Military Review English Edition January-February 2015 | Page 48

battlefield (IPB) portion was largely a copy of their higher headquarters’ IPB, their war-gaming foils (the entity they “war-gamed” their COAs against) were always enemy focused, and the team’s three courses of action (COAs) largely revolved around how to organize or lead the guerrillas. Typical war-gamed COAs included: one guerrilla base versus multiple bases, rural insurgency versus urban, and multi-use guerrilla bases versus single-use bases. All teams and the vast majority of members assumed they would have to win the hearts and minds of the people, and that the guerrillas would have to do likewise; that the guerrillas’ local interests naturally aligned with those of the larger shadow government; and, that everyone’s interests naturally aligned with those of the United States. Fourth, on average, I found the MDMP teams had the most trouble of all teams in adapting to their reality once they hit the ground. They had more trouble building rapport with the guerrilla chief, more trouble adapting their original plans to the reality, and more trouble figuring out what was going on in their sectors. They were more likely to keep fighting their original plan and to refuse to adjust their incorrect assumptions, even when they discovered evidence to the contrary of their assumptions. On average there was a slightly higher rate of recycle and relief of officers from the MDMP teams, although I suspect this was probably the least rigorous finding of the entire research.8 The MDMP teams were more likely to spend a longer time getting to more complex training objectives than other teams due to their initial struggles to accomplish simpler ones such as building rapport with the guerrilla chief, completing initial assessments, and figuring out what was motivating the local populace and the guerrilla band and leadership. Finally, upon completion of the exercise, officers on the MDMP teams were more likely to admit they did not see much value in their planning efforts. The NCOs, however, were generally more than three times as likely to have seen very little value in their planning efforts as those from the other teams. They almost unanimously regretted having spent so much time building PowerPoint slides, not rehearsing much, and not questioning their higher headquarters’ operations order. Five Salient Differences Between the MDMP teams and the Army Design Methodology Groups First, the ADM teams were more likely than the MDMP teams to include their NCOs in on the conceptual 46 planning portion of their preparation.9 Since teams were encouraged to build only 10 PowerPoint slides, the ADM teams were more likely to spend more time together during planning. A typical visit to a team found the entire team discussing their sector—usually around a whiteboard or a map. The ADM teams were also more likely to initially question their higher headquarters’ assumptions and commander’s intent, although they were also normally more likely than the unstructured teams to ultimately adopt their higher headquarters’ assumptions and nest their intent with their commander’s. Second, during their briefings, the teams conducting ADM were less likely than the MDMP teams to have trouble articulating the logic of what they thought they were about to do. The NCOs were more likely than those on the MDMP teams to be able to explain in clear language what the concept of their operation was going to be. A typical post-briefing comment and question was, “We noticed some conclusions we had during our design portion kind of got lost when we started into MDMP because they clashed with our higher’s order. How do we fix that?” Third, the ADM teams normally built many more slides than just the twenty they displayed—many had hidden slides that amounted to about 100 slides. Once they initiated MDMP, the training they had received kicked in; they turned to filling out the formatted slides and doing much of their analysis using the product they had to create for their briefings. This meant that the ADM teams did not spend as much time doing rehearsals as the unstructured teams. Once the team started its MDMP, many of the conclusions from the design effort were lost. Many in the ADM groups admitted it seemed to be a contradictory approach: design encouraged them to build their own understanding of the environment and problem, but when it conflicted with their higher’s, they were unsure of what to do. Notably, those teams that looked at their higher headquarters’ order before conducting their design effort were more likely to have their design effort match the conclusions of their MDMP. Because these teams eventually conducted MDMP, the problems associated with the MDMP teams in terms of the IPB, the most likely and most dangerous enemy course of action (COA), and their own three COAs were largely the same. The