Small Unit Terrain Board Exercises
Article
A terrain board and micro-armor models are effective tools for tactical training. While useful for teaching individual soldier tasks. like drawing sketch cards or platoon fm plans, their best use is training collective tasks.
Many leaders use terrain boards to train simple collective tasks like battle drills, but you can also run detailed platoon and company exercises. The hick is realism. Improper vehicle movement and unrealistic engagement results don’t prepm soldiers for war. To have the most training value, terrain board simulation must closely resemble the battlefield. This article shows how to get started with terrain boards and increase the training value of small unit terrain board exercises. Terrain Board Gaming Rules Wargaming rules for micro-armor (see Figure 1) simulate modem combat on terrain boards. Rules govern movement, observation, weapons engagement, and other factors. You can find them at fantasy and historical gaming supply shops, and one is a Training Support Center (TSC) item. Mail order sources include Modelers Mart, 1183 Cedar St., Safety Harbor, FL 34695; and Merlyn’s, North 1 Browne, Spokane, WA 99201. Realism of rules affects their training value. Each game or rule book gives data on vehicle speeds, accuracy and penetrating power of weapons, and strength of armor. While game designers try for accuracy, much of their data is guesswork. You may want to vary performance data, based on your own knowledge. Either way, tell your soldiers that game performance data are only guesses. Don’t bet your life some day on the way a Spandrel missile performed on a terrain board!
Selecting Scale To set up a terrain board, first select a scale. Our scale is based on the sizes of micro-armor models available: The smallest models are b’285 and Boo of actual size, which makes an M1 Abms hull about an inch long. We chose the smaller, cheaper, and less detailed Moo models. They sell for about $4.00 per pack of four or five, versus about $5.50 per pack for lR8s scale. One fm now offers packs of twenty ‘A85 vehicles at lower costs per unit.
You can get models from the same sources as gaming rules, plus some hobby shops. Manufacturers include GHQ and Skytrex. You may be able to buy models for your unit through official channels. Another option, if you’re just getting started, is to use small cardboard markers instead of models. These come preprinted, as in the Team Yankee game, or can be made locally.
We chose the terrain scale used in Dunn Kempf, where an inch on the board equals 50 meters on the battlefield. Any smaller scale has little training value for platoons, because you can’t use separate models to represent each vehicle in the platoon. Using the 1 inch=5OM scale, a h o model tank is about seven times too big for the terrain, but each model can represent one actual vehicle. At 1 inch=5OM, four by eight feet is the smallest terrain board size for training a platoon. A smaller board restricts both maneuver and long range fire. A bigger board is definitely better: our battalion uses a multisection rigid terrain board of the live fire range at Fort Irwin that is over 200 square feet. On it, we can fight a U. S. task force against an OPFOR regiment! A problem with any terrain board wider than six feet, though, is that it’s very tough to reach vehicle models placed in the middle of the board.
Close and Destroy (Rule Book) by H. N. Voss. 1986. TimeUne Ltd., P. O. Box 60, Ypsilanti, MI 481 97. About $1 0. Good compromise between detail and playability. Best overall.
Combat Commander and Battlefield Command (Rule Books) by Ken Smigelski 1978 8 1980. Enola Games, P. O. Box 1900, Brooklyn, NY 11201. About $10 each. Highly detailed. Most current weapons effects data. Playability suffers due to prease detail.
Combined Arms (Rule Book) by Frank Chadwick 1988. Game Designers Workshop, P. O. Box 1646, Bloomington, IL 61702. About $12. Emphasizes brigade-level decision making. Not suitable for company or platoon training. Dunn Kempf (Game). DVC-T 17-98.1975. TSC item. lndudes complete N S, rigid terrain board, and vehicle models. Does not simulate vehicles newer than M60A1 and Team Yankee (Game) by Mark Miller 8 Frank Chadwick. 1987. Game Designers Workshop. About $24. Based on novel by Harold Coyle. lncludes rules, flat game board, and playing pieces. Compact board allows table top use. but limits value as platoon training tool. Simple rules. A good starting point. Total Conflict (Rule Book) by Gary Blum. 1984. Z 8 M Publishing, Inc., 2425 N. 47th St., Milwaukee, Wl 53210. About $6. Simplified rules. Highly playable, but lacks detail. Each vehicle model represents a platoon. T-62.
Figure 1 Black and brown construction paper strips simulate roads and trails. Blue ones (foreground) are streams. White foam blocks reme-sent buildings and chenille bumps (fancy pipe cleaners) are trees.
You can use the same terrain scale as vehicle scale, but beware: with terrain Moo actual size, an MI tank can move about 13 feet in a minute and has an effective range of about 30 feet! You need a gym floor or an outdoor site to use this scale. Bullding Terrain Once you select scale, your next step is building terrain. You can start with something as simple as a large painted sheet of paper. We use a sand table, which lets us vary our terrain and place vehicles among the trees or “dig in” anywhere. Weight is a problem with sand tables: our five by twelve foot table weighs 900 pounds. To make it movable, we built it on a cart with heavy duty wheels.
Another terrain option is a rigid board with built-on features. TSCs build these, or you can build one yourself. A nice one comes with Dunn ’ Kempf. These bonds are usually portable unless highly detailed. An advantage of a rigid board is that you can make it wider and move vehicles by pushing them with sticks. This doesn’t work on a sand table -the metal models rapidly sink out of sight. A disadvantage of a rigid board is that you’re stuck with the same piece of terrain all the time, unless you build your board in small sections that can be mmnged. Another problem of rigid boards is that, if forests are cast as part of the board, as with Dunn Kempf, you can’t actually place vehicle models among the trees, but must set them on top.
A third possibility is to build individual terrain features and place them on a flat surface. While this looks less Figure 2. An adequate terrain board map. Crosshatched areas are trees and would be marked by green highlighter on a color map. realistic, it combines nearly infinite variety, with portability, and is the cheapest option. Sheet Styrofoam is a good building material, or you can buy commercially made terrain. You can make your terrain more R-alistic with miniature buildings, roads, and trees. We use Styrofoam blocks for buildings and colored paper strips for roads and streams. We make miniature trees from a craft material called “chenille bumps,” a type of colored pipe cleaner (see photo above). Whichever option you choose, you need maps that match your terrain. If used properly, they help soldiers learn map terrain asssociation. From personal experience, it’s much easier to make a map from existing termin than to sculpt terrain to match an existing map. Your maps don’t have to be highly detailed, but should include major elevation changes, plus all wooded mas, bodies of water, roads, and towns (see Figure 2). Draw maps to standard scale and include grid lines, but don’t put grid lines on your terrain board! Make your soldiers work to learn map terrain association. As a training exercise, have soldiers make a map to match a terrain board, or build terrain to match a map. There is no better indoor exercise in map terrain association.
Simulating Combat Information A big problem with wargming rules is that soldiers get information they don’t get in combat. For example, when you fue at a target with
EXPLODEDIBURNING. Obvious kill. Either the entire target or its turret must be turned upside down. The target is out of the play. NON-OBVIOUS KILL. Target is either knocked out or mew is dead. The target must stop in place. Do not turn target over. It may not move, shoot, or communicate. IMMOBIUZED. Track, wheel or drive train damaged. The target must stop in place. It can’t move until repaired. It may, at player’s option, shoot or communicate. RADIO OUT. Antenna blown off or radio damaged. The target may move and shoot at player‘s option, but may not communicate. (Used in indirect fire only. May be combined with IMMOBILIZED.)
NO EFFECT. Round hit, but either ricocheted or did not penetrate mor. Target may still move, shoot, communicate or ”play possum’ at player‘s option. MISS. Round did not hit target. Flgure 3 wargaming des, you’re told if you hit the target, where the round struck and the exact effect it had: a kill, an immobilized target, or no effect. We changed our rules so that when you shoot, you’re only told whether you hit or missed The soldier controlling the target learns the effect of the round, which limits the target’s actions (see Figure 3). You must decide what to do based on what the target does, just as in combat.
Another example of “too much information’’ involves seeing the battlefield The “birds-eye view” soldiers get on a terrain board lets them see terrain and enemy units they couldn’t see in combat. Telling a soldier to ignore what he can see and fight as if he can’t see it doesn’t work very well. The Dunn Kempf solution of limiting visibility to low angles with screens over the board is also impractical, especially when many soldiers are involved We’ve come up with another way to limit battlefield visibility. First, we concentrate on realism from the Blue Force side. To achieve it, we cover terrain that can’t be seen from Blue Force positions with taps. We uncover terrain as Blue Force units move and areas “come into sight.” We put all Blue Force units on the board, then make the OPFOR ignore Blue Force units that can’t be seen from OPFOR positions (you must strictly enforce this, or the exercise loses credibility). We don’t put OPFOR units on the board until they would be visible to Blue Force units. This includes OPFOR units hidden in otherwise visible terrain. If OPFOR units ‘on the board move to concealment, we remove them from the board. We hack their movements on maps available to OPFOR and umpires only. Improving Playabllity For good training, you must balance realism with “playability.” A set of rules that moves too slowly has little training value. Using one set of rules, we took four hours to simulate 14 minutes of combat! But rules that allow fast play without realistic results don’t train soldiers for war either. Fortunately, you can modify detailed rules to speed up play without sacrificing too much realiism. The big changes come in hit probability and engagement resolution.
SAMPLE CALCULATlON FOR COMBINING PROBABILITIES
Lers assume the rules say that the probability of a hit (Ph) is 75 percent. They further say that 40 percent of the hits will strike the hull (Phh), 30 percent will hit the turret (Pht) and 30 percent will hit the track (Phk). Of those that hit the turret, 70 percent will not ricochet (Ptr). Of those that hit the hull, 80 percent will not ricochet (Phr). No track hits will ricochet. Based on our own judgment, we’ll assume the following about shots that don’t ricochet: All track hits immobilize the target; 80 percent of turret and hull hits penetrate and kill (Ppen), but only 40 percent of kill shots cause obvious explosions (Pex). We determine the probability of our five direct fire outcomes as follows: The probability of amiss is everything but the probability of a hit (Ph) or: 1. OO - Ph = 1. OO -.75 =.25 or 25 percent. The probability of an immobilized target (Pi) is: Ph x Phk =.75 x 30 =.225 or about 23 percent The probability of any kill, either exploding or non-obvious (Pk) is: Ph x [(Pht x Ptr) + (Phh x Phr)] x Ppen =.75 x [(.30 x.70) + (.40 x.80)] x.80 =.75 x 1.21 +.32] x.80 =.75 x.53 x.80 = 318 or about 32 percent The probability of an exploding target (Pext) is: Pk x Pex = 318 x.4 =.1272 or about 13 percent The probability of anon-obvious kill (Pno) is: Pk - Pext = 318 -.127 =.191 or abbit 19 percent The probability of a hit with no effect (indudes ricochets and hits that don’t penetrate) is whatever chance of hit is left over after the immobilized targets and kills are removed, or: Ph - (Pi + Pk) =.75 -.55 =.20 or 20 percent -75 - (.23 + 32) Figure 4
Most rules figure hit probability (HP) using effective target size (which includes movement), target range, and weapon/ammo accuracy. Based on the number of effective target sizes and range increments, rules may have over 50 different Hps for one weapon/ ammo/target combination! We reduced the number of HPs down to six if we could ignore target movement, or 12 if we couldn’t. Fm we lowered the number of effective target sizes. Many rules have HPs based on a stationary and a moving variation for exposed flank, ex- posed front and hulldown targets. We averaged flank and front sizes and reduced the number of effective target sizes to “exposed“ and “hull down” without sacrificing realism. For a fuing M1, we eliminated the moving target factor based on the tank’s excellent fm control system. For most weapons, we left in the moving target factor. This gave us either two or four effective target sizes, depending on the weapon. Next, we reduced the number of range increments. In most rules, range is measured for each engagement to the nearest 100 or 500 meters, depending on the weapon. Each range increment changes HP. We lowered the number of range increments to three: short, medium, and long. The ranges for an increment vary between weapons, and can be estimated instead of measured.
Next we simplified engagement resolution, which gives the outcome of each shot. Once you have HP, all rules have you roll dice to see if the shot hit. If it hit, you roll again to fmd where on the target it struck, based on another set of probabilities. Then you roll again to see if it ricocheted. Then you compare penetrating power of the round to armor strength at point of impact to get the effect of the shot on the target. It sounds complicated, and it is!
Sample section of a computer-generated random number table. If we use the outcome probabilities from Figure 4. put them in a logical order and assign them appropriate numbers from 1 to 100. we come up with the table below for one weapon/ammo/targetge. This is called an outcome probability table. Outcome
Assigned Numbers (of 1001
13% 1 to 13 Non-obvious kill 19% 14 to 32 (next 19 numbers)
23% 33 to 55 (next 23 numbers) Hit with no effect 56 to 75 (next 20 numbers) Miss 25% 76 to 100 (last 25 numbers) 2wo The first step to use the random number table is to pick an arbitraty starting point. Then pick an order in which you will use the numbers. For this example, let‘s pick the eighth number down in the fifth column from the right as our starting point (36697). For an order of use, lers go amss the row to the right and, when we reach the end of the row, lers drop down to the next row and go to the left. (You should pick a different start point and order of use for each weapon.) To use the table, look at the last two digits of the number at the starting point (97). Find the group of numbers it fits into on the outcome probability table. It fits into the ’Miss’ group of 76 to 100. Thus the outcome of the first engagement for this combination of weapon/ammo/target/range is amiss. Now go to the next number to the right to find the result of the next shot. The last two digits are 00. This translates as ”100’ and is also amiss. To find the result of the third shot, drop down to the next row. That number is 46, which is an immobilized target.
Our change requires only one dice roll, since we m e up with one combined probability for each of the five possible outcomes of direct fire. The math takes awhile, but you only do it once for each weapon/ammo/target/range combination. Figure 4 shows a sample calculation. If you don’t want to bother with the math, you can simply make a “best guess” of the probability of each outcome. Maybe your guess will be better than the game designer’s probabilities anyway! To further speed play, we use a mdom number table instead of dice. It’s like having a list of dice rolls. You can find these tables at any library in textbooks on Probability and statistics, or you can make your own with a home computer. A table of at least 500 numbers works best to avoid using any sequence of numbers too often. Figure 5 shows a random number table and how it’s used. Finally, instead of waiting for a shot to figure its result, we do it in advance. Then we combine the results of many shots into an Engagement Resolution List, or Em. For instance, we have three ERLs for an M1 firing SABOT at a hull down T72/r64: one each for short, medium, and long range. If you use ERLs, you can resolve engagements as fast as firers announce them by using the next outcome on the appropriate list and crossing it off as you use it. If you do lots of terrain board exercises, it’s worth your time to make ERLs of a few hundred shots each and laminate them so they’re reusable. Then you start each exercise at a different place on your ERLs to avoid repeating a sequence of outcomes.
Running the Exercise Run your terrain board exercise like an “on the ground” ARW. You’ll need an umpire and an OPFOR commander. In a pinch, both positions can be filled by one experienced person. When you’re getting started, it helps to have an assistant umpire to shuffle through all the ERLs.
Base the number of participants in your exercises on the type of training. In a company mission, we use a platoon leader for each Blue Force platoon, plus the commander, XO, FIST, and first sergeant as a minimum. We include the NBC NCO, supply and maintenance people, and platoon sergeants when we can. In a platoon mission, each vehicle is run by a sepmte soldier.
Try to limit the complexity of rules you must explain to participants. This maximizes training time and lets soldiers concentrate on the battle. Soldiers need to know when, how fast, and how far their units can move. They need to know when they can shoot, rules of visibility, and how various events on the battlefield will be simulated. Let the umpire worry about hit probabilities and engagement resolution.
“Playing the Game” In this axticle, I’ve used the terms “game” and “play,” which is somewhat misleading. A good temin board simulation isn’t a game to play for fun, it’s away to present combat situations with minimum resources to tnin your troops. Make the exercise as much like combat as you can. Require the same reports that you use in battle and require them in the correct format. Make troopers communicate using proper radio procedures and grid coordinates. Program realistic consolidation and reorganization into your exercises. In short, as we’re always being told, TRAIN THE WAY YOU’LL FIGHT!
M. Duezabou holds a Bachelor of Arts Degree from the University of California, Berkeley, and a Master of Science Degree from the University of Nevada, Reno. He is currently AGR Readiness NCO (19K40) for Company A, 1-163 Cav (Montana National Guard). He is a PLDC instructor and a former scout section leader.
r at Fort Knox Saudi Arabia will send 178 members of its military to Fort Knox for trajning this summer. The students will arrive in July and remain until February 1995. According to Colonel Eugene D. Colgan. Project Sword director at Fort Knox, this is a direct outgrowth of DESERT SHIELD/ DESERT STORM experiences. The Saudi government will pay $16.7 million for the Project Sword training program. The operation's name is derived from the sword emblazoned on the Saudi flag. Forty-eight Saudi soldiers will be trained as specialists in armor gunnery. tactics, and instructional procedures. and 130 will be trained in armor and support-vehicle maintenance and turret repair. The trainees will later teach the techniques at Saudi Arabia'sown armor school. The maintenance personnel will receive additional training at Aberdeen Proving Ground, Md. As part of the agreement, Saudi Arabia will buy at least 700 M1A2 Abrams tanks from the United States. Colonel Colgan said more Saudi students could follow this group. which is currently taking nine months of English classes at the Defense language Institute in San Antonio. Kuwait may participate in a similar program, and has agreed to buy 235 MlA2s and pehaps as many as 760 over several years, he said. USMA Seeks Teachers The U. S. Military Academy Department of Social Sciences is looking' for company grade ROTC or OCS officers who are interested in teaching political science or eco- nomics. If you are from basic year groups 36-90, and you are interested in civilian graduate study followed by a teaching assignment at West Point, please contact us. We are currently considering applications of officers who might be available to start graduate study in the summer of '94 or later. For more information, write: Department of Social Sciences. United States Mil- by the end of 1992. The first 1.000 civilian itary Academy, AlTN: Personnel Officer, customers bought directly from the factory West Point, NY 10996. in South Bend, Ind. Prices range from $40,500 to $44,000, somewhat more than sport utility vehicles like the Jeep Grand Cherokee and land Rover. In addition to the vehicle, buyers will get brief driving lessons to learn the Hummer's "unique char- acteristics." Professor Alton Lee is working on a history of the Jeep in World War II. If you have any unusual stories of the Jeep adventurous, amorous, humorous - please send them to him along with your military unit designation. He will need your permission to use your story. If you do not want him to use your name, please say so. Any other experiences you would like to mention in connection with your military service would be welcomed. Send to:
Department of History, University of South Dakota, Vermillion, SD 57069. HUMMER for Sale AM General Corp. has selected several dealers to market the Hummer, a civilian version of the HMMWV it builds for the military. The company hoped to have dealers around the country
Management Course (SOLMC) SOLMC is a one-week, multifunctional logistics course, specifically designed to provide an update for battalion and brigade commanders, primary staff officers, and DA civilians working in the logistics field. The course encompasses maintenance, supply, and transportation, as well as hands-on ex- perience with vehicles. weapons, ammunition, medical, communications, NBC, missile, and quartermaster equipment. The course is open to officers of all branches in the rank of major or higher from Active Component. Reserve Component, US. Marine Corps, and Allied nations. DA civilians in the grade of GS-9 or higher are also eligible to enroll. The course is conducted 12 times each fiscal year at the Armor School, Ft. Knox, Ky. Class quotas can be obtained through normal TRADOC channels; you must enroll through your G3 or civilian training officer. For more information, contact the SOLMC staff, DSN 464-341 1/8152 or commercial (502)624- 3411. SOLMC Class Schedule
Class
- 93-03 93-04 93-05 93-06 93-08 93-09 93-503 93-10
Feb93
=Mar93
TRADOC Organizes New "Battlelabs" Training and Doctrine Command has organized six battlelabs" to experiment with concepts and equipment needed for a force-projection American Army. 'Battlelabs are an initiative analyzing capabilities and requirements rather than depending on concepts based on analysis and comparison against a firm threat, like we did in the Cold War. We can't depend on Cold War analyses and processes to determine priorities,' according to General Frederick M. Franks, Jr., TRADOC commander.
Since the end of the Cold War and the collapse of the Soviet Union and the Warsaw Pact, the United States military does not face one monolithic threat. Instead, there can be threats to American interests and allies from several sources. Although some US. forces will be stationed overseas, the bulk of the American Army will be based at home. It will be a force-projection Army organized to protect national interests and assist allies. Operations DESERT STORM, in the Middle East, and JUST CAUSE, in Panama, are examples of the types of combat operations the Army envisions. The six battlelabs are Early Entry Battlelab at TRADOC headquarters, Fort Monroe. Va.; Mounted Battlespace Laboratory (armor), Fort Knox, Ky.; Dismounted Battlespace Laboratory (infantry), Fort Benning. Ga.; Depth and Simultaneous Attack, Fort Sill, Okla.; Battle Command, Fort Leavenworth, Kan.; and Combat Service Support, Fort Lee, Va.
The Early Entry Lab will work with the Navy, Marines, and Air Force to ensure ini-tiallydeployed forces are sufficiently large and lethal enough to be successful in any circumstance.
The battlespace labs will determine the best ways for armored and infantry forces to take advantage of time, distance, and space on battlefields. The goal is to engage an enemy outside his range of capabilities, day or night, while dispersing Army forces but not their effectiveness. At Fort Sill, the Depth and Simultaneous Attack Lab will work on ways to detect and simultaneously strike an enemy throughout the depth of the battlefield. The Fort Leavenworth Battle Command Lab is developing techniques and equipment to give commanders at all levels situational information and intelligence to optimize their ability to command forces, particularly while on the move. Combat Service Support Lab members are devising methods and systems to provide versatile, effective, and efficient logistics support at all levels. 'We've chosen to locate battlelabs at our installations where we have soldiers, units, and ranges for maneuver, firing, and air space," Franks said.
But before any concept and equipment is tried in the field by soldiers, battlelabs will have tested them out through simulations and virtual prototyping. according to Col. Bill Hubbard. director of battlelab integration and technology at Fort Monroe. "What battlelabs allow us to do is bring together technologists, combat developers, materiel developers, industry. and academia to build prototypes," Hubbard said. "We then send it through simulation, bring it back again, tweak it, send it back through again to get a near optimum solution...' "By using virtual prototyping, we can look at different combinations of things on different pieces of equipment. Examples are what anew tank barrel can do on a tank, and what anew piece of armor on a tank will do.' he said.
Hubbard pointed out that the battlelab design will refine solutions 'on the front end of the acquisition process, rather than on the tail end.'
Battlelab task forces will work with industry to develop new technologies and equipment for the modem Army. However, Franks feels that, with budgetary situations, technological 'insertions" will be the primary method used to enhance battlefield capabilities for the foreseeable future. Tech insertion means placing existing technologies on available equipment. One tech insertion is the intervehicular information system (IVIS) in M1A2 Abrams tanks. lVlS allows armored forces to communicate digitally on the battlefield. The Fort Knox lab has been looking at ways to expand lVlS to include aircraft, artillery, and infantry to get the entire combat team on the same communications network.
As in the case of IVIS. each battlelab will not work in isolation. They will interact with major commands, units, and laboratories throughout the Army.
"There are also developments going on in the other services that we want to tap into," Hubbard said.
Battlelab task forces and the national scientific laboratories at Los Alamos and Sandia, N. M., and Livermore, Calif., have agreed to exchange information, Hubbard said. He also pointed to advances in virtual prototyping at the University of North Carolina as a case of possible academia involvement.
ARMOR - Mounted Battlespace initiative Program Soldier ideas are the foundation for improving the Army's Mounted Combined Arms forces.
The Mounted Battlespace Initiatives Program is anew and innovative program designed specifically to capture those ideas.
What is the Mounted Battlespace Initiatives Program? It is a program which provides you the opportunity to submit ideas, concepts, and suggestions related to mounted warfighting. The Mounted Warfighting Battlespace Lab (MWBL) takes your ideas and then evaluates them for their potential. Those showing promise are then processed for further evaluation and possible experimentation.
The exact nature of your proposal is not important What is important is its potential to benefit the combined arms force. All ideas are welcomed, especially if they pertain to one of the following: *Design for new equipment *Redesign for modification of existing equipment Changes to organizational strue ture Change's to tactics, techniques. and procedures Submitting your ideas to the Mounted Battlespace Initiatives Program will not preclude you from being eligible for an incentive award through the Army Suggestion Program. Format is not important -merely submit your proposals or come by and see us at Fort Knox, Building 1109. Room 213. Pictures. sketches, narratives. or products with instructions for use will be accepted. Send your proposals to: Dk rector, Mounted Warfighting Battle Knox. KY 40121-5000.
Proposals may be made by phone through the US. Army Armor Center and Fort Knox Armor Hotline with a toll-free service (1-800-525-6848) for CONUS users. The following numbers may also be used to reach the Hotline: DSN 464-TANK or commercial (502) 624-8265. Follow touch-tone instructions to reach the MWBL. Callers are reminded the line is unsecure and to leave their name, rank, unit, phone number, and address when a proposal is transmitted. space Lab, ATTN: ATZK-MW, Fort
Citation
Sergeant First Class John M. Duezabou. “Small Unit Terrain Board Exercises.” ARMOR, January-February 1993.
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