July 1, 2016
Twenty-First Century Information Warfare and the Third Offset Strategy
It is well established that both state and nonstate adversaries are gaining parity with current U.S. military-technological capabilities, and as a result adversaries are eroding the tremendous asymmetrical conventional warfare advantages once exclusively enjoyed by U.S. forces. This leveling of the playing field has been enabled through decreased costs of modern information technology and low barriers of entry to attaining precision weapons; stealth capabilities; sophisticated commercial and military command and control (C2) capabilities; advanced intelligence, surveillance, and reconnaissance (ISR); and relatively cheap access to commercial and government-sponsored space and cyber capabilities. As a result, in November 2014, then–Secretary of Defense Chuck Hagel announced the Defense Innovation Initiative to counter adversary technical and tactical progress that, if left unchecked, will ultimately hinder U.S. ability to project power across the globe and permanently challenge its aims of retaining its coveted status as a global hegemon. While there are many aspects to this initiative, the Third Offset Strategy, as outlined in policy, does not adequately address the need for advanced information operations (IO), particularly IO wargaming, modeling and simulation (M&S), and training systems. The purpose of this article is to make the case that increasing the investment in joint live, virtual, and constructive (LVC) IO wargaming and simulations will generate lasting asymmetrical advantages for joint force commanders and will significantly contribute to the achievement of the Third Offset Strategy.