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In the past, Field Training Exercise had caused inconvenience to local residents and resulted in many accidents. To prevent these conditions from happening, maneuver troops nowadays have decreased the numbers of Force-on-Force Training Exercise conducted and instead, started using the so-called Command Post Exercise. Consequently, troops are asking for more Computer-aided War-gaming Systems. The Computer-aided War-gaming System provides Army brigades as well as battalions the ability to conduct combat-readiness, home-base and major annual training exercises, and make up for the loss of battlefield realities commonly seen during Command-Post Exercises. By reviewing the conduct of exercises, commanders and staff are to enhance their tactical knowledge and skills. This research explored the functions of this Computer-aided War-gaming System and the suitability of digital military maps. Once the system construction was completed through inputting war-gaming data, reference peripherals and operational scenarios, the Blue-against-Red type exercises were then followed to simulate the process of battles or engagements. With system computation, numbers of casualties from both sides and attrition rates of supplies, weapons and equipment were collected. In addition, the questionnaire surveys had also taken place to help better understand and analyze to which extent that participants knew about the war-gaming system. As a result, this research discovered that there were excessive casualties, oil attrition rates were higher than in reality, digital maps could not meet the operational requirements, and the system operational model failed to consider human physical strength and the restraints on weapon effectiveness. Some discrepancies on logistical operations were also identified. By unveiling these issues to those responsible agencies, we hope to improve the overall performance of his Computer-aided War-gaming System.
Key words: Computed-aided War-gaming, War-game, Monte Carlo, Lanchester.
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