[UPDATE] We had several readers recommend games they have used or would be suitable for simulating Multi-Domain Battle and Operations (MDB/MDO) concepts. These include several classic campaign-level board wargames:
Chris Lawrence recently looked at C-WAM and found that it uses a lot of traditional board wargaming elements, including methodologies for determining combat results, casualties, and breakpoints that have been found unable to replicate real-world outcomes (aka “The Base of Sand” problem).
What other wargames, models, and simulations are there being used out there? Are there any commercial wargames incorporating MDB/MDO elements into their gameplay? What methodologies are being used to portray MDB/MDO effects?
After discussing with Chris the series of recent posts on the subject of breakpoints, it seemed appropriate to provide a better definition of exactly what a breakpoint is.
Dorothy Kneeland Clark was the first to define the notion of a breakpoint in her study, Casualties as a Measure of the Loss of Combat Effectiveness of an Infantry Battalion (Operations Research Office, The Johns Hopkins University: Baltimore, 1954). She found it was not quite as clear-cut as it seemed and the working definition she arrived at was based on discussions and the specific combat outcomes she found in her data set [pp 9-12].
DETERMINATION OF BREAKPOINT
The following definitions were developed out of many discussions. A unit is considered to have lost its combat effectiveness when it is unable to carry out its mission. The onset of this inability constitutes a breakpoint. A unit’s mission is the objective assigned in the current operations order or any other instructional directive, written or verbal. The objective may be, for example, to attack in order to take certain positions, or to defend certain positions.
How does one determine when a unit is unable to carry out its mission? The obvious indication is a change in operational directive: the unit is ordered to stop short of its original goal, to hold instead of attack, to withdraw instead of hold. But one or more extraneous elements may cause the issue of such orders:
(1) Some other unit taking part in the operation may have lost its combat effectiveness, and its predicament may force changes, in the tactical plan. For example the inability of one infantry battalion to take a hill may require that the two adjoining battalions be stopped to prevent exposing their flanks by advancing beyond it.
(2) A unit may have been assigned an objective on the basis of a G-2 estimate of enemy weakness which, as the action proceeds, proves to have been over-optimistic. The operations plan may, therefore, be revised before the unit has carried out its orders to the point of losing combat effectiveness.
(3) The commanding officer, for reasons quite apart from the tactical attrition, may change his operations plan. For instance, General Ridgway in May 1951 was obliged to cancel his plans for a major offensive north of the 38th parallel in Korea in obedience to top level orders dictated by political considerations.
(4) Even if the supposed combat effectiveness of the unit is the determining factor in the issuance of a revised operations order, a serious difficulty in evaluating the situation remains. The commanding officer’s decision is necessarily made on the basis of information available to him plus his estimate of his unit’s capacities. Either or both of these bases may be faulty. The order may belatedly recognize a collapse which has in factor occurred hours earlier, or a commanding officer may withdraw a unit which could hold for a much longer time.
It was usually not hard to discover when changes in orders resulted from conditions such as the first three listed above, but it proved extremely difficult to distinguish between revised orders based on a correct appraisal of the unit’s combat effectiveness and those issued in error. It was concluded that the formal order for a change in mission cannot be taken as a definitive indication of the breakpoint of a unit. It seemed necessary to go one step farther and search the records to learn what a given battalion did regardless of provisions in formal orders…
CATEGORIES OF BREAKPOINTS SELECTED
In the engagements studied the following categories of breakpoint were finally selected:
Category of Breakpoint
No. Analyzed
I. Attack [Symbol] rapid reorganization [Symbol] attack
9
II. Attack [Symbol] defense (no longer able to attack without a few days of recuperation and reinforcement
21
III. Defense [Symbol] withdrawal by order to a secondary line
13
IV. Defense [Symbol] collapse
5
Disorganization and panic were taken as unquestionable evidence of loss of combat effectiveness. It appeared, however, that there were distinct degrees of magnitude in these experiences. In addition to the expected breakpoints at attack [Symbol] defense and defense [Symbol] collapse, a further category, I, seemed to be indicated to include situations in which an attacking battalion was ‘pinned down” or forced to withdraw in partial disorder but was able to reorganize in 4 to 24 hours and continue attacking successfully.
Category II includes (a) situations in which an attacking battalion was ordered into the defensive after severe fighting or temporary panic; (b) situations in which a battalion, after attacking successfully, failed to gain ground although still attempting to advance and was finally ordered into defense, the breakpoint being taken as occurring at the end of successful advance. In other words, the evident inability of the unit to fulfill its mission was used as the criterion for the breakpoint whether orders did or did not recognize its inability. Battalions after experiencing such a breakpoint might be able to recuperate in a few days to the point of renewing successful attack or might be able to continue for some time in defense.
The sample of breakpoints coming under category IV, defense [Symbol] collapse, proved to be very small (5) and unduly weighted in that four of the examples came from the same engagement. It was, therefore, discarded as probably not representative of the universe of category IV breakpoints,* and another category (III) was added: situations in which battalions on the defense were ordered withdrawn to a quieter sector. Because only those instances were included in which the withdrawal orders appeared to have been dictated by the condition of the unit itself, it is believed that casualty levels for this category can be regarded as but slightly lower than those associated with defense [Symbol] collapse.
In both categories II and III, “‘defense” represents an active situation in which the enemy is attacking aggressively.
* It had been expected that breakpoints in this category would be associated with very high losses. Such did not prove to be the case. In whatever way the data were approached, most of the casualty averages were only slightly higher than those associated with category II (attack [Symbol] defense), although the spread in data was wider. It is believed that factors other than casualties, such as bad weather, difficult terrain, and heavy enemy artillery fire undoubtedly played major roles in bringing about the collapse in the four units taking part in the same engagement. Furthermore, the casualty figures for the four units themselves is in question because, as the situation deteriorated, many of the men developed severe cases of trench foot and combat exhaustion, but were not evacuated, as they would have been in a less desperate situation, and did not appear in the casualty records until they had made their way to the rear after their units had collapsed.
In 1987-1988, Trevor Dupuy and colleagues at Data Memory Systems, Inc. (DMSi), Janice Fain, Rich Anderson, Gay Hammerman, and Chuck Hawkins sought to create a broader, more generally applicable definition for breakpoints for the study, Forced Changes of Combat Posture (DMSi, Fairfax, VA, 1988) [pp. I-2-3]
The combat posture of a military force is the immediate intention of its commander and troops toward the opposing enemy force, together with the preparations and deployment to carry out that intention. The chief combat postures are attack, defend, delay, and withdraw.
A change in combat posture (or posture change) is a shift from one posture to another, as, for example, from defend to attack or defend to withdraw. A posture change can be either voluntary or forced.
A forced posture change (FPC) is a change in combat posture by a military unit that is brought about, directly or indirectly, by enemy action. Forced posture changes are characteristically and almost always changes to a less aggressive posture. The most usual FPCs are from attack to defend and from defend to withdraw (or retrograde movement). A change from withdraw to combat ineffectiveness is also possible.
Breakpoint is a term sometimes used as synonymous with forced posture change, and sometimes used to mean the collapse of a unit into ineffectiveness or rout. The latter meaning is probably more common in general usage, while forced posture change is the more precise term for the subject of this study. However, for brevity and convenience, and because this study has been known informally since its inception as the “Breakpoints” study, the term breakpoint is sometimes used in this report. When it is used, it is synonymous with forced posture change.
Hopefully this will help clarify the previous discussions of breakpoints on the blog.
One of the least studied aspects of combat is battle termination. Why do units in combat stop attacking or defending? Shifts in combat posture (attack, defend, delay, withdrawal) are usually voluntary, directed by a commander, but they can also be involuntary, as a result of direct or indirect enemy action. Why do involuntary changes in combat posture, known as breakpoints, occur?
As Chris pointed out in a previous post, the topic of breakpoints has only been addressed by two known studies since 1954. Most existing military combat models and wargames address breakpoints in at least a cursory way, usually through some calculation based on personnel casualties. Both of the breakpoints studies suggest that involuntary changes in posture are seldom related to casualties alone, however.
Current U.S. Army doctrine addresses changes in combat posture through discussions of culmination points in the attack, and transitions from attack to defense, defense to counterattack, and defense to retrograde. But these all pertain to voluntary changes, not breakpoints.
Army doctrinal literature has little to say about breakpoints, either in the context of friendly forces or potential enemy combatants. The little it does say relates to the effects of fire on enemy forces and is based on personnel and material attrition.
According to ADRP 1-02 Terms and Military Symbols, an enemy combat unit is considered suppressed after suffering 3% personnel casualties or material losses, neutralized by 10% losses, and destroyed upon sustaining 30% losses. The sources and methodology for deriving these figures is unknown, although these specific terms and numbers have been a part of Army doctrine for decades.
The joint U.S. Army and U.S. Marine Corps vision of future land combat foresees battlefields that are highly lethal and demanding on human endurance. How will such a future operational environment affect combat performance? Past experience undoubtedly offers useful insights but there seems to be little interest in seeking out such knowledge.
One of the basic problems facing military commanders at all levels is deciding how to allocate available forces to accomplish desired objectives. A guiding concept in this sort of decision-making is economy of force, one of the fundamental and enduring principles of war. As defined in the 1954 edition of U.S. Army Field Manual FM 100-5, Field Service Regulations, Operations (which Trevor Dupuy believed contained the best listing of the principles):
Economy of Force
Minimum essential means must be employed at points other than that of decision. To devote means to unnecessary secondary efforts or to employ excessive means on required secondary efforts is to violate the principle of both mass and the objective. Limited attacks, the defensive, deception, or even retrograde action are used in noncritical areas to achieve mass in the critical area.
How do leaders determine the appropriate means for accomplishing a particular mission? The risk of failing to assign too few forces to a critical task is self-evident, but is it possible to allocate too many? Determining the appropriate means in battle has historically involved subjective calculations by commanders and their staff advisors of the relative combat power of friendly and enemy forces. Most often, it entails a rudimentary numerical comparison of numbers of troops and weapons and estimates of the influence of environmental and operational factors. An exemplar of this is the so-called “3-1 rule,” which holds that an attacking force must achieve a three to one superiority in order to defeat a defending force.
Through detailed analysis of combat data from World War II and the 1967 and 1973 Arab-Israeli wars, Dupuy determined that combat appears subject to a law of diminishing returns and that it is indeed possible to over-allocate forces to a mission.[1] By comparing the theoretical outcomes of combat engagements with the actual results, Dupuy discovered that a force with a combat power advantage greater than double that of its adversary seldom achieved proportionally better results than a 2-1 advantage. A combat power superiority of 3 or 4 to 1 rarely yielded additional benefit when measured in terms of casualty rates, ground gained or lost, and mission accomplishment.
Dupuy also found that attackers sometimes gained marginal benefits from combat power advantages greater than 2-1, though less proportionally and economically than the numbers of forces would suggest. Defenders, however, received no benefit at all from a combat power advantage beyond 2-1.
Two human factors contributed to this apparent force limitation, Dupuy believed, Clausewitzian friction and breakpoints. As described in a previous post, friction accumulates on the battlefield through the innumerable human interactions between soldiers, degrading combat performance. This phenomenon increases as the number of soldiers increases.
A breakpoint represents a change of combat posture by a unit on the battlefield, for example, from attack to defense, or from defense to withdrawal. A voluntary breakpoint occurs due to mission accomplishment or a commander’s order. An involuntary breakpoint happens when a unit spontaneously ceases an attack, withdraws without orders, or breaks and routs. Involuntary breakpoints occur for a variety of reasons (though contrary to popular wisdom, seldom due to casualties). Soldiers are not automatons and will rarely fight to the death.
As Dupuy summarized,
It is obvious that the law of diminishing returns applies to combat. The old military adage that the greater the superiority the better, is not necessarily true. In the interests of economy of force, it appears to be unnecessary, and not really cost-effective, to build up a combat power superiority greater than two-to-one. (Note that this is not the same as a numerical superiority of two-to-one.)[2] Of course, to take advantage of this phenomenon, it is essential that a commander be satisfied that he has a reliable basis for calculating relative combat power. This requires an ability to understand and use “combat multipliers” with greater precision than permitted by U.S. Army doctrine today.[3] [Emphasis added.]