DTD-WGM-001
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Wargaming & After Action Methodology
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Tactical · Operational · Strategic
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Seminar · Tabletop · Computer-Assisted
DTD-WGM-001 · Module 01
Introduction & Definitions

Wargaming is a structured analytical and educational tool used across defence organisations to explore military problems, test plans, train decision-makers, and generate insight — without the cost or risk of real operations.

Authoritative Definition — DoD / NATO

A wargame is "a simulation, by whatever means, of a military operation involving two or more opposing forces, using rules, data, and procedures designed to depict an actual or assumed real-life situation" — US DoD, Joint Publication 5-0, Joint Planning (2020). NATO's Allied Command Transformation defines it as a "decision-making exercise representing a conflict or operation" used for planning, analysis, or education.

Why Wargame? Core Rationale
🎯
Decision Support
Expose commanders and planners to complex decisions under uncertainty, revealing assumptions and gaps in plans before execution. Wargaming is institutionalised in the Military Decision-Making Process (MDMP) and NATO's Operational Planning Process (OPP).
🧠
Education & Training
Develop cognitive flexibility, operational thinking, and joint/combined arms understanding in officers and staff — from tactical junior leaders to strategic-level flag officers — at a fraction of field exercise cost.
🔬
Analysis & Research
Generate qualitative and quantitative data on doctrine, force structure, technology options, and concept development. Essential for defence acquisition, concept experimentation, and futures analysis.
Wargaming vs. Related Activities
Activity Purpose Adversarial? Live Forces? Wargame?
WargameExplore conflict, test decisions✔ Yes (red/blue)✗ No✔ Yes
Exercise (FTX/CPX)Train units, validate proceduresPartialOften yes✗ No
SimulationModel a system or processOptional✗ NoPartial
Modelling & Analysis (M&A)Quantitative performance assessmentOptional✗ No✗ No
Staff RideLearn from historical battlesHistorical✗ No✗ No
Red TeamingAdversarial perspective analysis✔ Yes✗ NoPartial
Historical Context
Origins of Analytical Wargaming

The modern wargame traces to Kriegsspiel (War Game), developed by Prussian officer Georg von Reisswitz Jr. in 1824 and adopted by the Prussian Army. Its institutionalisation is credited with contributing to Prussian operational success in 1866 and 1870. The Japanese Imperial Navy used tabletop wargames to plan the Pearl Harbor attack in 1941. The US Naval War College has conducted wargames continuously since 1887. [1][2]

DTD-WGM-001 · Module 02
Wargame Typology

Wargames are classified by purpose, representation method, and degree of human–computer interaction. Understanding typology is essential for selecting the correct format for a given problem set.

Primary Classification: By Purpose
📚
Educational / Training
Designed to develop individual or collective competency. Participants learn doctrine, procedure, decision-making frameworks, and inter-agency coordination. Outcomes are measured by the quality of participant thinking, not "winning."
📋
Analytical
Structured to answer specific research or planning questions. Data collection, structured observation, and post-game analysis are paramount. Used in defence acquisition, concept development, and force design. [3]
🔭
Experimental / Exploratory
Used in Concept Development & Experimentation (CD&E) to explore emerging technologies, novel operational concepts, or future threat environments where ground truth is absent or highly uncertain.
Secondary Classification: By Format
Seminar Wargame (SWG)

A structured discussion-based format where participants explore a scenario without formal moves, adjudication rules, or scoring. Facilitated by a moderator. Highest human bandwidth; lowest structural rigour. Ideal for concept exploration, policy-level problem framing, and multi-stakeholder engagement (military, government, industry).

Advantages
• Low cost and rapid setup
• High participant count feasible
• Excellent for surfacing assumptions and mental models
• Flexible — can pivot based on discussion
• No specialised software required
Limitations
• No formal adjudication of outcomes
• Dominated by senior voices (rank bias)
• Difficult to replicate or control for variables
• Less useful for quantitative data generation
• Groupthink risk without skilled facilitation
Typical Applications

Strategic policy workshops · Inter-agency coordination exercises · Futures and horizon-scanning seminars · Early-stage doctrine development · Executive decision-maker sensitisation

Seminar Wargame — Role & Rank Architecture
SPONSOR / CLIENT Director General · Secretary of State · CDS LEAD FACILITATOR Brig Gen / Rear Adm · O-7 or SES RED CELL Adversary SMEs Lt Col – Brig Gen · O-5/O-7 BLUE CELL Policy / Operational SMEs Maj – Lt Gen · O-4/O-9 OBSERVERS / RAPPORTEURS Analysts · Scribes Capt – Col · O-3/O-6 UNIT AGGREGATION CONSIDERED Conceptual / National · Theatre · Whole-of-Government · Alliance · No fixed echelon NO FORMAL ADJUDICATION
Tabletop Wargame (TTX)

A turn-based format using maps, counters, or physical/digital boards. Opposing teams (Blue Force, Red Force) submit moves that are formally adjudicated by a Control cell (White Cell / EXCON). Results are communicated and a new game state established. Provides structured adversarial interaction with moderate data fidelity. [4]

Advantages
• Structured adversarial interaction
• Formal move/counter-move record
• Moderate fidelity without heavy IT infrastructure
• Adaptable to tactical, operational, or strategic levels
• Builds shared situational understanding in teams
Limitations
• Adjudication quality depends on EXCON expertise
• Time-intensive for full campaign games
• Limited dynamic environment representation
• Participant bias toward tactical over operational thinking
• Replication across iterations is laborious
Typical Applications

Campaign planning analysis · Staff officer training · Operational planning MDMP step 5 wargaming · Joint task force coordination · Concept validation against red force

Tabletop Wargame — Role & Rank Architecture
WHITE CELL — EXCON Game Director · Chief Umpire · Adjudicators Col – Maj Gen · O-6/O-8 | SME equivalents RED CELL Adversary planners / SMEs Maj – Brig Gen · O-4/O-7 BLUE CELL Friendly force staff team Capt – Lt Gen · O-3/O-9 OBSERVERS / DATA CELL Analysts · Scribes · Sponsors Capt – Col · O-3/O-6 MOVE MOVE → ADJUDICATE → NEW GAME STATE UNIT AGGREGATION SCALE Platoon Company Battalion Brigade Division ← LOWEST ECHELON HIGHEST ECHELON →
Computer-Assisted Wargame (CAW)

Uses simulation software to automate adjudication, track game state, model physics/logistics, and generate after-action data. Ranges from constructive simulation (all entities simulated) to human-in-the-loop hybrids. Examples include JCATS, OneSAF, COMBATXXI (US), JTLS (NATO), and CASPIAN. [5][6]

Advantages
• Consistent, scalable adjudication
• Rich quantitative data generation
• Replicable runs for statistical analysis
• Can model thousands of entities simultaneously
• Integrates terrain, weather, logistics, EW effects
Limitations
• High cost and specialist operators required
• Model fidelity creates false confidence
• "Black-box" adjudication reduces transparency
• Limited cognitive/human decision fidelity
• Scenario setup time can be weeks
Typical Applications

Force structure analysis · Acquisition requirements testing · Brigade/division-level training exercises · Intelligence community threat modelling · M&S validation and verification

Computer-Assisted Wargame — Role & Rank Architecture
SIMULATION ENGINE Automated adjudication · Physics / attrition models · Game state SIM OPERATORS / TECH CELL Sgt – Capt · NCO / O-3 specialists EXCON / DIRECTOR Maj Gen – Lt Gen · O-8/O-9 RED CELL Adversary SMEs / OPFOR Col – Brig Gen · O-6/O-7 BLUE CELL Friendly HQ staff Lt – Brig Gen · O-1/O-7 DATA / ANALYSIS CELL ORSAs · Analysts Civ / O-3 – O-5 SPONSOR Observer GS/SES / O-9+ UNIT AGGREGATION — ENTITY RESOLUTION Individual Squad Company Brigade Corps
Format Selection Matrix
CriterionSeminarTabletopComputer-Assisted
Setup TimeDaysWeeksMonths
CostLowModerateHigh–Very High
Data FidelityLowModerateHigh
Human InsightHighestHighModerate
Adversarial RigourLowModerate–HighHighest
ReproducibilityLowModerateHigh
Participants Required5–100+10–6010–500+
DTD-WGM-001 · Module 03
Objectives, Learning Outcomes & KPIs

Defining clear objectives before design begins is the single most critical determinant of wargame success. This module also covers cost bands by format, the interleaving cadence across levels of war, and the KPIs, Measures of Performance and Measures of Effectiveness applicable at each level.

Critical Principle — Objectives First

RAND guidance states that "the most common reason wargames fail is that sponsors and designers do not agree on objectives before design begins." Every subsequent design decision — scenario, format, adjudication, data collection — flows from the objective statement. [3][25]

Cost Bands by Wargame Format
Indicative Cost Range (USD) · Setup + Execution + Analysis · Not Including Personnel Costs
Interleaving Cadence: Tactical · Operational · Strategic
Typical Annual Wargame Cycle — Frequency & Nesting by Level of War
ANNUAL WARGAME PROGRAMME CYCLE — ILLUSTRATIVE JANFEBMAR APRMAYJUN JULAUGSEP OCTNOVDEC STRATEGIC STR-01 · 3–5 days · $150k–$600k STR-02 · 3–5 days · $150k–$600k 1–2× / yr OPERATIONAL OPS-01 · $30k–$200k OPS-02 · $30k–$200k OPS-03 · $30k–$200k OPS-04 · $30k–$200k 3–4× / yr TACTICAL TAC-01TAC-02TAC-03 TAC-04TAC-05TAC-06 TAC-07TAC-08TAC-09 TAC-10TAC-11TAC-12 Monthly+ AAR / LESSONS MID END After each event ● Small AAR ◉ Comprehensive Lessons Learned Review ── Strategic informs Operational planning · · · Operational informs Tactical tasking
Programme Objectives
🎓
Cognitive Development
Build operational reasoning capacity: frame complex problems, identify decision points, recognise adversary logic, synthesise information under time pressure and ambiguity.
⚙️
Process Competency
Develop proficiency in MDMP, OPP, IPB, Operational Design, and CCIRs across all levels of the planning hierarchy.[7]
🤝
Interoperability & Integration
Practice joint, combined, and inter-agency coordination across services, coalition partners, and civilian entities at each level of war.[16]
📊
Analytical Rigour
Apply SATs, red teaming, COA analysis, and risk assessment to generate defensible, evidence-based conclusions.[31]
Learning Outcomes by Level of War
Tactical Level
  • 🟠Demonstrate proficiency in TLP and MDMP at company through brigade level, including OPORD and FRAGORD production under time pressure.
  • 🟠Apply combined arms integration across manoeuvre, fires, aviation, engineer, and sustainment during a simulated engagement sequence.
  • 🟠Analyse adversary TTPs to develop effective COAs and identify tactical friction points, including EW, terrain, and time-distance factors.
  • 🟠Evaluate suppression, attrition, and C2 degradation effects on unit performance using structured wargame turn analysis.
Operational Level
  • 🔵Apply Joint Operational Planning and Operational Design to develop campaign plans linking tactical actions to strategic objectives.[15]
  • 🔵Evaluate joint force integration across domains (land, maritime, air, space, cyber) within a joint operations area.
  • 🔵Assess sustainment requirements, identify culminating points, and construct a JIPOE to locate adversary CoGs and critical vulnerabilities.
  • 🔵Construct a Synchronisation Matrix and identify CCIRs to support decision-making throughout a multi-phase campaign.
Strategic Level
  • 🟣Evaluate the relationship between national policy, strategic objectives, and military strategy — and the tensions arising between them.[23]
  • 🟣Apply DIME and PMESII-PT frameworks to multi-domain strategic problem sets, assessing instrument interaction and sequencing.
  • 🟣Analyse deterrence theory, escalation dynamics, and crisis management principles in a competitive strategic environment.[10]
  • 🟣Evaluate alliance cohesion, coalition communication, and the impact of emerging technologies on strategic competition and escalation risk.
KPIs · Measures of Performance · Measures of Effectiveness
Definitional Framework

KPI (Key Performance Indicator): a metric tracking whether the wargame programme is being delivered to standard — quality and process. MOP (Measure of Performance): confirms a task was executed correctly — the how well. MOE (Measure of Effectiveness): assesses whether the desired outcome was achieved — the did it work. KPIs and MOPs are assessed during and immediately after the game; MOEs are assessed days to months later through follow-on evaluation.[38]

Tactical Level — KPIs · MOP · MOE
MetricTypeDescription / Question AnsweredCollection Method
OPORD issuance timeMOPTime from mission receipt to complete OPORD brief — threshold vs. objective standard.Observer stopwatch / game record
Combined arms synchronisation scoreMOP% of fire support requests correctly formatted, deconflicted, and timed within the turn sequence.EXCON adjudication log
Friction identification rateKPINumber of distinct friction points surfaced and documented per wargame turn — proxy for analytical depth.Observer cell notes
COA quality ratingMOPSME panel assessment (1–5) of COA logic, task-purpose linkage, and risk identification before execution.Pre-game COA brief assessment
Casualty exchange ratio (CER)MOPBlue:Red attrition ratio — measures combat effectiveness of the plan as adjudicated.Constructive sim output / adjudication table
Objective seizure rateMOE% of assigned objectives achieved within planned time and resource constraints — did the plan work?Game outcome vs. plan comparison
Decision speed under pressureMOETime to issue FRAGORD following unexpected OPFOR action — measures adaptability, not just planning.Observer timing / game record
Post-game proficiency assessmentMOEWritten or practical assessment 30–90 days post-wargame to test retention of TLP/MDMP skills.Follow-on evaluation / field exercise
Lesson capture rateKPI% of identified friction points converted to documented, actionable lessons with assigned owners within 48 hrs.AAR report audit
Operational Level — KPIs · MOP · MOE
MetricTypeDescription / Question AnsweredCollection Method
Campaign phase transition accuracyMOP% of phase transitions executed when planned decision criteria were met — tests operational design validity.Synchro matrix vs. game record
JIPOE accuracy indexMOPProportion of OPFOR actions that fell within the range of predicted adversary COAs — measures intelligence quality.Post-game JIPOE vs. OPFOR actual
Joint synchronisation error rateKPINumber of component deconfliction failures, fratricide events, or missed windows per 24-hour game turn.EXCON adjudication log
Sustainment culmination distanceMOPDays of advance before logistics failure forces operational pause — measures plan's sustainment depth.Logistics cell / simulation data
Lines of effort progress rateMOE% achievement of LOE objectives per campaign phase — did the operational approach generate conditions for strategic success?Game state assessment vs. LOE plan
CCIR fulfilment rateKPI% of Commander's Critical Information Requirements answered within the required decision window.J2 decision support log
Multi-domain effect integrationMOPObserver-rated quality of space, cyber, IO, and kinetic effect synchronisation within each operational turn.SME observer panel scoring
Operational end state achievementMOEWhether the operational end state conditions (not just objectives) were established at campaign termination.Game outcome vs. CONOPS end state
Doctrine gap identificationMOENumber of doctrinal gaps, capability shortfalls, or TTP inadequacies surfaced and formally documented.EXCON after-action report
Strategic Level — KPIs · MOP · MOE
MetricTypeDescription / Question AnsweredCollection Method
Assumption surfacing rateKPINumber of previously unstated strategic assumptions identified, challenged, and documented per game day.Facilitator observation log
Escalation threshold mappingMOPExtent to which participant moves tested and located red-line thresholds on the escalation ladder — qualitative completeness rating.Facilitator / analyst scoring
DIME instrument balanceMOPDistribution of player moves across Diplomatic, Information, Military, Economic levers — flags over-reliance on military options.Move log categorisation analysis
Alliance cohesion indexMOEDegree to which allied/coalition participants maintained unified positions vs. fragmented under pressure — qualitative panel rating.Observer cell / game transcript analysis
Deterrence stability assessmentMOEDid the game's deterrence posture prevent escalation to the next threshold? Assessed against pre-defined stability criteria.Post-game analyst review vs. endgame state
Policy recommendation actionabilityKPI% of wargame-derived recommendations that are specific, attributable, and feasible — avoids vague "enhance cooperation" outputs.Sponsor review of final report
Adversary model accuracyMOPPost-game SME panel assessment of how well the Red Cell's behaviour matched known adversary doctrine, intent, and decision calculus.Red Cell debrief vs. doctrine review
Strategic end state achievementMOEWhether the wargame-tested strategy generated the conditions for achieving the stated political end state.End-game adjudication vs. CONOPS end state
Sponsor integration of findingsMOE% of wargame recommendations incorporated into doctrine, posture, or planning documents within 180 days — ultimate institutional impact measure.6-month follow-up review with sponsor
DTD-WGM-001 · Module 06 STRATEGIC
Strategic Wargaming

Strategic wargames explore national-level policy decisions, grand strategy, deterrence, escalation dynamics, and the intersection of military, diplomatic, economic, and informational instruments of power.

Defining Characteristic of Strategic Wargames

At the strategic level, the wargame is not about tactics or even campaigns — it is about policy choices and their second- and third-order effects. Military action is one of many levers. The premium is on surfacing assumptions about adversary decision-making, alliance dynamics, and escalation thresholds. [9]

Analytical Frameworks Used
⚖️
DIME Framework
Diplomatic · Information · Military · Economic instruments of national power. Strategic wargames evaluate how all four levers interact and constrain each other across a competition continuum.
🎯
Deterrence & Escalation Theory
Extended deterrence, compellence, redlines, escalation ladders (Kahn 1965), and stability-instability paradox. Key question: does a given action stabilise or destabilise the competition?[10]
🌐
Grand Strategy
Clausewitzian trinity (government, military, people), Liddell Hart's indirect approach, Wylie's sequential/cumulative strategy theory. How military strategy serves and is constrained by policy ends.
🤝
Alliance Management
NATO Article 5, coalition burden-sharing, caveats, red lines by member state, strategic communication coherence, and the challenge of maintaining unity of effort in multinational coalitions.
Notable Strategic Wargame Series
Game / SeriesInstitutionFocusFormat
Global War GameUS Naval War College (since 1979)US strategic posture, force structure, alliancesSeminar / Tabletop hybrid
Unified QuestUS Army ARCIC / TRADOCFuture Army operating conceptsExploratory / CD&E
Prominent HuntUS Joint Staff J7Joint warfighting concept explorationTabletop / Computer-assisted
HedgemazeRAND CorporationPacific deterrence, escalation managementMatrix game
NATO Crisis Management Exercise (CMX)NATO HQAlliance decision procedures under Article 5Seminar / TTX
Connections UKKing's College London / UK MoDProfessional military education wargamingMulti-format conference
Global Strategic GameUK DCDC / ShrivenhamUK strategic futures and defence planningSeminar / Tabletop
Matrix Games — A Strategic Format
Matrix Game Method

Developed by Chris Engle (1991) and refined for professional military education by PAXSIMS, matrix games replace fixed rules with structured argumentation. Players state: (1) an action they wish to take; (2) reasons it succeeds; (3) reasons it might fail. A facilitator or dice adjudicates probability. This approach excels at capturing political-military interactions and is increasingly used at strategic PME institutions. [11]

Strategic Wargame — Participant & Rank Schematic
Strategic Level · Role Architecture · Officer Band · Unit Aggregation
STRATEGIC WARGAME · JOINT FORCE → NATIONAL / ALLIANCE LEVEL FORMAT: SEMINAR / MATRIX GAME / POLITICAL-MILITARY TTX NATIONAL AUTHORITY / SPONSOR Minister of Defence · CDS · NSC / NSA · DG-level O-10 / Gen · SES / Civil Eq. LEAD FACILITATOR Senior academic / SME Brig Gen – Lt Gen · O-7/O-9 EXCON / GAME DIRECTOR Controls structure & pace Col – Maj Gen · O-6/O-8 LEAD ANALYST Data collection / reporting Civ researcher / O-5/O-6 PARTICIPANT CELLS RED / OPFOR Adversary Govt + Military SMEs Col – Gen · O-6/O-10 BLUE / NATIONAL Govt + Military + Diplomatic / Econ Brig Gen – Gen · O-7/O-10 GREY / THIRD PARTY Neutral states IO / NGO / Media Civilian / O-6+ eq. ALLIANCE / COALITION Allied nation reps NATO / GCC delegates Col – Gen · O-6/O-10 OFFICER RANK BAND (LOWEST → HIGHEST) O-5/Lt Col O-6 / Col O-7 / Brig Gen O-8 / Maj Gen O-9 / Lt Gen O-10 / Gen Civ equiv / SES AGGREGATION SCOPE — NO FIXED ECHELON · CONCEPTUAL & POLICY LEVEL Theatre Cmd Regional Strategy National Policy Alliance / Coalition Grand Strategy ENTIRE RANGE ENGAGED — DIME INSTRUMENTS · NO FIXED ORDER OF BATTLE
DTD-WGM-001 · Module 05 OPERATIONAL
Operational Wargaming

Operational wargames examine campaign-level planning and execution, spanning joint force activities across a joint operations area (JOA) over days to months of simulated time.

Echelon Focus
Division · Corps · Joint Task Force (JTF) · Component Command · Joint Force Command (JFC)
Time Horizon
Days to 6 months of simulated time. Game turns represent 6–24 hours. Campaign phasing is a key construct.
Spatial Scale
Theatre / sub-theatre level. 1:250,000 to 1:500,000. Multi-domain (land, sea, air, space, cyber) environment.
Operational Wargame Architecture
01
Operational Design
Establish the operational framework: end state, conditions, lines of effort (LOEs), phasing, decision points, centres of gravity (CoG), critical factors, and the operational approach. Defines what the wargame must explore.
02
JIPOE Development
Joint Intelligence Preparation of the Operational Environment: build the adversary model (CoGs, critical capabilities, critical requirements, critical vulnerabilities), friendly force analysis, and the operational environment characterisation.
03
COA Development & War-gaming
Develop 2–3 friendly COAs and 2–3 adversary COAs. Wargame each combination. For operational games, this requires component command coordination (ARFOR, NAVFOR, AFFOR, SOFOR) and sustainment analysis.
04
Synchronisation & Decision Support
Build the Synchronisation Matrix (SYNCHRO), identify decision points, establish Commander's Critical Information Requirements (CCIRs): Priority Intelligence Requirements (PIR) and Friendly Force Information Requirements (FFIR).
05
Plan Production & Order of Battle
Translate wargame outcomes into the Operation Plan (OPLAN) or Operation Order (OPORD), including annexes for fires, logistics, intelligence, information operations, and space/cyber effects.
Key Operational Wargame Simulations
SystemDeveloper / SponsorLevelKey Capability
JTLS-GORolands & Associates / US EUCOMOperational–StrategicJoint Theatre Level Simulation with air, land, sea, logistics
JSIMSUS DoDJoint OperationalRetired; Joint Simulation System — reference for successor architectures
SWIFTUK MoD / DstlOperationalSynthetic Warfighting Integration and Feature Testbed
CASPIANNATO ACTOperational–StrategicNATO's primary wargame tool for alliance-level exercises
PAXSIMS GamesMcGill Univ / NPSOperationalOpen-source matrix games for professional military education
Operational Wargame SystemUS Army TRADOCDivision–CorpsBrigade-resolution land operations; successor to Janus/CASTFOREM
Domain Integration at the Operational Level
Space Domain
PNT degradation, satellite communications jamming, ISR constellation availability, launch warning, orbital manoeuvre threat modelling.
Cyber Domain
Network penetration effects on C2, logistics data integrity, SCADA attacks, defensive cyberspace operations (DCO) resource allocation.
Information Environment
IO synchronisation, PSYOP effects modelling, OSINT/SOCMINT, adversary disinformation campaigns and counter-narrative planning.
Operational Wargame — Participant & Rank Schematic
Operational Level · Role Architecture · Officer Band · Unit Aggregation
OPERATIONAL WARGAME · DIVISION → JOINT FORCE COMMAND FORMAT: TABLETOP / JTLS / CASPIAN / HYBRID JFC / SPONSOR Approves objectives · Sets scenario parameters Lt Gen – Gen · O-9/O-10 EXCON / CONTROL CELL Game Director · Chief Umpire · Scenario Team Brig Gen – Maj Gen O-7 / O-8 RED CELL OPFOR Jt HQ Adversary SMEs Col – Maj Gen · O-6/O-8 BLUE JTF STAFF J2/J3/J4/J5/J6 Component LNOs Maj – Lt Gen · O-4/O-9 COMPONENT CELLS ARFOR / NAVFOR AFFOR / SOFOR Col – Lt Gen · O-6/O-9 ANALYSIS / DATA CELL ORSAs · Intel Scribes · Observers Capt – Col · O-3/O-6 OFFICER RANK BAND O-4 / Maj O-5 / Lt Col O-6 / Col O-7 / Brig Gen O-8 / Maj Gen O-9 / Lt Gen O-10 / Gen UNIT / AGGREGATION SCOPE Brigade Division Corps JTF Component Cmd JFC / Theatre PRIMARY OPERATIONAL RANGE
DTD-WGM-001 · Module 04 TACTICAL
Tactical Wargaming

Tactical wargames operate at the battalion-to-brigade level (and below), examining force-on-force engagements, unit tactics, and the direct application of combat power to achieve local objectives.

Echelon Focus
Fire team · Squad · Platoon · Company · Battalion · Brigade Combat Team (BCT)
Time Horizon
Hours to 72 hours. Game turns typically represent 15 minutes to 4 hours of simulated time.
Spatial Scale
1:25,000 to 1:100,000 maps. Action areas of 1–50 km². Direct and indirect fire weapon system ranges.
Key Variables Modelled
Tactical Wargame Variables

Combat Power: manoeuvre elements, fires (organic and supporting), aviation, engineer, and sustainment. Terrain Analysis: observation and fields of fire, avenues of approach, key and decisive terrain, obstacles, cover and concealment (OAKOC). Suppression & Attrition: hit probability, kill probability, casualty rates. Command & Control: communications range, command echelon limits, effects of degraded C2. EW & Obscuration: jamming, smoke, deception.

Foundational Process: Step 5 MDMP Wargame
01Select COA & Method
02Array forces on terrain
03Conduct action–reaction–counteraction
04Record results & modify COA
05Compare COAs
Tactical Wargame Formats in Practice
FormatDescriptionUsed ByExample Tool
Sand Table Physical terrain model with unit markers. Traditional but high cognitive engagement. Platoon–battalion Physical model
Map Wargame 1:50,000 map with unit counters. Standard for company–brigade staff exercise. Company–brigade Paper / JMAPS
COMBATXXI US Army entity-level constructive simulation for BCT and below experimentation. Brigade COMBATXXI (ARL)
VBS3/VBS4 Virtual Battlespace — 3D immersive dismounted/mounted simulation for individual–platoon. Individual–platoon Bohemia Interactive Simulations
Steel Beasts Pro Armoured vehicle crew simulator with high-fidelity vehicle models for combined arms. Crew–squadron eSim Games
Seminal Reference

US Army Field Manual FM 6-0, Commander and Staff Organization and Operations (2016) codifies the step-5 wargame as a mandatory planning step. NATO's AJP-5 Allied Joint Doctrine for the Planning of Operations (2019) provides the equivalent allied framework. [7][8]

Tactical Wargame — Participant & Rank Schematic
Tactical Level · Role Architecture · Officer Band · Unit Aggregation
TACTICAL WARGAME · PLATOON → BRIGADE FORMAT: TABLETOP / SAND TABLE / CONSTRUCTIVE SIM EXCON / WHITE CELL Exercise Director · Chief Umpire · Scenario Injects Lt Col – Col · O-5/O-6 RED CELL OPFOR Planners Adversary SMEs Capt – Lt Col · O-3/O-5 BLUE CELL — FRIENDLY Cdr · XO · S2/S3/S4 FSO · ENG · Aviation LNO Lt – Col · O-1/O-6 OBSERVER CELL Higher HQ Reps Doctrine Team · ORSAs Capt – Brig Gen · O-3/O-7 OFFICER RANK BAND (LOWEST → HIGHEST) O-1 / Lt O-3 / Capt O-4 / Maj O-5 / Lt Col O-6 / Col O-7 / Brig Gen (rarely O-8+) ◄ JUNIOR PARTICIPANT (Blue cell staff officers) SENIOR OBSERVER / EXCON ► UNIT / AGGREGATION SCOPE Fire Team Platoon Company Battalion Brigade (BCT) Division ▲ PRIMARY TACTICAL RANGE
DTD-WGM-001 · Module 07
Wargame Design Process

Good wargame design is a structured craft. RAND's "Wargaming Handbook" and the UK DCDC "Wargaming Handbook" both identify design as the primary determinant of wargame quality and analytical validity.

01
Define the Question / Objective
Formulate the primary research or training question in one sentence. Every subsequent design decision must serve this question. If multiple incompatible objectives exist, prioritise or run separate games.
02
Select the Format
Match format (seminar, tabletop, computer-assisted) to purpose, budget, timeline, and required fidelity. Hybrid formats are increasingly common — e.g., seminar framing + tabletop execution + constructive simulation support.
03
Design the Scenario
Create an opening situation that is (a) historically and technically plausible, (b) ambiguous enough to require meaningful decisions, (c) scoped to the time and resources available. Avoid scenarios that predetermine outcomes — this is the "scripted exercise" trap.
04
Develop the Red Force Model
Build a realistic, capable, motivated adversary. Avoid "stupid red" — an adversary that makes obviously wrong decisions to let blue win. Staff the Red Cell with subject matter experts on adversary doctrine and intent. [3]
05
Establish Adjudication Rules
Define how outcomes are determined: probabilistic dice tables, mathematical combat models, SME judgement panels, or computer simulation engines. Adjudication must be transparent, consistent, and fast enough to maintain game rhythm.
06
Design Data Collection Plan
For analytical games, pre-identify what data will be collected (decisions made, rationale, force losses, time to accomplish objectives) and how. Observation teams, structured note-taking templates, and recording protocols must be established before execution.
07
Rehearse with Design Team
Conduct a tabletop walkthrough of the game with the design team before participants arrive. Identify rules gaps, scenario imbalances, and timing issues. Test the adjudication system against representative moves. [12]
08
Execute, Observe, and Record
Run the game. The EXCON (Executive Control / White Cell) manages scenario injects, resolves rules disputes, and keeps time. Observers are distinct from players — they watch, record, and do not influence game play.
09
After-Action Review & Analysis
Conduct a structured AAR immediately post-game. Analyse data. Produce findings and recommendations in a written report. If analytical, document methodological limitations and caveats. Brief sponsor within 30 days.
Control Cell Architecture
Blue Cell
Friendly force team. Receives the scenario, develops COAs, and executes game moves. Staffed by participants representing the learning audience — the primary beneficiaries of the game.
Red Cell
Adversary force team. Must be staffed by credible SMEs. Critically: Red Cell must play to win, not to help Blue learn. Red Cell behaviour quality is a primary driver of game realism.
White Cell (EXCON)
Game control. Manages adjudication, environmental factors (weather, third parties, civilians), scenario injects, timing, and rules arbitration. Must remain neutral and transparent.
DTD-WGM-001 · Module 08
Adjudication Methods

Adjudication is the process by which game moves are evaluated and outcomes determined. It is the engine of any wargame — its validity determines whether the game produces useful insight or misleading artefacts.

MethodMechanismTransparencySpeedBest For
Expert Judgement SME panel evaluates moves and assigns outcomes based on professional experience High (reasoning visible) Fast–Moderate Seminar / exploratory games
Deterministic Rules Fixed combat tables (Lanchester-based or historical data) produce deterministic outcomes High Fast Training games requiring consistency
Probabilistic Rules Dice or random number generators introduce stochastic outcomes based on weighted tables High Moderate Tactical tabletop games; teaching friction
Computer Simulation Engagement-level models compute outcomes from physics and performance parameters Low (black box) Fast (automated) Analytical games requiring data fidelity
Structured Argumentation Matrix game: action + reasons scored for likelihood by control cell Very High Slow–Moderate Political-military / strategic games
Hybrid SME judgement frames; simulation provides quantitative backup data; dice introduces friction Moderate Moderate Operational-level multi-domain games
Lanchester Combat Models
Lanchester's Laws — Foundation of Attrition Adjudication

Frederick Lanchester (1916) derived two differential equation models still used in modern wargame adjudication engines. [13]

Lanchester Linear Law
Applies to ancient/dispersed warfare (each combatant fights one opponent at a time):

dB/dt = -b · R     dR/dt = -r · B

Where B, R = strength; b, r = attrition coefficients. Combat power proportional to numbers only.
Lanchester Square Law
Applies to modern directed-fire combat (each can engage multiple enemies simultaneously):

dB/dt = -b · R     dR/dt = -r · B²

Combat power proportional to numbers squared. Concentration of force is exponentially advantageous.
Adjudication Bias Warning

All adjudication methods carry embedded assumptions. Simulation models encode the biases of their developers. SME panels reflect the dominant doctrinal school. Probabilistic tables are calibrated to historical data that may not generalise. Designers must explicitly document adjudication assumptions and present them as caveats to findings. [3]

DTD-WGM-001 · Module 09
After-Action Reviews

The After-Action Review (AAR) is where wargame value is extracted. A poorly conducted AAR can waste the entire investment; a rigorous AAR can produce insights beyond what the game designers anticipated.

AAR Structure — The Four Questions
Q1
What was supposed to happen?
Establish the reference baseline — the plan, the objectives, the anticipated actions. All participants must share the same baseline before comparison is meaningful.
Q2
What actually happened?
Reconstruct events factually — decisions made, actions taken, outcomes adjudicated. Use the game record. Avoid interpretation at this stage. Stick to observable facts.
Q3
Why was there a difference?
Analyse root causes: friction, decision quality, adversary action, information gaps, communications failures, resource shortfalls. This is the analytical heart of the AAR. Multiple causes may apply.
Q4
What should we sustain and improve?
Identify specific, actionable lessons: what worked and should be reinforced; what failed and requires change. Assign owners and timelines to improvements. This converts AAR output into institutional learning.
AAR Facilitation Principles
✔ Do
• Begin within 2 hours of game end while memory is fresh
• Protect participant candour — no rank privilege in the AAR
• Use the game record as ground truth, not memory
• Focus on decisions and decision processes, not personalities
• Capture lessons in writing before participants depart
• Distinguish between player skill gaps and game design flaws
✗ Do Not
• Allow senior participants to dominate or shut down discussion
• Focus exclusively on failures — reinforce what worked
• Confuse game outcome with real-world prediction
• Skip the AAR due to time pressure — this is the deliverable
• Allow adjudication disputes to consume the session
• Mix analytical AAR with training AAR in the same session
Reporting and Knowledge Management
Wargame Report Structure (Best Practice)

Executive Summary (1 page): key findings, recommendations.
Background: sponsor, objective, classification.
Methodology: format, scenario, adjudication, limitations, caveats.
Game Narrative: major decision points, key moves, turning points.
Findings: structured, evidenced, prioritised.
Recommendations: specific, actionable, resource-aware.
Annexes: game materials, scenario, data tables, participant list.

DTD-WGM-001 · Module 10 — Interactive
AAR Forms & Insights Aggregator

Structured digital AAR forms for each level of war. Entries persist locally and aggregate into cross-level insights — revealing recurring friction themes across wargaming events.

🟠 Tactical Wargame AAR — DTD-WGM/TAC
Event Information
The Four Questions
Tactical Assessment
✔ Entry recorded
🔵 Operational Wargame AAR — DTD-WGM/OPS
Event Information
The Four Questions
Operational Assessment
✔ Entry recorded
🟣 Strategic Wargame AAR — DTD-WGM/STR
Event Information
The Four Questions
Strategic Assessment
✔ Entry recorded
Cross-Level Insights Aggregator
Aggregated lessons across all recorded AAR entries — revealing recurring friction patterns by level of war.
📊 RECURRING FRICTION THEMES
No entries yet.
TACTICAL
0
No tactical entries yet.
OPERATIONAL
0
No operational entries yet.
STRATEGIC
0
No strategic entries yet.
Cross-Cutting Pattern Analysis
Record entries across multiple levels to generate cross-cutting analysis.
DTD-WGM-001 · Module 10
Wargaming Centers Worldwide

A global network of government, academic, and think-tank institutions advance wargaming theory and practice. This map covers the principal centres across the Americas, Europe, Asia-Pacific, and the Middle East.

Americas
Naval War College Wargaming Dept.
USA
Newport, Rhode Island
The world's oldest continuously operating wargaming institution (est. 1887). Runs Global War Game series, professional military education wargames, and conducts foundational wargaming research. Home of the Wargaming Department, which supports joint and navy sponsors.
OPSSTRPME
RAND Wargaming Center
USA
Santa Monica / Washington DC
RAND's dedicated wargaming capability for defence analysis, concept development, and policy research. Authors of the foundational "Wargaming Handbook" (2020). Runs the Hedgemaze series and supports OSD, Joint Staff, and service-level sponsors.
STROPS
Army War College (USAWC)
USA
Carlisle, Pennsylvania
Senior PME institution for US Army colonels and equivalents. Conducts strategic-level wargames focused on national security, land power theory, and joint/combined interoperability. Home of the Strategic Studies Institute (SSI).
STRPME
Naval Postgraduate School (NPS)
USA
Monterey, California
MOVES Institute develops wargaming methodology, simulation architecture, and professional military education tools. Home of PAXSIMS collaborative network. Focuses on low-cost, open-source wargame formats for PME.
TACOPSSTR
TRADOC Analysis Center (TRAC)
USA
Fort Leavenworth, Kansas / White Sands, NM
US Army analytical centre supporting TRADOC concept development. Uses COMBATXXI and Operational Wargame System for brigade-to-corps level analysis. Supports the Army's Unified Quest series and Concept Development & Experimentation (CD&E).
TACOPS
CNA (Center for Naval Analyses)
USA
Arlington, Virginia
Navy-sponsored FFRDC conducting analytical wargames for maritime strategy, amphibious operations, and naval force structure. Maintains significant analytical wargame design and execution capability.
OPSSTR
Europe
UK DCDC Wargaming Centre
UK
Shrivenham, Oxfordshire
The Development, Concepts and Doctrine Centre (DCDC) runs the UK's Global Strategic Game and publishes the influential "Wargaming Handbook" (2017). Leads UK defence wargaming development and hosts Connections UK annual conference.
STROPS
Dstl Wargaming
UK
Porton Down, Wiltshire
Defence Science & Technology Laboratory — develops and runs classified analytical wargames supporting UK capability assessment, acquisition, and joint concept experimentation including the SWIFT simulation environment.
TACOPS
NATO ACT Wargaming
NATO/USA
Norfolk, Virginia (HQ) + Mons, Belgium
Allied Command Transformation leads NATO's wargaming innovation, supporting the CASPIAN simulation, NATO's CMX series, and the Wargaming Initiative which standardises wargame practices across alliance members.
STRALLIANCE
King's College London
UK
London, United Kingdom
War Studies Department conducts academic wargaming research and hosts the Connections UK conference jointly with DCDC. Significant publication record on wargame theory, design, and professional military education application.
STRACADEMIC
Baltic Defence College (BALTDEFCOL)
Estonia
Tartu, Estonia
NATO-affiliated PME institution for Baltic and regional partner officer education. Runs operational and strategic wargames focused on high-intensity deterrence, Article 5 scenarios, and Baltic defence planning.
OPSSTR
German Bundeswehr Command & Staff College
Germany
Hamburg, Germany
Führungsakademie der Bundeswehr — conducts operational and strategic-level wargames for German and allied officers. Emphasis on NATO interoperability, hybrid threats, and multi-domain operations in the European theatre.
OPSSTR
Swedish Defence University (SEDU)
Sweden
Stockholm, Sweden
Hosts the Centre for Operational Research in Defence (CORD) and conducts wargames supporting Swedish total defence planning, high-intensity conflict analysis, and Nordic/Baltic regional security scenarios.
OPSSTR
Asia-Pacific
Australian War College
Australia
Canberra, ACT
Senior PME institution conducting strategic and operational-level wargames for ADF and allied participants. Focuses on Indo-Pacific security, amphibious joint operations, and alliance management with Five Eyes partners.
OPSSTR
Japan National Institute for Defence Studies (NIDS)
Japan
Tokyo, Japan
Conducts strategic research wargames on Indo-Pacific security, North Korean deterrence, and SDF operational concepts. Growing wargaming capability as Japan expands its defence posture under the 2022 National Security Strategy revision.
STROPS
RSIS Centre for Excellence for National Security
Singapore
Singapore
S. Rajaratnam School of International Studies conducts strategic-level seminars and analytical exercises for ASEAN regional security, hybrid threats, and grey-zone competition in the South China Sea.
STRACADEMIC
Middle East & MENA
King Abdullah II School of Military Sciences (KASMIS)
Jordan
Amman, Jordan
Conducts military science education and operational wargaming for Jordan Armed Forces and regional partners. Supports peacekeeping preparation wargames aligned with UN and Arab League operational frameworks.
TACOPS
KFCRIS (King Faisal Centre for Research)
Saudi Arabia
Riyadh, Saudi Arabia
Conducts strategic-level simulations and policy seminars on regional security architecture, GCC defence cooperation, and Saudi Vision 2030 defence sector transformation. Increasingly engaged with wargaming methodology for defence planning.
STRPOLICY
UAE National Defence College (NDC)
UAE
Abu Dhabi, UAE
Senior national security institution for UAE and GCC officers and civilian officials. Conducts strategic-level seminars and tabletop exercises on regional deterrence, multi-domain operations, and national security strategy development.
STRPME
International Institute for Strategic Studies — Middle East (IISS)
Bahrain
Manama, Bahrain
IISS Manama Dialogue and associated research track includes wargaming-adjacent scenario exercises on Gulf security, Iran containment, and maritime security in the Strait of Hormuz / Red Sea corridors.
STRTHINK TANK
DTD-WGM-001 · Bibliography
References & Bibliography

Foundational works in wargaming theory, design, and professional military education. Listed by reference number as used in this guide.

Citation Note

All works cited are either publicly available or declassified. Classified references are excluded from this training guide. For access to restricted sources, consult your formation J7/G7 directorate.

[1]US Department of Defense. (2020). Joint Publication JP 5-0: Joint Planning. Joint Chiefs of Staff, Washington DC. [Authoritative DoD definition of wargaming; codifies its role in joint planning.]
[2]Perla, P.P. (1990). The Art of Wargaming: A Guide for Professionals and Hobbyists. Naval Institute Press, Annapolis, MD. [Foundational modern text; traces history from Kriegsspiel through Cold War professional wargaming.]
[3]Bowers, M., Curry, J., Markowitz, J., et al. (2020). Wargaming Handbook. RAND Corporation, Santa Monica, CA. RR-2349-OSD. [Primary RAND reference for analytical wargame design, adjudication, and reporting.]
[4]Curry, J. & Price, T. (2014). Developing the Craft of Wargaming. Lulu Press. [Practical tabletop wargame design; scenario construction and red cell guidance.]
[5]US Department of Defense. (2021). DoD Modeling and Simulation Glossary. DoD 5000.59-M. [Authoritative taxonomy for simulation, wargaming, and M&S classification.]
[6]US Army Research Laboratory (ARL). (2022). COMBATXXI Analyst Manual. Adelphi, MD. [Entity-level constructive simulation; the Army's primary analytical wargame tool below brigade.]
[7]US Army. (2019). Field Manual FM 6-0: Commander and Staff Organization and Operations. HQ Dept of the Army, Washington DC. [Codifies the MDMP Step 5 wargame; action–reaction–counteraction framework.]
[8]NATO. (2019). AJP-5 Allied Joint Doctrine for the Planning of Operations. Edition B. NATO Standardization Office, Brussels. [Allied operational planning doctrine; NATO equivalent to US MDMP with wargame integration.]
[9]Schaffer, M. & Perla, P. (2011). Getting the Most from Wargames. Center for Naval Analyses, Arlington, VA. CRM D0023866.A2. [Strategic-level wargame design principles; analytical vs. training wargame distinction.]
[10]Kahn, H. (1965). On Escalation: Metaphors and Scenarios. Praeger, New York. [Foundational escalation ladder theory used in strategic wargame design and deterrence analysis.]
[11]Sabin, P. (2012). Simulating War: Studying Conflict through Simulation Games. Bloomsbury Academic, London. [Academic treatment of wargame methodology; matrix game approaches; PME applications.]
[12]UK MoD, Development, Concepts and Doctrine Centre (DCDC). (2017). Wargaming Handbook. Shrivenham. [UK MoD design and execution methodology; publicly available; covers all formats and control cell architecture.]
[13]Lanchester, F.W. (1916). Aircraft in Warfare: The Dawn of the Fourth Arm. Constable & Co., London. [Original derivation of Lanchester's linear and square attrition laws; foundation of mathematical combat modelling.]
[14]Rubel, R.C. (2006). "The Epistemology of War Gaming." Naval War College Review, 59(2), 108–128. [Philosophical analysis of wargame validity and the plausibility vs. prediction distinction.]
[15]US Joint Staff J7. (2020). Planner's Handbook for Operational Design. Suffolk, VA. [Operational design framework — LOEs, phasing, decision points, CoG analysis.]
[16]NATO Allied Command Transformation. (2022). The NATO Wargaming Initiative: Framework and Standards. ACT, Norfolk, VA. [Alliance-level wargaming standardisation; CASPIAN architecture; CMX exercise framework.]
[17]Dunnigan, J.F. (2000). Wargames Handbook: How to Play and Design Commercial and Professional Wargames. 3rd Ed. iUniverse. [Classic reference for wargame mechanics, counters, maps, and adjudication table design.]
[18]Fitzsimmons, M. (2018). "Factors in the Decline of Professional Military Wargaming." Parameters, 48(4). [Institutional barriers: sponsor pressure, inadequate red cells, and resource constraints.]
[19]Caffrey, M.B. Jr. (2019). On Wargaming: How Wargames Have Shaped History and How They May Shape the Future. Naval War College Press, Newport, RI. [Comprehensive history from Kriegsspiel through modern analytical wargaming; case studies include Pearl Harbor planning.]
[20]Taylor, J.G. (1983). Lanchester Models of Warfare. Operations Research Society of America. [Mathematical extensions and empirical validation of Lanchester's attrition laws.]
[21]Nofi, A.A. (2010). To Train the Fleet for War: The US Navy Fleet Problems, 1923–1940. Naval War College Press, Newport, RI. [Historical analysis of US naval wargaming and fleet problem exercises as precursors to WWII operations.]
[22]Wilson, P.H. (2012). Wargaming: A Very Short Introduction. Oxford University Press. [Accessible overview linking historical wargaming to modern DIME strategic analysis.]
[23]Clausewitz, C. von. (1832/1976). On War. Trans. Howard, M. & Paret, P. Princeton University Press. [Foundational strategic theory: trinity, culminating points, CoG, friction — all concepts modelled in strategic wargames.]
[24]Wylie, J.C. (1967). Military Strategy: A General Theory of Power Control. Naval Institute Press, Annapolis, MD. [Sequential and cumulative strategy theory; informs strategic wargame design of multi-move campaigns.]
[25]Pournelle, P. (2012). "Designing Wargames for the Analytic Purpose." Defense & Technology Papers, NDU Press. [Canonical treatment of analytical validity; the "model of the game" concept for defensible findings.]
[26]Brynen, R., et al. (2012). "The Wargaming Network: Matrix Games in Professional Military Education." PAXSIMS Working Paper, McGill University. [Academic treatment of Engle's matrix game method and its application in PME.]
[27]Brodie, B. (1959). Strategy in the Missile Age. Princeton University Press / RAND. [Early deterrence theory including extended deterrence and compellence concepts.]
[28]US Army TRADOC. (2017). The US Army in Multi-Domain Operations 2028. TRADOC Pamphlet 525-3-1. Fort Eustis, VA. [MDO concept development document underpinning multi-domain exploratory wargames.]
[29]Rolands & Associates Corporation. (2023). Joint Theatre Level Simulation — Global Operations (JTLS-GO) Overview. Monterey, CA. [Primary documentation for JTLS-GO operational-to-strategic simulation used by US and allied commands.]
[30]Shachtman, N. (2003). "Bringing War Games Up to Date." Wired Magazine. [Popular account of the Pentagon's shift toward human-centred cognition in wargame design post-Millennium Challenge 2002.]
[31]Heuer, R.J. Jr. & Pherson, R.H. (2014). Structured Analytic Techniques for Intelligence Analysis. 2nd Ed. CQ Press, Washington DC. [SATs applied to red cell and analytical wargame design: ACH, devil's advocacy, team A/B analysis.]
[32]Livermore, W.R. (1882). The American Kriegsspiel: A Game for Practising the Art of War upon a Topographical Map. Houghton Mifflin, Boston. [First American adaptation of Kriegsspiel; historical milestone in professional military wargaming.]
[33]US Army. (2019). Army Doctrine Publication ADP 4-0: Sustainment. HQ Dept of the Army, Washington DC. [Logistics doctrine — culminating points, distribution management — modelled in operational-level wargames.]
[34]US Army. (2012). Army Doctrine Reference Publication ADRP 5-0: The Operations Process. HQ Dept of the Army, Washington DC. [Defines the operations process cycle that wargaming supports at the tactical level.]
[35]US Army. (2014). Army Techniques Publication ATP 2-01.3: Intelligence Preparation of the Battlefield. HQ Dept of the Army, Washington DC. [IPB / JIPOE methodology applied in operational wargame scenario construction and red force modelling.]
[36]Harrison, T., Johnson, K., Roberts, T.G., & Way, A. (2020). Space Threat Assessment 2020. CSIS Aerospace Security Project, Washington DC. [Space domain threat landscape — ASAT, jamming, cyber — used in multi-domain operational wargame design.]
[37]Healey, J. (Ed.) (2013). A Fierce Domain: Conflict in Cyberspace, 1986 to 2012. Cyber Conflict Studies Association. [Case studies of cyber operations effects on military operations; informs cyber-domain adjudication in wargames.]
[38]Morrison, J.E. & Meliza, L.L. (1999). Foundations of the After Action Review Process. US Army Research Institute Special Report 42. [Authoritative four-question AAR framework and facilitation principles; the doctrinal basis of wargame debriefing.]
[39]CSIS. (2023). The First Battle of the Next War: Wargaming a Chinese Invasion of Taiwan. Center for Strategic and International Studies, Washington DC. [High-profile published analytical wargame; exemplar of transparent reporting methodology.]
[40]IRSEM. (2021). Chinese Influence Operations: A Machiavellian Moment. Institut de Recherche Stratégique de l'École Militaire, Paris. [Strategic research product incorporating scenario-based analysis; relevant to information environment wargame design.]
[41]Government of Japan. (2022). National Security Strategy of Japan. Cabinet Secretariat, Tokyo. [Revised security framework underpinning Japan NIDS wargaming agenda — counterattack capability, alliance integration.]
[42]Gray, C.S. (1999). Modern Strategy. Oxford University Press. [Comprehensive strategic theory synthesis — Clausewitz, Mahan, Mackinder, Corbett — theoretical backbone for strategic-level wargame design.]
Further Reading by Topic
Wargame Design
Perla [2] · Dunnigan [17] · Curry & Price [4] · DCDC Handbook [12] · RAND Handbook [3] · Pournelle [25]
Strategic Theory
Kahn [10] · Clausewitz [23] · Wylie [24] · Brodie [27] · Gray [42]
History of Wargaming
Caffrey [19] · Perla [2, Ch. 1–3] · Nofi [21] · Livermore [32]
PME & Educational Design
Sabin [11] · Rubel [14] · Brynen [26] · Morrison & Meliza [38]
Analytical Methods
Heuer & Pherson [31] · Pournelle [25] · RAND [3] · Fitzsimmons [18]
Domain-Specific
Space: Harrison et al. [36] · Cyber: Healey [37] · MDO: TRADOC [28] · Sustainment: ADP 4-0 [33]