[iwar] [fc:A.New.Mindset.for.Warfare]

From: Fred Cohen (fc@all.net)
Date: 2001-09-23 07:59:53


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Subject: [iwar] [fc:A.New.Mindset.for.Warfare]
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A New Mindset for Warfare

By William M. Arkin
Special to Washingtonpost.com
Saturday, September 22, 2001; 1:00 PM

"We ...  are going to have to fashion a new vocabulary and different
constructs for thinking about what it is we're doing," Secretary of
Defense Donald Rumsfeld said last week.  "Americans should not expect
one battle, but a lengthy campaign unlike any other we have ever seen,"
says President Bush. 

It is not World War II, Korea, Vietnam, the Gulf War, or Kosovo.  "We
will direct every resource at our command - every means of diplomacy,
every tool of intelligence, every instrument of law enforcement, every
financial influence, and every necessary weapon of war," the President
promises.  But in thinking about what is to come, Rumsfeld says he wants
to "disabuse people of trying to draw parallels between previous
conflicts and this one."

So the natural question to ask is: What is to come?

Unified Vision

Pentagon planners have actually anticipated the question.  In June 2000,
the U.S.  military completed the last in a series of futuristic
experiments called Rapid Decisive Operations (or RDO for short),
testing, according to an after action briefing, " a concept to achieve
rapid victory by attacking the coherence of an enemy's ability to
fight." RDO war gamers set about to re-enact the 1999 Operation Allied
Force, charged with the mission to bring to bear "the full range of our
national capabilities in timely and direct effects-based operations" in
a thinly veiled Yugoslavia renamed Gordo with a leader whom the gamers
called "Slobotwo."

The target now, of course, isn't a national leader but a network.  Yet
the approach is the same.  The mode for fighting Gordo in the RDO game
was to employ "asymmetric advantages in the knowledge, precision, and
mobility" of the United States "to create maximum shock" thereby
defeating Slobotwo's "ability and will to fight." Wargamers tested three
different approaches, two following current U.S.  military doctrine, and
the third, labeled "Candidate C," that made full use of information
operations, political, economic and military capabilities "to
simultaneously influence, deter and coerce a potential adversary." As
one participant says, "While capabilities were not revolutionary, the
timing and target set against which they were employed was also not
conventional."

The RDO game was perhaps most prescient in employing "effects-based
operations" (EBO) followed by two earlier EBO games: Global Engagement
IV and JEFX 99.  In each succeeding game, there was more and more of an
attempt to break out of a "stovepiped" design for current warfare,
whereby military and other efforts are essentially separated by
bureaucratic interest.  Instead, the gamers created a "single,
integrated, coordinated and synchronized 'National Campaign Plan'
orchestrated by White House." In other words, our current war against
terrorism.  From Conquest to Effects

The jargon is obscure--RDO, dominant effects, asymmetric warfare,
network-centric warfare--but it reflects the fact that before September
11, there were already an abundance of competing futuristic concepts
being bandied about to reflect a new paradigm about warfare. 

The common thread is the effects-based operations concept.  It is, as a
Joint Chiefs of Staff background paper acknowledges, "a loosely defined
concept." But like the campaign envisioned by President Bush, it "aims
to encompass all elements of national power and influence--not solely
destruction by military force--to achieve positive political outcomes."

Effects-based targeting brings the concept to the battlefield.  Its
proponents call for the selection of targets and the means to engage
them based on contributions to the desired effect, while minimizing any
undesirable or negative effects.  The target, an RDO paper says, "may be
a physical object or structure, a geographic location, a network or
system, part of the electromagnetic spectrum, a person, group,
constituency or population." The "ultimate target" of attack, it
concludes "is the will and perception of the decision-maker."

The Rapid Decisive Operations gaming suggested how the U.S.  may go
after terrorist networks based in the Middle East.  The RDO experiment
examined all possible leverage points in confronting Gordo's "political
influence entities" (military, leadership, public opinion, opposition,
economic, and religious decision-makers and institutions).  This
included "axiological" targeting, psychological profiling, network
modeling, commodity flows, synergies, and collateral damage estimates
and unintended consequences.  Traditional military operations such as
bombing were undertaken, but they were fully integrated with deception,
psychological operations, computer network attack, traditional
electronic warfare, special operations reconnaissance, "direct action,"
and the "tagging" of key targets.  A Complex Adaptive System

As Infinite Justice (or whatever the U.S.  campaign winds up being
called) unfolds, there are many--many even inside the military--who
insist on using the old words and the old paradigm (airpower, invasion,
counter-insurgency, even tactical nuclear weapons) in describing the
coming war.  President Bush says that this war may include "dramatic
strikes visible on TV and covert operations secret even in success," and
this should be a signal to conventional thinkers and pundits that they
need a new way of thinking and a new vocabulary. 

Though RDO and other games are mostly focused on wars against nation
states in 2010, they provide a rich basis for thinking about American's
current adversary.  They help us envision the enemy, not as a
traditional nation state but as a "complex adaptive system." Much of the
enthusiasm for EBO in the U.S.  military is based upon technological
advances in communications distribution, data-mining tools, graphical
display, and social/demographic modeling tools similar to those used in
advertising, marketing and political campaigns.  The task being
undertaken now by Pentagon targeters is calculating the value, as well
as the risk and cost of engaging a specific target, or set of targets,
based on the effect produced by its physical or functional destruction,
neutralization, denial, exploitation or manipulation through all
available means -- direct and indirect. 

Those who have participated in the RDO series and other EBO games stress
that unifying all instruments of national power into a tightly
integrated team is not easy in the laboratory, let alone in these trying
times. 

What is more, the central requirement of EBO -- engaging the right
"targets" with the right weapons or tools at the right times for the
right reasons -- requires better intelligence than the U.S.  currently
possesses.  This has been the conclusion of every wargame.  Says one EBO
study: "While we have made enormous advances in precision, accuracy and
explosive power we have lagged behind in the intelligence, knowledge and
understanding required to truly exploit these new weapons and
platforms."

As the U.S.  prepares for military action, planners are mindful of the
limitations of intelligence.  They see EBO as providing the opportunity
to "shape" terror networks and their supporters, with military and
non-military action serving as much to generate new intelligence as to
exact revenge.  "Anything we do up front is just the first letter of the
alphabet," says one military planner. 

Meanwhile, inside the Pentagon, the language of this new war is being
deeply debated.  EBO proponents don't particularly think that the
doctrinaire (and dominant) current language of "fire" and "maneuver"
won't at some point come into play.  But they already see that the EBO
concept is at the center of what the Bush administration is thinking. 
It is what the White House wants to hear from the Pentagon as it
prepares for war. 

© 2001 Washington Post Newsweek Interactive

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