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This report illustrates a number of basic principles about aggregation and disaggregation in combat modeling by working through the mathematics and phenomenology of a concrete example. In the example, simplified ground combat takes place in a number of sectors and subsectors within a theater. The author assumes that combat at some level of detail is dictated by the Lanchester square law then discusses whether an aggregate law, Lanchester or otherwise, applies at the next level up (that is, one with more aggregation and less detail). The answer depends on the ratios of several time scales related to information, decisions, maneuver, and the duration of a breakthrough battle. The author also discusses how the 3:1 rule does and does not apply at different levels of combat.
Table of Contents
Figures and Tables HTML
The Microscopic Model: The Lanchester Square Law on Combat Sectors HTML
Deriving Aggregate Models for Cases Without Reinforcement or Redeployment of Forces HTML
Generalizing: Effects on Aggregation of Reinforcement and Maneuver HTML
Implications for Temporary Disaggregation in Simulations, Including Distributed Interactive Simulation HTML
Conclusions and Summary HTML
Lanchester Equations and Scoring Systems HTML