|
EXPERIMENTATION:
THE
KEY TO
TRANSFORMATION
by Floyd D. Kennedy, Jr.

Secretary of Defense Donald Rumsfeld views
experimentation as a means to transform the U.S. military into an
effective fighting force for the 21st century, and United States
Joint Forces Command spends hundreds of millions of dollars each
year on it. Additionally, each service spends tens of millions
annually on service experiments. VADM John Grossenbacher,
Commander, Naval Submarine Forces (COMNAVSUBFOR), has declared
experimentation to be a necessary cost of doing business in
today's armed forces. What is experimentation, and is it
something new? What is its scope?
Many will argue that
experimentation is nothing new for the military. And it's not, if we
define it simply as coming up with new ideas and seeing if they
work. Probably the best naval examples of this are the Naval War
College war games focused on defeating the Japanese Navy and the
Marine Corps development of amphibious doctrine, both accomplished
between the World Wars. What is new are the efforts being made to
institutionalize an experimentation process, DoD-wide, to keep
coming up with new ideas and testing them, and making that process a
prerequisite to resource allocation.
The least appreciated aspect of
today's experimentation is its scope. That scope is, in a word,
comprehensive. It extends from the here and now of tactical
development and evaluation (TAC D&E) to the there and then of
what used to be called the Revolution in Military Affairs (RMA), so
far into the future that nothing is sacred. TAC D&E takes
existing or prototype systems and tests concepts for better applying
them to today's warfighting challenges. The RMA takes
technologically feasible capabilities and tests concepts for
applying them to tomorrow's projected challenges. The first is the
practical application of today's capabilities to refine both their
performance and our ability to employ them. The second borders on
science fiction, and facilitates our thinking on what we want to be
able to do 20, 30, or even 50 years into the future. Most
experimentation lies somewhere between these two extremes, focused
five to 15 years into the future, on systems that are prototypes;
systems that are programmed but not yet available; or systems that
are planned - plus the operational concepts to employ them in the
nation's interests.
Why Experiment?
We experiment to learn.
And we learn to transform the force from what it has been, to what
it needs to be for the 21st century. If we don't learn, the
experiment is a failure. Often, the imperative to "conduct an
experiment" can be so overwhelming that the objective becomes
simply having an experimental event. Conducting such an event is not
worth the resources expended if we don't learn from it. And,
paradoxically, we often learn the most from a failure.
Failure is
easier to accept when we're examining concepts, as opposed to
production systems that have enormous resources already sunk into
their development. That's the whole point behind experimentation: we
learn through a series of experiments what we really want to do; how
generally we should do it; what specific technologies should be
operationalized to help us do it; how those technologies should be
packaged into systems; how those systems should be operated to
maximize their capabilities; and how those capabilities should be
integrated with others of the same or different services, or even
coalition partners. Experimentation therefore feeds requirements at
every step of the process. Production systems will have
a minimal probability of failure if they've survived rigorous
experimentation throughout their development. Conversely, if we wait
to experiment with systems until they're almost ready for fleet
introduction, the incentive to distort results to avoid system
"failure" can be high. We need to prevent that, and
we do it by experimenting throughout a system's development.
Secondary benefits of Submarine Force experimentation include
demonstrating to others what undersea systems can do for the joint
force, teaching ourselves about the context within which we do what
we do (i.e. the greater naval and joint worlds), and influencing the
course of future joint operations. But these are secondary to our
focus on testing, refining, and winnowing our undersea warfare
concepts, and learning from that process.
Concepts
The experimentation
process requires a vehicle on which to focus assessment. In most
cases, that will be a concept of some kind. There are operational
concepts that are "big picture" and tell generally how we
would like to approach a problem (e.g., how undersea platforms can
contribute to joint fires). At the other end of the spectrum, there
are system concepts that tell in as much detail as possible what
kind of package we'd like to have to solve a specific problem (e.g.,
a mine-hunting UUV for in-stride mine counter measures, which
communicates in real time and can attach explosive devices to
mine-like objects that it detects). In between there are concepts of
operations (CONOPS - sometimes called concepts of employment) that
tell how specific systems would contribute to solving a problem
identified in an operational concept (e.g., the SSGN CONOPS). All
three examples exist, and the Submarine Force has assessed them in
experimentation venues.
Concepts should always be
"works-in-progress." They're never finished. Elements of
concepts can be accepted and institutionalized as tactics,
techniques, and procedures (TTP), doctrine, or requirements, but the
concept itself must remain free to evolve through the
experimentation process to ensure continued improvement in overall
force capability. The overarching operational concept that should
inform all others belongs to Joint Forces Command. Entitled
"Rapid Decisive Operations," it has several subordinate
functional warfighting (operational) concepts on a s s u red access,
joint intelligence/surveillance/reconnaissance (JISR), information
operations, and the common relevant operational picture
(CROP).
The Navy Warfare Development Command (NWDC) has a
Concepts Department, the products of which are a vailable at
http://www.nwdc.navy.mil/Concepts/Concepts.asp.
Their capstone concept is Network Centric Operations, with
supporting "integrating" (operational) concepts for
assured access, effects-based operations, forward sea-based forces,
and information and knowledge advantage.
Within the Submarine Force,
we are in the process of developing and refining concepts for
undersea platforms to contribute to the operational concepts of both
JFCOM and NWDC. Of course, we're also constantly developing system
and employment concepts to enhance undersea platform capabilities
across the board; our SUBTECH process and Payloads and Sensors
effort are two prime sources for such concepts. Our two current
operational concepts are "Submarines in Joint Access" and
"Submarines in Joint Fires."

The U.S. Third Fleet
Command Ship, USS Coronado (AGF-11) embarked U.S. Air Force
GEN
Richard Myers, Chairman of the Joint Chiefs of Staff (left), and
members of his staff during
the Joint Military Experiment, Millennium Challenge '02 in San
Diego, California. Coronado
provided the headquarters for the command of maritime and joint
forces during the experiment.
Venues
Places we can do our
concept testing, refining, and winnowing are as varied as the
concepts themselves. For operational (big picture) concepts, war
games such as each service's "Title 10" games provide the
most appropriate venue. These games are designed to help the
individual services fulfill their Title 10 responsibilities of
organizing, training, and equipping their forces for employment by
Unified Commanders a round the world. For CONOPS in which we have a
piece of hardware, whether a prototype system or another system
that's emulating the one we want to examine, the Fleet Battle
Experiments run by NWDC's Maritime Battle Center may be the most
appropriate venue. For system concepts, where we want to focus on a
prototype to ensure it works as advertised, a limited objective
experiment tailored to that system and its immediate operating
environment will probably enable us to learn the most.
We can create
our own Submarine Force venues or ride along on the venues of
others. Those we create ourselves are severely limited by the
resources it takes to plan and execute them, so are typically minor
events like a seminar or seminar war game in preparation for another
organization's major event. And there are plenty of other events
from which to choose. The Army, Navy, and Air Force all sponsor
"Title 10" war games in which future concepts are assessed
for their respective services. The three services also put on major
and limited-objective experiments. Joint Forces Command's J9
Experimentation Directorate sponsors both major events (like this
year's Millennium Challenge 02) and minor experiments.
All these
venues provide the Submarine Force, and the Undersea Experimentation
Working Group that monitors potential venues, with the opportunity
to test our concepts. The trick is to identify well in advance those
venues that provide us with the best opportunity to learn from
testing our ideas, then to engage the planners of those venues to
ensure our experimentation objectives can be achieved. We have been
doing exactly that in a systematic way since mid-1999.

Inside the Integrated
Battlespace Arena (IBAR), Michelson Laboratory, China Lake,
California, warfighters keep a close eye on screens showing a
real-time picture of
theater air assets and a live feed from a Predator surveillance
aircraft on July 30 2002,
during Millennium Challenge '02.
Results
Over the past three
years, we have examined the scenarios, force structures, and command
and control architectures of projected venues and identified several
within which we could examine elements of our operational concepts
on "Submarines in Joint Fires" and "Submarines in
Joint Access." In addition, NWDC identified several initiatives
involving undersea platforms that it wanted to examine in its Fleet
Battle Experiments (FBEs) and Limited Objective
Experiments.
Fleet Battle
Experiments
Though NWDC evaluated
some new prototype systems onboard submarines and emerging
developments in network connectivity in FBE-Echo and again in FBE-Foxtrot, the submarine community's first focused exploration of
one of our operational concepts took place in FBE-Golf (April,
2000).
For FBE-G, we examined two initiatives that we drew from our
concept of Submarines in Joint Fires: Guided Missile Submarine(s) in
Joint Fires, and SEAL (Sensor) to SSN (Shooter) Execution. Realworld
events precluded live-forces play in the Mediterranean, so we
focused on a combination of CONUS live play and a virtual submarine
that we established at Naval Undersea Warfare Center (NUWC) Newport. This combination allowed us to examine the connectivity,
information, and internal-to the-pressure-hull procedures necessary
to conduct mutually-supportive tasks between SEALs ashore and
submerged submarines, as well as to validate several procedures for
submarine participation in pre-planned fires executed via an air
tasking order. Many of the insights we gained from these efforts
have been incorporated within our concepts of operation in support
of the war on terror. For FBE-Hotel, conducted under Commander
Second Fleet auspices in August and September 2000, we focused on an
initiative examining the plausibility and utility of a Theater ASW
Commander, and reachback from a forward-deployed battle group to the
Theater ASW Commander's headquarters at CTF-84. We determined that
both a Theater ASW Commander executing
an offensive ASW campaign, and integrating that campaign with the
defensive ASW requirements of a carrier battle group commander
through reachback capabilities can be highly desirable, and are
quite feasible. We're following up on those findings with a more
detailed initiative in FBE-Juliet, ongoing in the Pacific as this is
being written.
NWDC executed FBE-India in May and June of 2001 in
coordination with Commander 3rd Fleet. For this event we stood up a
virtual SSGN (vSSGN) at NUWC, and operated it as an integral element
of the live forces participating in the Pacific. LCDR Erik Burian's
article in the Winter/Spring 2002 issue of UNDERSEA WARFARE
documents the vSSGN's performance during this FBE.
A Battlespace
Preparation Autonomous
Underwater Vehicle (BPAUV) is being
lowered into the waters of coastal California
from the deck of the High Speed Vessel Joint
Venture (HSV-X1) during Millenium Challenge '02.
As mentioned
above, FBE-Juliet is at this writing underway in the Pacific. We
have numerous initiatives within this FBE including submarine
fires from both the vSSGN and an SSN emulating an SSGN in the
Southern California OPAREA - see the vSSGN Weapon Loadout on page 7.
More will be reported on this FBE in a future issue of UNDERSEA
WARFARE.
Global War Games
Since 1978, the Naval
War College has conducted an annual war game to examine operational
and strategic concepts for employment of future naval forces. This
"Global War Game" is conducted for the expressed purpose
of helping the Department of the Navy execute its Title 10
responsibilities for organizing, training, and equipping Navy and
Marine Corps forces for employment by Unified Commanders. Since
1978, the other service departments have also initiated war games
for the same purpose. Collectively, these games are known as Title
10 war games.
In Global 00, we participated to a limited
extent, focusing on ASW issues. For Global 01, we made a major
commitment to both the Global operational game and an overlaid
technology "Innovation Game," focusing on a variety of
undersea warfare issues, including the undersea component of NWDC's
expeditionary sensor grid concept, SSGNs in land attack, surface
warfare, and special operations roles, and SSNs in mine warfare, ISR,
and ASW roles. Global 01's Southwest Asia scenario provided a
promising environment for examining our initiatives.
During Global
01's pre-hostilities phase, submarines clandestinely deployed an
extensive netted undersea array that formed an essential component
of NWDC's concept for an expeditionary sensor grid (ESG). This ESG,
combined with an aggressive tagging program, kept the littoral ASW
problem under control; the ESG also provided warning and
localization data against the swarming small craft threat posed by
Red. A Virginia-class dedicated ISR variant was integrated directly
into the ESG and provided tremendous capability in support of the
ESG as a whole. Global's concept for employment of undersea assets
within the context of an ESG stimulated a great deal of innovative
thinking among the operational game players, and among the
Innovation Game participants. These insights have been informing
decisions made within the SUBTECH and Sensors and Payloads efforts,
as well as refining our developing concept for submarines in joint
access.
Air Force Future Capabilities Game
The Air Force's Title 10
game alternates years between a Future Capabilities Game that looks
20 years in the future, and a Global Engagement Game that looks out
ten years. Future Capabilities Game 2001 (FG01) took place last
December, and we seized the opportunity to explore initiatives from
both our joint fires and joint access concepts.
Unlike the Global
2001 game, which didn't pose an overwhelming anti-access problem,
FG01 looked at the access-denial capabilities of a major peer
competitor (Red) in the year 2020. Since Red's strategy was to
execute a quick, punitive action against a neighbor with close ties
to the United States, Blue's principal measures of effectiveness
became rapidly closing and overcoming Red's anti-access
capabilities, and then supporting our ally's expulsion of Red
forces.
Given the robust anti-access capabilities of Red, and the
requirement to flow landbased forces, force-protection assets, and
the associated logistics tail over great distances, we were able to
examine thoroughly the access-enabling potential of submarines in
multiple roles. Both SSNs and SSGNs operated well inside the Red
integrated air defense system (IADS) and coastal defense cruise
missile perimeters on ISR and SOF delivery missions. In addition,
the SSGN, armed with a payload of various future weapons and
sensors, stimulated (with decoys), suppressed (with jammers), and
destroyed (with tactical ballistic missiles) elements of Red's IADS,
creating attack corridors deep within Red's homeland for both manned
and unmanned systems. This joint suppression of enemy air defense (JSEAD)
was followed by SSGN-launched cruise missile strikes, as well as
Navy and Air Force tactical aircraft strikes. Another payload
employed on SSGN was a company-sized SOF unit that was used to
execute a campaign to neutralize Red forces in an island group. We
will explore further the contributions of various payloads in
upcoming events to determine the best investments for scarce
resources.
The Future
The coordinating agency
for Submarine Force concept development and experimentation is the
Undersea Experimentation Working Group (UEWG), co-chaired by
representatives of Commander Naval Submarine Forces and the Director
of Submarine Warfare. Members of the group include representatives
from SUBLANT, SUBPAC, NAVSEA, NUWC, and NWDC. The group meets
quarterly, or more frequently as circumstances dictate, to discuss
concept development, identify appropriate venues for
experimentation, and review what we've learned from recent
experimentation. It reports to the COMNAVSUBFOR Chief of Staff and
CNO N775.
The UEWG's near-term priority is refining operational
concepts for submarine contributions to joint access and joint
fires. Concepts of operations within these higher level constructs
include joint suppression of enemy air defenses (JSEAD), clandestine
intelligence, surveillance, reconnaissance, and targeting (ISRT),
mine reconnaissance and neutralization, littoral anti-surface
warfare (ASUW), theater anti-submarine warfare, battlefield
interdiction, and on-call fires. System concepts being explore d
include SSGN with payloads for JSEAD, interdiction fires, and
littoral ASUW, and Virginia-class variants with off-board systems
for mine countermeasures, ASW, ISRT, and onboard payloads for
interdiction fires and littoral ASUW.
Projected venues in which
we'll examine these concepts over the next year include Army, Air
Force, Navy, and Special Operations Command war games, Fleet Battle
Experiments, the Air Force's Joint Expeditionary Force Experiment,
and NWDC limited-objective experiments. As this issue closes for
press, we're already preparing for FBE-Kilo to be executed in Spring
2003, and the Air Force's Global Engagement VI war game, to be
executed in November of this year. We'll report periodically in the
pages of this journal on the results of these and other
efforts.
Floyd D. (Ken)
Kennedy, Jr. is the Center for Naval Analyses representative on the
staff of Commander Naval Submarine Forces (N02EG). He served as CNA
representative on the staffs of CINCUSACOM (joint interoperability)
and Commander Naval Doctrine Command (concept development) prior to
joining the SUBLANT staff in 1999. He retired from the Naval Reserve
in 1999 after 30 years of active and reserve service.
|