26 March LA Times commentary - Fighting the Next War by Gary Anderson.

It all started four years ago with a quote from Lt. Gen. William Wallace, then the Army's ground commander in Iraq. "The enemy we're fighting is a bit different than the one we war-gamed against because of these paramilitary forces," he said about a week into the 2003 invasion. "We knew they were here, but we did not know how they would fight."

Strategic war games used to be simple. Soldiers, defense consultants and others divvied up into Blue (allied) and Red (enemy) teams and then faced off in a series of moves roughly resembling chess. The point wasn't to predict the outcomes of future battles — though that sometimes happened — but to sort out how policies, tactics and weapons might perform in combat. A roll of the dice set a team's odds. Complicated mathematical formulas determined the outcome. And that worked pretty well up through the Cold War.

Today, dice seldom get rolled. In the wake of 9/11, Afghanistan and Iraq, war games have had to evolve to remain relevant. Instead of a monolithic enemy, there are often several Red teams, fighting against each other as well as the Blue team. This complicates things for Red team players like me, but frankly, it's a fascinating way to make a living.

It's not just the Red teams that are changing; so is the definition of victory.

The outcome of many games is determined by a new addition, the Green team. Green represents the civilian population, the media and the international community — once bystanders, now the ultimate arbitrators. If Red or Blue kills civilians in a manner considered unnecessary in the process of winning a battle, for instance, it may lose Green team support, thus losing the war or at least the campaign...
Gary Anderson (Colonel USMC ret.) was the Marine Corps' first director of the Center for Emerging Threats and Opportunities and the director of war-gaming. He designed the first of the type of games described in this art.