File No.: TL1NBI
Date: DEC 94

LESSON PLAN

U.S. ARMY INTELLIGENCE CENTER AND FORT HUACHUCA
Fort Huachuca, Arizona 85613-7000

Course No.: 3-30-C20-35D (MIOBC)

Author of LP: CPT SMITH

TITLE OF INSTRUCTIONAL EVENT: DST/WARGAMING (Defense)

Administrative Data-

1. Type and length of Instruction: 2IC + 7PE2 = 9 hours
2. Optimum class size: 42
3. Department Approval: Date:

Revision Approved: Date:

4. DOTD Approval: Date:

Revision Approved: Date:
5. Classification: UNCLASSIFIED
6. Class Site: Class requires student to work in small groups and on large map during PEs (large classroom required).
7. Number of Instructors: Two primary instructors to teach and monitor the class; two assistant instructors during the PEs and to take briefings from the students.
8. Evaluation Strategy: Student checks and quizzes, PEs following individual blocks of instruction throughout the class. Tested on TLAHBT (Defense Exam).
9. Sequencing: After DST/Wargaming.
10. Transportation: N/A
11. Aircraft: N/A
12. Communication: N/A
13. Troops/Support Personnel: N/A
14. Weapons/Ordnance/EOD: N/A
15. Mess: N/A
16. Medical: N/A
17. Student-supplied Uniform and Equipment: Duty uniform. Students will be required to have water-soluble marking pens (vis-a-vis).
18. Other Equipment: N/A
19A. Instructor References: ST 100-9, The Command Estimate Process, Jul 93 (U); FM 34-130, Intelligence Preparation of the Battlefield (U), May 89; FM 100-5, Operations (U), June 93; FM 6-20-10, The Targeting Process, Nov 89 (U).
19B. Student References: FM 34-130, FM 100-5; SO 46100 (U) Dec 88; SH 42100 A, B, C (Doctrinal Templates) (U) Dec 88.
20. AV equipment/training aids: 35mm slide projector, overhead projector demonstration map board with multiple overlays/templates, FALOP kit.
21. Critical Tasks:
01-3353.01-0025 Evaluate enemy capabilities
01-3353.08-0100 Develop an event template based on a situation
template
01-3353.08-0370 Develop a Decision Support Template
01-3353.08-0370 Identify Target Areas of Interest (TAIs)
01-3353.08-0370 Identify Decision Points (DPs)
01-3353.08-0370 Determine and depict Time Phase Lines (TPLs)
22. Other Tasks Trained: N/A
23. TLO/ELO: N/A
24. Revision Justification and date: New re-flow; formatted 16 NOV IAW USAICS Memo 350-22, NOV 90.
25. Training Material Impact: N/A
TITLE OF INSTRUCTIONAL EVENT: DST/WARGAMING

Instructor Notes Lesson Script NOV 94

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1. INTRODUCTION:

SLIDE 1: DST/WARGAME a. Lesson Tie-in: We have talked previously about the need for synchronization. In this class we will show you one of the tools the S2 uses to help synchronize his efforts with those of the rest of the staff and the S3 in particular. We will also look at ways to evaluate the courses of action both friendly and enemy that you developed earlier. Wargaming needs to be conducted honestly with a strong adversarial enemy player. Prior to World War II, the Japanese wargamed the attack on Pearl Harbor and discovered that one of its Sequels would be an engagement near an island called MIDWAY. This engagement resulted in two Japanese aircraft carriers being sunk by US carriers. A halt was called in the game. Screaming admirals insisted that the Americans could never sink a Japanese carrier and forced the umpires to refloat the ones that had been sunk. This comes under the heading of "lessons lost."

b. Objective: As a result of this instruc-tion, students will, in an all-source intelli-gence environment, be able to apply the principles of a decision support template to a defensive scheme of maneuver IAW the current graduation criteria.

c. Safety Considerations: There are no specific safety consideration for this block of instruction.

d. Purpose: You must be prepared to present intelligence information to the commander and the S3. One of the principle means of doing this is through the DST and the wargaming process. This class is intended to assist you in being able to apply everything you have learned to date in tactical intelligence and in threat to a wargame.

e. Procedure: You will be given detailed
Note: Use assistant instruction on how to wargame and prepare
instructors to assist a decision support template.
the PEs and to take After two hours of instruction, you will be
briefings. given six hours to wargame the friendly and enemy courses of action you have developed.


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SLIDE 2: DEFINITION 2. DEVELOPMENT:

a. WARGAMING: Wargaming is a conscious attempt to visualize the flow of a battle, given friendly strengths and dispositions, enemy assets, and possible courses of action, and a set piece of ground. Wargaming is a method of analyzing friendly courses of action. We will come back shortly to explain how to use wargaming to develop the DST. A properly wargamed DST tells subordinates WHAT to do and results in a mission type order. A Mission Type Order is used to distinguish a brief type of order that, for instance, tells the engineer "conduct countermobility along PL Red" from one which would detail individual obstacles in order of priority. It is the difference between telling subordinates WHAT to do and HOW to do it. We believe it is possible to go through the command estimate process very rapidly by proceeding from mission analysis to wargaming a single course of action and from there directly to the production of the order. TIME IS NEVER TO SHORT TO DELETE WARGAMING. THIS IS HOW WE SYNCHRONIZE THE BATTLE.


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SLIDE 3: PRODUCTS b. The two major products that will come out of wargaming will be the Decision Support Template (DST) and the Synchronization Matrix.

(1) The Decision Support Template

(a) The Event Template provides the basis for the DST. The DST is essentially a combined intelligence estimate and operations estimate in graphic form. It relates the detail of the event template to decision points that are significant to the commander, and identifies critical battlefield areas, events and activities which require tactical decisions by time and location. The DST does not dictate decisions to the commander, but indicates points where a decision may be required.

(b) Development of the DST is the function of the commander's targeting team, the G2/S2, G3/S3, and the targeting officer (FSCOORD/FSO). However, to be complete and effective, the DST must be developed as a result of a total staff effort. The G4/S4, Air Liaison Officer, S3 Air, ADA staff officer, Engineer staff officer, Intelligence and Electronic Warfare Staff Officer, aviation officer and NBC officer all have roles to play. The most effective way to bring the staff together and get input to the DST is in wargaming. The DST cannot be complete until wargaming has taken place.

(c) The DST is used at several points during the command estimate process.

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SLIDE 4: TAIs

(f) Target Areas of Interest (TAIs). The area here we can delay, disrupt, destroy, or manipulate the enemy force by attacking the enemy's HVTs are identified as Target Areas of Interest (TAIs). A TAI is an engagement point or area, usually along an avenue of approach or mobility corridor, where the interdiction of an enemy force by fire, maneuver, or jamming will reduce or deprive that force of a particular capability. From the standpoint of the Intelligence Estimate TAIs may correspond to Enemy Vulnerabilities.

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SLIDE 4: HPT-PIR-NAI-DP-TAI When the commander chooses to attack an HVT in a TAI the HVT becomes an HPT. When an enemy force or element is attacked in a TAI a vulnerability is exploited. TAIs are a short-hand for factors that will be shown as other things on other graphics. On the operations overlay, TAIs may correspond to engagement areas or objectives. On the engineer overlay, TAIs may correspond to targeted bridges, to obstacles and other engineer targets. On the fire support overlay, they may correspond to targets or target groups and series. TAIs are numbered for reference. TAIs can be identified either as point or area TAIs.

(g) Battle Command. In this area movements of Command Posts and other activities directly related to C2 are recorded.


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SLIDE 5: WARGAMING RULES

The rules for wargaming are established to ensure that everything that will impact on the battle is included.

(1) List all advantages and disadvantages

(2) Remain unbiased

(3) Avoid drawing premature conclusions

(4) Avoid comparing COAs

(5) Continually assess the feasibility of the COA. Any time it fails to meet mission requirements it must be discarded.


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SLIDE 6: WARGAMING STEPS

(1) Wargaming steps.

(a) Gather the Tools

(b) List all Friendly Forces

(c) List Assumptions from Mission Analysis

(d) List Known Critical Events and DPs

(e) Select a Wargame Method

(f) Select a recording Technique

(g) Wargame and Assess the Results


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SLIDE 7: STEP 1 * 1. Gather the Tools.
Commander selects the enemy COAs he desires to wargame.
Select friendly COAs.
Post the map with AO and AI.
Post the enemy template to the map (S2)
Post current friendly unit dispositions.

Terrain Analysis
Enemy Situation and Capabilities including available combat multipliers
HVTs available to the enemy at any given point in the battle


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SLIDE 8: STEP 2 * 2. List All Friendly Forces.
Should be available from Mission Analysis
Don't forget CAS, AI and artillery
IF TIME IS SHORT, consider only the forces that will have the highest probability of influencing the outcome. It may be limited to COMBAT UNITS.


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SLIDE 9: STEP 3 * 3. List the Assumptions.
The validity of each assumption is tested against the question, "Is the assumption absolutely necessary for the solution of the problem?" or "Would the result change if the assumption were not made?" If the answer is "No," the assumption is not necessary. Assumptions may eliminate certain enemy courses of action. One baseline assumption is often that the enemy will attack. This screens out capabilities such as withdraw, retreat, run away, and cross the border to party. Do not assume away enemy options and flexibility, however. Do not assume away the problem or paint an improbable worst case situation.

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SLIDE 10: STEP 4 * 4. List Known Critical Events and Decision Points.
Critical events are normally those specified or implied tasks the completion of which are essential to mission accomplishment and which the the judgement of the war gamer, require detailed analysis. Decision Points are where dicisions must be made to ensure timely execution of missions and synchronization of resources to achieve desired results.

SLIDE 11: CRITICAL EVENTS Critical Events Include:

OFFENSE

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Passage of Lines
Breaching of main obstacle belt
Penetration of defensive positions and/or belts
Reaction to counterattack forces
River Crossing
Seizing the objective
Use of Reserves
Deep Operations

DEFENSE
Deep Operations
Destruction of first-echelon forces
Destruction of follow-on forces
Commitment of counterattack forces or reserve
Battle Handover

Other critical events and decision points may be determined during the wargame. For instance, if we are defending, critical events we have listed for the offense when taken from the enemy perspective may be points of vulnerability for the enemy that are critical to us as well.

There will be times when the list of critical events and decision points may be too long to manage. The analyst must then reduce the list to one that is manageable in the time available for war gaming. This process requires military judgement to determine which have the highest probability of changing the outcome of the battle and then restricting the wargame to only those key critical events and decision points. The critical events are what we will wargame. The implication is that events in between critical events will work out well if the critical events are taken care of properly. These are the points at which we will focus our synchronization efforts.


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SLIDE 12: STEP 5 * 5. Select a Wargame Method. In previous classes (Course of Action Development) we talked about the three methods:

1) Avenue in Depth

2) Belt

3) Box

SLIDE 13: AVENUE IN DEPTH 1) Avenue-in-depth

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We use this method to look at all the forces that will attack our forces along a particular avenue of approach. This includes all reinforcements.


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SLIDE 14: BELT 2) Belt

We use the belt method to look at all the forces at a particular time in the battlefield. What is happening at H hour? What is the force ratio at H+1? This allows the commander to look at all the forces that will be moving into his sector at any time.


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SLIDE 15: BOX 3) Box

We use the Box method when we want to concentrate on a small portion of the battlefield. This allows the commander to look closely at individual critical events.


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SLIDE 16: STEP 6 * 6. Select a Technique to Record and Display the Results.

There are two methods: Narrative and Sketch.

Narrative: Describes the sequence of events in sentence form.

Sketch: Describes the sequence of events in in a series of brief notes concerning critical locations, requirements, or tasks.

We are going to use the DST as our technique of recording and displaying results. To do that we will make some minor modifications. First, in order to be ready for the Wargame, the S2 should have the following posted to the DST:

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SLIDE 17: STEP 7 (2) Wargaming: Wargaming consists of considering three elements:

ACTION, REACTION, COUNTERACTION:

Fire Support line the recorder notes 15 minutes prior to the critical event "SMOKE TAI 1 THRU 6." The enemy systems (HVTs) we are attacking have now become HPTs.

The FSO also notes that the lead company, Co A, our main attack, will be in the best position to direct artillery fires. So we also record "PRIORITY OF FIRES TO CO A."

We continue until we have suppressed, limited or delayed all of the enemy's reaction or as much as we can.

  • MODIFYING THE COURSE OF ACTION: If we don't reach a point where we feel we can defeat the enemy as a result of our action and counteraction, we may at this point abandon our course of action, or more likely if time is short modify it to provide more focused combat power or more combat multipliers.
  • COMPLETE THE WARGAME: Complete the wargame by gaming the remaining critical events in the same manner.
  • WARGAME AGAINST OTHER ENEMY COAs: A friendly course of action may have been created to defeat a specific enemy course of action, but in order for us to select a course of action to turn into an order it should be capable of defeating all probable enemy courses of action. To determine this we wargame all enemy courses of action against our friendly course of action. The simplest way to do this is to retain the DST we used for the first wargame and record the results of the second wargame in a different color: say black for the first wargame and blue or red for the second and third.

You will find that subsequent wargames go much faster than the first. Many actions and reactions will be the same or very similar. There will be no need to record a change since there is none. You will also find that the new enemy course of action may force the commander to make decisions: Do we send the reserve to point A or point B? Some of these will become adjustments that we make to the course of action; many others will require decisions during the battle. These will be reflected with decision points in the DST and matrix. They will result in BRANCHES.

The S2 must also remember the enemy equivalent of branches. If we neutralize, delay or limit some of the enemy's HVTs, we must remember that he has FAILURE OPTIONS. These will result in

modifications to the enemy course of action even as we wargame it. For instance, the enemy might be attacking to cross the FULDA River. We identify as an HVT his GSP ferries and attack them successfully as an HPT. The S3's next critical event is our counterattack into an objective four kilometers to our side of the river. The S3 says, "Hey, we stopped him at the river; I guess that finishes this wargame." The S2 needs to respond, "No, if he doesn't make it with the GSPs, he'll bring up his bridges; it'll take him one hour to bring up the bridges and a half hour to put them in." This also generates a Branch.

Terrain Analysis for the AO and AI
Enemy Situation and Capabilities
HVTs for each critical event
TPLs and Synchronization Matrix (blank)
Possible Enemy Courses of Action

Friendly Courses of Action
Friendly Forces Available
Combat Multipliers
Assumptions
Critical Events
Wargame Technique