“We have to stop thinking of adversary maritime forces as ‘threats’ and instead what they really are: ‘targets’ for our increasingly lethal, distributed surface, amphibious, and submarine forces,” Dr. William Bundy, director of the Gravely Group at the Naval War College, asserted during a recent interview. Read More
The following is the U.S. Naval War College Global 2014 Game report released in March, 2015. Read More
For more than 100 years, the U.S. Navy has simulated naval warfare with simulations, or games. As far back as the 19th century the Navy recognized that gaming and simulations are an inexpensive and bloodless way to learn lessons that typically are imparted only during wartime.
The use of games traditionally has had multiple purposes. The foremost is to train for war. Simulating warfare gives those involved the closest possible experience they can have to actual warfare, thus giving them a modicum of experience under fire. It is an inexpensive way to train without the expense of taking ships and aircraft to sea, particularly in periods of austerity. Read More
Given the nature of the personal computer game market, it’s rare for a commercial game to have the potential to act as an informal training tool. Games tend to trend toward the exaggeration of reality—if not totally fantastic in their premise. An exception to that trend is “Command: Modern Air/Naval Operations,” a “hard” simulation that models all aspects of modern air and sea warfare in painstaking detail. A worthy heir to the Harpoon series of games, “Command” will find a following not only among civilian gamers but might have value among military, government, and policy circles as a simulator of modern warfare. Read More