Wargame a Course of Action
Wargaming is a disciplined way to test whether a plan survives friction. It produces decision points, information requirements, and synchronization needs.
Steps
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Define the frame. Time window, map/space, and what counts as success and failure.
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List assumptions. Especially assumptions about the adversary and about timing.
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Run a move–countermove loop. For each phase:
- friendly action,
- adversary reaction,
- friendly adjustment.
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Extract decision points. Identify where a different choice may be required, and what information triggers it.
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Extract friction points. Logistics bottlenecks, communications dependencies, coordination hazards.
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Update the order. Add coordinating instructions that reduce friction (timings, constraints, priorities).
Output
- A list of 5–10 decision points with information triggers.
- A list of 5–10 friction points with mitigation.
- 3–5 changes to an order or synchronization plan.