“Close Combat”
and Learning Infantry Tactics
by
Major
Brendan B. McBreen USMC
I have learned more about
small-unit infantry tactics from the “Close Combat” simulation than I have from
thirteen years of Marine Corps infantry experience.
“Close
Combat” is a computer combat simulation published by Atomic Games. The focus of
the simulation is on infantry combat at the small-unit level. The series
currently consists of five versions: Close Combat I: Omaha Beach, II: A
Bridge Too Far, III: The Russian Front, IV: Battle of the Bulge,
and V: Invasion Normandy.
I
am an infantry major with thirteen years commissioned service, seven years with
5th Marines, two years in schools, and three years as an infantry training
officer with the Marine Corps Warfighting Lab. I have deployed overseas with
2nd Battalion, 5th Marines four times. I have commanded two infantry platoons
and one rifle company. I have served as a battalion operations officer and
regimental operations officer. I am a student of tactics. I have taught NCOs
and officers infantry tactics. I have participated and led tactical decision
training.
None
of these activities or learning experiences can match the effective and focused
tactical learning that I have experienced through repetitive fighting of the small
unit scenarios in “Close Combat.”
“Close
Combat” permits a player to fight hundreds of scenarios, make thousands of
tactical decisions, experiment with different tactics, and learn from his
mistakes. I would be a far more qualified platoon commander now than I was
twelve years ago. Through fighting the “Close Combat” simulation, I have
internalized significant platoon-level tactical lessons:
Good
Marine leaders know all of these lessons. They have been taught, they have
read, they have trained to do them. But I, and those Marines who have fought
“Close Combat,” know these lessons in our bones. We know the penalty for
mistakes, for mis-reading the situation, for making decisions too late.
Hundreds of simulated men have died in botched assaults, poorly laid positions,
and as a result of unexpected enemy actions in order to teach these lessons. We
have examined the ground, checked the line-of-sight, positioned the units, and
supervised the units in contact so many times that the key tactical principles
have become ingrained as second nature.
I
have defended three hundred road intersections. Not just the first step of
putting a defensive scheme on paper, but all the way through to initiation of
combat, falling back to supplementary positions under pressure, and sometimes
being overrun by the enemy because I failed to protect my machine gun
positions. I cannot now walk across a street without seeing in my mind the
intersection occupied: “An anti-tank weapon tucked into that low position with
an oblique field of fire and good defilade, machineguns here and here, one
squad forward with a alternate position near the guns, one squad on the corner
in case they put infantry down that alley.”
The
historical methods for teaching tactics, walking the ground, working through
the examples in the manuals, tactical decision games, and actual field
exercises, are important and must be done by all leaders. Schools and units
must focus on real leaders, real units, and real ground.
To augment this practical training however, leaders need to experience the
chaotic challenges of combat hundreds of times. As an inexpensive and
easy-to-use tool to teach a Marine leader the dynamics of tactics, the “Close
Combat” simulation is matchless.
The
Marine Corps Training and Education Command at Quantico is currently evaluating
a Marine version of “Close Combat” for training use. “Close Combat” is a valuable teaching tool. I recommend it to all
Marine leaders interested in improving their small-unit tactical skills. Fight
the scenarios. Fight your peers. Fight to learn to lead.
Major
McBreen is currently a student at the School of Advanced Warfighting.