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Tactical Training Group Pacific (TacTraGruPac) conducted the war-game portion of BFIT 88-2 from 21 to 24 March 1988. One of the most complicated games ever attempted on the enhanced naval warfare gaming system (ENWGS), BFIT 88-2 was a distributed game among players located at the host site. TacTraGruPac in San Diego, California, and two remote sites. Twenty-four ENWGS player stations were involved at each remote site. For this game, TacTraGruPac was augmented with three additional player stations shipped from East Coast sites. Voices from remote sites were connected through four digital, secure voice channels originating at TacTraGruPac. Data from remote sites were connected through a secure Digital Data Network.
BFIT is sponsored by Commander Third Fleet and 88-2 was last in a series of three war games, spanning the theater level to the tactical level. In the first two games, two battle groups, a Third Fleet force and a Seventh Fleet force, secured the sea lines of communication and conducted follow-on power projection strikes. In this third game, the two battle groups joined forces to complete the power projection strikes and achieve air superiority in support of an amphibious landing conducted on the last day of the game. The game structure consisted of approximately 600 sea and land units, with aircraft contributing to the track count as they were launched.
Major Commanders represented in this game included Commander Third Fleet (the game’s sponsor), TacTraGruPac (the game’s host), Commander-in-Chief Pacific Fleet, Commander Seventh Fleet, Commander Submarine Forces Pacific, Commanding General I Marine Expeditionary Force, Commander Special Warfare Command, Commander Cruiser-Destroyer Group Five, Commander Carrier Group One, Commander Carrier Group Three, Commander Service Force Group One, Commander Antisubmarine Warfare Forces Third Fleet, Commander Mine Warfare Group One, Commander Amphibious Group Three, Commander Submarine Group Five, Commander Special Warfare Group One. Commander Tactical Air Control Group One, Commander Amphibious Squadron Five, Commander Carrier Air Wing Fifteen, Commander Carrier Air Wing Two, Commander Patrol Wings Pacific, Commander Destroyer Squadron Seven, Commander Destroyer Squadron Seventeen, Commander Special Operations Pacific, Fleet Deception Group Pacific, Commander Mine Division Five, the USS Ranger (CV-61), and the USS Bunker Hill (CG-52). In addition, the Naval War College, Tactical Training Group Atlantic, TacTraGruPac Reserve Unit 119, and CinCPacFlt Re' serve Unit 119 provided game-support personnel from their commands necessary for the full complement of support required for a game the size of BFIT 88-2.
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Scott A. Boorman, The Protracted Go'[1] ajid
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2Porter, p. 29.
cally or randomly. Suppose in a particular situation the computed probability of kill (Pk) is .6. In game processing, this Pk = .6 is compared to a reference: if the Pk is greater, a kill is scored, and if less, a miss is scored. In deterministic play, the reference is fixed before the game begins, so any situation that results in a Pk greater than the reference always results in a kill. In random play, the reference is not fixed, but is a random number selected for each situation, and the Pk might be greater than the random reference and it might not. The concept of an uncertain event permeates ENWGS, applying to all phases of play—sensor detections, weapon employment, aircraft launch, and equipment operation.
When ENWGS acts as an impartial umpire, the game control function is smoother because the director, facilitators, and staff make fewer decisions, and make them by exception, allowing them to devote more time to orchestrating the game. But the automatic processing aspect of ENWGS is sometimes criticized, because it eliminates some decisions that the player has had to make elsewhere and has come to regard as essential. With ENWGS, the approach is to eliminate details in favor of emphasizing the more complex decisions that must be made. Electronic surveillance measures bearing lines, for example, are listed on an AStaB but not displayed on the GeoTac. ENWGS assumes the correlation and fixing function, and presents the player with an evaluated track on the GeoTac. The lack of bearing lines on the GeoTac bothers some players but these lines represent a relatively mechanical function compared to the decisions that the player must make once the track is detected and fixed.
The second complaint the game director faces is more difficult to handle. For one reason or another, a player will bring an antiwar-gaming bias to the game. Whether the negative bias is for the game at hand or war-gaming in general, if the player possesses significant influence, he can undermine the game overtly or covertly. The worst occurs when the sponsor or a valued assistant is openly antagonistic or cavalier. Directors, however, welcome a healthy, honest, “show-me” attitude because such individuals tend to play earnestly, and the value of the game rests in earnest play.
The largest game played to date at Tactical Training Group Pacific has been a two dual-carrier battle force game. The smallest has been a six-submarine, four- ship antisubmarine warfare exercise preplay game that involved P-3C and S-3A shore-based aircraft. In this game.
blue submarines were played qd>te cessfully as individually captain011 1 forms. kj!is
The ability to test plans and while pushing a scenario to its lim|ts’eXjSt weapons-free environment, does in peacetime seagoing exercises- are artificialities both in the EN ^ut game floor and in seagoing exercis0*^, the two complement each other. By ^ ^ sures of time, dollars, and blood °gntfie decks, it is better to make mistakes game floor first.
York: Oxford University Press, 1969);
Elizabeth Morris, The Game of Go (New pof' American Go Association, 1951); anti Davj Thc ter, Origins of Military Wargaming, Uy0| !$• Bulletin of Military Operations Research.
No. 3, September 1987).
3Robert McQuie, What Good is a Man in Phalanx, The Bulletin of Military Opcra[' search, Vol. 20, No. 2, June 1987, page
172
1 at *
Commander Nebiker is currently empl°yc ^j Systems, Inc., where he designs, conducts. ^ uates war games on the Navy’s enhanced ^)Up P3' fare gaming system at Tactical Training carfier cific. He retired in 1987 after 20 years 1 aviation (E-2A/B/C) and has two master ^^tic3* from the Naval Postgraduate School engineering and material management. H lished articles in other journals.