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View Full Version : An In-Depth Look at War Simulations used by the USA Command & General Staff College



Crazed Rabbit
11-24-2012, 19:21
A great and very extensive interview at Rock Paper Shotgun: (http://www.rockpapershotgun.com/2012/11/16/interview-james-sterrett-professional-wargamer/)


Americanians, did you know that 0.000000000323% of every dollar you pay in tax is spent ensuring a man in Kansas by the name of James Sterrett gets any PC wargame he desires? Recently I crossed Flare Paths with this mysterious freeloader and asked him to justify his lavish government-funded strategy habit. He pointed out he was Deputy Chief, Simulations Division, Digital Leader Development Center, at the Command & General Staff College, Fort Leavenworth and the games in question were used to hone and assess the skills of the US Army’s captains, majors, lieutenant-colonels, colonels, and planners. Totally unfazed, I stared at my shoes for a bit then mumbled “Ah. Right. I see.”

It turns out that James’ sizeable wargames budget has some sizeable strings attached. In addition to the fun-sounding stuff – organizing the College’s game-based exercises, and researching new software (“We are all encouraged to look for new simulations. If they look promising, or if they seem to have something we can learn from them, then the examination may be pretty detailed. For example, we spent a couple of Friday afternoons this fall playing GMT’s boardgame Andean Abyss”.) his employers also expect him and his team to train other trainers, and do a whole heap of mundane administrative stuff. Reluctantly shelving my Pulitzer dreams and “PENTAGON PAYS MAN TO PLAY COMBAT MISSION ALL DAY” headline, I set about finding out a little more about Dr. Sterrett and his intriguing relationship with digital warfare.

This interview has a lot of great information on the use of simulations, retail and otherwise, used to train officers in the US military, the differences between simulations and games, how people approach playing games for fun vs a simulation, and effective planning among staffs.

CR

Hooahguy
11-25-2012, 22:44
Always had a hate-love affair with Combat Mission Shock Force.
Great little game, but absolutely frustrating at times. Really forced you to plan a mission like a real commander would. I remember when I still played it, I printed out a topographical map of the mission I was working on and would plan out different methods of attack during my more boring classes in high school. I think I kept at one mission until I was able to get myself down to zero casualties, and when that happened it was pure satisfaction.

CountArach
11-26-2012, 12:48
Really interesting article CR.

I'm a bit disappointed that the article didn't mention HistWar in terms of command delay - it can take hours for battle plans to take effect. It does make me want to play Scourge of War, however. I loved Take Command: 2nd Manassas, which was the spiritual predecessor to this one (with 1 of the same lead devs) and I've only heard even better things about this.

Montmorency
12-25-2012, 00:06
Here are a couple of academic papers on this subject respecting my boy, TOAW3.

Unexpected game calculations in educational wargaming: Design flaw or beneficial to learning? (http://www.digra.org/dl/db/11310.31521.pdf)

THE STUDY OF MILITARY HISTORY THROUGH COMMERCIAL WAR GAMES: A LOOK AT OPERATION CRUSADER WITH THE OPERATIONAL ART OF WAR (http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA397321)