Lanchester’s law serves as a deterministic mathematical model of a battle between two or more opponents. We build a new model that incorporates both variable offense and variable defense, as well as the commander’s ability to focus fire on a selected enemy. We show that in a situation where an army fights two allies, the correct strategy of focusing on the weaker enemy leads to an eventual win, whereas the incorrect decision to split the fire equally leads to the army’s annihilation.
This paper evaluates how the distance between air defence sensors and the command and control (C2) element influences fire-control effectiveness. Three deployment variants at 1, 7 and 20 km were assessed by means of operational analysis and the TOPSIS multi-criteria method using latency, connection reliability, situational awareness (SA), probability of kill (𝑃𝑘𝑖𝑙𝑙), survivability and logistical complexity. The baseline model favours the short-distance configuration, but sensitivity analysis shows that greater emphasis on survivability shifts the optimum towards the medium-distance variant. A separation of approximately 5-10 km provides the most robust operational compromise for contemporary air defence employment.
The paper presents the Virtual Reality (VR) - Augmented Reality (AR) Simulator Kit designed for Call for Fire (CFF) training within the framework of fire support. It describes the system’s modular architecture, the use of mixed reality, voice control, and Artificial Intelligence (AI) based analysis of standardized CFF communication. Pilot validation confirmed the technical functionality of the solution, as well as its ability to objectively assess procedural correctness and monitor reaction time and error rates. Its main contribution lies in linking immersive training with the broader context of fire support command and control. The originality of the paper consists in integrating VR/AR, AI, and analytical evaluation into a single training ecosystem.