Zeszyty Naukowe AON nr 2 (103) 2016 ISSN 0867–2245 SZTUKA WOJENNA HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO LTC Lars HENÅKER Finnish National Defence University, Helsinki Swedish Defence University, Stockholm Abstract Are our tactics effective compared to our opponent or not? Since tactics are about how to use time, units and resources in the best possible way to win or gain advantages in battle, it becomes important to be able to evaluate and measure the outcome. The purpose of this paper is to give an example of how a designed scenario in a specific military tactical situation can work as a frame for an ideal model of win or lose in combat. From the theories about how and why we are winning and losing in battles, an ideal model of the most important criteria has been compiled. The ideal model is not a “law” or the ultimate truth but more of an empirical path of knowledge and to be used as a hypothesis. A specific military combat scenario is used in visualising and to measure the quality of the tactician’s plan and action. The tactical scenario is operationalised in the narrative based on conventional warfare in future high-intensity and high-tech level conflicts. It is thus essential for the tactician to be proficient in knowing his/her units, resources and capabilities, regarding how their mobility and firepower can be optimised at different times and in different sequences. Tactical criteria can be tested in various scenarios but need to be measured more thoroughly by using wargames. Keywords: tactics, victory in combat, scenario, wargame Introduction This article is about how to win in combat. War is a duel to compel the other side to submit his/her will to fight (Clausewitz 1997). The article also focuses on military tactics and applies an ideal model for winning in combat as derived from military theories and developed in a previous article by Thunholm and Henåker (working paper). A specific military combat scenario is used in visualising and to measure the quality of the tactician’s plan and action. Military tactics are an art of understanding 5 LARS HENÅKER and effectively using time and military units through their ability to beneficially deploy, combine weapons, maneuver and fight to achieve aims and objectives (Thunholm & Henåker 2016). So, why should we try to find criteria to measure tactical quality? Is it possible to approach this subject in a scientific way, and, if so, to what extent? If tactical quality is possible to value, would it be possible to increase both individuals and groups of tacticians’ skills in a controlled manner? Military expertise (Creveld 1982) is inconceivable without victory. From the theories about how and why we are winning and losing in battles, we now have an ideal model of the most important criteria. In the article by Thunholm and Henåker (working paper), How to Win in Combat – An Ideal Model, they introduced an ideal model in which they identified and explained seven steps of what it takes to win battles (see table 1). The model is based on previous research on winning and losing in combat (e.g. Biddle 2004, Collins 2010, Dixon 1976, Storr 2009, Leonhard 1994 etc.). The ideal model’s seven steps are: (1) ability to deploy your own units and to be able to maneuver in depth and surprise the opponent, (2) an aggressive reconnaissance but also preventing the opponent’s reconnaissance from succeeding, (3) getting the opponent off balance with all means of faster decision-loops and delivering effective, (4) fast and deep maneuvers through surface gaps that reach into the depths of the opponent’s vulnerabilities, (5) surprising by attacking the opponent’s back or his unprepared units, (6) exploiting surprise to achieve shock and (7) ultimately striving to create an organizational breakdown of the opponent. This ideal model draws on research aimed at exploring phenomena related to military victories and losses and the following sections will present the model. According to Biddle (2004, p. 35): “The key elements of modern-system offensive tactics are cover, concealment, dispersion, small-unit independent maneuver, suppression, and combined arms integration”. Collins (2010) emphasises the importance of material resources, sometimes referred to as force ratios. In short, victory tends to go to the side with more troops and more resources, through attrition of the side with less material resources. If this is true, it is all about mathematics. But Collins (2010) also points out the maneuver and counter-maneuver to have a stronger causal path through organisational breakdown to achieve battle victory and defeat. Although force ratios could also be measured with high quality, level of experience or unique ability to achieve a successful breakthrough emphasises that small units would be able to achieve victory over a numerically larger unit in combat. If a commander is able to use his/her resources well and win battles, e.g. by commanding a smaller number of units than the opponent, we can note the importance of quality sometimes beating quantity (Creveld 1982). 6 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO Ta b l e 1 The ideal model of winning battles, adopted from Thunholm and Henåker (working paper) Seven steps to build an ideal model The first step (Biddle 2004) is the ability to use the modern system deployment. This means that your own units avoid enemy fire on purpose and slow down enemy movement at the same time, conducting maneuvers in depth and surprising the opponent. In his thesis, Biddle (2004) compares the effect through different variants of tactics. He compares offensive tactics, defensive tactics, defensive operations and offensive operations to find crucial differences. Biddle (2004) emphasises that the key elements of offensive tactics are cover, concealment, dispersion, small-unit independent maneuver, suppression and combined arms integration. Offensive operations of today have two approaches. One is to gain and hold ground and the second is the breakthrough and exploitation attempt (Biddle 2004). The breakthrough attack and its exploitation often create a surprise. Surprise arises, according to Leonhard (1994), when a unit in contact with the opponent is not ready, which can be more difficult to perceive in a scenario than in reality. A commander can always feel surprised, even if it is relatively unwarranted. Surprise is an important property and should, in the dynamic decision-making, always 7 LARS HENÅKER be practiced or carried out to understand opportunities that occur with a high tempo and surprise. Biddle (2004) points to the importance of how the force is employed in the battlefield in order to both preserve its strength against attrition and in order to concentrate force to accomplish (or resist) breakthrough (Biddle 2004). The second step in the ideal model is aggressive reconnaissance and also preventing the opponent’s reconnaissance from succeeding. Storr (2009) points out that aggressive ground reconnaissance and air superiority are crucial for military success. Lind (1985) emphasises the importance of finding and using surfaces and gaps in the maneuver to avoid unnecessary losses and time consumption. In the third step, Brehmer (2005) finds a key for explaining the mechanism whereby some commanders are able to out-pace their opponent. Brehmer (2005) developed his Dynamic OODA loop from within Boyd’s (1987) OODA loop (Observe-Orient-Decide-Act loop) to serve as a source of hypotheses about winning and losing. Here, it provides a much richer source of hypotheses than the original OODA loop, which only seems to require faster and faster decisions in a world that seems far too complex to allow even slow decisions. The Dynamic OODA loop (DOODA loop) model explains what is necessary in order to out-pace the opponent and also to implement action and obtain effect against the opponent, faster than the opponent is able to react and implement action against one´s own force. The third step is to put the opponent off balance with all means of faster decision loops (Brehmer 2005). The DOODA loop is helpful in understanding different temporal aspects of combat decision making. To measure a commander’s ability to solve complex situations and obtain his/her end state, we should have a holistic approach and observe the commander’s sensemaking and assess both the outcome of tactical effects and also the perceived situation for each of the decision-makers. Sensemaking is a form of understanding that involves knowing what to do but not requiring a fully developed plan. The results of the planning process are, nevertheless, likely to contribute to the sensemaking process, and, of course, vice versa (Brehmer 2005). As a hypothesis of optimal tactical behaviour in battle, the third measurable step occurs when the commanders understand their own and the enemy systems’ capabilities, strengths and weaknesses in interaction and also have the ability to implement action faster than the enemy. To choose the least expected line of approach in the maneuver and exploit the line of least resistance to reach the objects by following up with reserves helps achieve advantages in the fight (Liddell Hart 1991). The opposite of this successful criterion is an obstinate persistence in a given task despite strong contrary evidence (Dixon 1976). In the fourth step, Collins (2010) emphasises maneuver as victory that comes through fast and unexpected movement of one’s own forces that results in surprise and sometimes shock and disorganised resistance from the opposing force. As a hypothesis of optimal tactical behaviour in battle, the fourth measurable successful criteria occur when the commanders find gaps and uses the opportunity to penetrate in deep maneuver. Divided units should secure routes of approaches before deep penetration maneuver starts and create appropriate conditions that will enable the main thrust to succeed (Giáp 2013). Making full use of surprise, cover and tactical 8 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO mobility infiltration units could saturate a small portion of the opponent with fire by combined arms to create a dilemma for the defender (Dupuy 1984). The intent of a maneuver is to generate confusion and disorder among the opponent’s units and his/ her decision making process (Lind 1985). Fundamental conservatism and clinging to outworn tradition and an inability to profit from past experience is a negative counter-weight to optimal tactical behaviour, according to Dixon (1976). During the fifth step, the tactician must be able to identify the enemy’s weak points and utilise surprise by attacking the opponent’s back or his unprepared units. Lind (1985) underlines the importance of not repeating the same pattern of maneuvers and action to avoid predictability. Fuller (1926) emphasises attacking weak points, because at weak points favourable force-ratios can be created, even if you have a smaller force in total. Attacking weak points will also offer the opportunity of an early breakthrough and continuing to attack the weaker inner lines and rear parts of the enemy’s force at a high tempo. A rapid breakthrough develops (Giáp 2013) new situations in which the enemy threatens to collapse. Sometimes, it is necessary to encircle, divide and decisively strike the enemy to obliterate his/her peripheral lines and prevent them from regrouping (Giáp 2013). Storr (2009) says that commanders should find ways to accomplish a breakthrough. He highlights the importance of creating surprise and the way to do that is to maneuver in a timely manner (often with high speed) and attack where the enemy is not prepared. Surprise is effected by superior direction of force, determination of endurance and mobility in offensive action, according to Fuller (1926). As a hypothesis of optimal tactical behavior in battle, the fifth measurable successful step in the ideal model is to achieve attacks on the opponent’s unprepared units preferably from unexpected directions. Attacked units that have a lower alert or are not prepared or are without the right combination of combined arms (C2, logistic etc.) would also be preferable. According to Dixon (1976), the opposite of this swift cunning surprise attack would be a predilection for frontal assault, often against the enemy’s strongest point. In the sixth step, in the ideal model, the commanders must be able to create a surprise and then exploit the surprise to achieve shock. Fuller (1926) describes the ultimate end state of a successful surprise as reducing the enemy’s fighting spirit to just protect himself in panic. Biddle (2004) emphasises the importance of preserving strength against attrition in order to concentrate force to accomplish (or resist) breakthrough. The commander must be able to identify the right moment, prepare and act when it occurs to avoid the risk of attrition. This can be done primarily by knowing the conditions of your enemy’s doctrine, organisation, modus operandi, morale and terrain very well and the purpose is to find weaknesses in the opponent’s situation and be able to foresee his/her next act. The effect (Storr 2009) of surprise attacks on the enemy’s flanks and rear is considerable. Storr (2009) is very precise in figures of the effect that can occur if a surprise is achieved. According to Storr (2009), an overall surprise has about a 75% chance of succeeding and, if surprise is achieved, the probability of success is largely independent of force ratio. If a surprise is not achieved, the probability of success is highly dependent on force ratio. This indicates that if a surprise is not achieved, the result of fighting is largely a matter of attrition (Storr 2009). 9 LARS HENÅKER The final step is ultimately striving to create a “systemic collapse” including the command-and-control systems of the enemy to precipitate organisational breakdown. An organisational breakdown (Collins 2010) is relative, as both sides are breaking down to a certain degree. According to Collins (2010), there is a stronger causal link from maneuver to organisational breakdown than from firepower. This is mainly because maneuver, if it is fast and/or concealed and based on accurate intelligence, can result in surprise attacks from directions unexpected by the opponent and against rear areas with troops not intended for direct battle (e.g. logistic and command and control units). Surprise attacks can result in shock and disintegration and Collins concludes that it is often after a force has been disintegrated that it suffers the greatest losses of materials and soldiers (Collins 2010). Storr (2009) considers surprise to be of huge importance besides applying violence in a sudden concentrated manner. This leads to shock and the result can be utilized and exploited (Storr 2009). The ideal model as a hypothesis After developing all steps that create the ideal model of how to win the battle described earlier, they are now to be operationalised. This is done by testing all steps in the scenario from a tactical perspective. The ideal model will be used as a hypothesis of optimal tactical behaviour in battle. All steps are considered in the scenario with the help of officers who have a background in army tactics and operational art of war. The results should be able to answer whether all the steps provide the advantage in battle that today’s theory and science states or not. The scenario as a narrative offers problem-solving situations where the decision maker is forced to solve several problems, not just a single problem. Sometimes, it is not enough to have only a few training sessions to practice and train for dynamic decision-making during combat exercises. In every situation, the commander must choose between the basic tactical elements and carefully balance them well. To measure this, it is of great importance to use the military combat scenario from double sides to its limit by using e.g. wargames, micro-worlds, and discussions over maps or in a field exercise. Which tactician has used the basic elements best can be understood after the scenario is completed and also during the actual discussion, analysis and decision-making. The risk of an excessive loss-making substantive outcome of a scenario is that the side that has most units wins in attrition warfare. The steps in the ideal model indicate otherwise. The system will collapse not only because of units taking losses, but with fear, panic, exhaustion, hopelessness, low morale and poor cohesion etc. In the scenario parameter, these properties arise when situations such as a breakthrough and exploitation take place. Tactically skillful maneuvers enhanced by these as multiples provide opportunities for a numerically smaller military unit to affect and even defeat a numerically larger opponent. 10 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO A tactical combat scenario Having presented the ideal model, this section enhances all the steps contained in the ideal model and puts them into a scenario. A scenario is a defined situation or a starting point described for the commander and provides an ability to act within a certain framework. The incident described in a scenario can be taken from reality, e.g. military history battles, or be a fictional situation. A task or tasks are often given and should be solved in the narrative of the scenario and under time pressure. Time is of importance in a scenario, often to limit the expansion of the tactician’s possibilities. In a scenario, the commanders usually have resources to use and must balance these in an adequate manner. The approach is not known from the beginning nor is it given. The commanders have to trust their own decisions and tackle the consequences. Generally, scenarios are designed to generate situations that can be influenced by tactical knowledge. In a scenario, a tactician will be tested against the identified tactical success criteria in the ideal model. It is one thing to discuss the principles, steps or criteria in general and how they contribute to victory in battle, but it may be more productive to try to use these principles and criteria in certain scenarios and examine if the application of these principles is actually correlated with winning or losing criteria. The selected subjects in the scenario are commanders who resolve tasks at battalion, battlegroup and brigade levels, when it is these commanders’ normal environment and area of professional realm of knowledge. The following section outlines the scenario that is used in order to discuss and apply tactical criteria that are assumed to be correlated with the ideal model in this specific scenario. This tactical scenario may be used to evaluate the value of all seven steps in the ideal model. This scenario originates from the military training and education at the Swedish Defence University (SEDU). It has been used more or less during fifteen years of education as one of many scenarios. The content of the scenario is inspired by the officer training programme to provide a range of different combat situations. The complexity of the scenario is important to not exclude the number of different solutions to the military problems that arise. The scenario offers many different ways of choosing the line of least expectation (Liddell Hart 1991) to accomplish a given task and achieve expected goals. Research and education at SEDU focuses largely on the tactical level. This means that the scenarios are adapted to a tactical level. The purpose of using the tactical level is to give officers a good chance to use their own knowledge and skills in tactical situations. Sweden has a relatively small defence force and depends on a very high level of well-trained officers, soldiers and coherent units to defend its existence as a sovereign nation. From this national perspective, Swedish units often fight in a numerically inferior narrative against a powerful opponent. The scenario should be seen from a generic minor defence force perspective in a survive and win in battle situation. From this perspective, it is of existential importance to know how to conduct maneuver warfare and inflict heavy losses on the enemy side by achieving his/her organisational breakdown. 11 LARS HENÅKER Scenario build-up The scenario materials consist of a written description of the overall realistic fictitious situation in the eastern part of Sweden and an open conflict between two fictitious opponents, Blueland and Redland. This occurs approximately on the morning of October 16th at 0600 hours (the starting point of the scenario). In this scenario, Redland is attacking with a conventional force. Redland has numerically superior forces at a ratio of about 2-1 in terms of army brigades. Redland started its attack on Blueland seven days earlier on October 9th using air force, cruise missiles and sabotage directed towards the electrical supply of civilian and military command and control functions and against Blueland’s air defence. On the morning of October 9th, the attack continued with airborne landing at strategic areas in order to seal off important areas for the initial landing of follow-on forces by air, sea and land. One day later, on the morning of October 10th, troops were landed in ports north and south of Stockholm. Figure 1. The situation in the scenario at the start and Redland’s possible routes of advance 12 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO Redland forces have since then been engaged in fighting with Blueland forces and, on the morning of October 15th, the situation is depicted in the map in figure 1. Redland forces have been defeated south of Stockholm but they have established a bridgehead on the coast north of Stockholm. A Redland marine infantry brigade is defending the bridgehead and, so far, two mechanised brigades have been successfully landed and deployed. There is also an attack helicopter company based in the area. One of the brigades (143rd) is defending and the other one (57th) is preparing to attack, probably in a western direction, and is estimated to be ready to start an attack early on October 17th. The 2nd echelon is still waiting for transport in harbours in Redland and the remaining part of the enemy army corps consists of one to two armoured brigades and two mechanised brigades. On the Blueland side, there is still a battle group in scattered defence against the landed enemy and the city of Uppsala is defended. The defense is estimated to hold till October 16th but not longer. Stockholm is defended by a smaller Blueland force. Redland airborne troops landed in Köping and are engaged by a Blueland battalion. Two Blueland brigades are advancing towards the bridgehead. The 2nd Mechanised brigade is arriving from the west on October 15th –16th and the 3rd Mechanised brigade is arriving from the north on October 16th –17th. Another mechanised brigade is estimated to arrive from the south but not before October 19th – 20th. Start situation in the scenario The overall current situation (at the start of the scenario) is depicted in the map in figure 1. Our focus is on the 1st Mechanised battalion on the Blueland side and on the 2nd Mechanised Battalion on the Redland side. The 1st Mechanised battalion is a part of the Blueland 2nd Mechanised brigade. The brigade consists of three mechanised battalions and one motorised battalion, one artillery battalion, one engineer battalion, one logistics battalion, one reconnaissance company and one air defence company. The brigade commander’s task is to prevent Redland units from advancing over the Västerås – Fagersta – Avesta line (see blue shadow line in f igure 1) before October 21st. The brigade should also be prepared to support the 3rd Mechanised brigade with one mechanised battalion with 48 hours’ notice starting from October 18th at the earliest and be prepared to attack in or north of Stockholm. The Blueland brigade commander’s plan for the main task is to delay Redland from advancing to the west along two main routes. On the southern route is the 1st Mechanised battalion and on the northern route is the 4th Motorised battalion. Those two battalions are tasked to advance to the east and capture two key terrain areas (Järlåsa and Örsundsbro, see figure 2) and prepare for a delaying operation towards the west in order to create time for defensive preparations by the two remaining battalions in the 2nd Mechanised brigade (see figure 2). On the southern route, the 2nd Mechanised battalion has been tasked to delay the enemy from advancing through its area beginning October 17th at 1800 hours and for at least 48 hours. 13 LARS HENÅKER Figure 2. Set up situation on October 16th 0600 hours at the blue side when the scenario starts When this scenario begins, it is the morning of October 16th. The 1st Mechanised battalion is deployed according to the map in figure 4. It has received its orders from the brigade and has developed a plan and is prepared to issue battalion operational orders to start accomplishing its task: 1st Mechanised battalion – Capture and defend the bridges in Örsundsbro with the purpose of creating time for the 2nd Mechanised brigade’s preparations for a delaying operation towards the west. – Prepare the bridges in Örsundsbro for destruction. – Be prepared to delay enemy advancement in own area of responsibility. – Be prepared to be brigade reserve and initiate an attack 6 hours after brigade orders have been issued. Opposing the 1st Mechanised battalion is Redland’s 2nd Mechanised battalion which is also tasked with capturing Örsundsbro and advancing west to break through the line between Västerås and Fagersta, in order to create an advantageous position for the next brigade to explore west. None of the sides know about the other side’s plan and task. This is the starting point of our analysis of the seven steps in the 14 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO ideal model to be operationalised in the tactical plan for the Blueland 1st Mechanised battalion. There is, of course, a lot more information needed than this in order to make a battalion battle plan, but this should be sufficient for our purposes in order to apply and discuss some principles and derive the ideal model. When the scenario starts, it is the morning of October 16th. Redland’s 2nd Mechanised battalion is deployed according to the map in figure 3. It has received its orders from the brigade and developed a plan and is prepared to issue battalion operational orders to start accomplishing its task: 2nd Mechanised battalion – Advance rapidly and secure the bridges in Örsundsbro with the purpose of creating different routes of advance west. – Destroy the enemy between Uppsala and Västerås with the purpose of creating a breakthrough west for the brigade. – Be prepared to delay enemy advancement in own area of responsibility. Figure 3. Set up situation on October 16th at 0600 hours at the red side when the scenario starts 15 LARS HENÅKER Figure 4. Set up in detail of the situation on October 16th at 0600 hours at the blue side when the scenario starts Applying the ideal model’s steps in the scenario So far, the previous discussion has been about the ideal model, the scenario, and the ideal model as a hypothesis. The purpose of this paper is to show how the ideal model can and should be expressed in a given scenario. There are more or less an open ended number of opportunities for each commander to act within the scenario. So which act is superior to other acts? If both sides conduct the same maneuver, who is winning then? Step 1. To compare and validate Modern System deployment of the force and use of the maneuver tactics in the scenario The deployment of own troops as a starting point is fundamental when it comes to gaining an advantage later on. A skillful deployment itself is a strategy (Jomini 1987), reweaving each commander’s inner thoughts and knowledge of the core essences in tactics. Commanders must choose an idea in advance of a sequence of performances and hold on to that idea until it needs to be reviewed and adapted to new circumstances, new decision points and eventually new tasks. If one or both commanders are able 16 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO to reach into the opponent’s rear in a deep maneuver and achieve a surprise, it will correlate to the ideal model and, as an expected result, eventually lead to organisational breakdown on the other side. Biddle (2004) points to the importance of the force’s employment in the battlefield in order to both preserve its strength against attrition and concentrate force to accomplish (or resist) breakthrough. In the scenario, this would be measureable as how the tacticians handle their resources and, as one negative outcome, they risk losing their freedom of action and initiative. To correlate to optimal tactical behaviour in battle, the first criteria would be measurable: how the force is deployed on the battlefield influenced by knowledge of your enemy and having full confidence in your own capabilities. Also, making the best use of their units and other means requires knowledge of various systems and functions within the force. However (Dixon 1976), a tendency to underestimate the enemy would be the opposite of optimal tactical behaviour, according to Dixon. At the beginning of the scenario, both sides lack intelligence and therefore need to gain intelligence initially by a broad collection. During the morning of 16th October, each side initially needs to use a probe attack using e.g. UAV, request for brigade level sources and reserves if a gap is found or as a counter measure. Initially, tempo is of greatest importance for reaching the bridge area in Örsundsbro (figures 3 and 4) and, when the area is secured, for exploiting and defending that area. By defending the area, fixed positions can be used. Also, a more mobile and flexible defence is preferred to preserve freedom of action to counter attack. If one side in this situation is fixed in defensive positions without time spent in field preparation, they could risk encirclement or find the opponent maneuvering deep in their rear area. A battalion should initially use at least 2–3 of its companies in the probe attack in order to find a route of advance into the opponent’s rear. The rest of the battalion should be considered as reserves to use as a spearhead when opportunity occurs. In contrast to the assumed successful method of the ideal model to achieve success in battle, the player can be too careful in his/her advance towards the goals or ignore the intelligence of the enemy maneuver. Step 2. To compare and validate aggressive reconnaissance and counterreconnaissance in the scenario This leads to the next step in the ideal model, aggressive ground reconnaissance to find the opponent and eventually reveal his/her intent. By using aggressive reconnaissance, either side tries to find gaps or weakly defended areas in order to conduct maneuvers and reach deep into the enemy’s vulnerabilities, disrupt his or her will to fight and interfere with the opponent’s decisions at a high tempo. When the opponent is disrupted, mentally or physically, either commander starts to out-pace the opponent and achieves the ability to implement action faster than the opponent. It is risky to act on incomplete information and then wait and see what will happen. Initially, both sides need more information about their opponent and the terrain. Detailed questions must be answered quickly and with accuracy. To find out where the enemy’s main body is, his direction or even his or her intent is decisive information and should have an impact on the next move or act. This can be visualised in the scenario by how early the commanders discover their opponent’s 17 LARS HENÅKER units and intentions and how they explore the intelligence and information to influence the development of events. By using the scenario, individual commanders, officers, groups of officers and staff elements could test implementing their plans. During the implementation phase, incidents of situations for re-planning will occur constantly. Situations like that usually occur automatically in a scenario. It is of great importance that the scenario corresponds to the dynamic aspects of problem-solving and enables visualising frictions clearly. Both sides acting in a scenario must act without knowing everything about the opponent and must continue aggressive reconnaissance in order to build up a more solid intelligence picture of the situation. The constant flow of feedback from new information as a result of acting gives new input to each side to make new decisions and validates how well each commander avoids being surprised by the enemy. Two to three companies from a battalion can be used initially in an aggressive reconnaissance pull or push. As a hypothesis of optimal tactical behaviour in battle, the second step in the ideal model would be measurable by how successful each commander is in finding gaps for maneuvers and avoiding a surprising enemy breakthrough and also blinding the enemy. The negative opposite is a failure to make adequate reconnaissance and a failure to exploit a situation gained and a tendency to “pull one’s punches” rather than conduct a massive and decisive reconnaissance-push. Conducting an aggressive reconnaissance probe can turn into a full engagement. Each player should have a clear intent of how intensive their engagement should be or they risk losing tempo or taking losses. The opposite would be (Dixon 1976) to reject or ignore new information and failure to make adequate reconnaissance. Step 3. To compare and validate how much the opponent is out-paced in the scenario In addition to an aggressive reconnaissance, it must be properly balanced with reserves standing by to rapidly exploit the gaps and breakthroughs that are created or spotted. In this way, a fast maneuver sent into the depths of enemy territory will affect their behaviour negatively. A desired result of a maneuver in depth is that the opponent’s decisions are too late and that prevents the opposing forces units from regrouping in time to new places with the correctly balanced resources. When one side is not prepared to fight in a new unexpected situation, then they would be more or less surprised. As a result of being surprised, counter action is taken too late and an out-pace situation occurs. If this moment is reached, the initiative can be amplified by a breakthrough and exploitation phase. If any side does not have time to make decisions and give orders to their units more skillfully than the opponent, he or she will ultimately be left behind in decisions on tempo. In this step, both sides’ understanding of the tactical decisions are measured. It means, for example, how adept they are at understanding the enemy organisation, technology and modus operandi but also full knowledge of their own capacities. If the battalion is able to hold 2-3 companies in reserve during this step in the ideal model, then it can be implemented. If the player is not able to avoid a frontal assault, especially on the opponent’s strongest point, the risk of losing tempo or wastage of resources is imminent. 18 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO Step 4. To compare and validate how well deep and fast maneuver in the enemy gaps is performed in the scenario When exploitation occurs with follow-on forces, the breakthrough gap could be widened and enemy forces risk being captured in encirclement. If the enemy is in disorder, too late in taking up new fighting positions, is unable to conduct counter-attacks or pinned down lacking the ability to regain the initiative, then the unit reaches a point of culmination that ultimately can lead to organisational breakdown. This means that maneuver is critical because one side can fight from positions superior to the other side and this could lead to surprise and to exploiting a breakthrough in the situation. In order to measure if any side succeeds in finding superior fighting positions and utilising them, these criteria must be visualised in the scenario. Both sides need to seek fast and deep maneuvers through gaps that reach into the depths of the opponent’s vulnerabilities. We need to measure in time how the acting sides in the scenario are affected by the surprise from an unexpected maneuver. Does the effect last or is it quickly transient? In a scenario discussion, the decision-making process must be in real time and allow both sides to act in parallel. Now, here is one important detail to take into consideration, commanders should not be tested as to how fast they are able to move military units on a map or in a fictitious scenario, but how fast they take decisions and act in a logical way. The side which manages to get into the depths without lingering in too much friction and involuntary engagements creates opportunities. These options of possibilities could be a selection of value targets, e.g. soft targets, selection of favourable terrain, opportunities to disrupt the opponent’s movement or to continue past the opponent’s positions. If the maneuver successfully influences the opponent’s supply, combat support or the ability to coordinate his or her unit’s needs to be protected or regrouped to new locations. When some or all maneuver companies (rifle, mechanised or tank companies) in a battalion are able to find and destroy soft targets to cripple the opposing sides’ abilities to fight and maneuver, then that side should have an upper hand over its opponent correlated to the ideal model. A failure would be not to explore a situation described above and stall the maneuver. Also the capability to adjust the plan’s flexibility to maximise the use of opportunity would be measured (Dixon 1976). Step 5. To compare and validate how well a surprise attack is explored in the scenario Enemy units that are not prepared to fight but are attacked are considered to be surprised. Key units like combat support, supply or command elements would be referred to as soft targets, although organic vehicles are often lightly armoured. If the ability to make use of indirect fire disappears, when e.g. a mortar unit is destroyed, the defender makes it difficult to regain the initiative or to conduct further maneuvers. If the ability to maneuver into new advantageous fighting positions disappears, the risk increases for units taking unnecessary losses when exposed without support or being encircled. A lack of combined arms hampers the ability to fight and units without support risk a premature culmination. If one side manages to unravel a defending position and push them on the retreat and pursue them, it can create a shock and paralysis of the opponent’s will to fight. If one side is successful in maneuvering into the enemy rear 19 LARS HENÅKER area and finds unprepared units or soft targets to destroy, then a well surprised attack has occurred. At this moment, when neither side is using this opportunity, the risk is that the opponent’s side regains from the surprise and counter-attacks. This is a crucial moment for both sides in avoiding defeat or gaining victory. Step 6. To compare and validate the exploitation of a successful surprise attack and create shock in the scenario At least one maneuver company from the battalion should be able to exploit the successful attack and use the breakthrough in a skillful way. Attacking new targets or capturing key terrain and destroying escaping enemy units in order to maximise the benefits from skillful maneuvers would be measures in line with the theory. A player who is able to keep the momentum in decision-making and conduct accurate action will avoid his/her own culmination but find new fighting positions, refill supplies and combined arms in a skillful way. To measure this, we need to compare the plan and goals with the actual outcome of completed action and its effects. Both Collins (2010) and Leonhard (1994) highlight the importance of striving to achieve surprise and explore the current situation. As a hypothesis of optimal tactical behaviour in battle, the sixth measurable step from the ideal model is that commanders should avoid premature culmination and continue fighting escaping enemy units as long as possible. The opposite is a failure to make use of surprise or deception and starting to find scapegoats for his/her military set-backs by not being able to maneuver into advantageous combat positions (Dixon 1976). Even worse, if one side is not able to combine arms correctly to accomplish new tasks and loses the ability to lead his/her battalion, defeat is near. Leonhard (1994) highlights four different and important temporal aspects, duration, frequency, sequence and opportunity. Leonhard (1994) defines the concept of opportunity as a time-sensitive decision point. It applies to all command levels. According to Leonhard (1994), and well in line with the theory of dynamic decisionmaking presented previously, combat by nature creates opportunities to act decisively. The commander must identify every opportunity and consciously select which one to explore and then commit fully to the situation until the opportunity has passed. To validate this, it is of importance to identify all the opportunities and measure their outcome in the scenario. Brehmer (1995, p. 114) points out that the decision maker must develop a model to master the problems caused by the feedback delays of how the system he/she is trying to influence. Brehmer and Thunholm (2011) also support the idea of the ability to make timely decisions. The commanders (tacticians) must know how to act in the current situation but must also keep a clear picture of what he/she would like to achieve later on during the battle. To measure this, we need to see how the commanders use reserves, reconnaissance, surface and gaps, combined arms, engagement and disengagement in a proactive way. Step 7. To compare and validate the enemy organisational breakdown in the scenario When a side has maneuvered into such advantageous positions that the opposing side is not able to counter-attack or defend in an organised manner, then he/she has lost the battle. In the scenario, one side should be able to maneuver at least half of their own battalion in a controlled way and also be able to attack or defend 20 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO when necessary. The losing side is not able to conduct any organised fight. The side whose units are scattered, oppressed, beaten and in shock have lost the battle. Collins (2010) and Biddle (2004) emphasise superior elán (sometimes referred to as better quality of troops in terms of morale, cohesion, fighting spirit, etc.). This is reflected in how some units with better quality will be used and how a balanced combination of different devices optimised from occasion during the wargame. Collins (2010) concludes that it is often after a force has been disintegrated that it suffers the greatest losses of materials and soldiers. To measure the degree of decomposition and its effects in the scenario, effects can enhance the temporary elevated levels of losses. As a hypothesis of optimal tactical behaviour in battle, the seventh and last measurable step occurs when enemy units no longer counter-attack or defend themselves in an organised way. This amplifies the failure due to the indecisiveness and a tendency to abdicate from the role of decision-maker and no ability to act. Conclusions: How to use the ideal model applied in a scenario A number of tactical criteria or steps in the ideal model have now been utilised in a realistic fictitious scenario. This enables us to use all the ideal model’s steps in a wargame to verify if some or all of the steps are valid or not. The question arises: how can we be so sure of these steps? Is it possible to actually evaluate some or all steps? Through the study of historical battles, we can determine that certain criteria have been successful. In order to verify the produced military historical criteria, we will also make use of wargames to confirm or deny the validity of criteria. The ideal model is not a “law” or the ultimate truth but more of an empirical path of knowledge. Tactical criteria can be tested in various scenarios but need to be measured more thoroughly. The tactical scenario is operationalised in the narrative based on conventional warfare in future high-intensity and high-tech level conflicts. The geographic areas are Northern and Western Europe. Furthermore, the scope of some of the scenarios is that a major power is at war with a smaller nation. This article has not studied the criteria of success except for conventional warfare. How is it possible to conduct a breakthrough in “hybrid” warfare or in a low conflict with only insurgents? These questions are not answered in this article, although the ideal model could of course be tested in other types of conflict as well. By using a scenario, officers can act against each other and be examined as to how well the various success factors give divergent outcomes. The ideal tactician’s ability to fully utilise all the success criteria at the same time may not exist in reality, but still can be an optimal value to measure up in a scenario. All the ideal tactician’s positive abilities to use success criteria are measured against how officers understand and act in a scenario and what level of efficiency is achieved. It is important that the scenario is conducted as a duel to create the conditions necessary for examining the criteria. Mainly dynamic behaviour is pursued when tacticians are trying to 21 LARS HENÅKER outmaneuver each other and get in positions where the opponent both feels defeated and has lost resources and has been denied reaching their goals. The assessment of the officers’ tactical skills and knowledge during the implementation of the scenario is conducted with an assessment of each participant by the senior tactical experts and the result from e.g. wargames or field exercises. Using the ideal model profile, we assess the officers’ skills in conducting and accomplishing their tasks. From these assessments we can evaluate which of the criteria were used more or less frequently and to what extent they were used and when they led to achieving victory in the scenario. Eventually, the officers’ own progression can be evaluated when tactical scenarios are conducted at different times. Above all, the scenario provides us with two important things, the first is how we can use and master all the steps in the ideal model, and the other is that we are able to evaluate the development curve and its progression in our officers. Future research path: Wargame method to evaluate scenario The operationalisation is done by inserting criteria for success in combat into a wargame. The wargame will create results and its outcome could be evaluated. This is one method for using and considering the criteria but also for evaluating officers’ tactical ability at a given time. With that comes knowledge and opportunity to have a focused approach to improve future education. Even regulations and doctrines would be affected, since they can be reviewed on the basis of the ideal model of successful tactical criteria. Testing the ideal model will reveal if commanders that tend to win against their opponent act according to the ideal model or not (or to what extent they follow the model). In order to conduct such experiments, a wargame or a tactical battle simulation are used to simulate all possible events in the scenario. The wargame needs to be two-sided and played in real-time in order to mimic a realistic command and control situation. The research effort will be to use our criteria to measure the implementation or use of the model and improve training of officers in one of their core competences, commanding battles. The experiments are carried out mainly with the support of computer simulated wargames but can also be carried out by using analog wargames. An important factor is to be able to simulate and create the effect of human behaviour during combat. Effects such as surprise and shock must be simulated in order to test some of the criteria. Would it also be possible to implement more effective training for officers and the training of military staffs and commanders of various units? If it is possible to evaluate tactical quality of our officers, we would have the opportunity to choose the most appropriate officers for their tactical skills and not because they are proficient in other skills, such as administrative skills. Tactical skill is one of the core competencies of an officer and a large part of his/her training focuses on developing and improving this ability. Officers must constantly train and develop their core competencies to maintain their skills in tactics and the operational art of war. 22 HOW TO WIN IN COMBAT – AN IDEAL MODEL APPLIED IN A SCENARIO This paper has focused on the designed scenario in a specific military tactical situation and how it is possible to evaluate how well an ideal model of winning battles correlates when commanders start to act. This needs to be developed further and tested. The test of how valid this hypothesis about winning in combat is can be tried out in a wargame environment. 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