Winning a Future War: War Gaming and Victory in the Pacific War - Naval War College Decisive Contribution to World War II Victory, Tests of


Book Description

Between 1919 and 1941, the U.S. Navy transformed itself from a powerful if unsophisticated force into the fleet that would win a two-ocean war, from a fleet in which the battleship dominated to one based on carrier strike groups. The great puzzle of U.S. naval history is how this was accomplished. Norman Friedman trenchantly argues that war gaming at the U.S. Naval War College made an enormous, and perhaps decisive, contribution. For much of the inter-war period, the Naval War College was the Navy's primary think tank. War gaming was the means the college used to test alternative strategies, tactics, evolving naval aviation, and warship types in a way that the Navy's full-scale exercises could not. The think tank perspective taken by this book is a new way of looking at the inter-war Naval War College and the war games that formed the core of its curriculum. Although the influence of both the Naval War College's gaming and of the college itself declined after 1933, most of the key decisions shaping the wartime U.S. Navy had already been taken. In this historical book, you will find the two most important ones were on the role of naval aviation and the form the U.S. war plan against Japan ultimately assumed. As shown here, U.S. naval commanders successfully applied the lessons learned from war gaming to victorious operations in World War II.This compilation includes a reproduction of the 2019 Worldwide Threat Assessment of the U.S. Intelligence Community.1. Naval Transformation * Exercises: Full-Scale Fleet Problems and Games at Newport * Naval Aviation as a Driver Toward Transformation * The Inter-War Navy and Its World * The Strategic Problem * Naval Arms Control * Ships * 2. The Naval War College and Gaming * 3. War Gaming and War Planning * The "Applicatory System" * War Gaming * War Gaming at the Inter-War War College * Simulation * Some Limits of Gamed Reality * Using War Gaming * War Gaming and War Planning * 4. War Gaming and Carrier Aviation * Guessing What Aircraft Could Do * Gaming and Early Carriers * Reeves and Operating Practices * Putting It Together-the Yorktown Class * Aftermath * 5. The War College and Cruisers * Evaluating Alternatives * Cruisers at War: Three Years of Red-Blue Warfare * Postscript: The Fate of the Flight-Deck Cruiser * 6. Downfall * 7. Conclusion: Games Versus Reality in the Pacific * Appendixes * A: Playing the Games * B: War Game Rules-Aircraft * The Airplanes * Carrier Air Operation * Bombing * Bombs Versus Carriers * Torpedo Bombing * Air-to-Air Combat * Anti-Aircraft Firepower * Aircraft Navigation and Reliability * NotesTo win the Pacific War, the Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the transformation should go to the war gaming conducted at the Naval War College. Conversely, as we face further demands for transformation, the inter-war experience at the War College offers valuable guidance as to what works, and why, and how. The fruits of this transformation are so commonplace now that we may easily forget how radical it was. The Navy emerged from WWI as a battleship fleet similar to other navies. The British had demonstrated that naval aircraft could be a vital auxiliary to the battleships, but anything more was a distant prospect. The war had demonstrated that an amphibious operation could be mounted in the face of resistance, but not that it would be particularly effective. In 1943-45, carriers were the accepted core of the U.S. fleet, and amphibious operations against enemy shore defenses were routinely conducted. Indeed, without them it would have been impossible to fight WWII.




Winning a Future War


Book Description

"To win in the Pacific during World War II, the U.S. Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the transformation should go to the war gaming conducted at the U.S. Naval War College during the pre-war period."--Provided by publisher.




Winning a Future War


Book Description

"To win in the Pacific during World War II, the U.S. Navy had to transform itself technically, tactically, and strategically. It had to create a fleet capable of the unprecedented feat of fighting and winning far from home, without existing bases, in the face of an enemy with numerous bases fighting in his own waters. Much of the credit for the transformation should go to the war gaming conducted at the U.S. Naval War College. Conversely, as we face further demands for transformation, the inter-war experience at the War College offers valuable guidance as to what works, and why, and how."




Winning a Future War


Book Description

Between 1919 and 1941, the U.S. Navy transformed itself from a powerful if unsophisticated force into the fleet that would win a two-ocean war, from a fleet in which the battleship dominated to one based on carrier strike groups. The great puzzle of U.S. naval history is how this was accomplished. Well-known naval analyst Norman Friedman trenchantly argues that war gaming at the U.S. Naval War College made an enormous, and perhaps decisive, contribution. For much of the inter-war period, the Naval War College was the Navy's primary think tank. War gaming was the means the college used to test alternative strategies, tactics, evolving naval aviation, and warship types in a way that the Navy's full-scale exercises could not. The think tank perspective taken by this book is a new way of looking at the inter-war Naval War College and the war games that formed the core of its curriculum. Although the influence of both the Naval War College's gaming and of the college itself declined after 1933, most of the key decisions shaping the wartime U.S. Navy had already been taken. The two most important ones were on the role of naval aviation and the form the U.S. war plan against Japan ultimately assumed. As shown here, U.S. naval commanders successfully applied the lessons learned from war gaming to victorious operations in World War II




Playing War


Book Description

Between the First and Second World Wars, the U.S. Navy used the experience it had gained in battle to prepare for future wars through simulated conflicts, or war games, at the Naval War College. In Playing War John M. Lillard analyzes individual war games in detail, showing how players tested new tactics and doctrines, experimented with advanced technology, and transformed their approaches through these war games, learning lessons that would prepare them to make critical decisions in the years to come. Recent histories of the interwar period explore how the U.S. Navy digested the impact of World War I and prepared itself for World War II. However, most of these works overlook or dismiss the transformational quality of the War College war games and the central role they played in preparing the navy for war. To address that gap, Playing War details how the interwar navy projected itself into the future through simulated conflicts. Playing War recasts the reputation of the interwar War College as an agent of preparation and innovation and the war games as the instruments of that agency.




Digesting History


Book Description

Product Description: Digesting History: The U.S. Naval War College, the Lessons of World War II, and Future Naval Warfare, 1945–1947, by Professor Hal M. Friedman, studies the contribution of the Naval War College, especially in the presidency of Admiral Raymond Spruance, to strategic thought during the first critical postwar years—that is, between the end of the war and the formulation of Containment. This transition period is especially valuable as a window through which to explore institutions such as the College in transition from a hot war to a cold one. While seminal studies exist of the College’s work in the interwar years, none have been published on this period.







Winning the War in the Pacific


Book Description

Analysis of role that doctrine played on victory in the Pacific theater during World War II. U.S. Navy operated under centralized and regional written doctrine that contributed to victory in combat. Doctrine was the "glue" that held together war plans. war games, exercises, and combat. It appears that the commanders who approved the doctrine of World War II did not tie the hands of the operational commanders in the field.




Gaming The Interwar


Book Description

This unique book examines the use of wargaming by the Navy during World War II. Wargames provide unbelievable opportunities for learning. They pique the interest and passion of the casual tactician or historian and assist the professional military officer in operational planning and execution. Their capacity for imparting knowledge can either supplant or complement lectures. Wargames are a valuable tool for the molding of the professional military officer. During the interwar period the United States Naval War College (NWC) used wargames extensively as a method of teaching both history and current tactics to aspiring naval officers. The NWC believed in wargaming's value so much, an entire building was dedicated to conducting the curriculum's games. On the game floor wars against Great Britain and Japan were repeatedly fought, and the evolution of multiple war plans stemmed from the spirited debates and uncanny tactics the games generated. An entire generation of naval officer brought what they had learned from the NWC's wargames to the fleet. Wargames directly benefited the U.S. Navy's interwar Fleet Exercises. The exercises were the pinnacle of the fleet's annual training. The lessons learned in Newport were tested in conditions resembling war. Feedback from the exercises both validated and reputed Newport's theories and the war plans' requirements (which the exercises were built to test). World War II was the ultimate test of Newport's lessons. Battles at Savo Island in the Solomon Islands, Peleliu, and Samar in the Philippines pointed out strengths and weaknesses in the NWC's strategic and tactical curricula. Looking into how wargames (simulations) affected war (reality) can provide a model for future training opportunities, particularly in fiscally challenging times; the rising cost of fuel and maintenance of ships underway inspires alternative methods of education and preparation for war. CHAPTER 1 * INTRODUCTION * CHAPTER 2 * WHY WARGAMING? * Educational Military Gaming * A Brief History * The War College's Interwar Games * CHAPTER 3 * THE EVOLUTION OF THE ENEMY * If Not Red, Then Orange * The Game's Effect On War Plan Orange * Additional Children of the Game * CHAPTER 4 * THE FLEET EXERCISE * The Fleet Problems Test the Navy * Similarities and Differences * What Else Was Learned? * The Feedback Loop * Molding Mahan, In Time For War * CHAPTER 5 * THE GAMES CARRY OVER * The Solomons: Tactical Issues * Peleliu: Too Rigid a Path? * Samar: Spirit of the Underdog * The Aftermath of the Wargames * CHAPTER 6 * CONCLUSION * What Works? * What Doesn't Work? * And So




If Mahan Ran the Great Pacific War


Book Description

Alfred Thayer Mahan's The Influence of Sea Power upon History (1660--1783) was one of the most influential books on military strategy in the first half of the 20th century. A core text in the naval war colleges of the United States, Britain, and Japan, Mahan's book shaped doctrine for the conduct of war at sea. Adams uses Mahan's ideas to discuss the great Pacific sea battles of World War II and to consider how well they withstood the test of actual combat. Reexamining the conduct of war in the Pacific from a single analytic viewpoint leads to some surprising conclusions about the Japanese attack on Pearl Harbor, the Doolittle Raid, the Battle of the Coral Sea, the recapture of the Philippines, and the submarine war. Naval historians and armchair strategists alike will find much food for thought in these engrossing pages.