Abstract
How do we prepare for a developing reality that has little to no historic precedent? How do we adequately prepare for cyber-enabled conflict where the 'fog of war' is exacerbated in the virtual domain, resulting in greater uncertainty? Wargames have been used throughout history to train for realities that have yet to happen; be they theoretical conventional battles or full scale nuclear conflict. For this reason the introduction of the cyber domain into kinetic or joint wargames has become an area of interest for both planners and game designers. The integration of the two forms of warfare gaming (cyber and kinetic) into a coherent system has proven elusive and problematic. The Quantified Judgment Model (QJM) of Dupuy (1979) has gone on to inform and impact wargame design such as the Tactical Numerical Deterministic Model (TNDM) (Lawrence 2017). The QJM uses seven characteristics to generate the Operational Lethality Indices (OLI) of conventional weapons. By applying these indices to cyberweapons it becomes clear that they are fundamentally different from kinetic wargames weapons. This paper argues that cyber weapons cannot simply be plugged into large scale kinetic wargames. It offers an overview of the methods that can be used to add the cyber domain to such games. These range from the use of umpires as proposed by Curry and Drage (2018), to the use of cyber ranges to gather realistic attack and defence data. This paper also critiques the various approaches and outlines suggested directions for future studies in order to make these games as realistic as possible.