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December 2005
National Guardman’s Tactics Game Doesn’t
Break the Bank
By Michael Peck
Drawing from his own experiences at the Army’s National Training
Center, an Ohio National Guard captain has created a $15 board game
that can be used by both military trainers and civilian hobbyists.
Drawing from his own experiences at the Army’s National Training
Center, an Ohio National Guard captain has created a $15 board game
that can be used by both military trainers and civilian hobbyists.
“Warfighter 101: Movement to Contact” (http://games.bayonetgear.com/warfighter.htm)
comes with a map featuring the actual terrain from the National
Training Center, in Fort Irwin, Calif. The large cardboard playing
pieces include the platoons and sections of an Army heavy battalion.
Units are rated for primary firepower, defense value and secondary
firepower (for artillery, anti-tank and anti-aircraft weapons).
The rulebook is only four pages long, and covers various concepts
such as direct and indirect fire, line of sight, and mounted and
dismounted infantry. The game goes to great lengths to create the
feel of a National Training Center exercise, from call signs on
the pieces (Animal and Bushmaster platoons for U.S. forces, Angel
and Outlaw for the enemy units), down to actual operational order
forms and battle tracking charts that players are encouraged to
use.
Warfighter 101 was designed by Brant Guillory, a brigade liasion
officer with the Ohio Army National Guard’s 37th Armored Brigade,
and a former active-duty armor officer who served with the opposing
force at Fort Irwin. Though he designed it as a hobby game, Guillory
believes Warfighter 101 also is suitable for military training.
“How many lieutenants really have a good visualization of
how their platoon fits into a battalion or brigade deliberate attack?
This game system would make a great teaching tool for solving a
variety of tactical problems, from constricting terrain to overwhelming
enemy forces.”
While he doesn’t see paper games replacing elaborate and
validated computer simulations, Guillory points out that paper games
have their advantages. They’re much cheaper than a multimillion-dollar
computer simulation, for one thing. “Computer sims can be
great for a solitaire game, or trying to perfectly model a certain
piece of equipment, but they are cumbersome and can involve a steep
learning curve,” Guillory says. “It’s also hard
to stop a computer sim in mid-game for a teaching point, or to ponder
multiple options and courses of action, especially in real-time.
A tabletop game gives the commander the ability to step in much
more easily to ask questions of his subordinates during the game,
and to offer sage wisdom and guidance in-stride.”
Best of all, it’s easy to set up a board game to illustrate
a tactical lesson. “A company commander could sit down with
his lieutenants one morning during sergeants’ time,”
says Guillory, “and play through a scenario or two to spark
some discussions on meeting engagements, or breach tactics, or counter-reconnaissance,
without having to set up a computer system and huddle everyone around
a monitor and hot-seat a game.”
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