FORT HUNTER-LIGGETT, Calif. - The U.S. Army's Dismounted Soldier
Training System located on Fort Hunter Liggett is located off the
beaten path and in a building that could be in an episode of Storage
Wars. Inside, however, sits more than a half million dollars of the
latest virtual war gaming gadgetry.
During their annual
training on June 11, 2015, three cavalry scouts from the California
National Guard's Alpha Troop, 1st Squadron, 18th Cavalry Regiment,
based out of Ontario, walked in and Joe Ping, the supervisor for the
U.S. Army Reserve base's Training Aids, Devices, Simulation &
Simulators facility, got them started on the Call for Fire program.
Sgt. Samuel Crook, a freelance web designer, Capt. Josiah Faber, a L.A. County Deputy Sheriff, and Spc. Nefftali Guillen, maintenance technician for Toyota, are suited up to take on 3D battles in the virtual world of the Dismounted Soldier Training System located at Fort Hunter Liggett. While at annual training, June 6-20, 2015, these Scouts with Troop A, 1st Squadron, 18th Cavalry Regiment, California Army National Guard, got a chance to enter a battlefield arena unlike any other they have encountered. The $500,000 U.S. Army video game has dozens of scenarios built in its program from real-world experiences troops have come up against on their deployments. (U.S. Army National Guard photo by Master Sgt. Paul Wade)
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“As scouts this is a significant part of what we do so
any chance to practice this skill is a good thing,” said
Capt. Josiah Faber, the incoming commander, as he peered
through binoculars at a projected battlefield on a wall
screen. “We find the enemy, report it and strike when we can
and retrograde out of there.”
Each Soldier drew up a
range card, plotted their points using a map and protractor
and called in their fire mission.
“Enemy vehicle in
the open,” shouted Spc. Nefftali Guillen, a maintenance
technician for Toyota when not sneaking and peeking around
for the enemy in the woods.
“Send it,” said the Call
for Fire instructor. Guillen timidly rambles off
coordinates, which are entered and the instructor pushes the
fire button.
“Splash over,” said the instructor
finishing the sequence. The artillery round struck the
ground near the target but did little damage.
Guillen quickly learned his mistake, made a slight
correction and called in death from above.
“Fire for
effect.”
“Target destroyed,” said the instructor as
the three scouts, staring at seven black plumes of smoke on
the screen, admired their virtual dirty work.
“Way
better than the classroom instruction,” said Guillen, as his
team exited the simulator. “To be able to see the results
and make on the spot corrections helps make the entire [call
for fire] process clearer."
“What is that and can we
have a go?” asked Faber staring at the DSTS like a kid
spotting a new video game at the arcade.
In the most
basics terms the DSTS is a system you wear that turns you
into an avatar on a virtual battlefield. After strapping on
a helmet, goggles, earphones, a computer backpack, and
motion sensors on your arms, legs and shooting finger, you
then grab a real looking play gun and stand on a padded foam
circle to begin a scenario.
According to Joe, the
DSTS has around 20 scenarios based on what Soldiers have
faced during a deployment and he can custom build one to fit
a unit's need. The gaming tool isn't just for combat arms
troops. With its React to IED setting it can test the nerves
of motor transport operators during a convoy and those who
conduct presence patrols.
“Let's go with the Defend
the [Forward Operating Base] scenario,” said Sgt. Samuel
Crook. “That way we get more action.”
Once suited up
and looking like extras on the set of “Starship Troopers,”
the three men lowered their visors and were virtually
transported thousands of miles away to a desert-colored
walled fortress in Afghanistan. Joe puts them through a few
drills to help them understand their movements and weapon
system and then the battle began.
Triggers were
pulled. They spun and took a knee a few times. The sounds of
battle echoed in the warehouse from mounted speakers.
Muffled curses were heard and a look of deep concentration
was etched on each face. Enemy fighters dropped but each
wave of attack got harder. Their avatars died. A lot. Joe
watched the carnage from his command center.
“The FOB
scenario is actually meant for three squads, not three
people,” Joe said. “I have the AI setting on low but it
doesn't matter. If a unit brings enough troops one squad can
go against another eliminating the need for the AI. The
[opposition force] gets really tough then because they know
what you know.”
By California National Guard Master Sgt. Paul Wade
Provided
through DVIDS Copyright 2015
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