SKIRMISH and AMBUSH

download SKIRMISH and AMBUSH

of 41

Transcript of SKIRMISH and AMBUSH

  • 8/14/2019 SKIRMISH and AMBUSH

    1/41

    SKIRMISH and AMBUSH -Tactical Board Games for Developmentand Evaluation of Road TransitPhysical Protection SystemsR. J. Gallagher, S. C. Keelan

    1)IPpdfP-d !JV Sandia I J l ~ ) l i , d [ J ( j f - " ~ / ' ; . I ! ' ~ h l u f ~ r q u e , j \ J { ~ / \ 1 i \ , ~ t ) X ; ; , ' l J B il i ~ l i id l . 1 \ / t ~ f n l o r e , Cdll],::(t1;;:) q < : ) ~ O for the United : ~ ) ! ; i t e ' - J fh' t), lr f;l)(-'!'

  • 8/14/2019 SKIRMISH and AMBUSH

    2/41

    ACKNOWLEDGMENTS

    We are grateful to the many groups who took the time to play SKIRMISH"1 0 i ny "its development stages and provi de us with comments and constructiveI I I' ie-ism.

    The completion of the project would not have been possible without theI 1l()lleration and technical support we received from F. Cupps, P. Dean, and S.1llllHjherty, 8265, and N. Wittmayer, 8413.

    5

  • 8/14/2019 SKIRMISH and AMBUSH

    3/41

    CONTENTS

    Page1IIIl'IIduction 1111''',1 ,' iption of the SKIRMISH Tactical Board Game 12I ' 1 I l i l ' l I J ( ~ n t Needed to Play SKIRMISH 14I ' d l l l l ' l ( ~ s From a Typical SKIRMISH Game 16I 1'1 'dhdck From SKIRMISH Users 19IIJlllHluction to AMBUSH Development 19

    23

    111'I'I'lld i x--EQUIPMENT NEEDED TO PLAY SKIRMISH 25

    7

  • 8/14/2019 SKIRMISH and AMBUSH

    4/41

    ILLUSTRATIONS

    f I il l i ' PageIt'rrain Map fo r the SKIRMISH Board Game 13

    I I ~ l O t o g r a p h of a SKI RMISH Game in Progress 15',KIRMISH Map With Sample Starting Configuration 16Il"qinning Configuration for Sample Turn N 17I "ding Configuration for Sample Turn N 18

    9

  • 8/14/2019 SKIRMISH and AMBUSH

    5/41

    SKIRMISH AND AMBUSH--TACTICAL BOARD GAMESFOR DEVELOPMENT AND EVALUATION

    OF ROAD TRANSIT PHYSICAL PROTECTION SYSTEMS

    IntroductionA principle objective of the Nuclear Regulatory Commission (NRC) is toprotect the public from any misuse of the nuclear energy fuel cycle. Part ofsatisfying this objective is the establishment of appropriate safeguards for

    the nuclear industry. To this end, one NRC program l is establishing improvedmethods of protecting special nuclear material (SNM). As part of this NRCprogram, Sandia Laboratories, Livermore, CA (SLL), developed several methodsfor evaluating transportation protection schemes. To complement computer simulation models 2-9, Sandia has developed two related tactical board games-SKIRMISH and AMBUSH--designed to simulate the attempted theft of SNM from truckconvoys. Board games can give valuable insight into combat situations sinceeach player must make al l decisions regarding the deployment and tactics ofthe units under his command. To computerize this degree of player involvement would require development of an interactive graphic model, an expensiveand time-consuming task with an end product which is difficult to share.The major difference between the two games is the level of complexity,

    with SKIRMISH being the simpler, introductory version. Development of SKIRMISHis complete, and the rules are contained in this report together with al l theinformation to construct a copy of the game. Test copies of SKIRMISH were distributed to a diverse group of potential users, which included representativesfrom the NRC, Sandia Laboratories, Livermore and Albuquerque, DOE, the US ArmySpecial Forces, Tri-State Motor Transit Company, and Missouri Southern StateCollege. The feedback received was considered when the final version of thegame was prepared. AMBUSH contains additional features not found in SKIRMISH.As such, i t represents a more comprehensive simulation of battle conditions butis considerably more complex. The differences between SKIRMISH and AMBUSH havebeen outlined previouslylO; they are summarized in Table I. With unlimitedtime allowed between game turns, SKIRMISH requires one to two hours to play;AMBUSH requires three to eight hours. This time can be reduced substantiallyi f limits are placed on the amount of time between turns. Due to both thelength of play and the variability of human interaction, neither version isappropriate for use in generalized parametric sensitivity studies. Thus, foranalysis purposes, the game is coolplementary to and not a substitute for computersimulation models. 2-9

    In the absence of any substantial interest in AMBUSH, i t was decidednot to proceed beyond the rough draft stage with its development.

    11

  • 8/14/2019 SKIRMISH and AMBUSH

    6/41

    Description of the SKIRMISH Tactical Board GameSKIRMISH simulates the hypothetical conflict between a truck convoan adversary group attemptinq to hijack its carqo. It is designed to fize users with basic concepts and important features of a road transitprotection system without the necessity of understanding the total comof AMBUSH itself.SKIRMISH has been desiqned as a two-player qame--one player commanconvoy, the other the adversary group. Additional players could particby directinq various subqroups (e.q., individual vehicles or qroups ofin the convoy).The conflict simulation is carried out on a game map that representerrain at the battle site. The map furnished with the game is shown iEach turn represents one minute in the engagement. The opposing playerthe movement and actions of their pieces using their judgment of the sidetermine the best course of action. The outcome of random events, i .ea piece is killed or wounded when shot at, is simulated through a combation table and the throw of a die. Flexibility has purposely been buil

    basic structure of the game so that a user familiar with the fundamentacan adjust the details to suit his particular situation.Factors which would be included in the AMBUSH version of the gamedifferent terrain types, the stopping of the transporter, the arrival osponse forces, removal of SNM from the transporter, additional weapon s routes, convoy confiqurations, vehicle vulnerabilities (including armorcargo removal deterrent devices), size of opposing forces, and their artimes. Additionally, human factor elements associated with suppressionpanic can be in cluded in an elementary manner so that some insight canqained into their effect on the battle.After the opening scenario has been defined the game proceeds, turturn, until one side is successful. Each turn is broken into four sepaphases: (1) Planning Phase, (2) Combat Resolution Phase, (3) Movement Pand (4) Maintenance Phase. During each phase, ohly certain tasks can bfornled by the qame pieces. Within each phase al l action is considered simultaneous, i .e . , somebody can be killed and still fire his weapon ifwas plotted to do so in that game turn.In the Planning Phase, all tasks to be performed during that gameare plotted by each player. Casualties are determined in the Combat RePhase. The outcome depends on defense strength as well as attack strenAttack strength considers weapon type, range, and the condition of theDefense strength,considers possible cover, posture, and target movement

    roll of a die introduces uncertainty into combat resolution. In the MoPhase each player moves his pieces as casualty status permits. In thetenance Phase such tasks as barrier work and weapon exchange are conducAt the completion of the Maintenance Phase, that turn is finished and thclock advances one minute to the next turn. For each game turn, a permrecord is made of al l actions planned and executed. This enables the pto later examine the effect of their actions on the battle1s outcome.

  • 8/14/2019 SKIRMISH and AMBUSH

    7/41

    ar-

    e

    rec ton tothe

    -

    I 1'1111'(' I . Terrain Map fo r the SKIRIV1ISH Board Game

    game

    13

  • 8/14/2019 SKIRMISH and AMBUSH

    8/41

    One shortcoming of playing board games with a single map is that eachplayer has complete information about the position and movements of the oppoing player's pieces. In actual combat each force has limited information aboits opponents. The flexibility inherent in a board game allows the use of twmaps with each player seeing only one. On his map, each player tracks hisunits plus those opposing units which he has located. A referee is requiredto determine which units have been identified.

    TABLE ICOMPARISON OF THE FEATURES INCORPORATED INTOAMBUSH AND SKIRMISH

    AMBUSH SKIRMISH(Advanced) (Introductory)Scenarios

    Standardized 6 1Player Originated Yes NoTerrain Possibilities

    Map Types 3 1Movement Rates and Terrain Densities 3 1Available Weapons

    Rifle Types 3 1Automatic Weapons 3 0Anti-Tank 3 0Other 5 2Communications Equipment 2 types Only at startResponse Forces Yes NoCargo Barrier Type 4 1Number of Tables 24 9

    Equipment Needed to Play SKIRMISH

    The basic ingredients of SKIRMISH are shown in Figure 2. They are:2 Rule Books1 Terrain Map2 Sets of Combat Resolution Tables1 Vehicle Chart2 Activity Charts1 Set of Playing Pieces and Transparent Overlays1 Set of Holders for Playing Pieces1 Die

    14

  • 8/14/2019 SKIRMISH and AMBUSH

    9/41

    411 these items except the die and playing piece holders can be obtained.11",( t ly from this report either by reproducing or removing the appropriateabout ,""I''', of the appendi x. In order to be consi stent wi th the si ze of theof two ' ' ' IvlrH] pieces contained in the appendix, the terrain maps should be en-s h i ",." to be 47 centimeters wide by 54 centimeters long.

    red

    Figure 2. Photograph of a SKIRMISH Game in Progress

    15

  • 8/14/2019 SKIRMISH and AMBUSH

    10/41

    Examples From a TYPical SKIRMISH GameIn an actual game, the markers and colored holders described in thireport would be used. However, in this example the following symbols arused:

    E Escort VehicleT = Transport VehicleDE Healthy Defender From Escort VehicleDr = Healthy Defender From Transport VehicleKT = Killed Defender From Transport VehicleWT = Wounded Defender From Transport VehicleA = Adversary

    Figure 3 shows an alternate SKIRMISH map with two interstate routes.or the other of these highways can be designated as the transit route. T/\)(

    \\It

    Figure 3. SKIRMISH Map With Sample Starting Configuration

    16

  • 8/14/2019 SKIRMISH and AMBUSH

    11/41

    markers in Figure 3 show a possible starting configuration for the game. Thetransporter, T, is designated for an attack on hex 2928. One escort vehicle,I , is one kilometer (40 hexes) ahead of the transporter and the other is onekilometer behind the transporter (off the map*). There are three defenders inI'ach vehicle. The six adversaries, A, have taken up positions with three atthe upper left near the top of a steep hillside; two are to the riqht of thetransporter in the trees, and one is in some bushes to the left of the trans-porter. The adversaries chose these positions because they all offer unre-';tricted visibil ity of the, road and some defensive protection.)Figure 4 shows the situation after several game turns. In the initial,lttack, one member of the transporter crew was killed, KT' and another was

    One

    Figure 4. Beginning Configuration for Sample Turn N

    [he position of vehicles off the map is logged in the Player'sPlanning Table. While off the board they cannot enter into theCombat Resolution Phase.

    17

  • 8/14/2019 SKIRMISH and AMBUSH

    12/41

    wounded, WT. The healthy detender DT and the wOunded crew member have lethe vehicle and sought cover in the woods. Four of the adversaries are wing on the vehicle's cargo barriers; the remaining two adversaries have rein position so as to detain any escort defenders who come to the transporaid. In the meantime, the defenders from the lead escort vehicle DE havestopped up around the bend in the road, dismounted, and moved up to the toof the hill from the rear. One of the adversaries who is watching up the for the escort vehicle is wide open for attack.

    Figure 5 shows the resulting situation at the end of that game turn.of the three defenders on top of the hill have fired and killed the adverson the hillside and have moved down the hillside. The healthy transportermember in the trees has moved up to attack the four adversaries working onbarrier. In the next few turns the defenders, positioned along the top ofsteep hillside and at the edge of the woods, kill the adversaries workingthe barrier. The engagement was completely resolved in favor of the defenbefore the second escort vehicle came into play.

    Figure 5. Ending Configuration for Sample Turn N

    18

  • 8/14/2019 SKIRMISH and AMBUSH

    13/41

    Feedback From SKIRMISH Users

    A draft version of SKIRMISH was distributed to a cross-section of organi'.ilions as well as internally to a range of individuals within Sandia. Their'1llIunents were incorporated into the version of the rules contained in this re11I11't. In general, user's feedback fell into three separate categories.

    a. Requests for Added Detail--Several users suggested specific areasTwo where they felt that additional detail or player options would addincreased realism to the game. It must be remembered that the purcrew pose of SKIRMISH is to introduce newcomers to the use of a combatboard game, to familiarize them with the major features of the roadtransit safeguards system, and to emphasize the influence of combattactics on battle outcome. It is not intended that SKIRMISH treatany combat situation in detail. This is left to AMBUSH, the advanced version of the game, into which almost all the suggestions can beeasily incorporated.b. Requests for Additional Flexibility--It is unlikely that the rulesfor either SKIRMISH or AMBUSH will ever cover all possible roadtransit safeguards situations. The present games are intended toserve as a framework to which users can add, subtract, or change tosuit their particular needs. In this sense, flexibility is limitedonly by the creativity and motivation of individual users.c. Requests for a Refereed Game--During normal play of SKIRMISH and

    AMBUSH both defenders and adversaries work with the same game map.Consequently, both have full view of the battlefield and access toinformation on the deployment of their opponents which might not beavailable to them if they were actually on the battlefield. Thisproblem can be eliminated with the use of separate maps by thedefender and adversaries with a referee who determines what informationshould be on each map based on his perception of what would actuallybe available on the battlefield.

    Introduction to AMBUSH Development

    While SKIRMISH can be used by itself as a training or analysis tool, i tI i'.o serves as an introduction to the more detailed road transit tactical board'Idil le AMBUSH. Preliminary development of AMBUSH has been completed at Sandia1,t1>oratories, Livermore (SLL) and the basic concepts val idated. Because ofI I I ( ' redirection of the NRC transit safeguards program i t was decided not to

    19

  • 8/14/2019 SKIRMISH and AMBUSH

    14/41

    pursue final development of AMBUSH. If the decision is made to continueAMBUSH development at SLA, a rough draft version of the rules may be obtafrom the SLL Central Technical Files, Division 8266, where i t is stored oCTF Microfilm # BU-009.

    The additional game features outlined in the AMBUSH draft are discusbelow. A comparison between the two games is found in Table I of this reThe principal differences from SKIRMISH are in the areas of terrain, attacscenarios, communications, cargo barriers, and response forces.

    a. TerrainThree different maps were developed fo r AMBUSH. They correspondflat, rolling hills, and forrested, mountainous terrain. Additifo r each map separate terrain densities and movement rates couldgenerated. In the draft version, this resulted in a total of niterrain possibilities. Beyond these options i t is possible for perienced players to use a map of their own choosing which corresponds to a region of particular interest to them.

    b. ScenarioIn AMBUSH the players are encouraged to define their own scenarioso as to make the game as relevant as possible to their individuinterests. If they prefer to use a standard scenario, six of thewere constructed in AMBUSH, each designed to emphasize a differetype of combat situation.

    c. CommunicationsIn SKIRMISH, the only communication assumed is that the escortvehicles have been notified of the attack on the transporter. InAMBUSH, two types of communications equipment were included withsuccessful message transmission being a function of range. Citizband (CB) equipment is used for radio communication within the cand a long-range system with regional communication centers is ufor communication between the convoy and response forces.

    d. Cargo BarriersIn SKIRMISH, only one transporter barrier possibility is expliciconsidered. AMBUSH contains four dlfferent cargo barrier possibities. The number of barrier penetration points required to gaiaccess to the cargo vault depends on which transporter configurais being penetrated.

    20

  • 8/14/2019 SKIRMISH and AMBUSH

    15/41

    k

    to

    e. Response ForcesSKIRMISH does not contain provisions for response forces. In AMBUSH,response forces are available to come to the aid of a convoy underattack. The number of response forces available can be varied toreflect the dependency on location. Response force distribution cor-responding to low, medium, and high population densities are availablefor each game scenario. Provisions can be made for communicationdelays if the responding forces are inadequately trained in the useof communications equipment.

    M ~ I I I J S H is not recommended for use on a routine basis in a guard training pro-' i ldlll because of its complexity. AMBUSH, if fully developed, could be used as,I ' , , ~ c u r i t y system design/evaluation tool or possibly as part of an i!l depthf'lIl1iliarization program. SKIRMISH in its present form can be used as a train-111'1 tool. If its introduction were accompanied by some type of audio visualI'll'sentation to acquaint newcomers with the basic game fundamentals before'Iu'y began reading the rule book, i t could be usefully played within one day.

    21

  • 8/14/2019 SKIRMISH and AMBUSH

    16/41

    REFERENCES

    I. R. L. Rinne, "The Physical Protection of Nuclear Material in Transit--TheProgram Plan," Proc. of the Eighteenth Annual Meeting of the Institute ofNuclear Materials Management, Washington, D.C., June 1977, also SAND77-8627./. S. C. Keeton and P. DeLaquil Il l , "Conflict Simulation for Surface TransportSystems," Proc. of the Eighteenth Annual Meeting of the Institute of NuclearMaterials Management, Washington, D.C., June 1977, also SAND77-8624.) . R. J. Gallagher, K. G. Stimmell, and N. R. Wagner, "The Configuration ofRoad Convoys: A Simulation Study," Proc. of the Eighteenth Annual Meetingof the Institute of Nuclear Materials Management, Washington, D.C.,June 1977, also SAND77-8625.fIi 'I. K. Berkbigler, "Estimating the Availability of LLEA Officers," Proc. ofI the Eighteenth Annual Meeting of the Institute of Nuclar Materials Managei ment, Washington, D.C., June 1977, also SAND77-8626.iI

    I ,. R. J. Gallagher, S. C. Keeton, K. G. St-immell, and P. DeLaquil III, "TheEvaluation of Road Transit Physical Protection Systems," Proc. of theFifth International Symposium on the Packaging and Transportation ofRadioactive Materials, Las Vegas, Nevada, May 1978, also SAND78-8650 andNUREG/CR-0099.

    f,. K. Berkbigler, "Estimates of LLEA Officer Availability," Proc. of theFifth Internaitonal Symposium on the Packaging and Transportation of~ a d i o a c t i v e Materials, Las Vegas, Nevada, May 1978, also SAND78-8651and NUREG/CR-0100.

    /. S. C. Keeton, SABRES I: Conflict Simulation Model fo r Surface TransportSystems, SAND78-8249, September 1978, also NUREG/CR-0445.:l. K. G. Stimmell, SOURCE: A Convoy Ambush Simulation Code, SAND78-8034,January 1979, also NWREG/CR-0641.'J. K. Berkbigler, COPS: A Model for Estimating Local Law Enforcement Agent

    Availability, SAND78-8237, (unpublished).

    23

  • 8/14/2019 SKIRMISH and AMBUSH

    17/41

    10. S. C. Keeton and R. J. Gallagher, "A Tactical Game for Use in the Devment and Evaluation of Road Transit Physical Protection Systems," Proof the Fifth International Symposium on the Packaging and Transportatof Radioactive Materials, Las Vegas, Nevada, May 1978, also SAND78-86NLiREG/CR-OI0l.

    11. P. DeLaquil III, SABRES II - An Individual Resolution Small Arms ComSimulation Model, Sandia Laboratories, SAND79-8249, September 1979.

    24

  • 8/14/2019 SKIRMISH and AMBUSH

    18/41

    andAPPENDIX

    EQUIPMENT NEEDED TO PLAY SKIRMISH

    25

  • 8/14/2019 SKIRMISH and AMBUSH

    19/41

    r!t,

    SKIRMISH EQUIPMENT LIST

    ItemRule BookTerrain l"1apCombat Resolution TablesVehicle ChartActivity ChartPlaying Pieces and Overlays1 Set Playing Piece Holders1 Die

    27

  • 8/14/2019 SKIRMISH and AMBUSH

    20/41

  • 8/14/2019 SKIRMISH and AMBUSH

    21/41

    [0.0] PROLOGUE

    A principal object ive of the Nuclear RegulatoryCommission (NRC) is to protect the public from anymisuse of the nuclear energy fuel cycle. Part of sat-isfying this objective is establishing appropriatesafeguards for the nuclear industry. To this end,one NRC program is establishing improved methods ofprotecting special nuclear material (SNM). As partof this NRC program, Sandia Laboratories, Livermore,Calif., is performing systems analyses to developmethods for evaluating protection schemes for themodes of transportation that could be used to moveSNM b e t ~ e e n facilities. To complement its computersimulation models, Sandia has developed the tacticalboard game AMBUSH, which is designed to simulate theattempted theft of SNM from truck convoys. Boardgames can give valuable insight into combat situations,since each player must make al l decisions regardingthe deployment and tactics of the units under hiscommand. To computerize this degree of player involvement would require development of an interactivegraphic model, an expensive and time-consuming taskwith an end product which is difficult to share. Onthe other hand, AMBUSH and SKIRMISH (a simplifiedintroductory version) are designed for a variety ofplayers with diverse interests in the problems ofsafeguarding nuclear material.

    [1.0] INTRODUCTION

    AMBUSH is a hypothetical conflict between a truckconvoy and an adversary group attempting to hijack it scargo. A broad range of scenarios and relativestrengths between the two opposing forces is possible.AMBUSH has been designed as a two-player game; onecommands the convoy, the other the adversary group.Additional players may participate by directing vari-ous subgroups (e.g., vehicles and their personnel inthe convoy). SKIRMISH, a simplified introductory version of AMBUSH, is designed to familiarize players withbasic concepts. To add more realism to the informationavailable to each player, a referee may be used witheither vers ion.

    [2.0] OBJECTIVE

    The SKIRMISH game simulates a battle in which agroup of adversaries attempts to ambush and penetratea transporter carrying SNM. In the basic scenariowhich is used to introduce players to the game, thebattle takes place in hilly, rural terrain. Thereare 6 adversaries and 7 convoy defenders, each armedwith a pistol and either a shotgun or a semi-automaticrifle. At the start of the game the transporter isimmobilized at a place of the adversary player'schoice, and the two escort vehicles, located up to500 meters (20 hexes) ahead of and behind the trans-porter, and moving in the same direction, have beennotified of the attack. An adversary win occurs

    30

    when at least one adversary gains access to thetransporter vaul t. A defender win occurs when aladversaries have been killed, or when 20 game tur(20 simulated minutes of combat) have elapsed wiout at least one adversary gaining access to thetransporter vaul t. Other stopping conditions cansubstituted upon mutual agreement by the players.The scenario is outlined in Figure 1.

    Figure 1. SKIRMISH Basic Scenario

    ADVERSARY: 6 individuals armed with pistols aneither semi-automatic rifles or shotguns.DEFENDERS: 2 modestly armored escort vehiclesand 1 transporter vehicle with some armor protection and physical barriers to the cargo com-partment; 7 guards armed with pistols and eithesemi-automatic rifles or shotguns.CONVOY CONFIGURATION: 2 guards in each vehicleand a convoy commander (third guard) in a vehicchosen by the convoy player; 2 escort vehiclesplaced at any distance up to 500 meters (20hexes) in front of or in back of the transporteCONVOY ROUTE: Either Route 4 or 7, chosen at tstart of the game.AMBUSH POINT: Transporter stopped at a point(hex) chosen by the adversary player.VICTORY CONDITIONSADVERSARY: Accumulate 200 barrier points.DEFENDER: Kill or wound al l adversaries, or prvent the adversary from accumulating 200 barriepoints within 20 game turns.

    [3.0] GAME EQUIPMENT[3.1] Game Map

    The 18"x24" game board upon which SKIRMISH isplayed represents the terrain surrounding the batsite. The terrain is either open ground or greenwooded area. Steep portions of hills or bluffs arrepresented by darkened boundaries. Contour linesare included to indicate elevation. Although theyare not used in SKIRMISH itself, they are used whthe terrain map is computerized for the SABRES II(5, II ) combat model. The board contains two nortsouth highways; each traverses different arrangemof terrain features. The land surface is brokenhexagonal units, called hexes, each representingmeters of terrain. The grid is used to keep trackthe positions of the playing pieces. Each hex has

  • 8/14/2019 SKIRMISH and AMBUSH

    22/41

  • 8/14/2019 SKIRMISH and AMBUSH

    23/41

    allowance; however, al l 10 points need not be taken. points any activity points used by the vehicleTable II lists al l activities allowed in SKIRMISH and example, if the vehicle uses 4 points in movingthe associated number of activity points. Tasks must hexes and coming to a stop, then each individube combined and performed according to the sequence of the vehicle has 10-4=6 points left for his useplay; combat, then movement, then maintenance. Every Activity Chart is used to keep a record of theperson in a vehicle must deduct from his total of 10 of each counter.-------------------------------------------- ,

    ACTIVITIESTABLEAND A

    IICTIVITY POINTS

    Allowed 10 point total per turn

    A c Code=========- - - - _ . _ ~ ~ . _ - - - -

    ActivityPoints (AP) Description

    Direct Fire OF Da irect Fire by onespecific target. man against

    IMovement MP (reg.-open) Each hex entered from an adjacentPeople (reg.-trees) hex requires the expenditure of a2 (sloped-open) specific number of activity points.3 (sloped-trees) depending on the hexside crossedand type of hex entered. (Add i t ional information may be found inTable VII!.)

    Movement* MV 1/6 (6 hexes/AP) Vehicles can move only on roads.Vehicles A healthy driver is required.Crewmen EP The act of a crewman exchangingExchange places with a wounded or killedPos i t i ons driver". Five activity points areassessed against each healthy orwounded crewman involved in theexchange.Enter or EV The act of entering or exiting aExit a vehicle (the vehicle must beVehicle stopped) .Stop SV The act of stopping a movingI Vehicle vehicle.lurn Vehicle TV The act of turning a stoppedArour.d vehicle around.Accelerate AV The act of accelerating a stoppedVehicle vehicle to speed.

    Maintenance T a s ~ 2 Barrier BW 10 The act of working on barrierWork penetration.

    RA The act of picking up a rifle orWeaponRe-arm shotgun which has been laid downto work on barriers.Weapon WE The act of exchanging weaponsExchange (rifles and shotguns).

    *In SKIRMISH the transporter is immobilized and only escort vehicles are allowed to move.

    32

  • 8/14/2019 SKIRMISH and AMBUSH

    24/41

    ------

    - - - - - - - -

    ------- -

    Ill. the start of the game the individual's name,11I111,tI weapon, and position hex are entered on the

    1\, Ilvil.y Charts. The adversary player records the amI> Il ' . I l point. For each vehicle, the driver (0) and codnvl'r (C) are identified. The convoy commander is1'1,IU'd in the sleeper (S) of one of the vehicles.III" pO'.itions of the escort vehicles in terms of the

    number of hexes in front of or behind the transporter(up to 20 hexes) are noted in th e "start hex" column ofthe defender Activity Chart. While defender personnelare in vehicles, their counters are placed ir. the appropriate location on the Vehicle Personnel StatusChart (Chart B).

    -SAr-1PLECHART A

    ACT! VlTV CHARTUnit Start Turn 1 Turn 2 Turn 3 Turn 4Name Hex Act. Loc. Pt , . End Act. Loc. Pts. [nd Act. Loc. Pts. End Act. loco Pts. End

    1. Laqui I 1108 OF 1119 5 Mi ss MP 0609 9 OF 1 O l ~ A 5 K(DEI )* EV+MP 1107 1 OF lOI9B 5 W-1. Scott 1108 OF 1119 5 Hi ss MP 1611 10 OF 1414 5 W~ ~ f-- EV+MP 1508 5 MP 1811-_ .._- -_ ._- 1-- 4 DeadJ. Wagner 1108 OF 1119 5 Mi ss MP 1511 8 OF 1414 , -IsE l l * * * EV+MP 1508 5 MP 1611 1 Wo4. Cook 1019 Wo OF 061U 10 K OF 1119 10 Hi ss(OT I Dead ._ - - 5. Dugan 1019 Dead(ClI - - -6. Ga1aga ME+l * ME+1(OE2)7. Keeton ME+l ME+l EV 1107 1(CE 1) MP 0 ~ U 9 5- - - . - _ . _ ~ -8.

    9.---_. - - - - - - ~ -

    11UBTV 1108 5 ---- f - - - - -----

    Escort fJ2 T+1U

    Escort II'l T+12** sV 1208 1 1108M ME+l 1V 1 ME+I Stat lonary Mf tl ~ ,,""

    V 5 MV+sV l1U7 _ 4 - = = - ~ ~ 1107Total Barrier Pts.

    Ambush Poi n t - - l ~ Date of G a m e ~ __ Defender Pl ayer I E n . ~ ~ Adversary PI ay e r _ Brandt _'* lnolcates 1 hex Deyond map edge + DEI Indltatt'S drlver of escort vehicle 1Indicates 12 hex.es beyond transporter ++ eEl lndi

  • 8/14/2019 SKIRMISH and AMBUSH

    25/41

    In each game turn the players plot their activi-ties using the task codes (for example, OF for directfire, MP for movement), the location the activity isdirected toward or moved to , and the number of activitypoints expended. Chart A shows an example activityplot. The chart also provides a space for noting theend conditions (END) of each turn, which are recordedin the final task of the maintenance phase.W h e ~ the ambush point is announced and the Activit y Charts for game turn 1 are completed, al l countersare placed on the board in their designated positions.Since the adversary force ambushes the transporter butdoes not know the precise location of the escorts, inthe first turn direct fire is allowed only by the adversaries against the transporter. Direct fire againstthe escort vehicles or by the defenders cannot beplanned until the second game turn.

    [5.1J Constraints on Activities

    Off-the-Board MovementIn SKIRMISH, once any counter is on the gameboard it cannot be removed. Personnel counters cannot be moved to positions of f the terrain map andlater returned. Depending upon the location of theambush point chosen by the Adversary Player, one ofthe escort vehicles may not be on the board at thestart of the game. Personnel are allowed to exitfrom such a vehicle if i t is stopped before reachingthe game board and they choose to do so. (The numberof hexes the escort vehicle is beyond the edge of thegame board should be recorded on the Activity Chart.)However, once a vehicle has been plotted to move ontothe game board, i t cannot later be moved off.

    A man cannot fire at any man he cannot see. Theability of a man to see from the hex he is in to someother hex depends on the terrain encountered by theLine of Sight (LOS), which is defined as a straightline drawn from the center of the observer hex to thec ~ n t e r of the target hex. Al I terrain features aredescribed as either blocking or clear in their effecton the LOS (see Table III). If the LOS begins and/orends in d blocked hex, counters can be sighted provided tnat no blocking hexes were encountered in between. It is not possible to see a counter one ormore hex9s t'ehind a hlocking hex (Le. , trees, slopehexsidf', or a hex with a vehicle in i t). In otherwords, one can see into the edge of a group of treesor a steep hillside bu" not b2yond. For example, inFigure 3 man "A' on hex 0620 has LOS to man "X" inhex 1324 and man "'{' in hex 1219 hut not to man "Z"in hex 1624. Man "B" on 1327 has LOS to man "X" and"Z" LJut not to man "Y".

    The L O is used in the game to prevent fire (ineither direction) when no LOS exists. Contour linesare shown on the SKIRMISH terrain map for illustrativep J r p o s e ~ only; they are not used in the board gameitself.

    34

    TABLE II ILINE OF SIGHT (LOS)

    TerrainEncountered LOS EffectOpen ClearTreesSlope hexside*Hex with vehicle in i t

    BlockedBlockedBlocked

    *Blocked if LOSdark hexside. passes through the

    Personnel-in-VehiclesIf the driver is killed or wounded, a movingvehicle moves an additional 2 hexes and stops. In

    order for the vehicle to move again, a healthy indi-vidual must replace the driver (5 Activity Points).In SKIRMISH, personnel in vehicles cannot firewhile the vehicle is in motion. (Fire from movingvehicles is assumed to have very l i t t le chance ofhitting a target.)All rifles are considered to be loaded with armorpenetrating ammunition. Shotguns and pistols cannotpenetrate the vehicles and thus have no effect on occupants. Weapons have no effect on the vehicle itself.In SKIRMISH, adversaries are not allowed to entervehicles occupied by defenders or vice versa.

    [6.0J COMBAT RESOLUTION PHASE

    All combat in a game turn is considered to occursimultaneously. Thus combat results have no effect un-t il the end of the combat resolution phase. A man thatis a casualty early in combat resolution continues toengage in any combat plotted on the activity plotted onthe activity charts for that turn. To resolve combat,determine the attack strength and the defensive strengtand use their ratio to find the outcome of the engagement.Although not supp lied with the game, players mi gh

    find i t convenient to keep track of defensive and attacstrengths individually by game turn on a separate charEach attack against a given target is resolvedindividually. Thus if a single definding man is thetarget of several attacking men, al l of the5e combatsare resolved separately. The total strengths of theattacking units are not combined. Even if the defendinman is "killed" before al l the allocated attacks areexecuted, the remainder of the attacks may not be changThe remaining (useless) firing men may not reallocate f

  • 8/14/2019 SKIRMISH and AMBUSH

    26/41

  • 8/14/2019 SKIRMISH and AMBUSH

    27/41

    - - - ----

    This concept of redundant kills is not unrealisti c since in combat assessment of kills is not alwaysimmediately clear.When fire is directed into a hex that is occupiedby more than one man, the attacking player will fireat only one man. The man who receives the fire mustbe designated on the Activity Chart.

    [6.1] Defensive Strength

    Defensive strength is determined by a combinationof the target's terrain at the start of the turn andthe movement plotted in that turn. Table IV gives thedefensive strength factor.Example: In Figure 3, the defensive factor forthe personnel are as follows: Defense

    Man Terrain Movement Strength"A" Trees 0 2"B" Open 8 5"C" In Vehicle 6 10"X" Slope Hex 4 15"V" Slope Hex 4 15"Z" Slope Hex 0 5Note that although man "V" moved from "slope hex-side" cover to an open hex, his defensive strengthfor this turn is 15 not 3 since combat assessmentis calculated before movement.

    [6.2] Attack Strength

    Attack strength depends upon the weapon beingthe range (in hexes) to the target, and the conditiothe firer, i .e . , whether he is f it (unwounded), wouor in a vehicle. Table V lists the SKIRMISH attackstrength.Example: In Figure 3, the attack strength ifpersonnel are armed with semiautomatic rifles and uwounded is :II All firing at IIX" 17llA II lIyllfiring at 20"e ll firing at "XII 11llX Il firing at IIB II 22liZ" firing at IlB II 22

    [6.3] Combat Results

    The outcome of combat, given in Table VI, depEon the ratio of attack strength to defensive s t r e n ~ and the roll of a die.

    Combat Results ExampleEngagement Ratio A to D Die Roll OUtCOI

    llA l firing at IIX" 17-15 - 1-1 3 MissedlIAll lIyllfiring at 20-15 - 1-1 2 WoundellIe ll firing at IIX II 11-15 -

  • 8/14/2019 SKIRMISH and AMBUSH

    28/41

    I.\Weapon: Semiautomatic Rifle

    FirerRange Hexes at Firer Wounded orSta rt of Turn Fit in Vehicle0

    2l 3-45-67-9

    10-1213-1617-2021-2526-30> 31

    Note: *Shotguns and Pistols cannot be used against personnel

    I Die Roll *

  • 8/14/2019 SKIRMISH and AMBUSH

    29/41

    [6.4J Casualty States and Effects

    There are two casualty states: wounded and killed.The casualty s t a t e ~ and their effects are described inTable VII. When a man becomes "wounded" or "killed,"the appropriate marker is placed on top of his counter.Casualty status progresses from wounded to killed.Since a man may be attacked more than once in a gameor game turn, he may suffer multiple casualties. Twowounds equals a kill.

    If a man is wounded in the combat resolutionphase i t affects performance in the movement and main-tenance phases. Activities are performed in the or-der planned at double the Activity Points plotted untilthe 10 point limit is reached.

    [7.0J MOVEMENT

    As with combat, al l movement is considered simul-taneous. All movement must be executed as plotted,casualty status permitting. Men or vehicles may neveralter their movement in response to enemy movementwithin the game turn.

    If a man has been wounded during the combatresolution phase, his expenditure of activity pointsis double that planned on the Activity Chart. Thewounded man mus t be moved along the pa th 0 ri gina 11 yplanned for him as far as the Activity Points remainingafter combat activities will allow.Men may pass through a hex containing an adver-sary or defender. More than one person may occupythe same hex.In SKIRMISH vehicles can move only along highwaysand escort vehicles cannot pass through the ambush hex.

    Men may enter or exit only a vehicle which is stopped.If a vehicle is moving at the end of a turn, i tmust either be stopped or moved some additional numberof hexes on the next turn.Each man must expend a certain number of ActivityPoints to enter a hex; the amount is determined by theterrain in the hex he is entering and the hexside thathe crosses to enter the hex. Terrain effects on move-ment are summarized in Table VIII.

    TABLE VII:CASUALTY STATES AND EFFECTS

    Fit (Unwounded)Movement and Combat and al l other capabilities are unimpaired.

    Wounded (W)(11 Activity Points necessary to accomplish al l tasks are doubled(e.g . moves at 1/2 speed).(2) Attack strength is halved at al l ranges (see Table V).(3) Cannot work on barriers or drive a vehicle.Place a wounded counter on all wounded persons.

    Killed (K)When an individual is killed, place a killed counter on that person.

    38

  • 8/14/2019 SKIRMISH and AMBUSH

    30/41

    TABLE VIII:MOVEMENT RATES

    Terra in Type Ac ti vi ty Poi ntsHexside Crossed Entered RequiredRegular OpenRegu1 ar Trees 2Sloped Open 2Sloped Trees 3Regu1 ar Road (Person)Regu1 ar Road* (Vehicle) 1/6

    *In SKIRMISH, vehicles must move along roads. They can move at a rate of6 hexes per Activity Point (-55 mph).

    [8.0J MAINTENANCE

    This phase is divided into four tasks: (1) Re-annWeapon, (2) Weapon Exchange, (3) Barrier Work, and(4) Game Turn Record.

    [8.1J Re-arm Weapon(2 Activity Points)

    A man must lay down his rifle or shotgun to perfonn barrier work. Adversaries who worked on thebarriers in a previous game turn must re-arm with arifle to be able to use i t in combat in the next turn.All personnel are always armed with a pistol. Thusbarrier workers need not re-arm in order to enterpistol combat.

    [8.2J Weapon Exchange(2 Activity Points)

    A defender always has his pistol with him. Anydefender can take either a shotgun or a semiautomaticrifle with him when he leaves his vehicle. Later hecan enter a vehicle and exchange weapons. He can alsoexchange his weapon with that of any wounded or killeddefender. To accomplish the exchange, he must be inthe same hex with that individual during the game turnthe weapon exchange is to occur. Adversaries can ex-change weapons with each other under the same rules.

    [8.3J Barrier Work(10 Activity Points)

    Barrier work may not occur before game turn 2. Inorder to initiate penetration of the transporter barrier,one or more adversaries must occupy the same hex as thetransporter. Recall that a man must lay down his rifleto perform barrier work. The men accumulate barrier workpoints for each complete turn that they occupy the trans-porter hex and are plotted to work on the barriers.Since barrier work requires 10 Activity Points, no otheractivity can be carried out while working on barriers.In SKIRMISH wounded men are not eligible to participatein barrier penetration. Any adversaries wounded or killedin the combat resolution phases cannot work on the barrier

    When working on a barrier an adversary is assumed tobe in the open and does not have the defensive strengthof being within a vehicle.If a barrier penetrator is being fired at, fear ordistraction may prevent him from performing any barrierwork during that turn. For each barrier worker beingfired upon, roll the die to decide whether he works onthe barrier during the game turn. A 1, 2, or 3 meansthat he does; 4, 5, or 6 means that he is too afraid or

    distracted to work. After this procedure, total thenumber of actual workers and consult Table IX to deter-mine the barrier work points acquired. The men gainaccess to the transporter vault when 200 barrier pointshave been accumulated.

    39

  • 8/14/2019 SKIRMISH and AMBUSH

    31/41

    TABLE IX: BARRIER WORK POINTSNo. of Actual Workers 2 3 4 5 6Points Acquired per 10 25 35 40 45 50Turn

    [8.4J Game Turn RecordThe end conditions for al l counters and the totalbarrier points accumulated are recorded on the ActivityChart.

    [9.0J VARIATIONS

    The flexibility of SKIRMISH allows players tomodify the basic game easily. For example, the number of defenders and vehicles and the number of ad-versary men can be vari ed. The defender s forces Cilllbe restricted to a limited total number of shotgunsand rifles. The total number of barrier points re-quired can be varied. These options, a much more extensive range of terrain, weapon choices, and initialconditions, plus the availability of response f o r c e ~ , are included in the advanced AMBUSH board game.

    One shortcoming of playing SKIRMISH using a sin'llmap is that each player can know more about the oppo'.ing forces than is reasonable in actual combat. Thi'.situation can be remedied by using two maps and alluwing each player to see only one. On his map, eachplayer tracks his units plus those opposing units whl"he has located. A referee is generally required todetennine which units have been restricted.

    40

  • 8/14/2019 SKIRMISH and AMBUSH

    32/41:I

  • 8/14/2019 SKIRMISH and AMBUSH

    33/41

  • 8/14/2019 SKIRMISH and AMBUSH

    34/41

  • 8/14/2019 SKIRMISH and AMBUSH

    35/41

    TABLE IV: DEFENSIVE STRENGTH

    TARGET TERRAIN(a t the s tar t of the turn) 0

    TARGET MOVEMENT(Number of he,es target plot ted

    1,2,3 4,5,6 7 to 10 11 toto move)25 Greater than 25

    OPEN 1 2 j , - -TREES 2 5 5 5 - -SLOPE HEXSIDE' 5 10 15 15 - -IN VEHICLE 5 5 10 10 15 20

    "Applies only if target is receiving f ire through a slope hexside

    TABLE V:ATTACK STRENGTH

    Weapon:

    RangeIhe,es)

    Semiautomatic RifleFirerFi rer Wounded or

    ...i!... in Vehicle

    Shotgun"Fi rerFl rer Wounded or

    ...i!... fn Vehicle

    Pistol 'Fi rerFi rer Wounded or

    ...i!... in vehicle

    012

    3-45-67-9

    10-1213-1617 -2021-2526-30

    31

    352524222017129752

    1813121110864321

    503D

    5

    25152

    25201712842

    131086421

    Note: *Shotguns and Pistols cannot be used against personnel in vehicles.

    TABLE ~ 1 COMBAT RESULTS

    Die Roll

    \13456

    W

    I- I to...LKW

    5-1 to

  • 8/14/2019 SKIRMISH and AMBUSH

    36/41

  • 8/14/2019 SKIRMISH and AMBUSH

    37/41

  • 8/14/2019 SKIRMISH and AMBUSH

    38/41

    , ... I r I II 1 I I J , - " ' ; ' " " s A ' - , , , ~ , , , , . , \ _ ~ - - " - " ' $ ' i " : - " " " ~ ' ~ ' ~ ' ~ ~ _ ' ~ ' __ ~ ~ ~ " ~ " _ " ~ " ' ~ ' ' ' " _ ~ " " ~ _ ' ' ~ ' ' " ' ~ . _.... ~ _ .. , _ " , ~ . _ ~ , _ " " , c ' ~

    CJllAMT AA>CTIVITY CHAIilT

    U " , ~ t itArtName Hex

    l.

    2.

    3.

    4.

    3.

    15.

    7.

    8.

    S.

    Hl.

    Escor t #1

    Escor t #2

    Escor t #3

    Total Barrier Pts.

    Ambush Point

    Tu-rl!lurf! T1WfI TlM'II- - - TuP'l'lAct. L9C. -Art. Loc. Pts. lLn.E1 Act. Lee. l"tB EIIWl Act. Le. Pl>al. End Act. L_ . l"'ts. EM F'ts.

    Date of Game SPS Player Adversary Player........

    E

  • 8/14/2019 SKIRMISH and AMBUSH

    39/41

    Rr Rr- Rr Rr Rr jR r Rr Rr- Rr R fie--,I, 1- J.J. -1 ,'"" .... i .: t - - -EETON GOLD RINNE DEAN SCOTT , CUPPS GAlAGA BE RK EICKER BROWNRF Rr- Rr Rr Rr :R ,r- , R r-- R R if7- R J"-- 1 " 1... :.:. ... ;J,j,WAGNER LAQUIL NISSI:N STIMEL STRANO DUGAN COOK MYRE. SNYDER BRANDT

    P P P tab. ra. p a p pT \2 3p p p p p p p p p ps s s s s s s s s ss s s s s s S 5 5 S

    W W W W W W W W W WW W W W W W W W W WK K K K K K K K K KK K K K K K K K K K

    48

  • 8/14/2019 SKIRMISH and AMBUSH

    40/41

    fllNLIMITED RELEASEINITIAL DISTRIBUTION:NRC-RS (222)W. V. LoscutoffHattelle Pacific Northwest LaboratoryBattelle BoulevardHichland, WA 99352Vincent WahlerFFTFP.O. Box 550IUchland, WA 99352Stanley F. BankertBoeing Computer Services, Inc.770 Leesburg Pike, Suite 200 NorthFalls Church, VA 22043IL L. Morrison, J r .1I. S. Department of CommerceOffice of TelecommunicationsInstitute of Telecommunications SciencesBoulder, CO 80302/{. UpchurchDivision of International Security AffairsDepartment of EnergyWashington, DC 20245S. FieldsHanford Engineering Development LaboratoryP.O. Box 1970IUchland, WA 99352G. Robert KeepinLos Alamos Scientific LahoratoryLos Alamos, NM 87545[{obert M. MasonMetrics, Inc.P. O. Box 7396Atlanta, GA 30309Gerald M. AndersonORINCONSuite 3203366 North Torrey Pines COlII'1La Jolla, CA 92037

    49

  • 8/14/2019 SKIRMISH and AMBUSH

    41/41

    Ii IPERIOD COVERED (Inclusiw d J11 TYPE Of< AEPORT Scient i f ic and Technicalilit SUPPI.EMENTAPlY NOTES 14. ( L . _ " ' ' 'kJiI1'1 AB5TIIIACT /200 words IN " ..J; Two manual play board games, SKIRMISH and AMBUSH, a,.re described in deta i l . They

    If1II'II,are par t of a broad-based research ef for t to develop evaluative methodologies fort ranspor tat ion safeguards systems. These games help provide insight into th e valueof addit ional vehicles, guards, cargo barr iers , equipment, an d t ac t ics . The tasksthat are executed a t any game turn are based on a htunan interpretat ion of th ecurrent overall si tuat ion and on which s tra tegies appear to optimize th e chance ofsuccess. Due to the strong dependence of ,the outcome on th e sequence of playerdecisions, the games may prove useful as a t ra ining device for a t ranspor tat ionguard force. An advantage over computer-based combat simulation models is thatboth SKIRMISH and AMBUSH are easi ly transportable and re la t ively inexpensive.The development of SKIRMISH (a simp I i f ied or introductory version of AMBUSH) iscomplete. A se t of SKIRMISH rules , together with suff ic ient mater ials for th eassembly of a complete game, are contained in th e Appendix. A preliminaryversion of AMBUSH has also been completed, and th e differences between th e twogames are discussed.

    If, KEY WORDS AND DOCUMENT ANALYSIS 17L DESCRIPTORSBoard GamesTransportat ion (road)Nuclear SafeguardsTacticsConvoys (road)

    "II. I [ ) ( N T l f ~ R S / O P E H E N D l D TEAMS

    /j"C FORM 3. u.s. NUCLEAR REGULATORY COMMISSION171) BIBLIOGRAPHIC DATA SHEETI TITLE AND SUBTITLE ( A V o l u " , ~ No . i f .""ropri." 'J

    SKIRMISH an d AMBUSH - Tactical Board Games for DevelopmentlInd Evaluation of Road Transit Physical Protection Systems

    I AUTHORlSI R. J . GallagherS. C. Kee to n

    I'ERfOAMING OPlGANIZATION NAME AND MAILING ADDRESS (Incluc* Zi p CodtJJ

    Sandia Laboratories; Livermore, California 94550l!fOJi t l sPONSOPlING OPtGANIZATION NAME AND MAILING ADDRESS (InclucMI Zi p COcMIJ,,! U. S. Nuclear Regulatory Conunissioni Office of Nuclear Regulatory ResearchI Washington, D. C. 20555t

    ,. Pi RT NUMBE R ( A " i g n ~ d by DOCJ1 1 1 ~ 1 ' , ( ; / c R - 1 2 5 5

    2. (L ..,. bl.. leJ3. RECIPIENT'S ACCESSION NO.

    6. DATE REPORT COMPLE_TEDMONTH I-YEAR

    Januacy 1980DATE REPORT ISSUEDMONTH I YEARMarch 1980

    6. (L.., , bI.. leJ8. ( L ~ w ~ " ,.. leJ10. PROJECT/TASK/WORK UNIT NO.FIN A1l73". CONTRACT NO.NRC Order No.

    60-78-096

    if!};

    tI!