TDGs Return

by Col Thomas X. Hammes, USMC(Ret)

I was very happy to see the return of tactical decision games (TDGs) to the pages of the Gazette. Throughout my career I found TDGs to be an effective training tool – if used correctly. Unfortunately, like most Marines, I didn’t use them well at first. I simply followed the instructions with predictable results. Often the Marine who offered a solution was immediately subjected to 10 to 20 minutes of criticism from his fellow Marines about why his solution wouldn’t work. What many learned was to not volunteer to provide the answer.

Fortunately, Mike McNamara, a former Marine captain, took the time to show me a much better way to conduct a TDG. He started with the premise that TDGs are not just about teaching tactics but are really about teaching Marines how to analyze the fight they are in and, through lots of different games, learn how their fellow Marines think. The games are designed to provide the basis of the meeting of the minds essential to maneuver warfare.

Thus the first step of the solution is not to provide a five-paragraph order but to explain how you see the battlefield. The designated leader starts by giving the commander’s intent two levels up. Since intent drives mission orders, it is essential that the plan start with a clear articulation of the intent. Next, he states what he believes to be the enemy’s mission. (Given that the focus of maneuver is on the enemy rather than friendly forces, we should have our Marines consider the enemy’s outlook every time.) What does he think the enemy’s center of gravity is, and what are his vulnerabilities? What does he see as the friendly strengths, and how does he plan to use them against the enemy’s weaknesses? In particular, what dilemma does he plan to present to the enemy?

Once these steps are completed, all of the personnel involved in the game understand how the designated leader sees the battlefield. This is critical. In the current TDG discussions, it is often apparent that different people have different understandings of the problem. Thus the game devolves into a discussion of minor tactics without a common understanding of the tactical situation. Taking the time to explain how the leader sees the batde reveals a great deal about how he listens, interprets, and thinks. Both his seniors and subordinates gain a much greater understanding of his tactical thought. And of course, one of the primary requirements for success in maneuver warfare is an understanding of how the other leaders in your organization will react to changing situations.

Once he has articulated how he sees the fight, the leader issues his five-paragraph order using a visual aid like a basic terrain model or a white board. The TDG moderator then allows a very brief series of questions about the tactics involved. After no more than 5 minutes of questions, you begin to play out the problem. To start, the moderator flips a coin. If it comes up heads, the first step is successful. If tails, something bad happens. (It is obvious that the moderator’s role becomes critical to both playing out the scenario and guiding the discussion.) In either case, the moderator asks if the changed situation changes the leader’s evaluation of the situation and if he wants to change his plan. Again a brief discussion is allowed.

The moderator then flips the coin again and repeats the process. But rather than asking the leader what to do, the leader is declared a casualty. If nothing bad has happened he can simply be a heat casualty. The moderator then appoints one of the other participants as the new unit leader. That individual has to give a quick brief of his understanding of the situation and what he proposes to do from here. This leads to the problem of executing someone else’s plan. Do you continue with that plan, even if you don’t agree with it, or do you try to change the plan midexecution? Why or why not? The game can then continue using the coin flip until the moderator determines to terminate the problem.

Obviously this method demands greater preparation and training for the TDG moderator. However, my experience was that this develops fairly quickly and goes all the way down to squad and even fire team leader level. But most important, the games go to the heart of maneuver warfare – a clear understanding of intent, communication to ensure a common understanding of the battlefield, and execution by a team of leaders who understand how each member of the team thinks and reacts to a variety of situations. This most inexpensive of tools can and should be used every day so that no time is wasted in building a team capable of executing maneuver. I hope that passing along McNamara’s approach to TDGs will make them both more fun and more useful to todays Marines.

Capital Crimes

Situation

You are the battalion intelligence officer with a collateral billet as the assistant information officer, Battalion Landing Team 2d Battalion, 1st Marines (BLT 2/1), I lth MEU. Recently, the MEU was sent to Nangarhar Province (capital city Jalalabad), Afghanistan, in support of NATO forces during Operation ENDURING FREEDOM. The MEU completed the relief in place of the small NATO force 2 days ago and has started operations in Jalalabad and the Tora Bora region of your area of operations (AO). After initial operations in Jalalabad, organized resistance has ceased. However, insurgent and tribal fighters remain as active combatants.

Jalalabad is an urban environment characterized by densely but haphazardly arranged mud brick houses of one and two stories with flat roofs, with the occasional taller building, usually a mosque or other religiously associated structure. The main roads are paved and two lanes wide. Side roads are paved but only 1 ll2 lanes wide. In addition, there are numerous dirt alleyways only suitable for foot traffic.

The enemy you face wears no standardized military uniform and often appears in civilian dress, uses Soviet-era infantry weapons (AK-47s, light machineguns, and rocket propelled grenades (RPGs)), and has the occasional command of 82mm mortars and 12.7mm machineguns. His main tactic is the ambush, initiated by RPG attack or improvised explosive device (IED). The enemy rarely stands to fight, even after such ambushes. When they do, it is often the signal of a major engagement. Recent prolonged engagements between insurgents and NATO forces here and in Kabul indicate that prolonged engagements generally occur around religious sites.

The NATO force has been relatively successful in matters of civil affairs and civil-milirary relations. They initiated a “weapons buy back program,” paying for each weapon turned in depending upon its lethality. The MEU commanding officer (CO) has continued this program at the same rates the NATO force authorized. Despite such gains, the area of responsibility still has its share of insurgent attacks. Of the seven major clans in the AO, the BLT has secured the support of one smaller Tajik clan but still faces resistance from several of the larger Pashtun and Tajik clans in the city and surrounding area.

It is 1530. The BLT is on day 3 of operations in Jalalabad with Fox Company as the main effort. Their specific tasks include deterring enemy activity and identifying local police and security forces in order to isolate enemy forces in Jalalabad. You are currendy in the combat operations center (COC) tracking 2d Platoons patrol. They have crossed the Helmand River bisecting Jalalabad and are continuing north along Main Supply Route 6 (Route 6). You note that they are currendy entering the area controlled by the one friendly Tajik tribe in Jalalabad. As you are monitoring their progress, the watch officer (the BLT S-4A (assistant logistics officer)) yells, “Quiet in the COC. 2d Platoon in contact,” grabs the radio, and turns up the speaker. You notice someone in the COC pick up the cell phone, dial a number and say, “To the COC,” and hang up.

From 1st Squad: “Enemy squad with AKs, RPG, mortar IED. Watson and Perez are down. Need casevac. Break. Recommend 2d Squad move north of my position and cut off retreating enemy elements. Over.”

Approximately 30 seconds later from 2d Platoon commander to 3d Squad: “2d Squad is reinforcing 1st Squad attack. Proceed north to major intersection in order to prevent enemy reinforcements from attacking our flank. Break. Break. [Platoon call sign to battalion call sign], Request casevac at TLZ [tactical landing zone] Robin in 10 minutes. How copy, over?”

Approximately 1 minute later from 1st Squad to COC: “Be advised, we also have one local child urgent casevac. Over.”

The watch officer radios casevac helo section and verifies they will be available at the time and place specified.

Approximately 4 minutes later from 3d Squad to platoon commander: “Be advised, at intersection. Intercepted local security force that is assisting. Over.”

Approximately 5 minutes later from 1st Squad: “In position at TLZ Robin. Observe helos inbound.” Approx 1 minute later: “Casevac away. Break, break. [Call sign 1st Squad to platoon commander], we are rejoining platoon moving from south to north along the road. Over.” The platoon commander verifies 1 st Squad’s transmission.

Approximately 4 minutes later the helos land, and the injured personnel are transferred to the shock trauma platoon. Also this from the platoon commander: “Enemy forces no longer resisting. We have four enemy killed, three wounded, and local female wounded. Request casevac at TLZ Robin. Will drop captured weapons and munitions with casevac helo and leave one fire team as security for wounded EPWs [enemy prisoners of war] with casevac. Will turn over bodies to local security force that 3d Squad found. Will continue patrol pending further orders. Over.”

The watch officer looks at you and asks, “Anything you want them to do from the intel side while they are there?”

Requirement

In a time limit of 20 minutes, indicate to the watch officer what 2d Platoon needs to accomplish and why (task/purpose), what actions you will take (and additional actions you will recommend to the CO that the BLT take) with regard to the EPWs and wounded civilians, what information operations products you will recommend to the CO as a result of this action, and what other information you need from 2d Platoon now and after they return from patrol.

Issues for Consideration

1 . Who do you believe the enemy is? What information do you need to determine who the enemy is?

2. How do your actions and orders to 2d Platoon provide that information?

3. What kind of information do you plan to get from the EPWs that may support your intelligence and information operations?

4. What course of action would you recommend to the CO for the injured civilians? The local “security force”?

5. What will the enemy say about the attack, and what method will he use to exploit the situation in his favor? How do your actions and recommendations counter his efforts to exploit the situation?

6. What will the local population say about the attack, and what method will they use to discuss this incident? How do your actions and recommendations promulgate the idea that your unit’s presence is positive for the local population? How do you plan to measure the messages effectiveness?

Hostile Intent

Situation

You are the 3d Squad Leader, 2d Platoon, Company F, Battalion Landing Team 2d Battalion, 1st Marines (BLT 2/1), 1 1th MEU. Your company has recently taken over the area of responsibility (AOR) of Jalalabad, Afghanistan. After initial operations, organized resistance has ceased. However, insurgent and tribal fighters remain as active combatants.

Your AOR is in an urban environment characterized by densely but haphazardly arranged mud brick houses of one and two stories with flat roofs, with the occasional taller building, usually a mosque or other religiously associated structure. The main roads are paved and two lanes wide. Side roads are also paved but only 1 u2 lanes wide. In addition, there are numerous narrow dirt alleyways only suitable for foot traffic.

The enemy you face wears no standardized military uniform and often appears in civilian dress, uses Soviet-era infantry weapons (AK-47s, light machi neguns, and rocket propelled grenades (RPGs)), and has the occasional command of 82mm mortars and 12.7mm machineguns. His main tactic is the ambush, initiated by RPG attack or improvised explosive device (IED). The enemy rarely stands to fight, even after such ambushes. When they do, it is often the signal of a major engagement. S-2 (intelligence) believes such battles center around religious sites.

The BLT has been relatively successful in the matter of civil affairs and civil-military relations. They initiated a “weapons buy back program,” paying for each weapon turned in depending upon its lethality. Despite such gain, the AOR still has its share of insurgent attacks. Of the seven major clans in the area of operations, the BLT has secured the support of the one smaller clan but still faces resistance from several of the larger clans in the city and surrounding area.

Currently, your platoon is on its second patrol. After crossing the Route 6 bridge, you enter the area controlled by the smaller clan that supports coalition forces. You are moving from south to north. 1st Squad is on the left flank, 2d Squad is in the center with the command element, and your squad is on the right. You have only your organic weapons and are in radio contact with the other squads and command element, though such contact is not always 100 percent due to the urban environment.

Approximately 20 minutes after crossing the bridge, you hear and see an explosion where you expect 1st Squad to be, followed by automatic and semiautomatic weapons fire. You execute a halt in place and establish 360-degree security. Firing continues for 30 seconds before you hear 1st Squad report: “Enemy squad with AKs, RPG, mortar IED. Watson and Perez are down. Need casevac. Break. Recommend 2d Squad move north of my position and cut off retreating enemy elements. Over.”

Approximately 30 seconds after the 1st Squad report, the platoon commander radios to you: “2d Squad is reinforcing 1st Squad attack. Proceed north to major intersection in order to prevent enemy reinforcements from attacking our flank. Over.”

After acknowledging the order, the squad proceeds north along Route 6. About 100 meters up the road, you observe approximately 20 men armed with a combination of AK-47s and RPGs emerge from a compound and board 3 pickup trucks and 2 trucks with mounted machineguns. They have not observed you yet. You estimate that this force will be ready to leave the compound in 2 minutes. What now, Sergeant?

Requirement

In a time limit of 5 minutes, determine what actions you would take, what orders you would issue, and what reports, if any, you would make.

Issues for Consideration

Who do you believe this new force is? What is their intent?

What actions might you take to determine if this force is friendly or hostile?

If this force is hostile, are your actions in accordance with your commander’s intent?

If this force is friendly, how might they assist you in accomplishing your mission and the BLTs mission?

If the force is friendly, how might they assist your battalion commander in achieving his intent?

Assuming this force is hostile, how can the enemy seek to exploit this situation in the local community?

What are some actions you can take or recommendations you can make to your commander to counter enemy exploitation efforts? Immediately after the fight? After you return to base?

First Contact

Situation

You are the 2d Platoon Commander, Company F, Battalion Landing Team 2d Battalion, 11th Marines (BLT 2/11), 11th MEU. Your company has recendy taken over the area of responsibility (AOR) of Jalalabad, Afghanistan. After initial operations, organized resistance has ceased. However, insurgent and tribal fighters remain as active combatants.

Your AOR is in an urban environment characterized by densely but haphazardly arranged mud brick houses of one and two stories with flat roofs, with the occasional taller building – usually a mosque or other religiously associated structure. The main roads ate paved and two lanes wide. Side roads are also paved but only 1 !/2 lanes wide. In addition, there are numerous narrow dirt alleyways only suitable for foot traffic.

The enemy you face wears no standardized military uniform and often appears in civilian dress, uses Soviet-era infantry weapons (AK-47s, light machineguns, and rocket propelled grenades (RPGs)), and has the occasional command of 82mm mortars and 12.7mm machineguns. His main tactic is the ambush, initiated by RPG attack or improvised explosive device (IED). The enemy rarely stands to fight, even after such ambushes. When they do, it is often the signal of a major engagement. S- 2 (intelligence) believes such battles center around religious sites.

The BLT has been relatively successful in matters of civil affairs and civilmilitary relations. They initiated a “weapons buy back program,” paying for each weapon turned in depending upon its lethality. Despite such gains, the AOR still has its share of insurgent attacks. Of the seven major clans in the area of operations, the BLT has secured the support of one smaller clan but stili faces resistance from several of the larger clans in the city and surrounding area.

Currently your platoon is on its second patrol. After crossing the Route 6 bridge, you enter the area controlled by the smaller clan that supports coalition forces. You are moving from south to north. 1st Squad is on the left flank, you are with 2d Squad in the center, and 3d Squad is on the right. You have only your organic weapons and are in radio contact with the other squads and the battalion combat operations center, though such contact is not always 100 percent due to the urban environment.

Approximately 20 minutes after crossing the bridge you hear and see an explosion where you expect 1st Squad to be. The explosion is followed by automatic and semiautomatic weapons fire. 2d Squad leader executes a halt in place and 360-degree security. Firing continues for 30 seconds before you receive 1st Squad’s report: “Enemy squad with AKs,. RPG, mortar IED. Watson and Perez are down. Need casevac. Break. Recommend 2d Squad move north oí my position and cut off retreating enemy elements. Over.”

Requirement

What now, Lieutenant? In a time limit of 5 minutes, determine what actions you would take, what orders you would issue, and what reports, if any, you would make.

Issues for Consideration

Who do you believe the enemy is?

What do you believe your company and battalion commanders’ intents are?

In this scenario, how do your actions and orders relate to their intents?

What does the enemy hope to gain from this attack?

How do your actions deprive the enemy of those gains?

How will the enemy counter your platoon’s actions?

Assume that as a result of this incident, two civilians are wounded and one home is damaged. How will the enemy exploit this information in 20 minutes? By the end of the day? For the rest of the week?

What can you do to counter his effects at exploitation? Now? After you return to base?

Children Bearing Gifts

Scenario 1: Squad TDG Situation

You are the 1st Squad Leader, 2d Platoon, Company F, BLT 2/1, 11th MEU. Your company has recently taken over the area of responsibility (AOR) of Jalalabad, Afghanistan. After initial operations, organized resistance has ceased. However, insurgent and tribal fighters remain as active combatants.

Your AOR is in an urban environment characterized by densely but haphazardly arranged mud brick houses of one and two stories with flat roofs, with the occasional taller building – usually a mosque or other religiously associated structure. The main roads are paved and two lanes wide. Side roads are also paved but only one and a half lanes wide. In addition, there are numerous narrow dirt alleyways only suitable for foot traffic.

The enemy you face wears no standardized military uniform and often appears in civilian dress, uses Soviet-era infantry weapons (AK-47s, light machineguns, and rocket propelled grenades (RPGs)), and has the occasional command of 82mm mortars and 12.7mm machineguns. His main tactic is the ambush, initiated by RPG attack and improvised explosive device. The enemy rarely stands to fight, even after such ambushes. When they do, it is often the signal of a major engagement. S- 2 (intelligence) believes such battles center around religious sites.

The BLT has been relatively successful in matters of civil affairs and civilmilitary relations. They initiated a “weapons buy back program,” paying for each weapon turned in depending upon its lethality. Despite such gains, the AOR still has its share of insurgent attacks. Of the seven major clans in the AO, the BLT has secured the support of one smaller clan but still faces resistance from several of the larger clans in the city and surrounding area.

Currently your platoon is on its second patrol. After crossing the Route 6 bridge you enter the area controlled by the smaller clan that supports coalition forces. You are moving from south to north, your squad on the left flank, 2d Squad in the center with the command element, and 3d Squad on the right. You have only your organic weapons and are in radio contact with the other squads and command element, though such contact is not always 100 percent due to the urban environment.

Approximately 20 minutes after crossing the bridge, the patrol is broken by the sound of yelling and screaming kids coming at you from your left through an alley. You turn to see four young boys, 8 to 10 years old, each with different types of ammunition. One boy has a belt of 12.7mm around his neck, two boys hold 82mm mortar rounds like dead fish from their fin tails (you note one is fused), and to your horror, the fourth clasps a grenade, spoon in place, like a dead frog, but from your angle you cannot see signs of the pin.

At this instant there is the sound of an explosion and a large dust cloud forms to your front. “Sergeant,” yells your 1st Fire Team Leader, “Watson is down hard. Perez is hit too, but maybe not as bad.” One kid drops his mortar round and flees, followed by the kid with the 12.7mm. Then AK-47 fire erupts from a nearby building behind you.

Requirement

What now, Sergeant? In a time limit of 5 minutes, determine what actions you would take, what orders you would issue, and what reports, if any, you would make.

Issues for Consideration

* Who do you believe the enemy is?

* In terms of your mission, what is your most important task?

* How do your actions and orders relate to that task?

* What is the enemy trying to accomplish?

* How will he counter your actions?

* What are the effects of your actions and enemy reaction? Number of civilians wounded or killed? Amount of damage and destroyed property?

* How will the enemy exploit the effects of your actions? In 20 minutes? By the end of the day? The rest of the week?

* What can you do to counter his efforts at exploitation? Now? After you return to base?

Submit your solutions by e-mail to gazette@mca-marines.org. Solutions may also be mailed to: Senior Editor (Attn: TDG), Marine Corps Gazette, PO Box 1775, Quantico, VA 22134.

Editor’s Note: This TDG is based on TDG 05-2, “Children Bearing Gifts, ” by Andrew H. Hershey, printed in the Marine Corps Gazette. All imagery used in the TDGs has been provided by Google Earth.

Tactical Decision Games

In the December 2009 issue of the Gazette, readers were informed that tactical decision games (TDGs) would be returning to the magazine. With the assistance of Maj Gregory A. Thiele and the students of the Expeditionary Warfare School’s (EWS’) Advanced Warfighting Seminar, TDGs are back. While the titles of some TDGs may be familiar to readers, the contents of the TDGs are different. This particular set of TDGs takes place in Afghanistan; names of locations will be familiar to most of our readers.

In this issue we are publishing the General Situation, the Commander’s Engagement Guidance, and Rules of Engagement as they appear in the Fourth Generation Tactical Decision Game Manual used by the students at EWS. It is our intention that a new TDG will be published each month, with solutions to be published on the Gazette website as soon as they are edited and formatted for the web. The Gazette will publish a “proposed” solution 2 months after the TDG appears in the print issue of the magazine. Because of space constraints, the Gazette will not republish the TDG when the proposed solution is published. The proposed solution will appear under the title of the TDG for which it was written.

The General Situation, Commander’s Engagement Guidance, and Rules of Engagement will not be reprinted in the print copy of the magazine. This information will be posted on the web and may be accessed when necessary.

Now, on to the first TDG.

General Situation

You are assigned to the 1 1th Marine Expeditionary Unit (1 1th MEU), with Battalion Landing Team 2d Battalion, 1st Marines (BLT 2/1), as the ground combat element, as it deployed to Afghanistan for 6 months in support of Operation ENDURING FREEDOM. Your assigned area of operations (AO) is Nangarhar Province (capital city: Jalalabad) in the northeast sector of Afghanistan. The MEU has relieved a small coalition (NATO) force headquartered at an airfield southeast of Jalalabad near the town of Samarkhel.

The terrain varies from desert to temperate and is generally mountainous. There are three provincial main supply routes that run from Jalalabad south through the Tora Bora Valley into Pakistan, from Jalalabad east into Pakistan through the Khyber Pass, and west from Jalalabad to Kabul. There are no railroads or major rivers, but there are underground waterways that have been used for various activities from smuggling to insurgent activities.

Your primary mission is to execute support and stability operations in Nangarhar Province in order to strengthen the legitimate government and economic development of your AO. Specific tasks include:

  • Monitor and maintain security of Afghan-Pakistan border.
  • Monitor and maintain security in Afghanistan.
  • Interdict illegal arms trafficking.
  • Protect members of the Afghan Government and provide security during elections, as necessary.
  • Train local security forces.

You have a coordination relationship with adjacent NATO forces and are under operational control of U.S. Central Command headquartered in Kabul.

Commander’s Engagement Guidance

I intend that all Marines under my command understand their authority and obligation to defend themselves, fellow servicemembers, our allies, and local civilians from any hostile act. That being said, our leaders are under a further obligation to understand that most engagements should be resolved in our favor using methods other than deadly force. In many circumstances, resolving situations through deescalation vice resorting to deadly force will increase our standing and authority among the local populace. Resolving situations through means other than deadly force, when possible, increases my ability to work with local leaders by demonstrating that while Marines can kill those who attack us, our allies, and those we protect, we apply selective force. This tells neutral and hostile parties that we are not using “full force” but are “holding back.” These neutral and hostile parties will be more inclined to talk because they do not know how much we are “holding back” and what our “full force” is. I intend to exploit that uncertainty and our standing among the local population to our advantage, but I need thinking leaders who do not “shoot first and ask questions later” to set the stage for me to engage hostile and neutral leaders from a position of advantage.

Rules of Engagement

  1. These rules do not limit a Marine’s inherent authority and obligation to use all necessary means available and to take all appropriate actions in selfdefense of the unit, yourself, and other U.S. forces in the vicinity.
  2. Neither these rules nor the supplemental measures activated to augment these rules limit the inherent right and obligation of self-defense.
  3. HOSTILE FORCES: NO forces have been declared hostile. U.S. forces are not authorized to engage forces based solely on uniform, appearance, or possession of weapons.
  4. HOSTILE ACTORS: You may engage persons who commit hostile acts or show hostile intent with the minimum force necessary to counter the hostile act or demonstrated hostile intent and to protect U.S. forces, designated non-U. S. forces, nongovernment organizations (IRC [International Red Cross] , Doctors Without Borders, etc.), and unarmed civilians.
  5. A Hostile Act is an attack or other use of force against the United States, U.S. forces, U.S. nationals, their property, designated non-U. S. forces, foreign nationals, and their property as outlined in part d. A Hostile Act is also force that precludes the mission of our forces including recovery of U.S. personnel and vital U.S. property as designed by the CO. Vital U.S. property is defined as:
    • All ComSec [communications security] gear.
    • All military issue weapons.
    • All military issue explosives and demo.
  6. Hostile Intent is the threat of imminent use of force against the United States, U.S. forces, and other forces designated in parts d and e. It is also the threat of force to impede the mission and/or duties of U.S. forces, including the recovery of U.S. personnel or vital U.S. Government property.
  7. Civilians will openly carry weapons as a sign of status. Possession and carrying weapons is not automatically considered a hostile act or demonstration of hostile intent. Marines who believe a civilian carrying weapon(s) demonstrates hostile intent are authorized to engage in accordance with Graduated Measures of Force (part i, below). At no time are civilians authorized to impede military operations.
  8. Local security forces, who often do not wear uniforms, are authorized weapons required to maintain order in their respective areas. During initial operations, detection of local security forces are to be reported to Battalion S-3 [operations] to include security force commander, location, and security force HQ location. At no time are local security forces authorized to impede military operations.
  9. Use Graduated Measures of Force. When time and circumstances permit, use the following degrees of graduated force when responding to hostile act/intent: (1) shout verbal warnings to halt, (2) show your weapon and demonstrate intent to use it, (3) block access or detain, (4) fire a warning shot, (5) shoot to eliminate threat. These Measures of Force will change if issued riot control or security force gear. Examples include rapidly approaching thieves with weapons at the ready to stop them from robbing a civilian. Further example includes approaching several local military-aged males carrying rifles that are impeding the activities of representatives from the IRC. The males offer no resistance when confronted, are detained, and transported to HQ for questioning. If the males try to escape, military forces are authorized to pursue. Deadly force is only authorized if the males execute a hostile act (shooting at military forces or civilians) or demonstrate hostile intent (draws a weapon and begins to aim at civilians or military forces). Do not target or strike anyone who has surrendered or is out of combat due to sickness or wounds.
  10. Do not target or sttike hospitals, mosques, churches, shrines, schools, museums, national monuments, and any other historical cultural sites or civilian populated areas or buildings UNLESS the enemy is using them for military purposes or if necessary for your self-defense.
  11. Do not target or strike infrastructure (public works, commercial communications facilities, dams), Lines of Communications (roads, highways, tunnels, bridges, railways) and Economic Objects (commercial storage facilities, pipelines) UNLESS the enemy is using them for military purposes, if necessary for self-defense, or if ordered by your commander. If you must fire on these objects, fire to disable and disrupt rather than destroy.
  12. ALWAYS minimize incidental injury, loss of life, and collateral damage.
  13. U.S. military forces are authorized to use force, to include deadly force, in the following circumstances:
    • To protect U.S. forces and designated allies (see General Situation).
    • To protect vital U.S. property designated by the commander (part e).
    • To protect U.S. property not designated by the commander to be vital but is inherently dangerous (i.e., nonU.S. military demolitions or UXO [unexploded ordnance]).
    • To prevent serious offenses against others (rape, murder, etc.).
    • To prevent escape of personnel who commit hostile acts.
    • When you receive a lawful order from a commander. The lawful order must have:
      1. Description of the person(s) to use force on.
      2. Reason why lawful force is authorized. Example: “Engage the four men in the green truck; they attacked the marketplace.”
  14. ALL personnel MUST report suspected violations of the Law of War committed by any U.S., friendly, or enemy force. Notify your chain of command, judge advocate, IG [inspector general], Chaplain, or NCIS [Naval Criminal Investigative Service] .

Editor’s Note: To view manuals on fourthgenera ti on war produced by the Advanced Warfighting Seminar, go to http://www.d-ni.net/dni/stra tegy-a ? d-forceemployment/fourth-genera tion-warfare-man uais, or if you arc in the U.S. military and have a common access card, go to https:// www. intranet, tecom. usmc rnil/sites/EWS/Ad vWF.

Tactical Decision-making Simulations

by GySgt Paul Nichols, USMC(Ret)

The family of tactical decisionmaking simulations (TDSs) consists of several different wargaming software applications designed to be distributed on compact disk or via the web. The focus of effort during TDS concept development was to enhance the Marine’s decisionmaking ability. TDSs are designed to provide a training capability that could be used to exercise doctrinal, analytical, and intuitive decisionmaking applications and skills. Combining this approach with other operational and leadership initiatives, such as mentoring and leadership development based on experiential learning methods and critical thinking, poses a leverageable opportunity for enhanced performance anytime, anyplace.

The software installs with scenarios, scenario editors to create new scenarios, reference library, and user manuals. TDSs are used at the centers of excellence and simulation centers as well as by units employing the deployable virtual training environment (DVTE) and by individual Marines on their personal computers.

Justification for Game Play

Because a cursory view of the TDS may be that of “playing games” vice executing viable and pertinent training into the already overburdened training schedule, unit leaders may ask themselves, “Do I really have time to play games? Can I justify the application to meet the means?”

Gen Alfred M. Gray, our 29th Commandant, formalized the use of tactical decision games (TDGs) as a means of developing leadership skills through realistic scenarios infused with tactical and doctrinal applications and approaches. While the employment of TDGs became universal throughout the Marine Corps, they still had limitations, such as facilitator experience and the ability to link the applications with the commander’s intent. Too often the TDG of yesteryear focused on the conventional concept of tactics and weapons employment vice a conceptual application to achieve outcomes favorable to friendly forces’ mission objectives and unfavorable to opposing forces. Marine Corps Doctrinal Publication 1 (MCDP 1), Warfighting, specifically addresses this issue as follows:

Our philosophy of command must also exploit the human ability to communicate implicitly. We believe that implicit communication-to communicate through mutual understanding, using a minimum of key, well-understood phrases or even anticipating each other’s thoughts-is a faster, more effective way to communicate than through the use of detailed, explicit instructions. We develop this ability through familiarity and trust, which are based on a shared philosophy and shared experience.

Gen Charles C. Krulak, our 31st Commandant, used a more technical approach to develop decisionmaking capability by authorizing the use of video games as a warfighting development tool and specifically designating Marine Corps Order 1500.55, Military Thinking and Decision Making Exercises. While Gen Krulak provided a more modern approach, it lacked universal application-due to resource limitations, access, and facilitation skills-to link the experiential learning to training applications. Despite the limitations, Gen Krulak expanded the opportunity to integrate gaming through emerging concepts like “the strategic corporal” and human networks that linked noncontiguous operations in diverse environments with informational flows and decisionmaking requirements to meet 21st century operational expectations. TDSs combine the opportunity to link individual study with group training based on the ability to assess, evaluate, and link simulation activity to doctrine, tactics, techniques, and procedures utilized in the warfighting environment.

The ability to leverage time, which is a critical vulnerability when conducting training and operations, requires mission focus and competent operational leadership. Limited time is allocated to meet operational, training, logistical, and administrative goals in the training and operating environment. TDSs provide Marines with operational enablement via simulation that reduces time requirements and amplifies the thought processes required to perform operational and administrative tasks. Wargaming provides the ability to identify operational surfaces and gaps within the unit standing operating procedures and develop corrective actions if needed before the first weapon is drawn from the armory.

All TDSs give the individual or unit the ability to conduct analytical decisionmaking before the scenario begins by issuing the trainees an order and having diem go through the appropriate planning process for their level of command. The following TDSs excel in providing the means to conduct analytical decisionmaking by facilitating an operational unit of Marines working together as a team. The interactions of the units that are created for any given scenario by the end user are conceptual in nature. The focus of effort is on group situational awareness. The representation of units is accomplished with military standard icons moving and interacting on a two-dimensional map. Two to three hours is generally required from the time that the unit’s course of action is created in a scenario until the after-action review (AAR) is completed.

Tactical Operations Marine Corps (TacOps MC). TacOps MC stimulates a virtual tactical exercise without troops (TEWT) from the company to regimental landing team level. TacOps MC is a turn-based simulation. Each turn consists of two phases, an orders phase and a combat phase. Once all orders have been given, the combat phase begins. During the combat phase the units of both forces, under computer control, simultaneously carry out their orders for movement and combat in four 15-second pulses. You only observe during the combat phase; you cannot give or change orders until the next orders phase.

The primary focus of TacOps MC, is conventional ground operations. The movement and interaction of computer-generated infantry and armor units are treated with great detail. Supporting air and artillery activities are treated more conceptually. The simulation may be played alone against an opposing force (OpFor) computer opponent or between two or more players on one or more computers. TacOps MC is available for download by all Marines from the TDS web site.

Manne Air-Ground Task Force XXI (MAGTF XXI). This simulation stimulates a virtual TEWT from the company to the Marine expeditionary unit level. MAGTF XXI is a realtime simulation; once the simulation is started it will wargame the course of action. Orders are received and executed while the scenario plays out. The duration of the training scenario is determined by the trainer. The simulation may be played alone against an OpFor computer opponent or between two or more players on multiple, networked computers. The primary focus of the simulation is MAGTF operations. The movement and interaction of computer-generated ground, air, and naval elements are treated conceptually.

MAGTF XXI is used to conduct staff training exercises at the Expeditionary Warfare School as well as during the Infantry Operations Chief Course at the School of Infantry-East. With an interface to command and control personal computer (C2PC), MAGTF XXI provides the , capability for the training audience to use the actual command, control, communications, computers, and intelligence gear they would use in a real environment. MAGTF XXI and the C2PC gateway are available for download by all Marines from die TDS web site.

Experience is a critical vulnerability for intuitive decisionmaking. Multiple experiences allow the decisionmaker to consciously and subconsciously draw on the experienced past and rapidly make current decisions. In addition to conducting small unit analytical decisionmaking during the planning phase prior to executing the scenario, the following TDSs afford the opportunity to run multiple iterations of the same scenario in a short amount of time. The scenario can be focused on specific tasks. An example is an infantry squad leader working on controlling direct fires. The scenario can be limited to 5 minutes followed by a 5 minute AAR with the leader asking the following questions: What happened? Why did it happen? How could it have been done better? Within 1 hour the trainee would have made multiple decisions all in relation to the control of fires that become “experiences” that the Marine can draw from while using intuitive decisionmaking in the future.

Close Combat Marine (CCM). This TDS stimulates a virtual TEWT from the squad to platoon levels. CCM is a realtime simulation; once the simulation is started it will wargame the course of action. Orders are received and executed while the scenario plays out. The duration of the training scenario is determined by the trainer.

The primary focus of CCM is conventional ground operations. The movement and interaction of computer-generated infantry units are treated with great detail. Supporting air and artillery activities are treated more conceptually. The simulation may be played alone against an OpFor computer opponent or between two or more players on multiple, networked computers.

CCM is used to conduct training exercises at the Infantry Officer Course as well as the Staff Noncommissioned Officers Career Distance Education Program Marine Corps Institute 8100. Use of CCM outside of the Marine Corps includes the Command and General Staff College at Fort Leavenworth, KS, the Army Modeling and Simulation Analyst (FA-57) Course, and the Royal Air Force for the airfield defense forces. CCM comes with a complete training support package with a section in the workbook detailing how to create scenarios to support a unit’s mission essential task list, collective training standards, and individual training standards. CCM is available for download by all Marines from the TDS web site.

Additional requirements that have been identified and are being worked on for CCM include enhancing the capability to control supporting arms for the company and platoon levels, antiterrorism and force protection capabilities, and the addition of coalition and civilian models to train noncontiguous operations in diverse environments.

Forward Observer Personal Computer Simulation (FOPCSim). This training tool simulates the conduct of basic call for fire training on actual Twentynine Palms terrain. Each mission is scored based on the Fort Sill, OK observed fire grading standard. FOPCSim has realistic enemy targets that the user must correctly identify and then determine the correct munitions with which to engage.

The primary focus of FOPCSim is conventional call for supporting arms fire. Using computer-generated procedural formats, artillery and mortar fires are covered in great detail. Currently, the simulation is played alone against computer-generated targets and scored at the completion of training. FOPCSim is used to conduct initial and sustainment-level training at the School of Infantry-East Advanced Infantry Training Course. FOPCSim was developed by Marines at the Naval Postgraduate School. It has a wide and expanding use throughout the Marine Corps and Army. FOPCSim comes with a complete training support package and is available for download by all Marines from the TDS web site.

Additional requirements that have been identified and are being worked on for FOPCSim include the ability to network multiple observers in the same environment, moving targets, and the ability to network directly with the advanced field artillery tactical data system. These added capabilities will allow FOPCSim to be used as a stand-alone trainer or as part of a larger virtual training environment within the DVTE combined arms network (CAN).

Virtual Battlefield Systems 1 (VBS-1). VBS-1 is a first-person shooter-type simulation originally developed as part of the DVTE infantry tool kit. Although similar in look and feel to a commercially available video game, such as Battlefield 2, this TDS is designed to allow Marines to conduct training in this virtual battlespace. Prior to “playing” the scenario, the trainee receives an order from higher headquarters and issues orders to subordinates. Once the simulation is started it must be facilitated in order to focus the training. Orders are received and executed while the scenario plays out. The duration of the training scenario is determined by the trainer.

The primary focus of VBS-1 is conventional ground operations. The movement and interaction of computer-generated forces is treated more conceptually with each player controlling an entity in the scenario. The simulation may be played alone against an OpFor computer opponent or between two or more players on multiple, networked computers. Caution must be used when playing alone due to the conceptual nature of the computer-generated forces. VBS-1 has restrictive licensing; it cannot be freely distributed but can be scheduled for training at simulation centers.

Since VBS-1 was released, an additional version, DARWARS Ambush!, was developed under a Defense Advanced Research Projects Agency effort. Both VBS-1 and DARWARS Ambush! are based on the commercially available Operation FLASH POINT. VBS-1 and DARWARS Ambush! are being used to conduct convoy operations at the simulation centers.

Additional requirements that have been identified and are being worked on for a first-person shooter TDS include the ability to conduct TEWTs, editing tools, unlimited distribution to all Marines, the ability to conduct mission rehearsal, and a connection to joint semiautomated forces and the CAN. This effort is being referred to as the “virtual tool kit.”

Conclusion

This brief synopsis provides some detail about the family of TDSs currently available to all Marines, as well as the specific decisionmaking skills that can be addressed with each TDS. As stated, all of these TDSs (except VBS-1) are available for download from the TDS mission support center at <www.usmc-tds-msc.com>. In addition, this web site provides access to supporting documentation as well as collaborative forums for the communities who use these TDSs for training. For more information on TDSs, please visit the mission support center.

Trouble in Ponchoville

by Sgt Eric P Serna

Situation

You are the commander of Company C, 1st Battalion, 8th Marines. Your battalion has been conducting peace enforcement operations in the country of Tenochichitlan. Tenochichitlan has been suffering from a horrible civil war, and U.S. forces are supporting the legitimate government by helping to eliminate armed guerrilla resistance. Your company has been tasked with conducting a cordon and search of the village of Ponchoville in order to locate weapons and information on guerrilla activities. This small village of about 200 people has been known to support the guerrillas by hiding weapons and providing food.

The guerrillas are known to possess Soviet small arms (AK series, Dragunov sniper rifles, light machineguns, and rocket propelled grenades (RPGs)). They operate in small units and only conduct harassing attacks. They will not fight to the death and are not capable of reinforcing. They will withdraw when friendly reinforcements arrive.

The village consists of several small stone houses and a few farming structures. Ponchoville lies in a valley surrounded by forested hills and fields of lettuce. There are three dirt roads leading into the village that break the surrounding farmland into three areas. Many of the villagers are indifferent about the U.S. and government forces, but some are very upset about the foreign presence.

You have tasked organized your company into cordoning and searching elements. 1st Platoon and weapons platoon will enter the village to do the searching. 2d and 3d Platoons will lay in the cordon. Additionally, you have six HMMWVs from the battalion’s heavy machinegun platoon attached. They consist of three M2 .50 caliber heavy machineguns and three Mk 19s, all vehicle mounted. 2d Platoon will place one squad along each road as it enters the valley. Each of those squads will have two heavy machinegun HMMWVs attached. 3d Platoon will conduct patrols of the farmlands and forested areas around the village while the search is conducted.

The cordon is in place at 0500, just as the sun comes up. 1st Platoon and weapons platoon arrive at the village 1 hour later. After meeting with the village chief, he agrees to have the villagers assemble just outside of the village to the west. Weapons platoon watches over the villagers while 1st Platoon searches. 3d Platoon begins its patrols. Two hours later, 2d Platoon calls and informs you that there is a large crowd of approximately 100 visibly upset civilians approaching the northern cordon position. They appear to have come from a nearby village north of their position. They are carrying banners that state, “Amerikan go hoom!” You immediately send 1st Squad, 3d Platoon to their position to aid in dealing with a potential riot.

One hour later, you’re told that the crowd at the northern cordon position is getting bigger and angrier. At the same time, you hear the sound of RPGs and small arms fire south of the village. 2d Platoon calls to inform you that the southern cordon position is under attack. The two HMMWVs have been destroyed by RPGs, and many of the squad are wounded. Your first sergeant reminds you that the search is not yet complete and that the villagers are getting restless.

Requirement

In a time limit of 5 minutes, issue orders to your platoons and reports to higher headquarters. Include your intent, scheme of maneuver on an overlay, and report(s) to higher headquarters. Send your solution and rationale for your actions to Marine Corps Gazette, TDG #04-12, P.O. Box 1775, Quantico, VA 22134, fax 703-630-9147, or e-mail <gazette@mcamarines.org>.

Cartonville Patrol

by Sgt Stephen Chorney

Situation

You are the platoon commander of 1st Platoon, Company C, Battalion Landing Team 1st Battalion, 8th Marines. You are currently engaged in stability and support operations in the country of Grapeland. Coalition forces have routed organized enemy resistance, but there are still numerous “dead-enders” who operate in squad-sized units. These units utilize Soviet Bloc small arms to include AK-series assault weapons, light machineguns, rocket propelled grenades, and 82mm mortars. They are mostly former regime military officers augmented by terrorists from other countries. Their actions are well-thoughtout, rehearsed, and usually effective. Hostile threat is high, but you have not been engaged in any manner in the 14 days you have been there. Your battalion is in a defensive perimeter at a rundown airfield located within city limits of Cartonville, Grapeland. Your rules of engagement state that you are only to fire if fired upon or if hostile intent is positively identified. You are to use the least amount of force necessary to gain fire superiority. There have been restrictive fire measures emplaced as well. In any situation, collateral damage is to be kept to a minimum.

Your platoon has been tasked with a security patrol in the city. You have two machinegun teams and two assault teams attached to you. The platoon has a standard combat load of ammunition (squad automatic weapon, M203 grenade launcher, M16), and each squad has one AT-4 rocket as well. You have no direct or indirect fire support due to the restrictive fire measures. Illumination is your only asset from your supporting weapons platoon and company. There is a section of AH-IW Cobras armed with 20mm and 5-inch Zuni rockets, as well as a dedicated medevac bird (on 20-minute strip alert at a nearby forward operating base), that are within a 5-minute flight of you once they launch. It is 1 hour before dusk, and your patrol exits friendly lines. Your patrol is spread out about 400 meters long and staggered on both sides of the road. As you come to the intersection in the city square, you see that two of the avenues are now barricaded with trash, vehicles, and wood and are impassable for your patrol. There are very few people in the streets as well. At this time you halt the patrol to look at your map in order to coordinate new routes. You are hit from the front by small arms and machinegun fire. The machineguns seem to have interlocking fire, and the small arms are in sporadic positions within the buildings. All of the buildings in the square are two floors or higher and made of heavy concrete. (1st Fire Team, 1st Squad is pinned down and taking casualties.) As the patrol advances toward the contact, mortar fire begins to fall in behind your position, pushing you toward the kill zone. First assault team and machinegun team moved to join 1st Squad on their own initiative upon contact. second assault team and machinegun team moved to support 2d Squad upon contact. 3d Squad moved into a reserve position and all are awaiting orders.

What do you do?

Requirement

In a time limit of 5 minutes, come up with a fragmentary order for your squads and your attachments; include scheme of maneuver, commander’s intent, and signal plan. Provide an overlay for your scheme of maneuver. Also prepare any reports that you would send to higher headquarters, along with any requests for support. Send your solution and rationale for your actions to Marine Corps Gazette, TDG #04-11, P.O. Box 1775, Quantico, VA 22134, fax 703-630-9147, or e-mail <gazette@mcamarines.org>.

Catching a Link

by Sgt James Fegler

Situation

Intelligence reports that one of alQaeda’s top generals, Omar Sharruf, will be in the Ka Bada (KB) training camp. The camp has a squad (plus) element providing security. The camp’s last reported activity was training and strengthening the defense. The camp is in northern Remotistan in the mountains. It’s now 1300. It is believed that Omar will leave in 24 hours. At KB they have Soviet Bloc small arms (AK series and RPK light machineguns (MGs)), as well as RPG-7s (rocket propelled grenades) and third-generation night vision goggles (NVGs). The enemy’s most probable course of action will be to defend the compound long enough for Omar to leave via roadway or foot trails into the mountains. If Omar gets to the mountains he’ll be there for months. They have the ability to reinforce via roadway from the northwest. Special forces (SF) teams have been watching the compound for 24 hours, and they have eyes on and are updating the situation. SF positions are around the compound. There will be one SF team at the landing zone (LZ) to mark it and guide you to the objective.

At 1700 the 28th Marine Expeditionary Unit (Special Operations Capable) launches a platoon-sized heliborne raid against the compound. You are now 1st Squad leader, Company B, 1st Battalion, 9th Marines. Your squad has 13 Marines, and you have an assault team and a squad of MGs as your attachments. Your reinforced squad has a combat load-two claymores, one AT-4, three shoulder-launched multipurpose assault weapon rockets, and 1,000 rounds for each MG. Your mission is to extract Omar (alive if possible) to LZ Tiger, destroy all KB equipment, and capture or eliminate all KB personnel. To prevent escape along the roads, 2d Squad will position themselves to the northwest of the compound to set a blocking position. 3d Squad will set up a blocking position to the southeast on the road. Both squads setting up blocking positions will land via helicopter onto their objective. They each have an assault team and an MG squad. You have two Harriers that are in direct support of you. They will stand by at Holding Area Lion.

You arrive at 0100 on the deck in northern Remotistan. The hills are steep with loose rock and boulders that provide good cover. It’ll take a little time and effort, but the hills can be climbed. It is a cold night with the moon giving a little more than 60 percent illumination. While sitting in the LZ you give radio checks to all of the key leaders, and communications is excellent. You then scan the area with your NVGs, and you see two flashes of an infrared beam. You respond back with three flashes; the light shines back one time; you have made link up.

As the SF team guides you through the valley, you notice that it’s very flat and is all loose sand. At 0305, as you move into your objective rally point, the KB compound begins to shoot up flares and spotlight the valley floor. This lasts for about 5 minutes. Your MG attachments break off to go to their overwatch positions from which they can provide overhead fire until your squad reaches Phase Line Red. The SF team will provide security. You spend 40 minutes crawling to Phase Line White. Listening to the radio, 3d Squad notifies you that they have set in. 2d Squad had to turn around and abort due to a mechanical malfunction with the helicopter.

Hearing something that alarms you, you look to your west and see vehicle lights. Taking a closer look through a AN/ PAS-13 you discover a BTR-70 (Soviet armored vehicle) and an old Russian flatbed truck with a ZSU-23 (self-propelled antiaircraft gun) mounted on it. The truck has four to six men on it. Both vehicles are heading toward your position. As the vehicles close to 500 meters, the BTR-70 and the truck dismount all troops. They assume a combat formation and continue a course that will bring them straight to you.

The observation post to the northwest reports that through their NVGs they have spotted an individual they believe to be Omar, and he is getting ready to flee. They also report that the compound is scrambling to their defensive positions. The radio goes quiet as more flares go up and the spotlights come back on.

Requirement

In a time limit of 5 minutes, organize your squad for a hasty ambush of the vehicles, extraction of Omar, and destruction of the compound and its equipment. Include your intent, scheme of maneuver on an overlay, and your signal plan. Send your solution and rationale for your actions to Marine Corps Gazette, TDG #04-10, P.O. Box 1775, Quantico, VA 22134, fax 703-630-9147, or e-mail <gazette@mca-marines.org>.

Urban Contact

by the Office of Naval Research and Program Manager Training Systems Science and Technology Team

Note: Readers should use the CD enclosed with this issue of the MCG when developing their TDG solution. See note at end of “Tasks.”

Situation

You are the Commander, 1st Platoon, Company A. Your platoon is reinforced with one machinegun squad.

Company Commander’s Order

“Enemy patrols, mostly squad size, have become increasingly bolder as we have withdrawn south. I think we can expect tentative contact here in the village this morning. The battalion is withdrawing south and repositioning in order to turn over this sector to allied forces. Company A is tasked to guard the battalion rear in order to prevent enemy interference with our withdrawal. One platoon is detached to battalion. One platoon guards the town while one platoon moves south to establish the next rear guard position. There is no close air or artillery support.”

Tasks

“1st Platoon is the main effort; guard the company rear in order to prevent interference with our withdrawal. 2d Platoon is detached. 3d Platoon, move south and establish the next rear guard position in order to permit 1st Platoon’s withdrawal. Priority of fires for mortars is to 3d Platoon.”

(Note: If you are wargaming your course of action by yourself, load Fight 1-1 a which is designed for single play. In single play you will fight with one squad reinforced with a machinegun team. Use Fight 1-1b for three to six Marines; you must have opposing force players when fighting two or more players.)

Requirement

In a time limit of 2 minutes, issue orders to your subordinates. The players have 8 minutes to predeploy before the scenario will automatically begin. After completing your course of action, describe any additional actions that you had to take while the scenario was being played out. Then provide a sketch of your initial plan and an explanation of the outcome. Submit your solution to the Marine Corps Gazette, TDG #04-9, P.O. Box 1775, Quantico, VA 22134, fax 703-630-9147, or email <gazette @mca-marines.ore>.

For more detailed information on the structure of Marine Corps units, Marine Corps equipment, and symbols used in TDG sketches, see the MCG web site at <www. mca-marines. org/gazette>.

Additional Information

When the Close Combat Marine (CCM) tactical decisionmaking simulation is loaded on your computer, a training library is installed automatically. The library contains the following:

* User’s manual that covers CCM wargaming and multiplayer use through local area network or Internet use.

* CCM workbook containing:

* Warfighting training philosophy.

* Use of the training and readiness (T&R) manual.

* Eight modules on tactical tasks.

* Thoughts on verbal orders.

* Orders shorthand.

* Facilitation.

* Glossary/tactical tasks.

* Infantry T&R manual.

* Marine Corps Reference Publication 3-0A (MCRP 3-0A), Unit Training Management.

* MCRP 3-0B, How to Conduct Training.

* Map folder containing CCM maps.