Fight Club! Those two words generally evoke images of men fighting in basements, edgy tautologies about society, and the reminder to not talk about Fight Club. However, to us in the Wargaming world, there is a different Fight Club, this one uses games as a training tool, specifically for British Army small-to-mid unit tactics.
Joe and I were fortunate to be invited to a virtual Fight Club briefing a few weeks ago, where the Fight Club team pitched the concept of using games (specifically Combat Mission: Shock Force 2) to other British Army professionals. There were a couple other gaming journalists present, as well as some Slitherine devs, but overall the presentation was geared more towards military folks, not us gaming types. Regardless, it was a rewarding experience in that we got a peek into how CMSF2 could be used as a training tool for a modern, professional army.

PART ONE: WHY COMBAT MISSION SHOCK FORCE 2?
Combat Mission, for the uninitiated, is a realistic turn-based or real-time wargame, where players command units from squad (or in Brit-speak, “section”)-sized elements to a medium-sized regiment. Every soldier on the field is modeled in terms of their gear, line of sight, and morale, and bullet paths are modeled as well, making the game a great choice for modeling real conflicts, or as we see here, training for real conflicts.
Fight Club primarily uses a special, “Professional” edition of Combat Mission, this has miscellaneous extra bits and bobs to it that make it more fitting to the needs of a professional service. And fitting it is! While a unit will need to cover the costs of hardware to run the game (Combat Mission runs on potatoes plugged into a wall, so expensive hardware isn’t necessary), Fight Club offers units that sign up for the program a few free licenses for the game. This makes running a training of CMSF2 much more cost efficient than live exercises, which could involve, among other things, Real Ammo™, Real Guns™, Real Food™, etc. These costs can add up, and units do have a budget.
All of this to say that CMSF2 is pretty affordable, but it’s also extremely modular. The base game comes with plenty of realistic scenarios already and a robust custom scenario creator, but Fight Club provides member units with mods to better match the real participating units’ OOB, complete with mods to slap correct unit insignia on troops and vehicles for, as the organizers put it, “unit pride.” The map variety is also good in base CMSF2, but Fight Club has a special tool that lets them scan in actual maps they have for use in-game. Neat! Don’t suppose us gamers can ask for a Google Earth mapping tool, can we?

PART TWO: HOW TO LEARN WARFIGHTING FROM VIDEO GAMES
Those mods of maps and units act as a training supplement along with the other forms of training exercises for the British Army, live exercises (with or without live-fire), as well as classroom sessions. According to Fight Club, one effective use of the Combat Mission license is to take a map of a training area, place it in the game, and run games with BLUFOR and REDFOR in Combat Mission prior to the live exercise, to highlight potential outcomes and scenarios that could arise in real training/combat.
As Combat Mission has various scales of mission sizes, Fight Club recommends junior leaders taking charge of near-equivalent sized elements to their real commands to get a feel for how they’d react to the situation in combat. Ideally, these leaders would filter order through game “Controllers”, who would be a staff member that’s familiar with the systems of the game and knows how to get units from A to B on the map. The game can be projected onto a screen for multiple troops to view and make suggestions on as the game runs.
There are a couple schools of thought in Fight Club on whether the game should be run in turn-based mode, where both controllers give commands and units execute orders in 60 second intervals, to give participants time to think and discuss possible tactics to take, or in real-time, to simulate the decision-making stress of combat. Both have their merits, and what makes the most sense for a training varies from unit-to-unit and training-to-training.
And though Combat Mission is a game and can act as somewhat of an icebreaker/ “fun” activity, it is treated as a full, serious part of the training cycle. Gamedays are precluded with briefings of the scenarios the units will be playing, complete with recce of the maps, like an actual, real life mission would require. After the conclusion of the match, there are also substantial debriefings that go through what went well, and what didn’t go well in the mission (they also noted that pointing out a player’s missteps by identifying them specifically is a bad idea, which is something any of us co-op gamers know too well). This allows the unit to learn from their digital experience in the same manner they might through training.

COMBAT MISSION: THE FIGHTING MAN’S THINKING GAME
Fight Club impressed us with how they’ve integrated Combat Mission into their training routine, and the organizers were all very gung ho about how it had helped their units’ readiness; this definitely isn’t just a scam to let a bunch of folks play games on the clock. The team talked about future implementations of the game and future mods, with a nod toward a “Russia and Ukraine focus,” the talk occurring at the time of the Russian mobilizations a few weeks ago, the team on the ball for countering future potential opponents.
Joe and I both left remarking about how interesting it is to see something we play for fun used in an applicable manner, especially a digital game, which are so frequently dismissed as the realm of utter nerds… which, to be fair, we are. But, it’s clear that digital wargaming is taking its place next to tabletop wargaming as a valuable teaching tool not just for armchair generals, but for professional militaries as well. Consider us to be watching Fight Club with keen interest in the future, to see what other games- er, training materials, they have up their sleeves.
-Jack Trumbull