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  1. #1
    Council Member nichols's Avatar
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    The DVTE Suite consists of
    Attached Images Attached Images

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    Council Member nichols's Avatar
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    I need to get a photo editor for this computer, the above attachments were the only once that didn't go over the 97m limit

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    Council Member nichols's Avatar
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    The above info is pretty much what's out there now in the Fleet. An effort that we are working on is a FPS; VBS-2/VTK.

    The VBS-2, out of the box with the LVC game engine links up with JSAF. The VTK portion of it was driven off of a Cognitive Task Analysis that we conducted with FAST. Two other efforts that will begin after we get the VTK is third party AI plug-ins, specifically Barry's work:

    http://www.seas.upenn.edu/~barryg/sg.html

    Following that we want to put the culture language ability that Tactical Language Training Systems delivers. This is all pretty much small scale, the big drive for sims is going to be what comes out of the Infantry Skills Simulation Work Group (ISSWG) which will determine where we go next in our quest for the Squad Immersive Training Environment (holodeck is the goal).

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    Council Member ericmwalters's Avatar
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    Default Getting unit copies of ITK software

    NICHOLS shared some slides on M&S architectures/tools being worked on in Quantico...of course, I have questions--

    How do I get copies of ITK software? Going to the TECOM website gave me no clues on how to do this. Am particularly interested in getting CCM, TACOPS, and MAGTF XXI, although if the other software is available, I'd love to get those as well. I've got a military mailing adress and/or get up to MCCDC from time to time...let me know how I can lay hands on these.

    Do these games come with RFS already established so we can network them on NMCI NIPRNET? If not, I've got commercial networks/boxes in the office space I can leverage...it's just that I don't have a lot of them.

    I do have some curriculum for TACOPS, by the way, to teach MCPP/IPB. Used to do that with version 2.1.2 way back when. The curriculum development was a cooperative effort between Center For Naval Analyses and Ground Intelligence Office Course instructors at the Navy-Marine Intelligence Training Center when we did this back in 1999/2000....

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    Moderator Steve Blair's Avatar
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    I've used TACOPS as well, but I've been interested (with no luck) in getting my hands on CCM to use with the ROTC course that I'm developing dealing with joint campaign planning. I preferred the CC game engine to TACOPS, and it would work better for simulating some of the small unit action that we're bound to need (the actual map exercise runs on a battalion+ level).
    "On the plains and mountains of the American West, the United States Army had once learned everything there was to learn about hit-and-run tactics and guerrilla warfare."
    T.R. Fehrenbach This Kind of War

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    Council Member ericmwalters's Avatar
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    Default COIN in DVTE?

    Don't know how many can follow the technical jargon in the slides that NICHOLS posted--I'm very familiar with some of the C4 systems and simulations, dimly aware of others, and completely clueless on the rest. But I did not sense anything that spoke to scenario/situation design when DVTE is fielded that pertains to the trickier aspects of COIN. Hearken back to SULLYGOARMY's comment in Feb 2007 when he said in this thread:

    I'd like to see some Small Wars/COIN simulations similar to the close combat series of games...down at the squad and platoon level. Instead of artillery stirkes (unless in southern Baghdad... ), substitute a MEDCAP, or school building project or some other public works program. Teach guys how to do population control, issue ID cards and number houses to seperate the sheep from the wolves. And make it real time so the nintendo generation stays interested in it.
    We've seen a bit of this in the Tactical Iraqi software package--not to this degree, of course. I'd hope to portray some difficult tactical decisions at this level that are the essence of the dilemmas COIN poses.

    I know the commercial world isn't taking on any of this--at least right now. Is someone in the Army or Marine Corps doing this?

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    Council Member nichols's Avatar
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    Quote Originally Posted by ericmwalters View Post
    I know the commercial world isn't taking on any of this--at least right now. Is someone in the Army or Marine Corps doing this?
    Sir, The Corps is doing it with the VBS-2/VTK. We have gotten to the point where the out of the box games don't cut it. The VTK has three levels of editors;

    End User, out of the box where you change out OOB and limited psycological aspects of the AI.

    Sim Lab/DVTE, Plug in third party AI to drive the opfor pull in NGA data.

    TECOM/TRASYS, GUI editor to create a whole new game.

    We had the Tactical Language people create an Arabic version of VBS-2 specifically for Div School to train coalition forces in Iraq. Ultimately the requirement is to get the culture engine capabilites into VBS so that we can do kinetic and non-kinetic rehearsals.

    Additionally DARPA/SOCOM is working on the Real World simulation.

  8. #8
    Council Member ericmwalters's Avatar
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    Default Battalion Level Sims

    STEVE BLAIR wrote:

    I've used TACOPS as well, but I've been interested (with no luck) in getting my hands on CCM to use with the ROTC course that I'm developing dealing with joint campaign planning. I preferred the CC game engine to TACOPS, and it would work better for simulating some of the small unit action that we're bound to need (the actual map exercise runs on a battalion+ level).
    You may have better results using Shrapnel Games/ProSim's ARMORED TASK FORCE/RAGING TIGER games to simulate battalion-level actions with the requisite level of detail. Not much for COIN, mind you, but I think these are the slickest games for their scales I've yet seen.

    You can find ARMORED TASK FORCE here.

    You can find RAGING TIGER here.

    If you want a historical situation, there's also a game using the same engine on the Falklands War here.

    Mind you, these don't have the fidelity that CLOSE COMBAT has, but then again you can't run a battalion very well in that application, either! The tactical aspects are far, far better than in TACOPS--the terrain is very realistic in comparison. The downside is that the learning curve is a long one--these games are graduate schools in tactics.

    Of course, there's always POINT OF ATTACK 2, which you can get for free from the USAF, but it needs a lot of processing power to run...plus you may need their patches, depending....

    See the HPS website here and write Dr. Barker at the e-mail for the USAF POC to get the game and patches for .mil users...

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    Council Member nichols's Avatar
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    Quote Originally Posted by Steve Blair View Post
    I've used TACOPS as well, but I've been interested (with no luck) in getting my hands on CCM
    Steve, go to:

    http://www.usmc-tds-msc.com/

    Request access, it will eventually make it to my inbox and I'll pass to the webmaster to authorize.

    They are delivering a new version of that TDS that takes it out of the blue on red type play. It now has civilians both good and bad, host nation forces, and end user trigger editors.

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    Moderator Steve Blair's Avatar
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    Thanks, guys! I've used ATF before, but it doesn't quite meet the needs of this application. CCM certainly would, as what's needed is a lower-level tactical model. The new TDS sounds especially interesting. Of course, being with ROTC we're on a .edu and not .mil... I'll PM you with my info, Nichols, just before I put in the request. Thanks!
    "On the plains and mountains of the American West, the United States Army had once learned everything there was to learn about hit-and-run tactics and guerrilla warfare."
    T.R. Fehrenbach This Kind of War

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    Quote Originally Posted by Steve Blair View Post
    I've used TACOPS as well, but I've been interested (with no luck) in getting my hands on CCM to use with the ROTC course that I'm developing dealing with joint campaign planning. I preferred the CC game engine to TACOPS, and it would work better for simulating some of the small unit action that we're bound to need (the actual map exercise runs on a battalion+ level).
    Interesting.

    We are using (partially) TACOPS currently in a SADR CITY MOUT MBX (http://www.opcon.org/SadrCity/), check the "MOUT in TACOPS" icon to the left.

    This said, I am still recruiting (MBX just resumed after summer pause).

    FWIW,

    Silento

    >> EDIT: Added players guide link:
    http://www.opcon.org/SadrCity/BLUE/S...ayersGuide.pdf
    Last edited by Silento; 11-03-2008 at 08:16 PM.

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    Default game reviews

    We've started adding a series of reviews of insurgency/counterinsurgency/contemporary civil war boardgames at PaxSims. You'll find the first two here:

    Liberia: Descent into Hell (2008)
    Battle For Baghdad (2009)

    While you can typically find many more reviews in places like BoardGameGeek, we focus on the potential usefulness of such games in education and professional training settings. Comments welcomed!
    They mostly come at night. Mostly.


  13. #13
    Council Member nichols's Avatar
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    Quote Originally Posted by ericmwalters View Post
    I do have some curriculum for TACOPS, by the way, to teach MCPP/IPB. Used to do that with version 2.1.2 way back when. The curriculum development was a cooperative effort between Center For Naval Analyses and Ground Intelligence Office Course instructors at the Navy-Marine Intelligence Training Center when we did this back in 1999/2000....
    Sir, We need the curriculm for TacOps as soon as possible, that is one TDS that is lacking current use requirements.

    I see that you have registered on the TacOps portion of the TMSC website, you can get MAGTF XXI and CCM there also but you need to register on all sites within the domain.

    These three TDS will work on NMCI machines.....but they are NMCI tolerant only. They will work on NMCI computers on the same LAN ie Quantico vs Quantico but not Quantico vs Lejeune. We haven't officially put them into the NMCI system.

    Please let me know the next time that you are up here, we'll get a full blown demo at TechDiv.

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    Council Member nichols's Avatar
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    Quote Originally Posted by ericmwalters View Post
    Going to the TECOM website gave me no clues on how to do this.
    Sir,

    TechDiv's website is here:

    https://www.intranet.tecom.usmc.mil/...v/default.aspx

    You need to have your CAC certs on the computer to view the site.

  15. #15
    Council Member ericmwalters's Avatar
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    Default Games on the American Insurgency, 1775-1783

    As long promised, here are some capsule summaries of games on the American War for Independence. All tend to focus on the purely military aspects of the conflict, with little of the economic or truly political strategic threads which were important considerations in the real war. Nevertheless, such games are worth playing for insights into classic insurgency/counterinsurgency from a military standpoint.

    1776 (The Avalon Hill Game Company, 1974). For many years this was the only popular wargame on the topic, rivalled only by SPI's American Revolution game. While there are a number of scenarios covering some of the famous campaigns, these are only "training wheels" for the campaign game covering the entire war--this takes quite a long time for two players to complete as each turn covers a month. The British and Tory Militias seem to have the edge until the Loyalist player realizes he has a great deal of terrain to occupy which tends to negate his numerical superiority; while the Rebel Militia and tiny Continental Army (victim of Winter Attrition in the northern states) are small, they tend to be a bit more nimble inland and can evade most Crown sweeps to fall upon smaller outposts. The Americans receive a good boost when the French show up--particularly with the French fleet which complicates British maneuvers up and down the coastline. The focus on the system is on operations and strategy and is designed to force the players to aim for maximum militia recruitment for their particular side from quarter to quarter. Tactical cards add a bit of color and uncertainty--to say nothing of time--to resolving combats, and create good bit of tension. The leader variant available online is recommended to spice up the game even further. Despite gracefully aging, 1776 could do with a second edition incorporating more "Miranda-esque" considerations on politics and economics. Still, it's recommended if you can find a copy.

    You can take a gander at the components here.

    You can follow the CONSIMWORLD FORUM discussions on the game here.

    American Revolution (Simulations Publications, 1972). While an early area movement game, this simulation plays much faster than 1776 and covers the war at the primarily strategic level. Operational/campaigning aspects are heavily abstracted when compared to the Avalon Hill game. While good in its day, other games (notably We The People and Liberty) would seem to have eclipsed it given the scale. Best wrinkle in the game are the victory conditions for the American Player--to bring in the French and to win the game, various numbers of clear victories in battle must be won.

    Check out the game components here.

    Read up on the CONSIMWORLD FORUM discussions here.

    13: The Colonies In Revolt (Simulations Publications, Incorporated, 1985). This is perhaps the only serious rival to 1776 as of this writing. While the map is something of a graphical disaster, this Strategy and Tactics magazine game (Issue #104) is a hidden gem. Leadership is covered and the game plays faster than 1776, although perhaps not fast enough compared to other available titles. The emphasis here is on strategic decisionmaking but the operational-level is nevertheless covered adequately enough.

    Game components can be seen here.

    Discussion about the game is available here.

    We The People (Avalon Hill Game Company, 1994). Probably the most fun and most accessible wargame on the War for American Independence ever made. Quick play combined with an emphasis on card driven event/activation mechanics and political control of colonies make for a tense, exciting experience that nevertheless captures the essentials of the war. This was the title that provided the foundation for the current trend in Card Driven Games (CDGs) that include popular titles such as For The People, Wilderness War, Paths Of Glory, and many others. Some may have difficulty describing this game as a pure wargame compared to some of its brethren on this list, but a wargame it definitely is. Most definitely focused on the strategic level, with campaigning concerns heavily abstracted. Still a favorite at game conventions and tournaments, attesting to its interest level and replayability. Most recommended.

    You can look at the components here.

    You can read about what people say about the game here.

    Liberty: The American Revolution (Columbia Games, 2003) Another in its series of block games, this recent title plays quickly and--as does Columbia's other titles--provides some tension in its limited intelligence aspects. For quick play and excitement, it rivals (but does not supplant) We The People. As with that title, the focus is on the strategic aspects of the war. While the game has cards, it lacks the color that cardplay provides in the Avalon Hill work. Nevertheless, it's a good replication of the problems and prospects of the purely military applications in insurgency/counterinsurgency at that level--and in simulating the psychological pressures of the commanders involved (e.g., both players constantly think they are losing)--it perhaps has no peer.

    Look at the game components here.

    Follow what people have to say about the game here.

    As a nod to the 2006 and 2007 Revolutionary War Wargame Convention (RevCon) champion--Dr. Donald Hanle, currently a professor of Asymmetric Warfare at the National Defense Intelligence College--I'd like to mention that both We The People and Liberty are played at that tournament venue, usually in conjuction with PrezCon in Charlottesville, Virginia. Don also has an excellent book entitled Terrorism: The New Face of Warfare; I say this so that you won't be discouraged by the primarily military aspects of the American War for Independence covered by these games. Perhaps someday Joe Miranda or another enterprising designer will do justice to the full political, economic, and informational complexity of that war. Any takers?

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    Default simulating war-to-peace transitions

    Some years ago, when I started teaching a couple of courses in peacebuilding (one undergraduate, one a graduate seminar), I ran into the problem of how to get beyond the reading materials to highlight the "fog of war/peace operations"--issues of negotiation, CIMIC, donor coordination, peacekeeping, challenges refugee repatriation, development, information shortfalls and overload, etc (and particularly the highly political and sensitive nature of these interlinked tasks).

    To address this, I started running a civil war simulation over several days, in which students played the role of the local government, various opposition/insurgent groups, donors, diplomats, NGOs, the press, UN agencies, peacekeeping contingents, etc. It was more or less a free kriegspiel, with minimal rules and actions subject to CONTROL's adjudication of effect. The SIM starts with a deliberate hurting stalemate, with no actor easily able to gain military supremacy so as to encourage negotiations (and to prevent it from degenerating into a giant game of RISK).

    The class has now grown (to about 120), the simulation has stretched (to 12+ hours a day for a full week), conducted face-to-face, by email, telephone, SMS, podcasts, and over IM and VoIP connections. This covers 7 months of simulated peace operation (1 hour = 1 day). Its not unusual for enthusiastic students to put in 18 hours a day during SIM week (yes, we simulate burnout too!)

    The downside is that this involves me monitoring about 10-11,000 emails over this period (I live in my basement in front of my mac that week).

    The upside is that its become enormously complex and dynamic, nicely simulating the complexity of war-to-peace transitions. Over the years students have also contributed a rich historical background: in addition to their briefing papers, there are fake CIA Factbook entries, fake newspaper articles, songs set in the simulation universe, fake BBC video reports, even a fake e-Bay page and a regional soccer league. There is also quite a campus oral tradition about it too (including ethnic cuisines, regional accents, sayings, and gender relations), creating a fairly vibrant cultural "universe" within which peace negotiations, PKO deployment, aid activities, etc. take place There is also quite bit of Pythonesque humour that arises in the course of a SIM, which might seem odd to military wargame practitioners, but in my view is important to engage student interest for 7 straight days during what is often the busiest time of the year.

    If anyone is interested, they'll find last year's simulation website here.

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