We explore the historical role of US and Japanese wargaming in shaping the War in the Pacific from the strategic to the tactical level. Thanks to the US Naval War College for hosting me on their campus!
In this interview, US Naval War College Museum Curator, Rob Doane, talks us through the naval history of wargaming in the 20th century. We begin by discussing US navy planning in the lead up to war which includes the eventual rainbow plan and war plan orange. We then look at how wargaming influenced naval warfare from the strategic to the tactical level. These impacted battles like Pearl Harbor, Midway, and the Island Hopping campaign across the Pacific. Finally we discuss the specifics of US vs Japan naval wargaming conducted by both the US Navy and the Japanese Navy.
A big thanks again to the US Naval War College for helping to produce these educational history videos on the US Navy and Naval History. This will be very relevant to the upcoming Midway 2019 movie.
Hey everyone, I'm here with Rob Doan and he's the museum curator at the U.S. Naval War College Museum,
and we're going to be talking about wargaming in the Second World War. We have some of the
props out in front of us, but we're going to be talking more about the history behind it.
So let's get started from like an overall perspective. What can you tell me about how
the overall strategy of the Second World War in the Pacific was conducted?
Sure, so the planning that goes into the war in the Pacific is something that is a very
you might say almost chaotic affair in that there are many different bodies, many different offices
within the U.S. military structure that contribute to the plan that's ultimately used to fight that
war. You might think it's something that's very clearly spelled out in a law or regulation that
says this department of the Pentagon or the military and the Navy before that is responsible
for that. It wasn't that way. And it's also the case that they had plans before the war,
but then no plan survives first contact. You have... True.
Exactly. Causes you to rethink some. But in very broad terms, the Army and the Navy are both
cooperating towards contributing toward this plan. Each of them have their own internal war
planning mechanisms that are kind of formulating the plans for their service alone. But then they
develop ultimately something called the Army-Navy Joint Board that takes on the task of
coordinating the plans that are being generated by both services. Early in its years, the War
College was looked at to provide the planning for the Navy side of it. And all of these color-coded
war plans that are kind of well-known that come out of planning in the interwar period,
plan orange, the one with Japan, red for Great Britain, black for Germany,
all of those are plans that are kind of experimented with here at the college.
The college is sometimes mistakenly identified as the body that actually makes those plans for
the US Navy. And that's actually not the case in this period. The officers here are definitely
being trained to carry out the plans and they're being encouraged to experiment with different
plans for fighting that war. But they're not necessarily then writing down the plan and
handing it over to the Chief of Naval Operations saying, here's what we do. It was more of an
experimental and a training tool for them. But the payback is that when these war planning bodies
like the Army-Navy Joint Board come into play, most of the officers being appointed to them are
war college graduates. And so they all have had this kind of common background of just playing
these games and kind of knowing the geography of the Pacific, knowing the logistical challenges
of trying to organize and get a fleet from one side of the Pacific to the other. They've all
had that common experience and they all know some of the pitfalls of where it can go wrong.
So that absolutely benefits them in going through these plans. Plan Orange, which is the one that's
sort of the seed of this, is an Army and a Navy plan. The Army contributes to it as well.
And then ultimately it goes through different forms. It's still just focused on just Japan
though. And in the years right before World War II, the Joint Board takes these and expands them
into the Rainbow colored series of plans. Rainbow Five is the one that actually becomes the template
that the U.S. uses in the war. It's born out of, again, all the many different phases that went
through of war gaming here, of war gaming at the Army War College, and the two services trying to
eventually bring their best people together to figure out what works.
I understood. Yeah, thanks for that context. So one of the things we're interested in here is
basically what's on the table in front of us, which is supposed to represent war gaming. This
isn't particularly World War II, it's a little bit afterwards. But with the planning for World War II,
what role specifically did war gaming play? Sure. So, well, again, the biggest benefit,
I think, is just kind of getting the people who rose to the senior command position in World War
II, getting them used to thinking in terms of the big strategic problems that come into play in the
Pacific, the vast distances these fleets have to cover. In the beginning, the popular idea was that
the U.S. Navy was going to basically steam all the way across, or sail all the way across the
Pacific in one cruise, meet the Japanese fleet in some big climactic battle. They thought it would
probably occur somewhere around the Philippines at first, and in the Central Pacific later on.
But somewhere they would meet for this climactic battle, and in one battle decide the whole war.
And it was what they called various times the through-ticket strategy. But the through-ticket
strategy was kind of the initial thinking about this. And over time, it evolved to the point where
they realized that trying to supply a fleet over the vast distances of the Pacific is just too hard
to do. And there are too many ways that an opposing fleet can stop you from even getting to the point
where you fight that decisive battle. And so, they eventually, kind of through a lot of trial
and error, through hundreds and hundreds of games over the years, figure out that this island hopping
strategy is much better. Because you can take an intermediate series of bases, and you can secure
them, and you can use those to refuel, resupply, rearm, repair ships, and kind of go in hops and
fits, and not one fell swoop. It's so hard to actually keep your fleet intact that way.
And just to interject here, so when you're thinking about the war, there's like the strategic and the
tactical level. The strategic level lends itself more to these sort of chart level analyses that
aren't necessarily what's on the board here. What's on the board would be more the tactical level.
Sure, right. For both, I could say. But so, you're telling me that the strategic one,
there was some wargaming that went into the general island hopping plan. So, what about
the sort of the tactical level? Yeah, so there's a couple, you know, level or a couple ways that
the lower level gaming like that kind of produced tangible results for the U.S. Navy.
There's a couple officers, one guy named Commander Roscoe McFall, who is looking at
things about formations that the Navy uses when it's, you know, like a cruising formation versus
a battle formation. And he's going through the college right after World War I in 1924,
and he's looking at the types of formations they used in World War I, which tended to be
very linear and were all about battleships and kind of maximizing their firepower.
But right after World War I was over, the U.S. Navy was already starting to realize that aircraft
were going to play a much more important role and that aircraft carriers would be
a more essential component of the fleet. And up to this point, there had never been a big carrier
battle yet. Correct. So, that's one of the things that they have to figure out what's the best way
to protect it, utilize it. Yeah, exactly. And one of the problems with carriers is that when they
are launching aircraft, they have to turn into the wind and that forces them to make some very
sudden turns. And so, McFall was looking at what formation, you know, if a carrier is in the back
of the formation and suddenly makes a 180 degree turn, that leaves all the rest of the fleet
totally out of position. And so, he was trying to figure out how can you solve that. And he came up,
he worked with a couple other people and ultimately pushes the idea of the circular formation,
where you have the high value ship like the carrier in the middle and there's like rings of
ships around it that provide protection against submarines, against incoming aircraft. And that's
still pretty much doctrine today. And as far as I know, I'm not out there on the fleet today to say
for sure, but certainly in World War II, that bore out very well. And so, that gives you 360 degree
protection against anything that might be coming to attack you and it facilitates those turns he
was talking about. So, the U.S. Navy uses those very successfully. So, that's one example. Another
great example is a captain named Joseph Reeves, who is known as one of the founding fathers of
carrier aviation in the U.S. Navy. And through playing these games, he realized that aircraft,
no matter what kind they were, no matter how good the pilots were, aircraft are very fragile things.
And in battle, you're going to lose a significant number, even if you're using them very well and
being flown by expert pilots. And so, the key was carrying more aircraft, carrying as many as you
possibly could on each carrier to maximize the numbers that you could bring into a battle.
When he went out to the fleet and actually took over command of the Langley, the U.S.
Navy's first carrier, he experimented with different ways to do that. And the key change
he made was at that time when aircraft were landing on a carrier, they were being taken
down in the elevators below decks and each one went down into the aircraft bays to be worked on
before the next plane would land. He realized that that took too long and that he could speed
things up if he stored all of the aircraft, not didn't take the time to put them under,
take them down on the elevators, but to actually park them on the bow of the ship and have a
barrier in front of them that would stop the landing aircraft in case they missed one of the
wires to prevent them from running into all the aircraft parked at the bow. And so, basically,
all that means is that he was able to recover aircraft quicker, turn them around quicker,
and then store and be able to carry more aircraft on each ship. And that has a direct
tangible benefit at the Battle of Midway, for example, where four Japanese carriers,
the main carriers, would carry as many aircraft as three American aircraft carriers. The three
American aircraft carriers carried as many as four of their enemy counterparts. So,
that has everything to do with having the right numbers of aircraft in the right place at the
right time, as certainly happened in the Battle of Midway. Okay. So, thanks. Yeah. So, we've
covered wargaming strategic and tactical level. On the tactical level, we're talking about kind
of developing formulas and doctrine that can almost be used generically against any opponent.
But specifically, I have some questions about US versus Japan. So, how did the US model its
interactions with the Japanese? Because in wargaming, you have players that represent
both sides. In this case, it can be a little tricky. How do you model someone on the other
side who's from a different army, different equipment, doctrine, training, and all that? So,
maybe you can shed a little light on those differences. Yeah, that was a very difficult
part for them. They certainly had the technical aspects of the enemy's forces down pretty well.
They certainly knew the size of their ships, you know, their capacity for fuel, for ammunition,
their cruising ranges, all of that, you know, those variables were pretty well known.
So, they can model in terms of what they were technically capable of doing pretty well.
But it certainly was much more guesswork involved in terms of, you know, from strategic thinking,
what were they going to try to do? Were they going to basically stay on the defensive? Were
they going to try to expand? Would they think about attacking the west coast of the US?
Those questions were harder to answer. And so, you had to look at more intelligence,
kind of like peacetime intelligence gathering through, you know, if you have people in Japan,
they did have naval attachés in Japan in the 1930s, that certainly, you know, part of their
role was to try and figure out to the best they could kind of what the Japanese were planning
in general terms. But a lot of that was guesswork. After the war, you know, Admiral Chester Nimitz,
who had retired, but he came back to the Naval War College in 1960, and he gives this speech
where he has a very famous quote that's repeated often about the value of wargaming, where he talks
about the fact that the war in the Pacific basically progressed just as they thought it
would, and nothing took them by surprise, except for the kamikaze attacks, and that they had never
anticipated those in any war game they played at the War College. So, that quote I kind of always
like, because it does show the limits of what wargaming can do too, and it was just very
difficult for them, short of having members of the Japanese Navy on site to tell them,
here's what we would do. If you don't have that, it is tough to figure out what the other side
wants to do versus just what they're capable of doing. And for that quote, I know it's often
trotted out. I have heard while I've been here that it is sometimes a little bit overstated.
They didn't know everything that would happen because of wargaming, but it's definitely
influential in the mindset of the people, and it does speak to its depth of importance.
So, some more questions that I have about like modeling the Japanese. We've talked about
they know the equipment. The mentality is maybe not quite there. It's hard to model,
but they're trying to get that. And then maybe the other piece of the puzzle for me is like
a lot of stuff in the Pacific is who has what intelligence that plays a big role,
obviously with the surprise attack on Pearl Harbor, and obviously asymmetry and information
at Midway. So, did they try and model those sorts of like asymmetrical situations?
Well, they certainly had games where they postulated that they would start with, say,
a surprise attack. Believe it or not, the surprise attack on Pearl Harbor had been
anticipated in some level to some degree by some of the games in the 1930s. There was a
one Naval War College graduate, an officer named Harry Arnell, who very had this famous...
He was part of an exercise in Hawaii in 1932, where he was in charge of the aircraft component
of the opposing force. And this was a real world drills. This wasn't a war game.
They were doing a fleet exercise. And he staged a dawn, Sunday morning dawn raid on Pearl Harbor
with his 152 aircraft, it was. And the umpires ruled that he had caused significant damage to
the army's aircraft at the army airfields in Hawaii and to several of the battleships that
were there. And the Navy did tend to somewhat discount that as seeming like it was an unlikely
scenario. To their credit, I mean, the capabilities of the American aircraft certainly
were not what the Japanese aircraft were that actually did that raid in 1941. So it's true that
maybe they discounted the potential damage a little bit more. But yeah, they had games like
that that they anticipated starting out with one side surprising the other. In a lot of their war
games, the surprise attacks were not necessarily in Hawaii. They were much more often at Guam or
the Philippines where the main naval bases were at that point. So they were thinking in terms of
a sudden start to the war. They didn't get the exact location correct all the time. But they
did model sort of the unknown, the fog of war that way by just having it start with a sudden
or a set of unknown circumstances that govern kind of the start of the scenario.
Great. So we've explored kind of the U.S. side of the war gaming. I have heard that the Japanese
were pretty meticulous war gamers and they were performing it on their own side. Can you talk a
bit about what we know, at least generally, about Japanese war gaming? Sure, yeah. They certainly
were big believers in war gamers themselves and their navy practiced a lot of war games before
the war. They very famously rehearsed the attack on Pearl Harbor many, many times over and used
war gaming as a way to sort of model, you know, predictability and uncertainties in terms of what
would happen. And sorry to interject, but I assume there are lines with the Germans who had history
with the Prussians and sort of Crigsfield and kind of maybe inherited some of that expertise
and maybe even had officials. I don't know if there's any records of that, but you'd assume
there's maybe some training and support in that sense. Sure, I mean by the 30s most of the major
navies, the militaries around the world, were aware of war gaming and it was pretty common
knowledge that, you know, that was a tool you could use. So they had found out about it
certainly from those sources and from the U.S. as well, having, you know, contacts over here in
peacetime as well. But yes, they did use it to plan out their most significant operations. I would
say the main difference between their war gaming and the United States was that the U.S. war gaming
included it at many different levels, tactical, operational, and strategic. And as we kind of
talked already, those strategic level games were really what provided the benefit to U.S. officers.
The Japanese did not do much in the way of strategic level war gaming. They were much
more focused on individual battles or operations that they planned. So they did that well and did,
you know, spent a lot of time doing that. But in terms of a long-range plan for fighting the war,
that was not something that they modeled in a war game very much. That was much more just a product
of, you know, the whims of the people in charge and the discussions and whoever was influential
and crafting policy at that time. So the, you know, example we talk about sometimes with the
Battle of Midway, they had this kind of famous war game exercise right before Midway where
their own war game resulted in having two Japanese carriers sunk right away at the start of the
battle. And a couple Japanese officers said, no, that's not realistic, you know, and the umpire of
this game actually ended up overruling that and saying, re-floating those two carriers and saying,
keep fighting the battle and let's figure out what happens from here, and kind of discounted
that result. I would say in their defense that it was not a totally unreasonable decision they made.
In that particular case, what had caused those two Japanese carriers to sink in that game
was a very lucky die roll, which anybody who plays war games knows how dice go.
But they had rolled a very unlikely result on their dice that basically resulted in
an American bomber, a level bomber, not a dive bomber, but like a B-17 scoring a hit
on a Japanese carrier that was like a critical hit that sank it. And it has to be said, I mean,
I think they were right to discount that in the actual battle. The American B-17s that did take
part in it performed abysmally. They scored no hits at all. And so they were, they were not,
it was not out of line for them to think that level bombing wasn't much of a threat to shipping
because it wasn't. So you can say in their defense that was not an unreasonable decision to make. But
at the end of the day, they did, you know, discount all of that and figured that they were,
they were still going to have the edge in that battle when they turned out that they didn't
through a variety of reasons. And to me, that's one of the main takeaways of war gaming. Like
when you look at how the Battle of Midway played out, you think of if that were a scenario that
played out, how many of those lucky die rolls did they have? If that had been a game that you played,
are you really going to take that seriously and learn those lessons? That's the complete loop.
So war is chaos. And so a lot of times war gaming does have its limitations when it comes to
modeling the chaos of war. You have the people with experience who say, let's discount that
for all the reasonable reasons. So that's kind of where the war gaming and reality start to
burn. But war gaming still does have its value. Oh, yeah. And I think it shows the limits too.
In war, when you're actually fighting the war and trying to game it out at the same time,
you don't have time to game it out very much. A way that you could get past that is by playing
that particular rehearsal they were doing with Midway. If you played that game 10 times or 20
times, then you'll see, you know, that one unlucky die result probably not going to happen in the
other games. And if you play it many times over, then you start to get a better feel for what
reasonable, accurate results were. But if you only play it once, because you don't have time,
because you're actually going to do this operation next week, then you don't have time to figure out
that maybe that one unlucky die roll was something that was not likely to be repeated. Or getting
kind of what a more reasonable set of results would be. So that's part of what played into
that scenario too. Well, great. I think that's a great place to end it. So thank you so much.
You're welcome.