New Generation Warfare Simulation

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  • NEW GENERATION WARFARE SIMULATION


UNITS


OBJECTIVES

Players are given a set of objectives which can be modified according to the scenario control wishes to emphasize. These objectives can be weighted either by control or the players themselves in order to measure different variables. Objectives serve as primary method of shaping player behavior. Objectives are usually centered on protecting national sovereignty, controlling territory, etc.

TIME

Time management within the game is determined by the type of game being conducted.  Land warfare is typically run using daily turns, while naval warfare is done is shorter, multi-hour turns.  Player teams are typically given 60 to 90 minutes to decide what to do and enter unit orders via Google Earth.  Processing the orders is usually completed within 30 minutes.


ATTRITION

The attrition engine is the heart of the simulation.  It uses unclassified information and data to develop individual equipment and weapon system strengths in a variety of categories.  Weapon systems are characterized as a type of target (e.g. Heavy Armor or Infantry), and one or more weapon system types (e.g. Anti-Tank Guided Missile or Light Indirect Fire).  Within each general category, weapons and targets are given a firepower or self-defense ‘score’ that is used in the attrition calculation.  Some weapons are restricted from being able to engage some target types, either from a physical inability to do so, or because the likelihood of using a particular weapon type against a particular target type is very low.  The attrition is then calculated in a specific sequence, starting with air defense and ending with direct fire combat.  Suppression is also included in the engine.  The engine can be run purely deterministically, or can include a random component to represent lucky or unlucky shots.