Title: COMPUTERIZED QUICK GAME: A THEATER-LEVEL COMBAT SIMULATION. VOLUME I. MODELS
Abstract:Abstract : This paper describes a theater-level combat simulation developed to measure the effectiveness of combat troops deployed to various theaters of operations under varying levels of troop avail...Abstract : This paper describes a theater-level combat simulation developed to measure the effectiveness of combat troops deployed to various theaters of operations under varying levels of troop availability. Unlike a war game, a simulation permits extensive sensitivity analyses of the impact of uncertain assumptions or changes in the tactical situation on the outcome of the war. Simulated here are the effects of intratheater logistics, tactical aircraft, and tactical decisions on the outcome of ground combat between division-sized forces. The basic feature of the earlier RAC Quick Game is retained, in that division rates of advance are a function of force ratio. Force ratios are based on weapon firepower scores, which in turn are based in part on historical casualty rates and in part on theoretical studies. Aircraft mission assignments are established as families of curves and are used to adjust the mission performance of aircraft in various situations. The logistics model makes explicit the flow of troops and supplies over aggregated Lines of Communication (LOCs) in a combat environment. The tactical decision rules determine, on the basis of the combat situation and available LOCs, where to deploy arriving combat elements and supplies.Read More
Publication Year: 1967
Publication Date: 1967-11-01
Language: en
Type: article
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