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Wargames and Radar Simulation — When Generals Play on Grids

Before a radar is built, it is simulated. Before a battle is fought, it is gamed. The overlap between military wargaming and radar modelling runs deep — and both influenced commercial strategy games.

Wargames and Radar Simulation — When Generals Play on Grids
games · military

Detection probability tables

Traditional board wargames used lookup tables: if the radar unit is at altitude X and the target is at range Y with radar cross-section Z, roll a die. Hex-and-counter games like 'Air War' and 'Flight Leader' had detailed radar subroutines. These were crude but taught players the geometry of detection — altitude, aspect angle, jamming.

Computer simulation

When computers arrived, radar modelling got precise. The US Navy's SIMNET (1980s) linked simulators across bases with realistic radar propagation, clutter and countermeasures. Later, Command: Modern Operations and DCS World model real radar systems down to the frequency band, scan pattern and electronic attack. Players experience the same detection ambiguity that real operators face.

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ECM and ECCM modelling

Jamming is modelled as signal-to-noise ratio degradation. Chaff is modelled as false targets. Stealth reduces detection range by a factor. The game equations are classified military models, sanitised for public release. When you deploy chaff in a flight sim, you are rehearsing a tactic derived from real electronic warfare doctrine.

Civilian descendants

RTS games like Command & Conquer used 'fog of war' directly inspired by radar and sensor concepts. FTL: Faster Than Light makes sensor range a core mechanic. Even puzzle games like Keep Talking and Nobody Explodes train communication protocols similar to those used in radar control teams. The military-to-game lineage is direct.

Related reading

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