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  1. #1
    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?

  2. #2
    Council Member nichols's Avatar
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    Default

    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.

  3. #3
    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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