The USAF has long needed a tool that facilitates training of strategic/tactical and logistical decision-making for the synchronization of large-scale air missions by coalition forces. To accomplish this, we propose a simulation that models an air commanders ability to view, understand, and analyze information available and then to rapidly exploit knowledge of the battle space. The simulation will employ many considerations for all members of a coalition air force including (but not limited to) command, control, communications, and intelligence. The proposed topic for the simulation is the Tunisian campaign of WW II from shortly after the historical Allied army landings of 8 November 1942 to the final total surrender of Axis forces in Tunisia on 13 May 1943. This Phase I simulation can be played as one player against one other player or as one team against another team. Each player (or team) would sit generally in the position of supreme commander (or staff) for the campaign. The simulation design will allow for the input of Air Force personnel for the final Phase I and subsequent Phase II designs. The types and number of stations that would best fit the instruction goals will be determined during this process
Keywords: simulation, strategy, tactics, game, computer, logistics, World War II, Tunisia