Skirmish And Ambush

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SKIRMISH and AMBUSH ­ Tactical Board Games for Development and Evaluation of Road Transit Physical Protection Systems

R. J. Gallagher, S. C. Keelan

1)IPpdfP-d

!JV Sandia IJl~)·li,d[J(jf-"~ /';.I!'~hluf~rque, j\J{~/\1 i\,~t)X;;,'lJ Bil i~j

liid l.1\/t~fnlore, Cdll],::(t1;;:)

"i !!l'~rqy

I',

tinder Cw,tr

ICt

q<:)~O for the United l' F ;i,U)4 7GDP001S9

"",d March 1980

Prepared for U. S. Nuclear Reguiirtnl'Y

Gommission

Ellgin. TK9152

.17 .G35 1980

:~)!;ite'-J fh't),lr f;l)(-'!'<'

ACKNOWLEDGMENTS

"10 I I

We are grateful to the many groups who took the time to play SKIRMISH i ny "its development stages and provi de us with comments and construct i ve

I' ie-ism.

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

5

CONTENTS

Page

1IIIl'IIduction 11''',1

,'iption of the SKIRMISH Tactical Board Game

I '1Ilil'lIJ(~nt

I 'dllll'l(~s

Needed to Play SKIRMISH From a Typical SKIRMISH Game

11

12

14

16

I 1'1 'dhdck From SKIRMISH Users

19

IIJlllHluction to AMBUSH Development

19

23

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

25

7

ILLUSTRATIONS

f

I

Page

ill i '

It'rrain Map for the SKIRMISH Board Game II~lOtograph

13

of a SKI RMISH Game in Progress

15

',KIRMISH Map With Sample Starting Configuration

16

Il " qinning Configuration for Sample Turn N

17

I "ding Configuration for Sample Turn N

18

9

SKIRMISH AND AMBUSH--TACTICAL BOARD GAMES

FOR DEVELOPMENT AND EVALUATION

OF ROAD TRANSIT PHYSICAL PROTECTION SYSTEMS

Introduction A principle objective of the Nuclear Regulatory Commission (NRC) is to protect the public from any misuse of the nuclear energy fuel cycle. Part of satisfying this objective is the establishment of appropriate safeguards for the nuclear industry. To this end, one NRC program l is establishing improved methods of protecting special nuclear material (SNM). As part of this NRC program, Sandia Laboratories, Livermore, CA (SLL), developed several methods for evaluating transportation protection schemes. To complement computer simu­ lation models 2- 9 , Sandia has developed two related tactical board games-­ SKIRMISH and AMBUSH--designed to simulate the attempted theft of SNM from truck convoys. Board games can give valuable insight into combat situations since each player must make all decisions regarding the deployment and tactics of the units under his command. To computerize this degree of player involve­ ment would require development of an interactive graphic model, an expensive and 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 SKIRMISH is complete, and the rules are contained in this report together with all the information to construct a copy of the game. Test copies of SKIRMISH were dis­ tributed to a diverse group of potential users, which included representatives from the NRC, Sandia Laboratories, Livermore and Albuquerque, DOE, the US Army Special Forces, Tri-State Motor Transit Company, and Missouri Southern State College. The feedback received was considered when the final version of the game was prepared. AMBUSH contains additional features not found in SKIRMISH. As such, it represents a more comprehensive simulation of battle conditions but is considerably more complex. The differences between SKIRMISH and AMBUSH have been outlined previouslylO; they are summarized in Table I. With unlimited time allowed between game turns, SKIRMISH requires one to two hours to play; AMBUSH requires three to eight hours. This time can be reduced substantially if limits are placed on the amount of time between turns. Due to both the length of play and the variability of human interaction, neither version is appropriate for use in generalized parametric sensitivity studies. Thus, for analysis purposes, the game is coolplementary to and not a substitute for computer simulation models. 2- 9 In the absence of any substantial interest in AMBUSH, it was decided not to proceed beyond the rough draft stage with its development.

11

Description of the SKIRMISH Tactical Board Game SKIRMISH simulates the hypothetical conflict between a truck convoy and an adversary group attemptinq to hijack its carqo. It is designed to familia ize users with basic concepts and important features of a road transit physic protection system without the necessity of understanding the total complexiti of AMBUSH itself. SKIRMISH has been desiqned as a two-player qame--one player commands the convoy, the other the adversary group. Additional players could participate by directinq various subqroups (e.q., individual vehicles or qroups of persor in the convoy). The conflict simulation is carried out on a game map that represents the terrain at the battle site. The map furnished with the game is shown in Figu Each turn represents one minute in the engagement. The opposing players dire the movement and actions of their pieces using their judgment of the situatic determine the best course of action. The outcome of random events, i.e., whe a piece is killed or wounded when shot at, is simulated through a combat resc tion table and the throw of a die. Flexibility has purposely been built intc basic structure of the game so that a user familiar with the fundamental cone can adjust the details to suit his particular situation. Factors which would be included in the AMBUSH version of the game are: different terrain types, the stopping of the transporter, the arrival of re­ sponse forces, removal of SNM from the transporter, additional weapon system~ routes, convoy confiqurations, vehicle vulnerabilities (including armor and cargo removal deterrent devices), size of opposing forces, and their arrival times. Additionally, human factor elements associated with suppression and panic can be in cluded in an elementary manner so that some insight can be qained into their effect on the battle. After the opening scenario has been defined the game proceeds, turn by turn, until one side is successful. Each turn is broken into four separate phases: (1) Planning Phase, (2) Combat Resolution Phase, (3) Movement Phase, and (4) Maintenance Phase. During each phase, ohly certain tasks can be per­ fornled by the qame pieces. Within each phase all action is considered to be simultaneous, i.e., somebody can be killed and still fire his weapon if he was plotted to do so in that game turn. In the Planning Phase, all tasks to be performed during that game turn are plotted by each player. Casualties are determined in the Combat Resoluti Phase. The outcome depends on defense strength as well as attack strength. Attack strength considers weapon type, range, and the condition of the firel Defense strength,considers possible cover, posture, and target movement. ThE roll of a die introduces uncertainty into combat resolution. In the Movemen1 Phase each player moves his pieces as casualty status permits. In the Main­ tenance Phase such tasks as barrier work and weapon exchange are conducted. At the completion of the Maintenance Phase, that turn is finished and the gan clock advances one minute to the next turn. For each game turn, a permanent record is made of all actions planned and executed. This enables the player! to later examine the effect of their actions on the battle1s outcome.

and i 1i ar­ ysical xities

the ate rsonnel the Figure 1. di rec t ati on to whether resolu­ into the concepts

e: re­ terns, nd val .nd

by

lte lse,

per­ I

be

Ie Irn llution :h.

'i rer. The

I 1'1111'('

I.

Terrain Map for the SKIRIV1ISH Board Game

~ment

lin­ ~d •

game lent lyers ~

13

One shortcoming of playing board games with a single map is that each player has complete information about the position and movements of the oppos­ ing player's pieces. In actual combat each force has limited information about its opponents. The flexibility inherent in a board game allows the use of two maps with each player seeing only one. On his map, each player tracks his units plus those opposing units which he has located. A referee is required to determine which units have been identified. TABLE I

COMPARISON OF THE FEATURES INCORPORATED INTO

AMBUSH AND SKIRMISH

AMBUSH (Advanced)

SKIRMISH (Introductory)

Scenarios Standardized Player Originated

1

6

Yes

No

Terrain Possibilities Map Types Movement Rates and Terrain Densities

3 3

1 1

3 3 3

5

1 0 0 2

2 types

Only at start

Yes

No

Available Weapons Rifle Types Automatic Weapons Anti-Tank Other Communications Equipment Response Forces Cargo Barrier Type Number of Tables

4

1

24

9

Equipment Needed to Play SKIRMISH

The basic ingredients of SKIRMISH are shown in Figure 2. 2 Rule Books 1 Terrain Map 2 Sets of Combat Resolution Tables 1 Vehicle Chart 2 Activity Charts 1 Set of Playing Pieces and Transparent Overlays 1 Set of Holders for Playing Pieces 1 Die

14

They are:

each e oppos­ ion about ~ of two his ~ui red

411

these

.11",(

items except the die and playing piece holders can be obtained

tly from this report either by reproducing or removing the appropriate

,""I''', of the appendi x. In order to be consi stent wi th the si ze of the pieces contained in the appendix, the terrain maps should be enhi ",." to be 47 centimeters wide by 54 centimeters long.

'''IvlrH]

Figure 2.

Photograph of a SKIRMISH Game in Progress

15

Examples From a TYPical SKIRMISH Game In an actual game, the markers and colored holders described in this

report would be used. However, in this example the following symbols are

used: E T DE

Escort Vehicle = Transport Vehicle Healthy Defender From Escort Vehicle Dr = Healthy Defender From Transport Vehicle KT = Killed Defender From Transport Vehicle WT = Wounded Defender From Transport Vehicle A = Adversary Figure 3 shows an alternate SKIRMISH map with two interstate routes. On or the other of these highways can be designated as the transit route. The

It

/

\

( ~

)

\ \

Figure 3.

16

SKIRMISH Map With Sample Starting Configuration

is re

markers in Figure 3 show a possible starting configuration for the game. The transporter, 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 one kilometer behind the transporter (off the map*). There are three defenders in I'ach vehicle. The six adversaries, A, have taken up positions with three at the upper left near the top of a steep hillside; two are to the riqht of the transporter 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

s. One The

Figure 4.

Beginning Configuration for Sample Turn N

[he position of vehicles off the map is logged in the Player's Planning Table. While off the board they cannot enter into the Combat Resolution Phase. 17

wounded, WT. The healthy detender DT and the wOunded crew member have lett the vehicle and sought cover in the woods. Four of the adversaries are work­ ing on the vehicle's cargo barriers; the remaining two adversaries have remainE in position so as to detain any escort defenders who come to the transporter's aid. In the meantime, the defenders from the lead escort vehicle DE have stopped up around the bend in the road, dismounted, and moved up to the top of the hill from the rear. One of the adversaries who is watching up the road for the escort vehicle is wide open for attack. Figure 5 shows the resulting situation at the end of that game turn. Two of the three defenders on top of the hill have fired and killed the adversary on the hillside and have moved down the hillside. The healthy transporter crew member in the trees has moved up to attack the four adversaries working on the barrier. In the next few turns the defenders, positioned along the top of the steep hillside and at the edge of the woods, kill the adversaries working on the barrier. The engagement was completely resolved in favor of the defenders before the second escort vehicle came into play.

Figure 5.

18

Ending Configuration for Sample Turn N

tt

Feedback From SKIRMISH Users

ork­ emained ter1s

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 re­ 11I11't. In general, user's feedback fell into three separate categories.

op road

a. Requests for Added Detail--Several users suggested specific areas where they felt that additional detail or player options would add increased realism to the game. It must be remembered that the pur­ pose of SKIRMISH is to introduce newcomers to the use of a combat board game, to familiarize them with the major features of the road transit safeguards system, and to emphasize the influence of combat tactics on battle outcome. It is not intended that SKIRMISH treat any combat situation in detail. This is left to AMBUSH, the ad­ vanced version of the game, into which almost all the suggestions can be easily incorporated.

Two sary r crew n the f the on nders

b. Requests for Additional Flexibility--It is unlikely that the rules for either SKIRMISH or AMBUSH will ever cover all possible road transit safeguards situations. The present games are intended to serve as a framework to which users can add, subtract, or change to suit their particular needs. In this sense, flexibility is limited only 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 to information on the deployment of their opponents which might not be available to them if they were actually on the battlefield. This problem can be eliminated with the use of separate maps by the defender and adversaries with a referee who determines what information should be on each map based on his perception of what would actually be available on the battlefield.

Introduction to AMBUSH Development

While SKIRMISH can be used by itself as a training or analysis tool, it i'.o serves as an introduction to the more detailed road transit tactical board 'Idille AMBUSH. Preliminary development of AMBUSH has been completed at Sandia 1,t1>oratories, Livermore (SLL) and the basic concepts val idated. Because of III(' redirection of the NRC transit safeguards program it was decided not to I

19

pursue final development of AMBUSH. If the decision is made to continue AMBUSH development at SLA, a rough draft version of the rules may be obtained from the SLL Central Technical Files, Division 8266, where it is stored on CTF Microfilm # BU-009. The additional game features outlined in the AMBUSH draft are discussed below. A comparison between the two games is found in Table I of this reporl. The principal differences from SKIRMISH are in the areas of terrain, attack scenarios, communications, cargo barriers, and response forces. a.

Terrain Three different maps were developed for AMBUSH. They correspond to flat, rolling hills, and forrested, mountainous terrain. Additional Ii for each map separate terrain densities and movement rates could be generated. In the draft version, this resulted in a total of nine terrain possibilities. Beyond these options it is possible for ex­ perienced players to use a map of their own choosing which corre­ sponds to a region of particular interest to them.

b.

Scenario In AMBUSH the players are encouraged to define their own scenarios so as to make the game as relevant as possible to their individual interests. If they prefer to use a standard scenario, six of them were constructed in AMBUSH, each designed to emphasize a different type of combat situation.

c.

Communications In SKIRMISH, the only communication assumed is that the escort vehicles have been notified of the attack on the transporter. In AMBUSH, two types of communications equipment were included with successful message transmission being a function of range. Citizen'" band (CB) equipment is used for radio communication within the convoy. and a long-range system with regional communication centers is used for communication between the convoy and response forces.

d.

Cargo Barriers In SKIRMISH, only one transporter barrier possibility is explicitly considered. AMBUSH contains four dlfferent cargo barrier possibil­ ities. The number of barrier penetration points required to gain access to the cargo vault depends on which transporter configuration is being penetrated.

20

:lined

e.

In

SKIRMISH does not contain provisions for response forces. In AMBUSH, response forces are available to come to the aid of a convoy under attack. The number of response forces available can be varied to reflect the dependency on location. Response force distribution cor­ responding to low, medium, and high population densities are available for each game scenario. Provisions can be made for communication delays if the responding forces are inadequately trained in the use of communications equipment.

5sed =port. lck

to ionally, j be ine ex­ ,­ j

Response Forces

is not recommended for use on a routine basis in a guard training pro­ 'ildlll because of its complexity. AMBUSH, if fully developed, could be used as ,I ',,~curity system design/evaluation tool or possibly as part of an i!l depth f'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 visual I'll'sentation to acquaint newcomers with the basic game fundamentals before 'Iu'y began reading the rule book, it could be usefully played within one day. M~IIIJSH

os la 1

,em ~nt

n

zen's onvoy, sed

tly il­ n

tion

21

REFERENCES

I.

R. L. Rinne, "The Physical Protection of Nuclear Material in Transit--The Program Plan," Proc. of the Eighteenth Annual Meeting of the Institute of Nuclear Materials Management, Washington, D.C., June 1977, also SAND77-8627.

/.

S. C. Keeton and P. DeLaquil Ill, "Conflict Simulation for Surface Transport Systems," Proc. of the Eighteenth Annual Meeting of the Institute of Nuclear Materials Management, Washington, D.C., June 1977, also SAND77-8624.

)

.

f

R. J. Gallagher, K. G. Stimmell, and N. R. Wagner, "The Configuration of Road Convoys: A Simulation Study," Proc. of the Eighteenth Annual Meeting of the Institute of Nuclear Materials Management, Washington, D.C., June 1977, also SAND77-8625.

I

i

I

'I.

K. Berkbigler, "Estimating the Availability of LLEA Officers," Proc. of the Eighteenth Annual Meeting of the Institute of Nuclar Materials Manage­ ment, Washington, D.C., June 1977, also SAND77-8626.

, .

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

i

i I

I

f,.

K. Berkbigler, "Estimates of LLEA Officer Availability," Proc. of the Fifth Internaitonal Symposium on the Packaging and Transportation of ~adioactive Materials, Las Vegas, Nevada, May 1978, also SAND78-8651 and NUREG/CR-0100.

/.

S. C. Keeton, SABRES I: Conflict Simulation Model for Surface Transport Systems, 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

10. S. C. Keeton and R. J. Gallagher, "A Tactical Game for Use in the Develor­ ment and Evaluation of Road Transit Physical Protection Systems," Proc. of the Fifth International Symposium on the Packaging and Transportation of Radioactive Materials, Las Vegas, Nevada, May 1978, also SAND78-8652 ,.!l1 NLiREG/CR-OI0l. 11. P. DeLaquil III, SABRES II - An Individual Resolution Small Arms Combat Simulation Model, Sandia Laboratories, SAND79-8249, September 1979.

24

'lop­ on ,2 and

APPENDIX It

EQUIPMENT NEEDED TO PLAY SKIRMISH

25

r !, t

SKIRMISH EQUIPMENT LIST

Item Rule Book Terrain l"1ap Combat Resolution Tables Vehicle Chart Activity Chart Playing Pieces and Overlays 1 Set Playing Piece Holders 1 Die

27

[0.0]

PROLOGUE

A principal objective of the Nuclear Regulatory Commission (NRC) is to protect the public from any misuse of the nuclear energy fuel cycle. Part of sat­ isfying this objective is establishing appropriate safeguards for the nuclear industry. To this end, one NRC program is establishing improved methods of protecting special nuclear material (SNM). As part of this NRC program, Sandia Laboratories, Livermore, Calif., is performing systems analyses to develop methods for evaluating protection schemes for the modes of transportation that could be used to move SNM bet~een facilities. To complement its computer simulation models, Sandia has developed the tactical board game AMBUSH, which is designed to simulate the attempted theft of SNM from truck convoys. Board games can give valuable insight into combat situations, since each player must make all decisions regarding the deployment and tactics of the units under his command. To computerize this degree of player in­ volvement would require development of an interactive graphic model, an expensive and time-consuming task with an end product which is difficult to share. On the other hand, AMBUSH and SKIRMISH (a simplified introductory version) are designed for a variety of players with diverse interests in the problems of safeguarding nuclear material. [1.0]

INTRODUCTION

AMBUSH is a hypothetical conflict between a truck convoy and an adversary group attempting to hijack its cargo. A broad range of scenarios and relative strengths between the two opposing forces is possible. AMBUSH has been designed as a two-player game; one commands the convoy, the other the adversary group. Additional players may participate by directing vari­ ous subgroups (e.g., vehicles and their personnel in the convoy). SKIRMISH, a simplified introductory ver­ sion of AMBUSH, is designed to familiarize players with basic concepts. To add more realism to the information available to each player, a referee may be used with either vers i on.

when at least one adversary gains access to the transporter vault. A defender win occurs when all adversaries have been killed, or when 20 game turns (20 simulated minutes of combat) have elapsed with­ out at least one adversary gaining access to the transporter vaul t. Other stopping conditions can bl' substituted upon mutual agreement by the players. The scenario is outlined in Figure 1.

Figure 1.

SKIRMISH Basic Scenario

ADVERSARY: 6 individuals armed with pistols and either semi-automatic rifles or shotguns. DEFENDERS: 2 modestly armored escort vehicles and 1 transporter vehicle with some armor pro­ tection and physical barriers to the cargo com­ partment; 7 guards armed with pistols and either semi-automatic rifles or shotguns. CONVOY CONFIGURATION: 2 guards in each vehicle, and a convoy commander (third guard) in a vehicle chosen by the convoy player; 2 escort vehicles placed at any distance up to 500 meters (20 hexes) in front of or in back of the transporter. CONVOY ROUTE: Either Route 4 or 7, chosen at the start of the game. AMBUSH POINT: Transporter stopped at a point (hex) chosen by the adversary player. VICTORY CONDITIONS ADVERSARY:

Accumulate 200 barrier points.

DEFENDER: Kill or wound all adversaries, or pre­ vent the adversary from accumulating 200 barrier points within 20 game turns.

[3.0]

GAME EQUIPMENT

[3.1] [2.0]

The SKIRMISH game simulates a battle in which a group of adversaries attempts to ambush and penetrate a transporter carrying SNM. In the basic scenario which is used to introduce players to the game, the battle takes place in hilly, rural terrain. There are 6 adversaries and 7 convoy defenders, each armed with a pistol and either a shotgun or a semi-automatic rifle. At the start of the game the transporter is immobilized at a place of the adversary player's choice, and the two escort vehicles, located up to 500 meters (20 hexes) ahead of and behind the trans­ porter, and moving in the same direction, have been notified of the attack. An adversary win occurs

30

Game Map

OBJECTIVE The 18"x24" game board upon which SKIRMISH is played represents the terrain surrounding the battl.· site. The terrain is either open ground or green, wooded area. Steep portions of hills or bluffs are represented by darkened boundaries. Contour lines are included to indicate elevation. Although they are not used in SKIRMISH itself, they are used when the terrain map is computerized for the SABRES II (5, II) combat model. The board contains two north­ south highways; each traverses different arrangement, of terrain features. The land surface is broken intI> hexagonal units, called hexes, each representing 25 meters of terrain. The grid is used to keep track ur the positions of the playing pieces. Each hex has do

allowance; however, all 10 points need not be taken. Table II lists all activities allowed in SKIRMISH and the associated number of activity points. Tasks must be combined and performed according to the sequence of play; combat, then movement, then maintenance. Every person in a vehicle must deduct from his total of 10

points any activity points used by the vehicle. For example, if the vehicle uses 4 points in moving 12 hexes and coming to a stop, then each individual in the vehicle has 10-4=6 points left for his use. The Activity Chart is used to keep a record of the action of each counter.

--------------------------------------------, TABLE II ACTIVITIES AND ACTIVITY POINTS Allowed 10 point total per turn ----_._~~._----

Ac~

Code

=========

Direct Fire

I Movement

Activity Points (AP)

OF

Description

D irect Fire by one man against a specific target.

MP

(reg.-open) (reg.-trees) 2 (sloped-open) 3 (sloped-trees)

People

1/6 (6 hexes/AP)

Each hex entered from an adjacent hex requires the expenditure of a specific number of activity points. depending on the hexside crossed and type of hex entered. (Add i t ion­ al information may be found in Table VII!.) Vehicles can move only on roads.

A healthy driver is required.

Movement* Vehicles

MV

Crewmen Exchange Pos iti ons

EP

The act of a crewman exchanging

places with a wounded or killed

driver". Five activity points are

assessed against each healthy or wounded crewman involved in the exchange.

Enter or Exit a Vehicle

EV

The act of entering or exiting a

vehicle (the vehicle must be

stopped) .

Stop

SV

The act of stopping a moving vehicle.

lurn Vehicle Arour.d

TV

The act of turning a stopped

vehicle around.

Accelerate Vehicle

AV

The act of accelerating a stopped

vehicle to speed.

I Vehicle

Maintenance 10

Tas~2

The act of working on barrier

penetration.

Barrier Work

BW

Re-arm Weapon

RA

The act of picking up a rifle or

shotgun which has been laid down to work on barriers.

Weapon Exchange

WE

The act of exchanging weapons

(rifles and shotguns).

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

32

Ill.

the start of the game the individual's name,

number of hexes in front of or behind the transporter (up to 20 hexes) are noted in the "start hex" column of the defender Activity Chart. While defender personnel are in vehicles, their counters are placed ir. the ap­ propriate location on the Vehicle Personnel Status Chart (Chart B).

11I111,tI weapon, and position hex are entered on the 1\, Ilvil.y Charts. The adversary player records the am­ I> Il'.Il point. For each vehicle, the driver (0) and co­

dnvl'r (C) are identified. The convoy commander is 1'1,IU'd in the sleeper (S) of one of the vehicles. III" pO'.itions of the escort vehicles in terms of the

-SAr-1PLE­ CHART A ACT! VlTV CHART Unit Name

1.

Turn 1

Start Hex

Act.

Loc.

Laqui I (DEI )*

Pt,.

Turn 2 End

Act.

Loc.

OF

1108

1119 EV+MP 1107

Turn 3

Pts. 5

[nd

Act.

Loc.

Mi ss

MP

0609

Pts.

End

Act.

9

OF OF

1

Turn 4 loco Pts.

End

1Ol~A

5

K

lOI9B

5

W

1.

1108

Scott

~~- f--­ J.

1108

Wagner

5 5

Hi ss

OF

5 5

Mi

1119

EV+MP 1508

IsE l*** l 4.

OF 1119 EV+MP 1508

Cook

1019

Wo

OF

1019

Dead

061U

MP

1611

10

-_.. _--_._ss

10

MP OF

K

1511

8

1119

10

(OT I 5.

Dugan (ClI

6.

Ga 1aga (OE ) 2

ME+l *

7.

Keeton

ME+l

-­ - ­

1414 OF MP 1811 1--­ OF 1414 MP 1611

Hi ss Dead

5

W

4

Dead

,

-

1

Wo

._--­

-­ ME+1 ME+l

(CE ) 1

EV MP

1107 0~U9

1 5

---.-_._~-

8.

-----9.

---_.­ Escort II'l

T+12**

sV

TV

1208 1108

1 5

1108

1 5

ME+I

~q

- - - - f---- - - - - - ­ Escort fJ2

T+1U

SV

TV Total Barrier Pts.

Mf tl

Stat lonary

~

Ambush Poi nt--l~ Date of

Game~__

'* lnolcates 1 hex Deyond map edge Indicates 12 hex.es beyond transporter

M

ME+l

MV+sV l1U7

------

,"

--------

------~-

11UB 1

_ 4

-==-~~

1107

--

Defender Pl ayer

IEn.~~

~

Adversary PI ayer_ Brandt

_

+ DEI Indltatt'S drlver of escort vehicle 1 ++ eEl lndi<':dtt''l co-driver of escort vehlcle ++-t

SEl Indicate,> nCCUpdnt of eC;CJrt vetlide 1

sleep,ng compartment

CHART II

VfHICLl STATUS CHART

Escort 1 e

D

Transporter

JJ~4

®

Escort 2 Dl 'Ie

U ®

ISNM]

3:.1

In each game turn the players plot their activi­ ties using the task codes (for example, OF for direct fire, MP for movement), the location the activity is directed toward or moved to, and the number of activity points expended. Chart A shows an example activity plot. The chart also provides a space for noting the end conditions (END) of each turn, which are recorded in the final task of the maintenance phase. the ambush point is announced and the Activ­ ity Charts for game turn 1 are completed, all counters are placed on the board in their designated positions. Since the adversary force ambushes the transporter but does not know the precise location of the escorts, in the first turn direct fire is allowed only by the ad­ versaries against the transporter. Direct fire against the escort vehicles or by the defenders cannot be planned until the second game turn.

TABLE III LINE OF SIGHT (LOS) Terrain Encountered

LOS Effect

Open

Clear

Trees

Blocked

Slope hexside*

Blocked

Hex with vehicle in it

Blocked

Whe~

[5.1J

Constraints on Activities

Off-the-Board Movement In SKIRMISH, once any counter is on the game board it cannot be removed. Personnel counters can­ not be moved to positions off the terrain map and later returned. Depending upon the location of the ambush point chosen by the Adversary Player, one of the escort vehicles may not be on the board at the start of the game. Personnel are allowed to exit from such a vehicle if it is stopped before reaching the game board and they choose to do so. (The number of hexes the escort vehicle is beyond the edge of the game board should be recorded on the Activity Chart.) However, once a vehicle has been plotted to move onto the game board, it cannot later be moved off.

* Blocked if LOS passes through the dark hexside. Personnel-in-Vehicles If the driver is killed or wounded, a moving vehicle 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 fire while the vehicle is in motion. (Fire from moving vehicles is assumed to have very little chance of hitting a target.) All rifles are considered to be loaded with armor penetrating ammunition. Shotguns and pistols cannot penetrate the vehicles and thus have no effect on occu­ pants. Weapons have no effect on the vehicle itself. In SKIRMISH, adversaries are not allowed to enter vehicles occupied by defenders or vice versa. [6.0J

A man cannot fire at any man he cannot see. The ability of a man to see from the hex he is in to some other hex depends on the terrain encountered by the Line of Sight (LOS), which is defined as a straight line drawn from the center of the observer hex to the c~nter of the target hex. Al I terrain features are described as either blocking or clear in their effect on the LOS (see Table III). If the LOS begins and/or ends in d blocked hex, counters can be sighted pro­ vided tnat no blocking hexes were encountered in be­ tween. It is not possible to see a counter one or more hex9s t'ehind a hlocking hex (Le., trees, slope hexsidf', or a hex with a vehicle in it). In other words, one can see into the edge of a group of trees or a steep hillside bu" not b2yond. For example, in Figure 3 man "A' on hex 0620 has LOS to man "X" in hex 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 LO~ is used in the game to prevent fire (in either direction) when no LOS exists. Contour lines are shown on the SKIRMISH terrain map for illustrative pJrpose~ only; they are not used in the board game itself.

34

COMBAT RESOLUTION PHASE

All combat in a game turn is considered to occur simultaneously. Thus combat results have no effect un­ til the end of the combat resolution phase. A man that is a casualty early in combat resolution continues to engage in any combat plotted on the activity plotted on the activity charts for that turn. To resolve combat, determine the attack strength and the defensive strength and use their ratio to find the outcome of the engage­ ment. Although not supp lied with the game, players mi ght find it convenient to keep track of defensive and attack strengths individually by game turn on a separate chart. Each attack against a given target is resolved individually. Thus if a single definding man is the target of several attacking men, all of the5e combats are resolved separately. The total strengths of the attacking units are not combined. Even if the defending man is "killed" before all the allocated attacks are executed, the remainder of the attacks may not be changed. The remaining (useless) firing men may not reallocate fire

This concept of redundant kills is not unrealis­ tic since in combat assessment of kills is not always immediately clear.

[6.2]

Attack strength depends upon the weapon being USI the range (in hexes) to the target, and the condition the firer, i.e., whether he is fit (unwounded), wound or in a vehicle. Table V lists the SKIRMISH attack strength.

When fire is directed into a hex that is occupied by more than one man, the attacking player will fire at only one man. The man who receives the fire must be designated on the Activity Chart. [6.1]

Example: In Figure 3, the attack strength if a" personnel are armed with semiautomatic rifles and un· wounded is:

Defensive Strength

Defensive strength is determined by a combination of the target's terrain at the start of the turn and the movement plotted in that turn. Table IV gives the defensive strength factor.

II

All firing at IIX"

llA

firing "e firing llX firing liZ" firing II

ll Il

at at at at

Example: In Figure 3, the defensive factor for the personnel are as follows: Defense Man Strength Movement Terrain ------"A" "B" "C" "X" "V" "Z"

Trees Open In Vehicle Slope Hex Slope Hex Slope Hex

0 8 6 4 4 0

Attack Strength

[6.3]

2

5

Combat Results

The outcome of combat, given in Table VI, depE on the ratio of attack strength to defensive stren~ and the roll of a die.

10

15

15

Combat Results Example

5

Note that although man "V" moved from "slope hex­ side" cover to an open hex, his defensive strength for this turn is 15 not 3 since combat assessment is calculated before movement.

Engagement

Ratio A to D Die Roll

llA firing at IIX" lIAll firing at lIyll

17-15 - 1-1 20-15 - 1-1 11-15 - <1-1 22-5 - 4-1 20-2 -10-1 22-5 - 4-1

Il

lIe ll firing at

IIX II

llX II firing at "B llyll firing at IlA IlZll fi ri ng at IIB

TABLE IV:

17

20

11

22

22

lIyll

"XII IIB II IlB II

II Il II

3 2 6 4 5 1

DEFENSIVE STRENGTH

TARGET MOVEMENT (Number of hexes target plotted to move)

TARGET TERRAIN (at the start of the turn)

0

OPEN

1,2,3

4,5,6

7 to 10

2

:3

5

TREES

2

5

5

5

SLOPE HEXSIDE*

5

10

15

15

IN VEHICLE

5

5

10

10

11 to 25

15

*Applies only if target is receiving fire through a slope hexside

36

Greater than 25

20

OUtCOI Missed Woundel Missed Missed WoundE Ki 11 ec

I

I. \

TABLE V: ATTACK STRENGTH

IS£

In

Weapon:

Semiautomatic Rifle

Shotgun*

Pistol*

Id

el

Firer Wounded or in Vehicle

Fi rer Fit

Firer Wounded or in Vehicle

Fi rer Fit

18

50

25

25

13

25

13

30

15

20

10

2

24

12

5

2

17

8

3-4

22

11

0

0

12

6

5-6

20

10

0

0

8

4

7-9

17

8

0

0

4

2

10-12

12

6

0

0

2

13-16

9

4

0

0

0

0

17-20

7

3

0

0

0

0

21-25

5

2

0

0

0

0

26-30

2

0

0

0

0

> 31

0

0

0

0

0

Range Hexes at Sta rt of Turn

Firer Fit

0

35

Note:

0

Firer Wounded or in Vehicle

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

TABLE VI:

COMBAT RESULTS

(Ratio of attack to defense strength)

I

1-1 to <5-1

5-1 to <10-1

10-1 to <15-1

K

K

K

K

K

W

K

K

K

K

3

W

W

K

K

4

W

W

W

K

W

W

W

W

W

Die Roll

*<1-1 W

2

**

5 6 * "<" means less than the stated ratio

15-1 to <20-1

20-1 or more

** "-" means missed the target

37

[6.4J

Casualty States and Effects

There are two casualty states: wounded and killed. The casualty state~ and their effects are described in Table 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 game or game turn, he may suffer multiple casualties. Two wounds equals a kill. If a man is wounded in the combat resolution phase it affects performance in the movement and main­ tenance phases. Activities are performed in the or­ der planned at double the Activity Points plotted until the 10 point limit is reached. [7.0J

MOVEMENT

As with combat, all movement is considered simul­ taneous. All movement must be executed as plotted, casualty status permitting. Men or vehicles may never alter their movement in response to enemy movement within the game turn.

If a man has been wounded during the combat resolution phase, his expenditure of activity points is double that planned on the Activity Chart. The wounded man mus t be moved along the pa th 0 ri gina 11 y planned for him as far as the Activity Points remaining after combat activities will allow. Men may pass through a hex containing an adver­ sary or defender. More than one person may occupy the same hex. In SKIRMISH vehicles can move only along highways and 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, it must either be stopped or moved some additional number of hexes on the next turn. Each man must expend a certain number of Activity Points to enter a hex; the amount is determined by the terrain in the hex he is entering and the hexside that he 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 all other capabilities are unimpaired. Wounded (W)

(11 Activity Points necessary to accomplish all tasks are doubled (e.g .• moves at 1/2 speed). (2) Attack strength is halved at all 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

TABLE VIII:

MOVEMENT RATES

Hexside Crossed

Terra in Type Entered

Ac ti vi ty Poi nts Required

Regular

Open

Regu1 ar

Trees

2

Sloped

Open

2

Sloped

Trees

3

Regu1 ar

Road (Person)

Regu1 ar

Road* (Vehicle)

*In SKIRMISH, vehicles must move along roads. 6 hexes per Activity Point (-55 mph).

[8.0J MAINTENANCE This phase is divided into four tasks: (1) Re-ann Weapon, (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 per­ fonn barrier work. Adversaries who worked on the barriers in a previous game turn must re-arm with a rifle to be able to use it in combat in the next turn. All personnel are always armed with a pistol. Thus barrier workers need not re-arm in order to enter pistol combat. [8.2J Weapon Exchange (2 Activity Points) A defender always has his pistol with him. Any defender can take either a shotgun or a semiautomatic rifle with him when he leaves his vehicle. Later he can enter a vehicle and exchange weapons. He can also exchange his weapon with that of any wounded or killed defender. To accomplish the exchange, he must be in the same hex with that individual during the game turn the weapon exchange is to occur. Adversaries can ex­ change weapons with each other under the same rules.

1/6

They can move at a rate of

[8.3J Barrier Work (10 Activity Points) Barrier work may not occur before game turn 2. In order to initiate penetration of the transporter barrier, one or more adversaries must occupy the same hex as the transporter. Recall that a man must lay down his rifle to perform barrier work. The men accumulate barrier work points 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 other activity can be carried out while working on barriers. In SKIRMISH wounded men are not eligible to participate in barrier penetration. Any adversaries wounded or killed in the combat resolution phases cannot work on the barriers. When working on a barrier an adversary is assumed to be in the open and does not have the defensive strength of being within a vehicle. If a barrier penetrator is being fired at, fear or distraction may prevent him from performing any barrier work during that turn. For each barrier worker being fired upon, roll the die to decide whether he works on the barrier during the game turn. A 1, 2, or 3 means that he does; 4, 5, or 6 means that he is too afraid or distracted to work. After this procedure, total the number of actual workers and consult Table IX to deter­ mine the barrier work points acquired. The men gain access to the transporter vault when 200 barrier points have been accumulated.

39

TABLE IX:

No. of Actual Workers Points Acquired per Turn

[8.4J

[9.0J

BARRIER WORK POINTS

10

2

3

4

5

6

25

35

40

45

50

Game Turn Record

The end conditions for all counters and the total barrier points accumulated are recorded on the Activity Chart.

t

~j

I

II· j, t

40

VARIATIONS

The flexibility of SKIRMISH allows players to modify the basic game easily. For example, the num ber of defenders and vehicles and the number of ad­ versary men can be vari ed. The defender s forces Cilll be restricted to a limited total number of shotguns and rifles. The total number of barrier points re­ quired can be varied. These options, a much more ex tensive range of terrain, weapon choices, and initial conditions, plus the availability of response force~, are included in the advanced AMBUSH board game. I

One shortcoming of playing SKIRMISH using a sin'll. map 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 alluw ing each player to see only one. On his map, each player tracks his units plus those opposing units whl" he has located. A referee is generally required to detennine which units have been restricted.

:I

I I 'i

If

,h

.....,.,.-;0;_

t!llllli
) ~---_..

1

,,",:,"""

~--.,

TABLE 1 SEQUENCE OF PLAY

TABLE IX:

Reference Seet ion

Phase l. Activity Plotting

15.01

z.

Combat Resolution

16.01

a. Defensive

16.11

TABLE I I

BARRIER WORK POINTS

AC11VITIES AND ACTIVITY POlNTS

Allowed 10 point total per turn

Strength b.

.A.ttack Strength

16.21

c. Combat Resul ts

16. J)

d. Casualty States and Effects

16.4 )

J. Movement

4. Maintenance

Points Acqui red per Turri

I7.U) le.U)

a. Rearm weapon

le.11

Weapon Exchange

IB.2I

c. Barrier Work

Ie. J)

d. Game-turn Record

IB.41

b.

of Actual Workers

No.

1

2

3

5

6

Activity

Code

Activit J Poi nts

10

25

35

40

45

50

Di rect F; re

OF

Terrain E!\Countered

LOS Effect

Ope A

Clear

-------------------------------Block.ed

hexside*

Hex with vehicle in it

Bloded Blocked

*Blocked if LOS ~asses through the dark. hexside. ~

w

---_.",_._---­

1 2 2 3

(reg.-clear) (reg.-trees) (s1oped- open) (sloped-trees)

Movement Peopl e

MP

Movement Vehicles

MV

Cre...en Exchange Positions

EP

5

The ae t of a creWlllan el(cho!1lgi ng places wi th a wounded or k;) 1ed driver

Enter or Exit a Vehicle

EV

1

Stop Vehicle

SV

,

The act of entering or exiting a vehicle (the vehicle must be stopped) .

Turn Vehicle Around

TV

5

Accelerate Vehicle

AV

,

Mainten~Jlce

Slo~

Direct Fi re by one man against a specific target.

5

Movement Task s

OF SIGHT (LOS)

Trees

Description

Combat Tasks

TABLE III LIN£

4

1/6 (6 hexes/A'P)

Each he,;, entered from an adjacent hex requires the e)l,penditure of a specific number of activity points, dependi ng on the hexs i de crossed and type of hex entered. Vehicles can move on~y on roads. A healthy driver is reQu ired.

The act of stopp1ng a moving vehi cle. The act of turning a stopped vehicle around. The act of accelerat1ng a stopped vehicle to speed.

las«s

Barr; er Work

BW

\0

The act of work 1ng on barri er penetration.

Ream weapon

OA

Z

The act of picking up a rifle which has been lald down to work on barn ers.

Weapon Exchange

WE

I

The act of exchdngi ng wedpons (ri fles and shotguns).

~ ~

TABLE IV:

~1:

TABLE

DEFENSIVE STRENGTH

COMBAT RESULTS

(at the start of the turn)

0

1,2,3

4,5,6

7 to 10

OPEN

1

2

j

,

15-\ to ~

K

K

K

K

K

K

K

K

3

W

W

K

K

4

W

W

W

K

W

W

W

W

W

Die Roll

(Number of he,es target plotted to move)

TARGET TERRAIN

10-1 to ~

I-I to

TARGET MOVEMENT

11 to 25

\

Greater than 25





~

...±L

5-1 to <10-\

W

K

1

W

5

TREES

2

5

5

5





SLOPE HEXSIDE'

5

10

15

15





IN VEHICLE

5

5

10

10

15

20

6

20-1 or ~

• "(" means less than the stated ratio

~ll:

TABLE

CASUAL TY STATES AND EFFECTS

"Applies only if target is receiving fire through a slope hexside

Fit

(Un~oundedl

fIt:l¥ement and Combat and all other capab'ilitles are unimpaired.

TABLE V:

Wounded (W)

ATTACK STRENGTH Weapon:

Range I he,es)

Fi rer

..£.i!...­

in Vehicle

0

35

1 2

Pistol'

Shotgun"

Semiautomatic Rifle Firer Wounded or

(1) Activity Points necessary to accomplish all tasks are doubled le.g •• moves at 1/2 speed).

Fi rer Fl rer

Fi rer

(2) Attack. strength is halved at all ranges (see TaDle V).

Fi rer Wounded or in vehicle

..£.i!...­

Wounded or fn Vehicle

..£.i!...­

18

50

25

25

13

25

13

3D

15

20

10

24

12

5

2

17

8

(3)

Cannot \lfork: on barders or drive a vehicle.

Place a wounded counter an all \IlIounded persons.

Killed (K)

22

11

12

6

5-6

20

10

8

4

7-9

17

8

4

2

10-12

12

6

2

1

3-4

When an individual 15 killed, p\ace a k.illed counter on that person.

TABLE

~Ill:

MO~EMENT

Hexside Crossed

RATES

Terrai n Type Entered

Activity Points ~ired

Regul ar

Open

1

Trees

2

13-16

9

4

Regular

17 -20

7

3

S10ped

Open

2

21-25

5

2

Sloped

Trees

3

Regular

Road (Person)

Regul ar

Road" (lJehicle)

26-30 ~

2

1

1 1/6

31

Note:

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

"In SKIRMISH, vehicles must move along roads. 6 hexes per Activity Point (- 55 mph).

_ _ _ _ _ _'.~ ...... ,.. ,.,.!...,,~~"'~~j,,-:-'O'o~'~r

•.' ............,,~~"..-.--~ •. ­

They can move at a rate of

,...."_MM"'"-"



I- ,:

1/2

3/1

"I

JII

Material: Aluminum or Equivalent Total Quantity: Color:

24

10 ~ ed Pieces 10 81ue lDieces

4 Green Pieces Dim ensions:

Inches

Tolerance:

1/64

-j

J 46

I

Ittll..,...

I

r

I

II

1 I

I J



,

·-"';'·""sA'-,,,~,,,··,.·,\_~ --"-"'$'i":-"""~'~'~'~~_'~' _ _ ~~~"~"_"~"'~'''"_~""~_''~''"'~._ .....~_" ..,.__",~. _~,_"",c'~

CJllAMT A

A>CTIVITY CHAIilT

U",~t

Name

itArt

Hex

Turf!

Art.

Loc.

Tu-rl!l

Pts.

lLn.E1

Act.

Lee.

T1WfI

l"tB •

EIIWl

Act.

Le£.

TlM'II

Pl>al.

End

l.

2.

3.

4.

3.

15.

7.

8.

S.

Hl.

Escort #1

Escort #2

Escort #3

Total Barrier Pts.

Ambush Point

~

........

Date of Game

SPS Player

Adversary Player

Act.

L_.

TuP'l'l

l"'ts.

EM

Act.

L9C.

F'ts.

Eml

,

r

Rr Rr jR Rr Rr- Rr J.J. 1.... ,I,

'""

GOLD

WAGNER

LAQUIL

KEETON

RINNE

, i

DEAN

SCOTT

.:...t. CUPPS

Rr -1 GAlAGA

:R ,r- , R r-Rr RF RrRr Rr ... 1 .... ~ ~ :.:.

R

l.

STIMEL

STRANO

tab. ra. T

DUGAN

p

P

P

P

p

p

p

p

p

p

s

s

s

s

s

s

s

s

s

s

R~

"

MYRE.

a

\2 ~ 3

EICKER

R fie--

-

BROWN

R if7- R J"-1

SNYDER

BRANDT

p

p

p

p

p

p

s

s

s

s

s

s

S

5

5

S

W W W W W W W W W

COOK

,

BE RK

;J,j,

NISSI:N

r- Rr - -

W W W W

W W W

W W

W W

K

K

K

K

K

K

K

K

K

K

K

K

K

K

K

K

K

K

K

K

I l

48

f llNLIMITED

RELEASE

INITIAL DISTRIBUTION:

NRC-RS (222)

W. V. Loscutoff

Hattelle Pacific Northwest Laboratory

Battelle Boulevard

Hichland, WA 99352

Vincent Wahler

FFTF

P.O. Box 550

IUchland, WA 99352

Stanley F. Bankert

Boeing Computer Services, Inc.

770 Leesburg Pike, Suite 200 North

Falls Church, VA 22043

IL L. Morrison, Jr. 1I. S. Department of Commerce Office of Telecommunications Institute of Telecommunications Sciences Boulder, CO 80302 /{. Upchurch Division of International Security Affairs Department of Energy Washington, DC 20245 S. Fields Hanford Engineering Development Laboratory P.O. Box 1970 IUchland, WA 99352 G. Robert Keepin Los Alamos Scientific Lahoratory Los Alamos, NM 87545 [{obert M. Mason Metrics, Inc. P. O. Box 7396 Atlanta, GA 30309 Gerald M. Anderson ORINCON Suite 320 3366 North Torrey Pines COlII'1 La Jolla, CA 92037

49

/j"C FORM 3.

,.

u.s. NUCLEAR REGULATORY COMMISSION

171)

111~1',(;/cR-1255

BIBLIOGRAPHIC DATA SHEET I

TITLE AND SUBTITLE

(A~ Volu",~ No.•

if .""ropri."'J

2. (L • ..,. bl.. leJ

SKIRMISH and AMBUSH - Tactical Board Games for Development lInd Evaluation of Road Transit Physical Protection Systems I

R. J. Gallagher S. C. Kee ton

AUTHORlSI

Pi RT NUMBE R (A"ign~d by DOCJ

3. RECIPIENT'S ACCESSION NO.

6. DATE REPORT COMPLE_TED MONTH

I-YEAR

Januacy

• I'ERfOAMING OPlGANIZATION NAME AND MAILING ADDRESS (Incluc* Zip CodtJJ

1980

DATE REPORT ISSUED

I YEAR

MONTH

Sandia Laboratories Livermore, California

;

l

March

1980

6. (L ..,,~ bI.. leJ

94550

!

8.

(L~w~

",.. leJ

fOJ

itl sPONSOPlING OPtGANIZATION NAME AND MAILING ADDRESS (InclucMI Zip COcMIJ

, ,

!

U. S. Nuclear Regulatory Conunission

I

Office of Nuclear Regulatory Research Washington, D. C. 20555

i

t

rIi

10. PROJECT/TASK/WORK UNIT NO.

FIN A1l73

". CONTRACT NO.

NRC Order No. 60-78-096

I

PERIOD COVERED (Inclusiw d•••J

11 TYPE Of< AEPORT

• Scientific and Technical i lit SUPPI.EMENTAPlY NOTES

14. (L._ "'''kJ

i

I

1'1 ;

If

III,·1 i 'I

f

!} ~

;

tI !

AB5TIIIACT /200 words

IN " . .J

Two manual play board games, SKIRMISH and AMBUSH, a,.re described in detail . They are part of a broad-based research effort to develop evaluative methodologies for transportation safeguards systems. These games help provide insight into the value of additional vehicles, guards, cargo barriers, equipment, and tactics. The tasks that are executed at any game turn are based on a htunan interpretation of the current overall situation and on which strategies appear to optimize the chance of success. Due to the strong dependence of ,the outcome on the sequence of player decisions, the games may prove useful as a training device for a transportation guard force. An advantage over computer-based combat simulation models is that both SKIRMISH and AMBUSH are easily transportable and relatively inexpensive. The development of SKIRMISH (a simp I ified or introductory version of AMBUSH) is complete. A set of SKIRMISH rules, together with sufficient materials for the assembly of a complete game, are contained in the Appendix. A preliminary version of AMBUSH has also been completed, and the differences between the two games are discussed. If, KEY WORDS AND DOCUMENT ANALYSIS

17L DESCRIPTORS

Board Games Transportat ion (road) Nuclear Safeguards Tactics Convoys (road) "II. I[)(NTlf~RS/OPEH·ENDlDTEAMS

II, AVNLAlILlTY

STATlMlNT

,~unlimited Release

19. seCURITY CLASS (Thi. ,.portJ

21. NO. OF PAGES

52

Unclassified 20. seCURITY CLASS (Thi. P.J

Unclassified

22. PRICE

$

FORM 331 (7·77) 'U.S. GOVERNMENT PRINTING OFFICe: 1980 0-620-269/3

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