefield situations.” Presumably, if the questions are to have any utility at all, different sets of contingent questions will have to be developed for a huge variety of situations. The result will be that instead of providing actual experience in decisionmaking, which is essential to developing requisite pattern-recognition skills, training will focus on memorizing numerous lists of pre-established questions for a broad number of situations. Any professional worth his or her pay check will rebel at the idea of having to make tactical decisions by referring to a list of proforma questions.

All this having been said, however, there is some utility to Ball and Jones’ suggestions. But the value is in critiques during training and education rather than in actual decisionmaking situations. I think the idea of systematically questioning decisions after the fact is an excellent way of accelerating the learning process. Likewise, raising and discussing alternative courses of action is a valuable after-action technique in educational situations. Vigorously questioning decisions to uncover key assumptions, considerations and thought processes is precisely the technique we have used in tactical decision game seminars for the last 6 years. But I would prefer to see the questions based on judgment and the understanding of a particular situation rather than on a predetermined format.

Ball and Jones have got it precisely wrong when they submit that their techniques are “needed to overcome a lifetime of our relying on unchallenged intuition.” A lifetime of unchallenged intuition? Hardly. What has gone unchallenged over the years is the denial of intuition as an acceptable decisionmaking source and the misguided belief that the blind adherence to mechanical processes will lead us to better tactical decisions.

Implicit Communications

By Capt William D. Harrop III

JASK, IRAN 0230 10 NOV 2008. LtCol Norm Allen cursed quietly as the tiny vibration pad slowly thumped into his cheek bone. “Which company commander was it now?” he thought as he reached for the frequency control knob on his radio vest. “Station calling, this is Dagger 6. Go ahead,” Alien said as he squeezed the throat mike dose to his neck.

“Dagger 6, this is Shamrock 6. Contact! Wait out.”

“Well, this is it.” Alien thought to himself. “It’s finally begun. The 0100 L-hour went off smoothly. All the MV-22s made it into their landing zones and the companies readied their initial objectives. The invasion was on.”

The sharp radio transmission Allen heard was from Capt Leonard C. Matthews IV, a capable, confident officer with whom Allen enjoyed a unique relationship. He really couldn’t put his finger on it. There was just something there: an unspoken understanding, a mutual confidence each had in the abilities of the other. Allen knew how Matthews thought-Matthews seemed to be able to anticipate Alien’s next order. Maybe it was all of those combined arms staff trainer exercises he’d forced the S-3 to put together or maybe it was these new radios-‘actuals’ they called them, because actuals were the ones on the nets. What he did know, however, was that the Corps’ recent emphasis on implicit communications was really paying off.

Squelch broke again. “Dagger 6, this is Dagger 3.”

“Go ahead 3.” Allen replied automatically.

Maj John McCandless, Allen’s operations officer, was calling. “Dagger 6, just got off the hook with the MEU 3.” The handset keyed again, “His computer screen isn’t making any sense to him, and he wants to know what’s going on, over.”

Allen thought for a second and quickly replied, “Understand 3. I’ll take care of it. Out.” Allen thought to himself, “This guy just doesn’t get it, does he? I don’t think he’s ever heard of, let alone understood, the meaning of ‘trust tactics,’ not to mention the fact that he still hadn’t learned how to operate a computer.”

Just then the squelch broke again: “6, this is Shamrock 6. Just engaged what I believe was a squad-sized unit. One KlA and one WlA. Enemy broke contact. I’m pursuing east toward Checkpoint 15.”

“Roger Shamrock 6,” Allen replied. “I’ll get a medevac headed your way, Len. 6 out.”

Watching Allen and Matthews work together was nothing less than exhilarating. It was almost as if each was somehow in the other’s presence, each able to observe and communicate until the other without actually being there. It seemed as if they had reached the pinnacle of implicit communications.

Then Allen instinctively reached to the control knob so he could change his frequency to one that would connect him to a satellite relay on MEU command net, a satellite communications link. He thought to himself”patience, Norm, patience”-and began to sort out the situation with the MEU S-3. At least he didn’t have to worry about Matthews.

Although the story of LtCol Allen and Capt Matthews is fictitious, their relationship represents an example of highly developed, implicit communications skills between a commander and subordinate. Today, units or individuals that possess this ability are, unfortunately, the exception rather than the rule. No longer should we be satisfied with an unacceptably small percentage of leaders and subordinates who, either through conscious effort or luck, communicate implicitly. The challenge is to educate Marines everywhere on the concept of implicit communications and empower them with the tools necessary to develop this skill. The end result is to ensure that this form of communications becomes what it should be-the rule, not the exception. First, however, one must understand the nature and relevance of this communications technique.

Implicit communications is communicating through mutual understanding using a minimum of key, well-understood phrases or even anticipating each other’s thoughts. Unlike the written word captured on paper, implicit communications is not something that is easy to wrap your arms around. Although most of us have experienced some form of implicit communications in our lives, few actually realize there is a term for it. Some describe it as “the Vulcan mind meld,” others simply say “I’m not sure what it is; we just click,” or “he understands how I think and anticipates my orders.” The fact of the matter is that each of these describes some type of ability to communicate implicitly. Let’s take a look at two, famous commanders who understood and used this powerful tool.

Consider the following example of Rommel and his artillery commander. During the invasion of France Rommel’s artillery commander, after moving one of his units into position, sent a simple yet powerfully complete message that was both informative, inquiring, and, by its brevity, displayed some form of mutual understanding-“Artillery commander to the general. Maj Crasemann has gone into position 43 left, what is the mission?” In just 17 words Rommel’s artillery commander successfully conveyed not only positional information and a request for a new mission, but also indicated a readiness to fire-and, deeper than that, there appears to be a sense of confidence that even without further guidance some type of action will be taken. Mutual understanding and a minimum of key, well-understood phrases are the secret.

Another commander who understood the potential of implicit communications was Lord Nelson. At the battle of Trafalgar, after having carefully imbued into his subordinates “his sense of personal leadership and doctrine,” Lord Nelson, after the action began with the combined Franco-Spanish Armada, made but three general signals: “England expects that every man will do his duty,” to “prepare to anchor after the close of the day,” and to “engage the enemy more closely.” By building a mutual understanding between himself and his subordinates, Nelson was able to develop a level of implicit communications so strong that even after his death his fleet commanders continued to follow his intent and were eventually victorious.

Implicit communications is important to Marines because our ability to execute mission tactics using decentralized control is tied directly to our ability to communicate implicitly. Decentralized control based on responsible, implicit understanding is faster, more effective, and infinitely more productive than centralized control based on explicit communications. Implicit communications can improve our ability to influence the actions of subordinates while broadening the the effectiveness of commander’s intent. As a result, leaders who foster implicit communications lead units that operate harmoniously and at a higher tempo. Today more than ever, the requirement for commanders to influence the actions of subordinates at the lowest level demands the ability to communicate implicitly. In short, implicit communications is a warfighting imperative.

Having defined and established the relevance of implicit communications, we can now ask the following questions: “What factors affect our ability to communicate implicitly?” and, “Using those factors as a model, how can we improve our ability to communicate implicitly?”

Since there is no simple formula for communicating implicitly it’s necessary to develop our own. I believe that there are at least four separate, but interdependent, factors that affect our ability to communicate implicitly. (See Figure 1). Each factor in turn, when examined, can provide the guidance necessary to create requirements, missions, and tasks used to develop a training strategy designed to improve implicit communications.

Relationships

Relationships are the keys to building mutual understanding. We must teach Marines the importance of building positive relationships between peers, seniors, and subordinates. Leaders, in particular, must be made aware of the requirement to develop and nurture personal yet professional relationships with subordinates for the purpose of building mutual understanding. Relationships at all levels will improve once we teach our Marines that they must possess a desire both to appreciate how their leaders think and to reveal enough of themselves so that those around them can understand how they think.

Communications Skills

The ability to communicate a vision, written or orally, is essential to implicit communications. Marines must be taught and must practice this art. Communicating a mental image is the essence of military communications and at the heart of the commander’s intent. It is the mental picture that improves mutual understanding. Mental pictures are important because they are easily understood, remembered, and carried in the minds of subordinates to be accessed and used frequently, guiding and shaping decisions based on the desire and intent of the commander.

Education

Education is crucial to implicit communications. Without an awareness of, and an appreciation for, the strengths, limitations, and obligations associated with it, implicit communications is dead in the water. Consequently, we must focus teaching this concept at every level and work to improve the psychological education of our Corps-especially such topics as decisionmaking and human dimensions of the battlefield.

Training

Probably one of the most important factors in determining whether implicit communications can be realized is through training. Training, or the sharing of common experiences, is at the core of implicit communications. Training prevents implicit communications from turning into recklessness. Therefore, the following objective must be common to all training evolutions: To improve our implicit communications ability by increasing mutual understanding through shared experiences and interpersonal interaction. Some training methods essential to the development of implicit communications are tactical decision games (TDGs), and combined arms staff trainers (CASTs). TDGs and CASTs improve implicit communications by building a shared way of thinking and a common philosophy within units. While there are many other techniques that will improve implicit communications, these two are particularly effective, easy to execute, and inexpensive.

So what does all this mean to you, the warfighter? It means that the time has come to educate yourself about something that you may have already experienced. Train yourselves and your units to improve your ability to communicate implicitly. Lastly, empower, train, and educate your junior leaders, particularly your noncommissioned officers, and trust them to execute mission tactics based on decentralized control.

Improving Marine Commanders’ Intuitive Decisionmaking Skills

by LtCol W. Frank Ball, USMC(Ret) and Morgan D. Jones

We agree with Maj John F. Schmitt’s observation (“How We Decide,” MCG, Oct95) that: (a) intuitive decisionmaking is usually all that battlefield conditions allow and (b) intuitive decisionmaking usually achieves less than the best results. We further agree with his conclusion that commanders’ intuitive decisionmaking skills can be improved through training. The issue is what that training should comprise.

Can We Trust Intuition? Should We?

Most of the time intuition gives us decisions that are, as Maj Schmitt says, “good enough,” because the problems we normally face are not momentous. But on those occasions when our decisions have critical consequences, we run heavy risks if we rely on intuition. The reason is that the unconscious mind can easily mislead us . . . as it does, for example, to the quarterback who misreads a blitz and gets sacked, or to a leader in combat whose misreading of a battlefield situation results in excessive casualties and failure of the mission.

Maj Schmitt says cognitive research shows that “proficient decisionmakers rely on their intuition to tell them: (a) what factors are important in any given situation, (b) what goals are feasible, and what the outcomes of their actions are likely to be-allowing them (c) to generate a workable first solution and (to forego analysis of) multiple options.” Let us examine each of these three functions separately.

Intuition Tells Us What Factors Are Important in a Given Situation

This implies that “importance” can be determined by some universally objective standard. In fact, importance is a totally subjective evaluation driven by the biases of the decisionmaker. For the most part our biases are highly accurate and become more so as we gain experience. They are what make us humans smart. Useful though they are, they do have an insidious downside.

First, we are rarely conscious of our biases. They lie unseen and unbidden within the fabric of our thinking, springing into action spontaneously whenever we confront a problem or make a decision. Second, we tend to give high value to information that is consistent with our biases and to give low value to, and even reject, information that is inconsistent. In these two respects, biases are, like deadly viruses, unseen killers of objective truth. They impose artificial boundaries on our thinking-on our intuition-and we aren’t even aware of these constraints because they are unconscious.

It is important for combat leaders to be aware that they not only have individual biases based on personal experience, but they also share the organizational biases of our Corps-for example, our preference for offensive action-and cultural biases that shape expectations regarding an enemy’s behavior.

Intuition Tells Us What Goals Are Feasible and What Outcomes Are Likely

“Feasibility” and “likelihood,” like importance, are subjective factors whose interpretation is driven by the decisionmaker’s assessment of the situation. That assessment is based on the mind’s instinctive trait of viewing the world through patterns.

The human mind is a finely tuned pattern-recognition mechanism that identifies the characteristics of anything-a word, a person, an activity, a situation-by matching the perceived pattern with one stored in memory. But sometimes, to find that match, the mind secretly adds missing characteristics to the perceived pattern or deletes (ignores) some to make it fit. This happens most often when we expect to see, want to see, or are accustomed to seeing a particular pattern.

Then, having “recognized” a pattern, another human mental trait kicks in: the mind looks for, and usually finds, evidence to confirm this pattern, while eschewing, devaluing, and disregarding evidence that disconfirms it. Moreover, the mind clings to the “recognized” pattern, even in the face of strong contradictory evidence.

These mental traits, which are common to us all, can and frequently do mislead us. It is this natural human tendency to cling to beliefs and patterns that makes deception operations possible and so strongly effective when they work. These traits also explain why stereotypes play such a major role in our thinking and why we frequently perceive a causeand-effect relationship where none exists . . . and why we are so easily tricked by magicians’ illusions.

Intuition Allows Us To Generate a Workable First Solution and To Forego Analysis of Multiple Options

The authors of this article do not believe that the mind’s demonstrable tendency to focus on the first workable solution is necessarily a boon to effective decisionmaking. Probably no other human mental trait has led to more needless combat casualties and military defeats. The reason is that it closes the mind too quickly to better-equally workablealternatives.

Questioning Our Impulses

Because of these troublesome mental traits, blindly following intuition when the stakes are high can be risky and deadly. But since intuitive decisionmaking is the battlefield norm, our only recourse is to make intuition more reliable. And how do we do that? By not blindly obeying our intuitive impulses; by instead asking ourselves why we should follow these impulses. This forces the intuitive process into the open-into our conscious mind-where we can, in effect, crossexamine our intuition.

This cross-examination can be effectively accomplished in minutes, or less, by asking ourselves (or discussing with a comrade) a series of generic, but pointed, questions. For example: Why do I intuitively prefer this option? What are the other options? Which option accomplishes my task the quickest? Which most effectively? Which is safest for my Marines?

Here’s a hypothetical example:

The infantry company’s advance has been halted by a well-defended enemy machinegun atop a hill 100 meters ahead. Time is critical. The company commander’s orders are to reach a more distant objective in 30 minutes. Failure to do so could endanger the larger mission and expose the company to even greater danger.

The commander’s immediate reaction to this situation, based on his previous combat experience, is to call in artillery to neutralize the enemy position. This solution probably pops into his head because he has used it before, and it worked then. But before doing so, he quickly asks his XO, “What are the options?” They instantly [in 10 seconds] generate three: the company’s own organic weapons, direct support artillery which is on call, and an air strike.

He then asks, “Which option is speediest?” His own weapons arc immediately available. Artillery fire can be arranged in less than 2 minutes. The closest air support is 15 minutes away. He eliminates air strike; too slow. [5 seconds]

“Which is the most lethal?” [Which has the most explosive power and accuracy?] Artillery can be used to suppress, neutralize, or destroy the target. Company weapons can do the same, though less quickly and with less lethality. Artillery is favored. [5 seconds]

“Which exposes the company to the least casualties?” Company weapons expose the troops to direct enemy fire. Artillery requires no such exposure. Artillery is favored. [5 seconds]

He goes until artillery. Total time expended: 25 seconds.

In asking these questions, the commander enabled (compelled) his intuitive, analytic power to focus on each alternative-which we humans are unconsciously disinclined to do. He thus gained conscious control over the analytic process and placed himself in a better position to decide on the most advantageous course of action. In this case he decided to go with his initial impulse, but the questioning gave him confidence in that decision. By laying bare the reasoning behind his intuitive impulse, he replaced unconscious “satisficing”-the mind’s preferred way of deciding-with an explicit comparison of the pros and cons of several other courses of action using the same decision criteria.

By consciously searching for and considering alternatives to the option favored by our intuition, we may discover equally or more effective courses of action that intuition, in its search for the first solution that satisfies the requirement, would have missed. Thus the company commander, by challenging his intuition, could have decided instead to bypass the enemy position using smoke to screen the movement without directly attacking the enemy. And when the action was over and the commander was asked, “Why did you make that decision?”, he could say, “After weighing the options, I concluded it was the quickest, most effective, and safest option under the circumstances.” This is by far a more comforting, certainly more professional response than, “Because I had a gut feeling it would be good enough.”

It is insufficient simply to run the questions through one’s mind as a mental checklist. The human mind is so quick to take mental shortcuts below our threshold of consciousness that the hidden pitfalls of intuitive decisionmaking can still compromise the quality of our decisions. To be effective, the process of questioning must either be (a) spoken aloud to another person who can question assumptions (biases) or (b) written down on a piece of paper or with a stick in the dirt so it can be seen.

All of us are under pressure to make quick, effective decisions, and no one is under more pressure than a leader in combat. But the authors assert that making decisions in combat is not an “either/or” choice between a deliberate decisionmaking process and a spontaneous intuitive one. Rather, intuitive decisionmaking can be significantly improved by augmenting the intuitive process with a few simple techniques normally associated with deliberate decisionmaking. These techniques, such as posing a series of pointed questions to challenge one’s intuitive choices as the company commander did in the example, serve to identify hidden biases, expand the array of possible options, confirm the wisdom of intuitive insights, and increase confidence in the efficacy of the final decision.

Repetition of decisionmaking by itself will, of course, improve that skill to some extent but not to the degree possible by mastering these techniques and regularly applying them. As Maj Richard N. Jeppesen said in his 1986 Chase Contest winning essay, Programming Inconsistency, “practice doesn’t make perfect; it makes permanent that which is practiced.” Therefore these techniques should be imbedded in every decision opportunity Marines encounter in training situations and daily operations of Marine Corps units. Indeed, repetition of the techniques is needed to overcome a lifetime of our relying on unchallenged intuition.

The Marine Corps can easily formulate a standard systematic sequence of questions for battlefield situations. Marine leaders can then practice these questions over and over again in tactical decision games, tactical exercises without troops, and field exercises until the questions and their proper sequence become second nature. Making the attributes and consequences of alternatives explicit and visible will strengthen the intuitive process and result in better decisions on the battlefield.

The Relative Combat Power Matrix

by Capt Robert F. Wendel

There is no recipe that guarantees sound tactical decisions, but having a technique for analyzing a tactical situation isn’t a bad idea. Thinking about maneuver, firepower, protection, and leadership can provide a sound start.

These factors of combat power are not new to Marines, in fact each one is deemed a critical aspect of combat power by our current doctrine. Now that we have defined what we are looking for, it is time to set up a simple system designed to find our relative combat power. The relative combat power matrix is a simple and quick technique designed to help commanders develop their courses of action. In it we use the dynamics of maneuver, ßrepowr, protection, and leadership to evaluate each force. We will then match our strengths to his weaknesses, and this will lead us to significant factors that will increase our chances for victory. These significant factors in turn lead us to tactics and techniques that will maximize our strengths in comparison to the enemy. For a demonstration of how this works, I will start with a simple scenario. I am a rifle company commander, and my company is reinforced with a squad of engineers and a section of Dragon missiles. My mission is to destroy the forward security element of an enemy motorized rifle battalion. The enemy unit consists of 9 BTR-OOs, 4 T-72s, and 2 BRDMs. I am defending in a sector 1,500 meters wide by 400 meters deep. The terrain is similar to Quantico, and there is one two-lane paved road running the length of my sector. In my terrain estimate I have concluded that the strip formed by the road and 50 meters to either side is the only terrain negotiable by vehicles. Now I will begin filling in the relative combat power matrix. (Figure 1). In the maneuver box I shall insert our greatest strength and weakness, in comparison to the enemy. 1 have determined that our greatest strength is that we are free to maneuver within the entire sec tor. Our greatest weakness is a slow speed in comparison to his armored vehicles. The enemy is hindered by being roadbound but has high speed. The significant factors I determine are: (1) I own the battlefield; he owns the road. (2) Once he gets past me I’ll never catch him. In the firepower box our strength lies in the large number of short-range antiarmor weapons we possess, such as our Dragons and AT4s. We are weak in long-range fires in comparison to the enemy. The enemy’s greatest strength lies in the large volume of long-range heavy weapons fire he has with his armored vehicles. This leads me to two significant factors: (1) I must get close to kill him. (2) If I am fixed in place, he will overwhelm me with his fires.

In the protection block I determine that stealth is our greatest asset; flakjackets and fighting holes are no match for massed firepower. The enemy’s weakness is in his ability to detect us from a moving vehicle, especially if he is buttoned up. Once he dismounts I am at a disadvantage since he will have both infantry support for the close fight and heavy weapons for suppression. This leads me to two more significant factors: (1) I should limit his visibility to the road. (2) I must kill him before he dismounts and can fight infantryman to infantryman.

Leadership is the fourth dynamic we evaluate. Here we evaluate the unit, its commanders, and doctrine. Early in batde there will not be enough data to input here, but as we get to know our enemy we will be able to fill in his weaknesses.

Now I must translate my six significant factors into tactics and techniques for the commander to consider. To do this I must take each significant factor and ask what this means to me:

* He owns the road: Take it away with various obstacles, such as mines, craters, and abatis.

* I can’t catch him: The obstacle must be heavy enough to block him. Attack in depth so he can’t reinforce his breaching attempt.

* Get dose to kill him: Think surprise, ambush.

* If I am fixed, I will be overwhelmed: Defend in sectors, not battle positions. Mobility is the key.

* Limit his visibility: Button him up with supporting arms.

* Kill him before he dismounts: Coordinated attack with multiple ambush sites and volley fires. Integrate fires for quick kills on BTRs.

Using the relative combat power matrix, I have come up with techniques and tactics that will help us accomplish the mission. These in turn lead us quite clearly into a course of action. A glance at these techniques show that there is nothing new or revolutionary here. In fact, all of the techniques are taught in the introductory tactics courses in The Basic School. What this matrix has done is to provide a tool to help the commander concentrate on the significant factors that bear upon this tactical problem. It helps the commander to evaluate his enemy in a logical and orderly fashion. It also helps to weed out unsuitable techniques quickly, allowing the commander to concentrate on the feasible techniques. The relative combat power matrix is neither a recipe for success, nor a system to stifle imagination; it is simply one more technique at the commander’s disposal-one that can help him win in battle.

Peacetime Landing Operations

by Maj John F. Schmitt, USMCR

All Marines are familiar with actions such as Tarawa, Iwo Jima, Okinawa, and Saipan-wartime amphibious assaults against fortified beaches in the race of staunch resistance. They are the stuff of legend. Less familiar to us, but just as much a part of our history, are countless landing operations that did not involve an assault against a fortified beach-peacetime operations in which the objective was not to seize a lodgment or an advanced base, but to protect U.S. citizens abroad, keep the peace, or stabilize a government. We have a tendency to think of such landing operations as simply easier versions of the more demanding amphibious assaults. In the sense that these operations do not involve a bloody struggle just to get to the beach, that may be true. But these operations have their own peculiar problems-problems that demand peculiar answers. Since these are precisely the type of operations we will most often be called on to conduct in the future, we would do well to study them.

The opening phase of the U.S. intervention in Haiti in 1915 serves as both a reminder of our amphibious past and as a possible lesson for our amphibious future, particularly in light of the renewed attention Haiti has begun to receive of late.

Background

In early 1915, a revolutionary movement arose in the northern Haitian port of Cap Haitien against the Haitian government at Port-au-Prince. Haiti was especially important to the United States because it dominated the Windward Passage to the newly opened Panama Canal. A variety of U.S. firms and European nations also had commerical interests in Haiti, and the United States wanted to pre-empt any European action in the region. Consequently, the armored cruiser USS Washington, carrying RAdm William B. Caperton, USN, was ordered to Cap Haitien to restore the peace. On 27 July, as the Washington sat off Cap Haitien, violence broke out in Port-auPrince. Some 200 political prisoners were massacred by the chief of police. In response, supporters of those murdered, bodily dragged Vilbrun Guillaume Sam, Haiti’s President, from the French Legation, where he had sought refuge and hacked him to pieces. His chief of police was similarly dragged from the Dominican Legation and murdered. When the Washington arrived off of Port-au-Prince there was no government control. The densely populated city was in turmoil. The American, British, and French ministers requested immediate intervention. Caperton concurred.

The Naval Force

The landing force totalled about 340 men organized into 5 companies: the Washington’s Marine detachment, organized as a company; the 12th Company of embarked Marine expeditionary troops; and three companies of bluejackets formed from the Washington’s crew.

The landing force commander was Capt George van Orden, commander of the Marine detachment. The landing force was organized into two battalions: the First Battalion, comprising the thee bluejacket companies, and the Second Battalion, comprising the Marine force, commanded by Capt Giles Bishop, Jr., commander of the 12th Company.

The Washington, with her 10-, 6-, and 3-inch guns would be in position to support the landing by fire, if necessary. A Navy lieutenant would control the movement of the landing force to shore and would support the landing force with two armed steam launches from the Washington.

The Timing of the Landing

The Washington had arrived at Port-au-Prince shortly before noon on the 28th. Caperton made the decision to land troops at 1600 after conferring with various ministers. (Instructions from the Navy Department to land troops did not arrive until 2200.) Planners preferred to land early in the day, but Caperton decided that the volatility of the situation demanded immediate intervention. Troops would have to land at dusk in the face of an unknown situation.

Where To Land

As with any amphibious operation, in any conditions, the critical question was where to land. There were only two sites suitable for the Washington’s boats. The first was at the newly constructed municipal pier in the heart of the city. A year earlier, Marines had successfully made a similar landing in the face of sporadic resistance at the pier at Veracruz, Mexico. The second option was to land across a beach near an abandoned naval yard at the suburb of Bizoton, some distance west of the city proper.

The former option would involve landing troops directly into the most densely populated part of the city. The critical phase of getting organized ashore would have to take place in the dark in the midst of a potential threat. There was little chance that the landing might actually be defeated, but there was definite potential for trouble.

Other considerations that had to be considered included:

* Fort Islet, an old stone fortress at the end of the municipal pier, which dominated any approach. It might or might not be defended.

* The long axis of the city was north-south. A landing at the pier would involve moving eastward across the narrow axis of the city, leaving portions of the city unsecured on either exposed flank of the landing force.

* Naval gunfire in support of a pier landing would be in the form of overhead fires, which, especially in the dark, would be more dangerous and less effective. Additionally, if needed, naval gunfire at this landing site would cause greater destruction to the city.

Conversely:

* A landing at the abandoned naval yard would likely meet little if any resistance. This would likely allow commanders to get their troops organized ashore before having to deal with any resistance-especially important since most of the troops were untrained in landing operations.

* If it did become necessary to support the landing with naval gunfire, the sparsely developed area of Bizoton would suffer less damage than would the heart of the city.

* By landing at Bizoton and moving east and then north, the landing force would clear the city along its long axis, with its left flank anchored securely on the shore. Additionally, moving from south to north rather than west to east, the landing force would be clearing a narrower front.

* Because the landing force would be moving parallel to the shore, the armed launches and the Washington would be able to support by fire more effectively, firing across the front of advancing troops rather than over their heads. Additionally, with the armed launches moving abreast of the landing force along the shore, control of naval gunfire would be easier.

Based on these considerations, Caperton decided to make the landing at Bizoton. In fact, he had long before selected Bizoton as his landing site in the event that a landing might become necessary. The plans had already been prepared.

There would be no element of surprise in this operation. As the landing force was preparing to disembark, Capt Edward L. Beach, USN, Caperton’s chief of staff, went ashore to notify Haitian leaders of the landing. At the National Palace, he confirmed the landing and stated that the intent was to restore peace but that no resistance would be tolerated. He instructed Gen Ermane Robin, the commander of Haitian forces, to order his troops into their barracks and to keep people off the streets. Then, he and Robin went to personally guide the landing forces through the city. Beach also sent word through the legations for all foreigners to remain indoors and to display their national flags from their residences.

The Landing and Subsequent Operations

The Washington moved to a point close to the shore where it could support the landing and the advance on the city. Shoving off at 1650, the boats made the ship-to-shore movement protected by armed launches. No supporting fires were deemed necessary.

The landing was completed without resistance by 1750, and the landing force advanced on the city in column, the Marine battalion as advance guard and the bluejacket battalion (under the close supervision of Capt van Orden) as the main body, minus a single company assigned as the rear guard. The landing force order specifically stipulated that “Companies will open fire only upon orders from a commissioned officer. Patrols will fire only in self-defense.”

The armed launches kept abreast of the advancing column. At Fort Lerebours, which guarded the southern portal of the city proper, the landing force deployed onto line. Capt Beach and Gen Robin met the advancing landing force at Fort Lerebours and, as instructed, Robin guided the troops through the city without incident. The Marine battalion advanced on the first five north-south streets inland from the shore with one section per street. The bluejacket battalion moved up on the right, with one section advancing on the next street, the Rue de L’Egalite, and one squad providing flank security on the next street inland after that. In this way the landing force fronted the enure native section of the city. Further inland was the foreign section, from which no trouble was expected. Van Orden held the rest of the bluejacket battalion in reserve, echeloned to the right rear, thus protecting the right flank and making the reserve readily available to extend the line in that direction if it became necessary to clear the foreign section of town.

At one point, an angry mob barred the advance. Officers marched at the head of their columns direcdy into the mob, dispersing it without firing a shot. The only firing came from rooftop Haitians who fired a few rounds over the heads of the Marines. The landing force soon reached the Rue des Casernes, where it halted its clearing operation for the night, having secured the National Palace and all other important government buildings. The troops had disarmed Haitians along the way, collecting over five wag-onloads of arms and ammunition. There were reports of sporadic gunfire all during the advance through the city. Some sniping occurred, but much of the gunfire was from the indiscriminate firing of weapons into the air, the typical Haitian response to unrest in the city. There were no American casualties; 2 Haitians died and 10 were wounded.

That night the 12th Company was sent to protect the legations and foreign colony. The rest of the landing force bivouacked for the night of the 28th in the city marketplace. Gen Robin and Capt van Orden went throughout the city that night to ensure that Haitian troops complied with the orders to remain indoors.

By the following morning, the Washington had moved farther north to support the continued advance by fire, if needed. By the end of the second day, the Fort National had been captured against sporadic sniping and the city secured. Two U.S. seamen died, probably from the undisciplined friendly fires of the bluejacket battalion rather than from Haitian resistance.

Results

The military operation was an unqualified success. Through prompt and discreet action, the landing force quickly diffused a volatile situation with minimal loss of life and property. The British Minister, R. M. Kohan, reported to his Foreign Office that:

The landing party put ashore at Port-au-Prince on the 28th July was not strong. … A skillful show of strength was, however, made and by at once seizing all points of military importance, together with practically all Government arms and ammunition and disarming all Haitian military and civilians, die landing force was able to anticipate any serious resistance which might have been offered.

Reinforcements

A Marine company from Guantanamo Bay arrived on the 29th. On 4 August the USS Connecticut arrived from Philadelphia with a regimental headquarters and five more companies. On 15 August the USS Tennessee arrived with a brigade headquarters and another regiment. With the Tennessee was Col Littleton W.T. Waller who was to take command of the Marine brigade, now over 2,000 strong. Its mission: occupy the country. The Marine occupation of Haiti then lasted in one form or another until 1934.

Lessons

While much has changed in the nearly eight decades since this operation, many of the characteristics of the landing can be of use to us today. The following are meant as food for thought, not as a checklist for conducting similar operations:

* The operation involved landing troops in a densely populated, depressed urban area where there was little local governmental control and a large portion of the population possessed weapons-conditions similar to those we would face in many Third World situations today.

* The situation was unclear and extremely tense, especially in regards to the amount of resistance that the landing force could expect. Tactical considerations, such as security and surprise, were clearly subordinated to political considerations. Caperton believed that “reasons of policy greatly outweighed those of tactics.” But just as important, policy did not demand what was tactically impossible.

* Discretion was essential in the conduct of the operation. Although resistance could be expected, the overall environment was not treated as openly hostile. The plan effectively minimized collateral damage.

* The need for action arose quickly when only a small expeditionary force was available. The plan envisioned the later deployment of reinforcements.

* The plan called for early coordination with any remaining local governmental forces.

* Simple and workable rules of engagement were relied upon and clearly disseminated. This made maximum use of the judgment of local commanders.

* Superior firepower was withheld until absolutely required, but it was immediately available whenever needed.

Clearly, given the likelihood of Marine Corps missions at the low end of the intensity spectrum, we have something to learn from operations like the intervention of Haiti. And who knows-we may find ourselves there again.

StarCraft

by Capt Charles A. Poulton & CpI Frederick Zuberer

For the past 20 years, the Marine Corps has trained our Marines to a standard-evaluating our units before giving the approval that they are ready for war. We then send our Marines forward to do what Marines do best: win. With a decrease in operational tempo, we now have the chance to evaluate how we train. Most Marines will admit that training in garrison can be redundant. After repeating the same class for the eighth time, or buddy rushing on the softball field for the hundredth, Marines begin to shut down. So, how can leaders reenergize training to increase our Marines3 skill and will?

It you tour a random BEQ, you will more than likely come across at least one of the following in every room: a PlayStation, XBox, desktop, or laptop. Marines love their gaming systems. They love them so much that they are willing to spend hours upon hours playing online with friends or complete strangers. Games that Marines play are strategy-based, whether RTS {real-time strategy) games, like Company of Heroes, or FPS (first-person shooters), like Call of Duty. To successfully play RTS or FPS games, Marines must develop a plan before executing certain game stages. You might remember the infamous Leeroy Jenkins video, in which a group of World of Warcraft gamers discussed how to handle an enemy threat before Leeroy infamously blows off the plan and charges forward into battle, resulting in the teams death. What the video overlooks is that the group took the time to assess an enemy threat, analyzed their own task organization and capabilities, developed a scheme of maneuver, and issued tasking statements to group members in about three minutes. This scene sounds a lot like a TDG {tactical decision game), right? It is actually not as far off as you think.

Currently, our company is working to embrace our Marines’ love of gaming in order to improve their skill and will through the use of our decision rooms and virtual training software. Using software to have Marines compete against each other, and to compete together against a thinking enemy, is no longer something from a sci-fi movie- it’s an actual reality thanks to modern technological innovation. Our decision room currently runs three gaming systems for our platoons: VSBII (Virtual Battlespace 2), which is an FPS; CCM {Close Combat Marine IV), which is an RTS; and StarCraft, another RTS. VBSII and CCM IV are both USMC proprietary software, but StarCraft on the other hand, has no ties to the Marine Corps and falls into the category of COT {civilian, off-the-shelf technology). Both VBSII and CCM are solid games that we use to run our TDG‘s, but feedback from our Marines has prompted us to look towards COTs. Repeatedly, Marines have commented in debriefs, “Hey sir, this is fun but have you played_? It is faster and a lot more realistic.” Developing games is not the Marines Corps’ strong suit; however, the civilian gaming industry has made leaps and bounds in the area. The current generation of Marines, and even the past two generations, grew up playing fast-paced, quick-reaction, and highly-competitive games. In trying to increase our Marines’ attention and create interest in our decision room, our company commander tasked me with conducting a comparison study of COT versus USMC proprietary software in order to determine if COT can be used to train our Marines.

After conducting our own company research, my team found that it is feasible to use COT to supplement USMC proprietary software. Games today involve teamwork, strategic thinking, and decision making. Games, such as Battlefield 4, feature weapons systems, ranges, and assets found on the realworld battlefield, all while driving home basic small unit tactics in a virtual, chaotic, and ever-changing environment.

Imagine taking two teams of Marines, each using realistic weapons that act as their real-life counterparts, and giving the teams opposing missions. Teams enter an area in the game and are forced to engage one another, using simulated weapons and assets to achieve a pre-determined objective. Force-on-force is one of the best types of training, but it is also the hardest to simulate in the field. We now have the technology to conduct force-on-force training in our decision rooms, allowing platoon commanders, squad leaders, and team leaders to get repetitions in tactical decision making. The best part of most COT games is that they are built to drive action, which engages the Marines’ primal instinct to win, as our study results revealed.

To help conduct our research, the company commander gave us a squad of Marines to serve as our sample, COT and USMC proprietary software games to analyze, and full use of our decision room for two weeks. We started with the hypothesis that Marines can receive the same training value using COT as USMC proprietary software programs. The two programs we chose to test this hypothesis were CCM and StarCrafit. StarCrafit, released in 1998 by Blizzard Entertainment, was chosen because of its low-impact system requirements to run on our battalion computers. We created a grading rubric that used a 1 to 10 scale rating (10=high, 1 -low) across seven categories along with a simple yes or no for the eighth category. The Marines spent two weeks playing through different game scenarios, situations, teams, and missions. Afterward, the Marines graded both programs in each of the eight categories and compiled an average across the categories. During the two-week trial period, we recorded our own observations of the Marines playing both systems. Our data analysis indicates that it is feasible to use COT to train Marines, but the process requires advance set-up and preparation. (See Figure 1.)

As the data illustrates, StarCrafit out-performed CCM in all areas. The data showed that Marines more readily bought into the training and were more enthusiastic when testing the COT product. Conversely, all 12 testers agreed that CCM is slow and unresponsive, gaving CCM a cumulative average of 1 in both the responsiveness and pacing categories. This is not surprising considering that CCM takes into account real time and space when units maneuver. While Marines agreed that both programs taught them how to use tactics and forced decision making, the results showed that StarCrafit was in some ways better than CCM. Overall, we showed that COT programs are as effective as USMC proprietary software programs to train our Marines.

Golf Company’s decision room is composed of thirty 6300 Dell computers, a projector, a 70″ fiat screen, and 3 white boards. Our company uses VBSII, CCM, and StarCrafit to execute TDGs in our decision room. Because of the results of our COT versus USMC proprietary software combined study and the recommendations of our Marines, we are in the process of testing the most recent COT FPSs and RTSs games that simulate the most realistic force-on-force scenarios on the virtual battlefield. Over the past three months, through trial and error, the company established an operating training model that we believe best integrates our decision room’s assets and technology in order to become better tacticians and decision makers.

Golf Company’s decision room model is broken down into three phases: planning, executing, and debriefing. During the planning phase, two groups of Marines are separated into a Marine and enemy force and are then given a pre-built terrain model or white board that has a pre-drawn map simulating what the Marines will see on the computers during the execution phase. The two groups are then given a quick, five-paragraph order followed by five minutes to conduct their planning. Marine group units are expected to identify what they believe the enemy’s CG (center of gravity) and CV (critical vulnerability) are, develop an SOM (scheme of maneuver) andTCMs (tactical control measures), and to issue tasking statements to subordinates. Marines working on a white board are expected to incorporate proper operational graphics when drawing their SOM. Once the unit leaders have Issued their order and the planning is complete, the two groups move to the decision room where they execute their SOMs in real time.

In the past, there would be no execution phase. Marines would move straight to a debrief, circle around the terrain model or white board, and begin picking apart their plan. Today, the decision room provides us with the opportunity to bring to life unit leaders’ SOMs and simultaneously face a real opponent. We are all taught that no plan survives first contact, and using the decision room helps drive that point home. Though each team is trying to accomplish its own individual mission, the game quickly shifts to who can outcycle the opponent’s OODA (observe, orient, decide, and act) loop. The outcome of most games played within the company was based on two factors: who took the time to properly plan, and who was able execute their OODA loop faster than their opponent. During the execution phase, the Marines are positioned at opposite ends of the decision room, away from their counterparts. Once the Marines are logged into the gaming system, a controller, who also acts as an observer, initiates the game and the two teams begin to carry out their assigned missions. Once one group accomplishes its mission or destroys its opponent’s forces, the Marines return to the terrain models and white boards to begin the debrief phase.

During the debrief, our company focuses on the initial plan, how each group communicated with team members, and major decisions that were made but not planned. We try to avoid arguing over who won or who killed whom, which can drag out a debrief and get ugly at times. Once the debrief is completed, a new unit leader is appointed and the groups switch sides and missions. Because Marines are fighting each other, and each Marine thinks differently than his peers, each scenario unfolds differently and can be replayed without losing training value.

Looking toward the future of integrating COT and USMC proprietary software into our decision room will continue to allow our unit to maximize white-space time in garrison, to mentally prep Marines from the youngest PFC to the highest ranking unit member for upcoming events, and to sharpen their ability to make decisions. Our end state is simple: increase our Marines’ skill and willpower, and we believe that the decision room does just that.

Decision Time

by GySgt Paul Nichols, USMC(Ret)

The Spartan helmet, shield, sword, spear, greaves, and breast plate are no longer hanging on the CO’s conference room wall. Different pieces of the Spartan gear are now kept at the company offices and displayed front and center on “gear trees” during formations. The right to display the gear is won through competition during the quarterly Spartan Games.

Every day, the OOD gives a TDG to the duty NCOs; every Tuesday at 0500, an Advance Warfighting Seminar is held that is open to all, usually 10-15 Marines attend. Weekly “war counsels” with the officers, SNCOs, and sergeants gather to go over SOPs, discuss tactics, and voice opinions. The sergeants sit up front and are the last to vote since they will be doing the execution. PME is driven from top-down, then bottomup refined.

The second visit was in August to witness training being done with the decision room, with an ad hoc collection of computers that were scheduled for disposal utilizing software that has been around since 2002. The Office of Naval Research (ONR) had also brought in a project that they were working on-Accelerating Development of Small Unit Decision Making (ADSUDM). I talked to some of the Marines from the battalion and received mixed reviews. They weren’t really sure where the battalion was going with this concept. I also saw Marines doing immediate action drills in the quad.

In September, during Marine Week in Nashville, I ran into a lance corporal from Fox Company. I asked him about the decision room. He explained how he worked on fire team, squad, and platoon tactics at 0200 the day before they left for Nashville.

My third visit, in November 2016, was by invitation to attend the Spartan Technology and Innovation Week. From August to November, ten decision rooms had spread through the battalion. The battalion was able to find enough computers to outfit two decision rooms per company with two more in the battalion command post. The Spartan Emerging Technology Week reviewed the capabilities of simulation-based training the battalion created by utilizing readily-available technology. One of the systems the battalion employed was the Augmented Immersive Team Trainer (AlTT). The 81mm mortar platoon showcased their ability to train forward observers during the eagle eye challenge utilizing this augmented reality system. Platoon commanders built Interactive Tactical Decision Games (ITDG), the subject being each of their most recent operations during the most recent 10day field exercise. Honesty traces of each attack were included with each ITDG, provided through overlays collected via the Instrumented Tactical Engagement System II {ITESS II), showing exactly what occurred throughout the entire operation. Importing data from GoPro cameras worn by the Marines, the platoon commanders created scenarios specific to very detailed and complex decision points. I witnessed platoon commanders reviewing each of their own decisions over and over again, like a football team. The commanders then brought their squad leaders and team leaders through each ITDG in the battalion classroom, presenting their leaders with the decision points. Squad and team leaders were forced to make the same decisions as company and platoon commanders through ITDG. Each repetition of a decision builds the recognition primed decision-making capability of the Marine. Throughout the week, squad competitions were held using Bohemia’s Virtual BattleSpace II. At the conclusion of the scenario, the Marines would gather and debrief using the recorded video and data of each engagement. Cognitive scientists were never far away, recording and questioning Marines to discover why they made the decisions they did. A sampling of Marines participated in the decision requirements interview, testing the capabilities of individual Marines in a verbal test.

The intelligence office was in the field mapping sections of the local MOUT [military operations on urbanized terrain] facility with a DJI Phantom quadcopter. They took the images, reproduced a three dimension virtual map, and imported the map file onto a couple Microsoft HoloLens. This map was then used, in conjunction with ITDG, in the battalion’s planning during the next field exercise.

My fourth visit was only for three hours. I linked up with the battalion at Golf-3 Observation Post to observe forward observer training being conducted with live ammunition against virtual targets using the AITT. After observing the training, I left the hill to talk to some Marines about the training. They pointed out that there wasn’t a need for virtual targets because there were real targets on the range. I mentioned that most of those targets were probably on the range 20 years ago; probably still on the old maps that I used back then. This is when we came to the understanding that the virtual targets offered training in locating new targets and the target location could change constantly. I then left for the MOUT facility.

I arrived at the MOUT facility command post about 20 minutes before the main party. I had a chance to get an advanced look at what was about to be presented. The battalion, with help using ONR hardware, had completed the 3D map using a DJI Phantom quadcopter. Using the HoloLens with the 3D map, they were able to discover terrain obstacles that were not present on other terrain data bases. The S-2 used the HoloLens to brief the battalion which then launched reconnaissance assets within two hours and complete the planning in a little over four hours. The Headquarters & Services Company Commander stayed in the ITESS van and focused on data collection while the companies conducted force on force training. All data was fed into the ITDG.

In garrison, the Marines have unlimited access the decision rooms. Daily- to include weekends and holidays- Marines use Tactical Decision Game (TDG) software to practice decisionmaking repetitions. A few days before a FEX begins the Marines start planning using the HoloLens and ITDG. The Company orders are passed down to the platoons using the ITDG. Mission planning is then done out in the field using ITDG and HoloLens. During the execution, ITESS II captures all of the data on movement and engagement. This data is then fed into the ITDG and the small unit leaders are given an after-action review in the field. When the battalion returns to garrison all of the data is accessible as a TDG for the Marines study down to the individual level.

This is, without a doubt, the best training that I have ever witnessed. The finished TDG is an objective assessment oí training that was completed and can be easily referenced by anyone in the battalion to build on lessons learned. The ITDG is being used as the “glue” that binds the various training systems into one manageable and recordable training event.

The battalion has managed to merge various training systems into one final product: a robust after-action review/ TDG that captures all aspects of the training and affords an opportunity to continuously learn from the event once back in garrison. The TDG gives an objective look at what training actually occurred. While the Battalion managed to do this seamlessly, generally, in my opinion, our training systems stay within well-defined corridors that don’t facilitate cross pollination.

The Decision Room

by 2ndLts Austin Dickey, Hugo Jury, Kevin Lowring, Seamus Haggerty, and Andrew Veal

Imagine you are 1st Squad Leader, 2d Platoon, Co G, 2d Battalion, 6th Marines (2d Bn, 6th Mar). This morning, you decide to fill white-space training with a tactical decision (TDG) game in the barracks lounge over a whiteboard. After briefing the order, the attention of your Marines fades quickly as only the most outspoken fire team leaders brief their plans. At the conclusion of the TDG, most of the Marines immediately take out their phones and heatedly discuss a video game. Frustrated by their enthusiasm for a game and not their job, you realize you need to find an improved way to teach your Marines better decision-making skills through competition.

2d Bn, 6th Mar believes the “decision room” is the solution. Remodeling lounges into computer labs, decision rooms contain 16 DVTE (deployable virtual training environment) computers, tablet computers, a projector, white boards, and a large television screen. This dynamic room is designed to train decision making through interactive TDGs (ITDGs), combat decision ranges (CDRs), and virtual force-onforce gaming through Close Combat Marine (CCM).

As infantrymen, we do not spend as much time in the field as we would like. The decision room is a way to maximize our training and tactical prowess garrison. With little adjustment, DVTE computer systems that are already sourced to units throughout the Marine Corps can support a variety of software designed to test and develop the skill and will of young Marines. With the addition of ITDG, CDR, and forceon-force gaming, we can optimize the natural technical aptitudes of millennial while not requiring units to purchase additional materials.

The ITDG system is a leap forward from the traditional pen-and-paper TDG. It is a developing effort supported by the Office of Naval Research. 2d Bn, 6th Mar is fortunate to be assisting in the beta testing of many decisionmaking programs. Marines build TDGs electronically, using simple electronic overlays and any base map they import. An instructor may observe students build their schemes of maneuver, then brief the scheme of maneuver part by part, injecting enemy actions before, during, or after the student executes his plan.

ITDG layers graphics, much like an acetate overlay on a map. The instructors may digitally overlay new enemy situations as the students execute their scheme of maneuver. ITDG allows for an unlimited number of decision points reinforced by multimedia inserts into the game. For example, a video or image of a T-90 may be inserted onto the map if the student chooses to travel through an open field. The instructor may then explain the tanks actions in reaction to the field crossing.

Marines may create new enemy situations in response to the students plan, but they can also develop totally new TDGs. For example, we uploaded digital TDGs sourced from the Marine Corps Gazette into ITDG. This allows us access to hundreds of previouslymade TDGs easily distributed to students. Marines may upload their own map image, write an associated operations order, import multimedia, and then present this to their class.

To operate ITDG, the instructor must have the ITDG program on his computer, which will then act as the host computer. Student devices connect to the host via a local area or wireless network. ITDG is hosted through the Chrome browser, allowing easy access via smartphones, tablets, and computers without requiring Internet access. This is beneficial because it allows a unit to run ITDGs almost anywhere that we can bring power. For example, using a Toughpad and wireless router, a battalion staff may war game potential plans over ITDG.

It also allows the instructor to build his own scenarios from field exercises. An instructor may upload video from the Instrumented Tactical Engagement Simulation System (ITESS) location feed, UAV feed, or even audio and video from body cameras. This allows the leader to extend his lessons learned and decision making to subordinates while debriefing them in an interactive manner. This capability may also be utilized to mimic case studies of decisions made in historic battles. ITDG also provides the opportunity to conduct virtual force-on-force exercises with minimal setup.

The second program used to build recognition-primed decision making is CCM, a virtual force-on-force game. CCM contains scenarios which highlight specific infantry tactics. Each of these tactics can be tied back to Infantry Training and Readiness Manual tasks. (.NAVMC 3500 44B, Washington, DC: 2013). The instructor may focus on specific tactics critical to the mission ahead, organizing and equipping each force according to the mission. He may assign battalion-level assets, such as heavy machine guns and fixed- and rotary-wing air support, and pick the terrain based on a variety of different maps. Just as with ITDG, CCM requires the instructor to write an order or they may select one already written.

CCM IV features a system that accounts for the experience and human factors of each virtual Marine. The student must utilize sound tactics or risk his troops potentially disobeying orders. With unit tactics and the human decision of each simulated Marine, being factored into the success of the mission, this force-on-force simulator reinforces that both skill and will are required to win battles.

Virtual Battlespace (VBS III), a computer-based first person simulator, is the third program used. The program places the Marine into squad- and platoon-level force-on-force scenarios where he is forced to think tactically, make decisions, and communicate to his subordinates and adjacent units in a complex, competitive environment utilizing a range of supporting assets.

VBS III is a flexible system that promotes creativity in Marines and allows them to formulate their own scenarios that have different focus points or demonstrate different tactics. 2d Bn, 6th Mar, has integrated the above two systems to execute force-and-force exercises in a competitive manner-the Spartan Tactical Competition. During the competition, platoon commanders and squad leaders compete in a tournament against platoons from different companies. The planning process was integrated with the ITDG system prior to game play. At the end of the tournament, the platoon and squad that have demonstrated the best tactical decision-making skills in the battalion are identified. These competitions help us identify the strongest skills and leadership qualities in our Marines and are a practical, educational way to strengthen tactical decision making and morale in addition to building unit cohesion. We have already experienced leaders applying lessons learned in the decision room to force-on-force field operations in order to achieve an advantage over their opponent.

The decision room presents unlimited training possibilities for developing the Corps’ small-unit leaders. By and large, the Marine of today is more proficient than ever in gaming technologies. The Marines of 2d Bn, 6th Mar, are capitalizing on this advantage and leveraging the technology of the decision room to develop the most adept small-unit decision makers in the Corps who can innovate, adapt, and win any fight.

Author’s Note: A version of this article was published in the February Web Edition of the Marine Corps Gazette.