2400 Troops – Military Exercize in LA – 10 Days
Thank you Me The People Perspectives
for this video report on the current drill in progress:
Original source of the article: DrudgeReport
Please investigate : MilSim
The term MilSim (Military Simulation) seems to be applied without any agreed upon components to justify its use. It is used so freely that it barely describes what to expect from an event. So we approached Brett Conklin, US Army Veteran who has years of experience putting together quality MilSim events all over the country and asked one question:
What is MilSim?
Here is Brett’s in depth reply to MilSimPro
At the basics it can be applied to anything that is a simulation of military operations. However, there are levels to the depth of the simulation. For the purposes of categorizing better what can be expected from a given event here are two levels to consider implementing.
LimSims – Limited Simulations – The majority of milsim games are at this less in depth level. They will likely have general missions, some sort of chain of command and the teams will have some means of identification (color of uniforms, arm bands etc). These games tend to concentrate of the direct combat portion and less on the other aspects of the military operations. They are more indepth than a standard Open Play -, “3,2,1, Go!” sort of game but have a looser set of requirements than a Full-Scale MilSim.
Full-Scale MilSims – These events also vary some amongst themselves but they go much further in depth for the simulation. The missions will be more complex and may not even involve direct contact. The Chain of Command will be more robust and it is expected that those leaders actually provide leadership and the players are expected to follow the leaders as they would in the military. The rules for uniforms and weapons/gear will be more specific and be made to give a sense of immersion into that role. These may or may not be based on real events/places.
For the purposes of these levels “true reenactments” are excluded – ones where the end is already determined and it is a recreation of real events as they happened. War-game events that are very strictly based on a time and place but the outcomes are not predetermined would fall in the Full-Scale MilSim category.
Special note on wearing of ranks – This is a point of great debate. Some believe it is an earned item such as purple hearts or silver stars. While you do have to serve in the miltiary to get military ranks – most are achieved by time served or combined with learning to regurgitate some facts about your branch and/or job. They are not awarded from some great act of courage under fire or anything of that sort. To that end – wearing signs of rank at a proper war gaming event – when it is intended as part of that simulation and is to denote roles within the CoC of that event is perfectly fine. It is not a sign of superiority, it is a sign of responsibility to the event and to the players on your side. If it does not add to the event – it is not needed. Further, it does not even need to be ‘real’ military ranks if wearing the real ones causes problems in your area. It just needs to be clearly explained what symbol equals what level in the CoC – that is all.
Components of a good Full-Scale MilSim
- The scenario should provide the background to give the players the right mindset for their role. Having all the players in the right mindset is necessary for the immersion needed to make a good MilSim.
- Chain of Command – needs to exist and all players on a side need to be aware of it and follow it. This also means your leaders need to know how to be leaders and do their jobs. The more in depth the MilSim level – the more they should be expected to be able to do.
- Mission Orders/Combat Orders: a set standard on how mission details are issued and presented. Can be off of official model or one the game planners modify for their use. The MO/CO need to include details enough to provide the commander’s intent while leaving as much as possible to allow the unit leaders to have freedom for mission completion. TheMO/CO should have information about adjacent units (whether any really exists or not) the scenario should be written where the game is just a small area of a larger overall world/mission
- Missions should not be Team A go to Point 1 and Team B go to Point 1 and fight. When possible it should be missions that make sense in the overall scenario and just happen to put the two teams in the same area so that contact is very likely.For instance Team A is performing zone recon in the area where Team B is performing a route recon. It is then possible that they may miss each other – but not likely.If this is not possible – then at least the missions being a little less scripted – allowing the leaders to achieve the commander’s intent without being ordered on a specific route to a specific point at a specific time so the other team can ambush them. There will of course be times where one team will need to assault a defensive position and one defend it. In those cases again – allowing the leaders to work the details of the defense and attack is the goal. Not ordering an assault a certain area of the position at a certain time. Let the attackers run some recon or at least make the guess based of what intel they have as to where and when they will assault. Likewise let the defenders make the call on their exact positions and fields of fire etc.
- Role players can add to the experience – if they are a proper fit. Civilians should have a backstory as to why they are there who they are etc. That back story will be the starting point as to how they interact with the forces – indifferent, hostile or friendly. Let the teams interactions with them determine their eventual feelings. Try not to mix civilians into combat roles from the beginning. They may decide that route if one side treats them bad over and over but that should be developed – not scripted. If possible have civilians that are killed change at least their tops so not to confuse the players about a guy that was just killed being back again.Role players need to understand their place in the game – finding the right role players can be hard. It is easy to let role players get too silly and turn the game into a farce. They should want to be there and contribute properly to the game environment. For this reason – family members and non-player friends rarely are a good source for role players – but some can be good.
- Pyrotechnics are good but they add to a good event – they cannot carry the event.
Outlined in our previous Resistance Round Table (Max Resistance Round Table 11/25/2014) program featuring Nathan Folks we discussed how the public should attempt to go out and video these events as closely as possible. Not only in an attempt to find out more regarding the scheduled events but to also see who these participants are in drill.
If you are in and around any of these maneuvers, we encourage you to upload the video and share them with us here at MaxResistance. Please contact us as to where you have uploaded your footage and we would be pleased to review the content. You can contact us at email@example.com also please include in your description on the video where you took the footage, at what time and any other such details you deem relevant.
We need more citizen journalists and event spectators on these drills.
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