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"Recollections of a Peace Support Operations Game" Topic


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shadoe0101 Sep 2021 10:06 a.m. PST

The ‘Peace Support Operations Model' was developed by UK defence analysts due to the inadequacies of traditional combat models. I first aware of the model in presentation by the lead UK analyst at a meeting of the Cornwallis Group. Subsequently a ‘game' was organized for the next Cornwallis meeting at the Allenby resort near Carlisle – the US Army War College was the host.
You can read the paper on the mode (PSOM) here:

PDF link

In a nutshell the game had Blue (external intervening military/diplomatic faction), Green (Host Nation government), White (Humanitarian aid), Red (spoilers – i.e., small radical factions) and media (run by the game control). Turns were a month long – i.e., movement rates weren't important, instead players assigned resources / actions to provinces / areas. Score was kept by the usual ‘measures of progress' that have been used in real operations – e.g., areas under control of the government, casualties, rebuilding of infrastructure, etc.

In the game at the Allenby, we had experienced military, policy, humanitarian, state department people, etc. playing the same roles – being near to Washington, many were from there. I was an observer of the host nation government faction. The media reports were run by a very experienced UK analyst – George Rose (and an avid golfer).

The scenario was a post-civil war where the major warring factions had come to an accord and had formed a coalition government. External military/diplomatic and humanitarian efforts were there to support the establishment of a stable government. There was one minor spoiler faction (Marxist, if I recall) played by two retired state department guys.

As a one day event we could only get so many turns done but at the end of the day, the external / host nation / humanitarian factions looked to be winning according the measures of progress. However, I thought that was misleading and so did George. Why was that?

The primary reason was that the measures of progress were tactical (e.g., bridges built) but were not well connected to the strategic factors to win (i.e., the legitimacy of the government). What had happened was that the spoiler group cleverly picked targets to embarrass the government who wanted to respond but lacked the capability. The external faction refused – for all the reasons we've seen in these operations (e.g., fear of escalation, casualties, etc.). As a result the government was becoming increasingly distrustful of their external partners and took matters into their own hands which resulted in fair bit of civilian casualties – so the government was beginning to lose international support / legitimacy in the eyes of the populations in the countries providing external support. If we had continued the game a few more turns it's likely that there would have been loss of support for the external intervention and perhaps loss of support for the government within the country.

How could a small, spoiler faction achieve this? The two state department chaps were quite clever they knew how the intervention forces would respond – i.e., they knew the doctrine, policies, rules of engagement, etc. of the intervention forces and how the international media would react – given the media doesn't have a deep understanding of these things but they do know a good story when the see one. George and I expected that the coalition government would soon collapse – despite the all the wonderful progress – infrastructure rebuilt, security forces trained, etc.

A couple of things I noted from that were (1) the need for both internal and external legitimacy of the government, (2) how media can derail true progress as supporting governments knee-jerk react to bad press and (3) that experienced state department people are undervalued – they knew the potential fractures in the various groups and drove a wedge between them at the right spot.

Fascinating experience.

While the UK analysts used defence information for their model, I would think that there's enough open source information that anyone could develop their own game – particularly since one would not be trying to replicate a real world situation but create a fun, interesting and balanced game. Would it be a miniatures game? – no, more of a board game with meeples. But it could be the basis for a campaign game which would set conditions for skirmish games and the results of the skirmish games influencing the campaign's progress. That wouldn't be any different than bath-tubbed Barbarossa games I've seen for WWII miniatures games.

FYI – I would expect gamers to do better than the players in the game I observed.

Oberlindes Sol LIC Supporting Member of TMP01 Sep 2021 8:34 p.m. PST

Just what you've provided could be turned into a board game with some work, I would think.

Personal logo Whirlwind Supporting Member of TMP02 Sep 2021 4:30 a.m. PST

many thanks for that, reading with interest.

shadoe0102 Sep 2021 7:58 a.m. PST

@Oberlindes,

It would and the key is setting objectives for each of the factions:

1) Humanitarian aid is easy – resources expended on aid without regard to their 'allies' (i.e., the host government and external intervention parties)

2) Host government – points for things related to both internal and external legitimacy. External legitimacy would be good / bad press. Probably assume that it's the international recognized government otherwise it's game over for them. Internal legitimacy would be based on their ability to deliver the functions of government – control of territory, security, justice, education, health, etc. Not sure how to handle corruption and organized crime – perhaps as random factor.

3) Spoilers – zero-sum game with the host government. No or few limitations on rules of engagement, any media mention of them is good press whether 'good' or 'bad', but they would have few resources – at least initially.

4) External intervention parties are the interesting one. For the greatest realism, they would have different objectives every so many turns (e.g., every 6 months) due changes in operational commanders, criticism in the media, changes in administration of the countries providing the intervention forces / resources. Objectives would randomly vary – sometimes it would be host government control, at other times minimum external force casualties or amount of aid delivered or…. You could also randomly change their resources – resources withdrawn or a surge provided.

I think that would produce some interesting interactions among the players.

@Whirlwind, you're most welcome.

Major Mike02 Sep 2021 3:25 p.m. PST

I have done similar on the gaming table. The UN player having "aid" to distribute as they attempt to accomplish their goal. Rival factions all trying to gain the most "aid" while providing the smallest amount of assistance possible and working to minimize their opponents, and the hotheads that for a variety of reasons look to set the world afire to strike their claim to fame. Ran one game where the UN just had to cross the board as two rival factions were trying to gain control of a town. The UN had strict rules of engagement.

Personal logo Dye4minis Supporting Member of TMP06 Sep 2021 7:56 p.m. PST

One must first have a grasp of what Peacekeeping is about, what it is and is not. No nation can survive if it cannot provide "infrastructure" to it's citizens. Without the citizens, you have no government!

The national army (including the local civilian Police forces) must work together in safe guarding the existing infrastructure, people's safety and oversee the security of external organizations (Non-Government Organizations (NGOs) movements within the country. Indigenous Displaced Personnel (IDPs) (these are civilians forced to leave their homes for safer places- but remained in the country. If they cross the border(s) they become Refugees…a VERY important distinction!) Camps are the jurisdiction of the nation's government/ police forces but usually external security provided by foreign peacekeeping forces.

The State Dept/ Diplomats use the power of the military to address serious civilian shortfalls (hospitals/medical shortages, food distribution/convoy security protection, augment local police forces, civil engineering/repairs to infrastructure when expertise is no longer …..eh, around., etc.

All must work together under the umbrella of the new local ruler and his staff. Sometimes, they do not share the "visions" of the diplomats, and that really is a problem!

After teaching African Soldiers how to perform in such an environment in neighboring countries, (and NEO- Non-Combatant Evacuations), I can honestly say that the US State Dept could use more simulations like the one described above, to get a FXXXXing clue! I often wondered who's side they were on when teaching in various countries. Nuff said.

Any serious simulation of real world events has the ability to teach valuable lessons. Problem is that the participants must be willing to learn from their mistakes so they do not repeat them in real life. Too many do not. Best rule of thumb is to send in the military to stabilize a country then pull them out when the country's ability to control internal affairs has been proven and let the Diplomats take it from there. They will soon see that they are not big stuff without being a part of a team and actually treat the military on-scene commander as a powerful team member.

Very interesting topic to study about! Miniatures, role playing and examples of internal strife abound for those so interested.

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