It's been said before that
naval strategy is built strategy, and that the contest for influence
and control on the world's oceans doesn't really begin at sea, but on the
drawing boards and in the shipyards. Emerging as the world's foremost
naval power with the end of the Cold War, the US looked for ways to
literally build on its advantage. After some great ship building hits in the
20th century like the Arleigh Burke-class destroyer, the US invested billions of dollars in a
new warship ge
neration in the 21st century. That meant a new destroyer, a missile
cruiser and a small coastal combat ship. But designing and building next
generation warships isn't an easy thing, and US efforts to transform their surface
warfare fleet didn't exactly go as planned. The US would spend billions of dollars
on a new destroyer, the Zumwalt class, only to put the old destroyer, the
Arleigh Burke, back into production. While the smaller Littoral
Combat Ships were so amazing that the Navy keeps
begging
Congress to let them retire more of them. And so today I want to unpack the story of these
programs, ask what happened, and what we can learn. So to do that I'll start with a little US Navy history,
looking at the LCS and DD(X) programs asking what sort of ships were they intended
to yield, what role were they meant to fill, what technologies were
they intended to leverage and what are at least some of the things
that went wrong in their development cycle. Because even if a ship do
esn't emerge as a top-tier
combatant, it might function fine as a teaching aid. That will eventually lead into some broader
reflections, but I promise to also inject some positivity. Looking at the potential
redemption arcs for LCS and DD(X), and what the US Navy is
trying to do with them now. In doing so I do need to inject
a couple of caveats up front, saying among other things that out of necessity
this is going to be a pretty bird's eye view of these programs and I can't
possibly go i
nto all the relevant detail. I will link some relevant reports for
those of you who want additional detail, but also keep in mind that parts of this
story are going to be highly subjective. I've done the best I can with what I've reviewed,
consulted fairly widely, but keep in mind in the end that every source I use is inevitably going
to have at least some sort of slant to it. So please read the sources
and the caveats, and let's get into it. OK, so every disaster story
clearly has to have
a beginning. And for both the DD(X) and
LCS programs, that beginning is probably the United States Navy's attempt
to reinvent itself for a new millennium. In budgetary terms, the closing days of the
Cold War were a really good time for the US Navy. There had been some pretty significant
cutbacks in the post-Vietnam War era, but then Ronald Reagan came along. And with détente and disarmament
being replaced by a new strategy of engaging the Soviet Union in a money-burning
competition it cou
ld never possibly hope to win, part of Reagan's election platform became
rebuilding the US Navy up to a 600 ship fleet. It's kind of hard to imagine a presidential
candidate now running on a platform of how many F-35s or submarines
they were going to build during their administration,
but it was a different time. In order to build up towards
that 600 ship target the Navy attacked the
problem from basically all angles. Naval construction was expanded, existing
ships were going to be kept i
n service longer, and some older vessels were
reactivated and modernised. Most famously, 4 of America's Iowa-class battleships
originally constructed for the Second World War, were brought out of mothballs, modernised with
things like cruise missile launchers, and reactivated. The effort did achieve some milestones,
like bringing the aforementioned battleships back from extinction, but it never
did quite hit the 600 ship target. According to the US Navy's
History and Heritage Command, the
fleet inherited by George Bush senior
in 1989 hit a grand total of 592 active ships. Including 4 battleships, 14 aircraft carriers, 68 cruisers and destroyers,
100 attack and 37 missile submarines. Shortly thereafter however, the
Soviet Union suffered critical existence failure, with the US Navy's modernisation and expansion
budget following it into oblivion shortly thereafter. By 1994 590 active ships had become 404, by 1999 336 and in 2004 292. As an aside, I think those numbers might
ill
ustrate why Saddam's decision to invade Kuwait in 1990 was such a
Darwin Award worthy move. With him somehow managing
to time his great strategic play so it happened when the US military was
no longer distracted by the Soviet Union, but before it had time to get rid of all the forces
that it had built up to counter the Soviet Union. But leaving that aside,
let's get back to some naval cuts. Some categories were affected
more significantly than others. In the 10 years from 1989 the service
cut about
40% of its attack and a third of its missile submarines. The carriers only dropped 2 ships out of 14,
but the frigates dropped from around 100 to 37. And as for the great battle wagons
themselves, the Iowa battleships which had just been reactivated at
significant expense, were retired again by 1992. Probably for the last time until we
need them to fight off an alien invasion. But in many ways while the fleet was
shrinking it was also still modernising, because ship designs and p
rograms that
had been stood up when the Soviet Union was still very much a going concern, continued to
carry on and deliver ships in the late-80s and 90s. The first ship of the Arleigh Burke class
for example, which is currently the US Navy's most important class of surface combatants began construction in 1988,
being commissioned in 1991. And with advanced sensors, weapons
and of course the Aegis combat system, you can argue these were some of the most advanced
destroyers in the world as
they began to enter service. But in terms of core concept and design,
this was still very much a late-Cold War ship that was entering service
in a post-Cold War navy. The US Navy was always eventually
going to be on the hunt for something new. The Quadrennial Defence Review
of 2001 confirmed just how differently the US Navy and the
other services now saw the world. The Soviet military challenge was gone,
the US and its allies had handled that. And now the US military had to be prepared
fo
r a new world of asymmetric threats, failed states, non-state actors,
weapon of mass destruction proliferation, ballistic missile defence
and many others aside. I also think it's worth noting this was
an era of massive transformational and technological ambition
in the US defence complex. Through the Future Combat System and
other projects, the US Army of the future was meant to have a new generation
of air-mobile universal vehicles, soldiers equipped with programmable
air-burst grenade l
aunchers, clad head to toe in advanced
electronics and equipment. The Air Force was busy trying to shoot down
ballistic missiles with a laser turret strapped to a 747. The US Marines spent a couple
of billion dollars to not build their next generation
expeditionary fighting vehicle. And the Navy wasn't going to be left out.
By 2001 announcements had made clear that the US Navy wanted at least
three new future surface combatants. Firstly, a next generation destroyer, the DD(X), building on
a previous program, the DD-21,
that hadn't yielded a production warship. This was going to be an
advanced high-tech combatant. As the Under-Secretary of Defence for
Acquisition and Technology put it at the time, "The DD(X) will be the technology driver
for the surface fleet of the future." If DD(X) was meant to be the new
Arleigh Burke, or rather some strange cross between the next Arleigh Burke and the next
battleship, the program was also meant to yield technology and potentially a
comm
on hull form for the so-called CG(X). This was going to be a next generation guided
missile cruiser, essentially the next Ticonderoga class. But leveraging pretty heavily
on what DD(X) came up with. CG(X) actually gets a bit of a pass
from us today, because it was cancelled more than a decade ago before
that much money could be spent. But then finally, alongside the very expensive
spaceships that DD(X) and CG(X) were meant to be, there was also a third vessel,
a much smaller, cheaper comba
tant optimised for fighting in coastal areas,
or as navies call them, the littoral zone. This wasn't meant to be a successor to
an existing ship class like the Arleigh Burke or the Ticonderoga, it was meant
to be something entirely new. And, as you are about to discover,
it had a heck of a story. The LCS concept was probably born out of a series
of 1990s wargames held by the United States Navy. These weren't physical wargames with
actual ships sailing around all over the place, it was a wa
rgaming process called the
Joint Multi-warfare Analytical Game, or JMAG. This sort of computer-modelled exercise
does mean you miss out on the opportunity to build experience with
actual crews in operating their ships, but it allows you to experiment with more
scenarios, more quickly, and in a more radical fashion. JMAG and other approaches
like it also provide a method by which you can test systems
that don't physically exist. If you want to wargame the impact for example
of a whole bunc
h of carrier-based fighter drones might have on future wars, instead of
actually building them and testing them, you can make some assumptions
about how they would likely perform, plug in the carrier-based drone DLC
and test with and against them. JMAG was testing a range
of systems and platforms. Unmanned aerial vehicles,
unmanned surface vehicles, new anti-submarine sensors and sensor fields,
cruise missiles, different weapons, the list goes on. The LCS also grew out of this exercise,
b
ut in a slightly different way. As Captain Robert Powers
later put it, "LCS was unique in it did not begin as a
platform concept to be evaluated. Rather, it was a concept that emerged from
JMAG insight, became a platform concept, and was further evaluated in
JMAG and other methodologies." Basically the Americans were simulating different
scenarios, like the closure of the Straits of Hormuz by some hostile power
that may or may not be Iran. The US was then being given the
objective of gett
ing into the region quickly to support a blue coalition nation before
red force could achieve its objectives. To succeed, realistically American forces in the
scenario needed to be able to force the straits. But in doing so, the traditional navy
structure was encountering problems. Again to quote the Captain, "The scenario
presented the Navy with difficult problems. Here it wasn't fighting a navy
for control of the high seas, it was fighting an enemy with anti-ship
missiles on the shore al
ong choke points, shore-based tactical aircraft, frigate-sized ships,
missile-armed patrol boats and fast inshore attack craft." I mean, if you just add drones
and helicopter pirates to that list, it sounds an awful lot like some other
force that's been in the news recently. But we should probably give the planners from the
1990s a pass on not predicting absolutely everything. This enemy also employed
modern diesel-electric submarines, an array of acoustic, pressure,
magnetic and contact-a
ctivated mines. And the enemy could structure a complex
layered defence that had to be peeled back. A very time-consuming process
where each layer had to be peeled back under the threat of the other layers. One of the problems the admiral controlling
the US force in that scenario faced was that the ships that he had available which could
for example locate submarines, minefields etc. were his valuable Aegis
destroyers and missile frigates that he had to continually
send into the choke poin
t. There they could hunt submarines
and gain air superiority, but they drew constant shore-based anti-ship missile
attacks, were constantly attacked by suicide boats, and quickly discovered that while "Destroyers
and frigates could deal with threats from the sea, the problem came from
the littoral, shore-based threats." The exercise highlighted two problems. Firstly, there just weren't enough
ships to do this operation quickly. And because the operations were taking
weeks not days, logisti
cal bottlenecks developed, troop ships and supplies
couldn't get through the straits, oil wasn't being transported into the global
economy and things were generally terrible. Secondly, "The large Aegis destroyers
and the smaller guided missile frigates were taking heavy damage in the armed
reconnaissance patrols from mines, submarines, anti-ship missiles, some tactical aircraft, missile-firing
gun boats, and the occasional fast attack boat." So having played through that painful scenario,
the players generated some insights. Firstly, they really wished they had a smaller,
more expendable ship to exercise littoral control. One that meant they wouldn't
have to expose their higher value Aegis ships in the
earlier stages of the fighting. Secondly, it would be really good if
the ships that were going into the Strait and doing armed reconnaissance
patrols could also hunt and eliminate mines in
a moderate threat environment. As well as potentially kill submarines and defend
thems
elves against other threats from sea and shore. Thus, according to Captain Robert's account,
was born the concept of the Littoral Combat Ship. And having been imagined, it could now
be simulated and refined in future wargames. The Littoral Combat Ship,
as the name implies, was going to be optimised for
fighting in that close-to-shore region. It was conceptualised as being the size not of
a modern destroyer, so 8,000 to 10,000 tons, but instead a World War Two destroyer,
somewhere between 2
,000 and 3,000 tons. It would have to be shallow on the
draft to enable it to go close to shore, stealthy to support its survivability, and
then capable of doing a range of missions that otherwise would require
a more expensive, larger combatant. By the early 2000s when the LCS began
to be procured, those missions included "Countering enemy mines, submarines
and attack craft in the littoral waters, with secondary missions including intelligence,
surveillance, reconnaissance, maritime inter
cept, special operations forces support, logistical support
for the movement of personnel and supplies." The obvious issue, which has probably already
occurred to those of you listening at home, is how on earth do you get a small,
cheap ship to do all of those missions? Or rather, how do you get it to do all of those
missions without bolting so much stuff to it that it just becomes an expensive destroyer or a frigate
anyway, albeit one with a slightly shallower draft. The answer was to take
some inspiration from
one of the 20th century's greatest inventions: Lego. The LCS wouldn't be equipped with
all of its crew or equipment full-time. There would be a regular crew
operating the ship with some basic self-defensive and other
equipment attached. But there would also be a space
for a series of plug-and-play mission modules
supporting different missions, If you wanted to go hunt mines, plug in a
module with a bunch of mine-hunting equipment that came with a permanent
crew ski
lled in that operation. Once the mines were clear, duck
back to port and in a couple of hours you unplug the mine hunting module
and replace it with something else. Maybe you want to go hunt swarms
of surface drones and fast attack boats, so you strap on a Surface Warfare Module,
which comes with a pair of 30mm cannon. That way you wouldn't need the
ship to carry all the crew and weapons it needed for all of its
missions all the time. You just needed it to be able to do
costume changes wi
th Broadway level speed. On the right there you can see an early 2000s
document with some CGI that really does date it, featuring an executive summary by
Representative Ander Crenshaw, who was on the House
Appropriations Committee at the time. And he described modularity
as a key feature of the LCS, "Like a set of children's building blocks,
a modular ship consists of one or two basic hulls or seaframes and common ship
systems, a range of mission modules, and a common information
system w
ith standard interfaces. In principle, modules are interchangeable
in a plug-and-play format." The document also talked about the way
modularity had revolutionised the business world with things like the invention of
the standard 20ft cargo container. It also predicted the LCS would
change how the Navy mans its ships, trains its personnel
and sustains its forces. Which I guess is technically true,
although the document probably meant it in a positive fashion rather
than what's actually ev
entuated. But getting back to the ships themselves,
you did just hear me say two seaframes, not one. This is one of the great twists of the LCS saga, because
there isn't one Littoral Combat Ship, there are two. The original plan was for two shipyards
to produce prototypes, which would compete against each other and the better
design would ultimately be chosen. The Independence class you see on the
top right there is an aluminium hulled trimaran manufactured in Alabama.
While the rather mor
e conventional looking Freedom class you see on the bottom
right there is straight out of Wisconsin. Two ships of each class were originally built,
they did compete against each other. And then, for reasons we'll go through
in the second half of this piece, in the end when it came time to choose one, the
Navy basically shrugged and said "Why not both?" And so the original plan to build
a lot of one version of the ship became a plan to build a
middling quantity of two versions, with very, v
ery little in common in terms of
spare parts, training and support requirements. But hey, at least they'd be very fast multi-purpose
ships enabled by those mission modules. Or at least they would be, if the
mission modules worked as advertised, were as easy to swap as
advertised, and actually existed. But as it was developing the program
had issues on all three counts. When deliveries of the Freedom
and Independence class ships began, the mission modules for them were
(for the most part)
just not ready. If you go back to a 2014 CRS
report, you can see indications that the Navy expected the mine
counter-measure package to be ready in 2014, the ASW package to be ready in fiscal 2016, and the Surface Warfare Module
being available a little earlier. However in the years and months that followed,
some modules were shelved, others were delayed. It was discovered that hot swapping
modules would probably take much, much longer
than originally modelled. And in some cases the module
s
just didn't deliver useful functionality. To quote the US Chief of Naval Operations,
Admiral Mike Gilday, in 2021 (in this case talking about that
anti-submarine warfare module that remember was meant to be operational
many, many years ago at that point), "The ASW modules just didn't pan out. The variable depth sonar didn't work as it
should, the LCS is as noisy as an aircraft carrier. And so there are some big challenges there
that we should have picked up on way earlier. And for me it
got to the point where I've
been looking at the data on the ASW package for the last year and a half to 2 years, and it got
to the point where a decision needed to be made that I wouldn't put any more money against it.
And that left the future of those ships open." The Surface Warfare Module
was much more successful. It got an initial operating
capability in 2019, but was pretty widely criticised for
being tremendously undercooked. It gave the ships two 30mm cannon and
24 Longbow Hellfire
anti-tank guided missiles, which is a comparatively short-ranged system
that you'd more often see fired from helicopters. Now that armament, which remember is meant to
represent the LCS in its up-gunned configuration, is probably sufficient if your
primary target is going to be small boats and fast attack craft that have
to get really, really close to you. But if you want to be a Littoral Combat Ship
engaged in that ship-to-shore fight, you probably don't want to be fighting anti-ship
mis
siles with ranges in the 100s of kilometres with a system that might, with a favourable wind
and some luck, just make it to the double digits. Fortunately, we can only assume
that everyone was mercifully distracted from the problems with the mission modules
by all the problems with the ships themselves. The usual trifecta of delays, technical issues
and increased costs all reared their heads. As you can see on screen there, according
to the Congressional Budget Office, the cost blow-out for
the lead ships in
the LCS program were far beyond those of many of the Navy's other
high-profile ship building programs. With LCS-1 blowing out by 149% and LCS-2 by 155%. And even once the production lines were well
and truly rolling, costs were still very high. When the Navy procured three additional LCS,
I think in fiscal year '19 from memory, it did so at an average cost of more
than half a billion dollars per vessel. That was also the year where we started
to see the Navy get more val
ue out of LCS with things like the deployment
of LCS 10 and 8 out of Singapore. But deployability was still seriously limited because
the things seemed to break down all the bloody time. Some ships in the Independence class
had to deal with serious structural issues, including cracking in the hull,
noting that cracking is generally frowned on when it comes to objects that
one hopes to remain watertight. But at least the Independence-class ships were moving,
sometimes the Freedom class didn
't manage even that. There were multiple incidents of the
ships having to be towed back to port. Such as when the USS Detroit reportedly required a tow
when returning from a deployment in South America. The driving force for those issues
was often the vessel's combining gear. To meet their performance goals, LCS uses both
diesel and gas turbine propulsion to drive water jets. Making those engines work together required
a combining gear to combine their output. And if that went, as it often
did in
the case of the Freedom-class LCS, the ships were basically
back to the age of sail. It got to the point where the Navy
said that the problem was so bad it wouldn't accept new Freedom-class
ships until the problem was resolved. Which might say something given the Navy was
still happily operating the Independence class, you know, the ones with the cracks in the hull.
That were in some cases so bad that reportedly the USS Omaha was
ordered by the US Navy to limit its operations to 15
knots or slower in sea state 4 or lower. The sea state codes go up to 9 by the way,
with 4 being characterised as "moderate". All the while, even when they were
working, there was the question as to whether the Littoral Combat Ship
would actually be suitable for combat. In its default configuration the only
armament for these ships was a 57mm gun, a close-in weapon system for self-defence:
a couple of .50 cal machine guns. And then if you attached the Surface Warfare Module
two additional
30mm guns and some Hellfire missiles. Notably absent from that list is
anything capable of engaging for example air targets that don't get
very, very close to the vessel, surface targets that aren't
within spitting distance, or ground targets that aren't
kind enough to sit within gun range. Partly linked to that, many sources attacked
the ship for its limited perceived survivability. In their 2017 report, the director
for Operational Test and Evaluation observed among other things
that,
"Both LCS seaframes had limited anti-ship and
missile self-defence capabilities. The Navy has not fully
tested these combat systems, and the Navy does not plan to conduct
further air warfare operational testing of the Freedom seaframes 1 through 15
in their current systems configuration. The Navy has accepted the
risk of continued operations with a combat system that
is not operationally tested." It went further to say, "Survivability testing
and preliminary analysis on both LCS variants
continues to demonstrate that neither LCS
variant is survivable in high-intensity combat. As designed, the LCS lacks redundancy in the vertical and longitudinal separation
of vital equipment found in other combatants. These features are required to reduce the
likelihood that a single hit will result in the loss of propulsion, combat capability, and the ability
to control damage and restore system operation." So when all was said and done, if you checked
in on the LCS program a couple of yea
rs ago you can argue that what the Navy ultimately got
was a cheap ship that was actually expensive, a fast ship that would sometimes struggle
to outrun a World War Two freighter, a coastal warship that would struggle
to survive against many coastal threats, a modular ship that was barely modular, an easy to
maintain ship that was actually very difficult to maintain. And a revolutionary
next-generation littoral combatant intended to fight against coastal
targets it couldn't reach, submarin
es it couldn't find, mines
it didn't have the equipment to clear. All while manifesting a level of mechanical
reliability in their early versions that made the Admiral Kuznetsov
look like an incarnation of reliability. The LCS won no shortage
of critics in the Navy, some actually took to calling it "the Little
Crappy Ship" instead of the Littoral Combat Ship. And the Navy repeatedly went after the
program with the world's biggest razor trying to cut the number
of ships to be constructed,
retire or reserve some of those
that had already been completed, and steadily shedding mission modules
for a more mono-mission concept. All with the goal of saving some
money while the service desperately pivoted back to building some
more conventional frigates. So of course Congress intervened repeatedly
to make sure that the ships kept being built. Meaning the US Navy now
finds itself in the bizarre position of retiring ships like the Freedom-class Sioux City
less than 5 years after it
been commissioned. The slightly older Detroit and Little Rock commissioned
2016 and '17 respectively have both been put up for sale. However all three are due to effectively be replaced
by new Freedom-class LCS 27, 29 and 31, with the newest of them, USS Cleveland,
only being launched on the 15th of April 2023. At time of recording,
13 Freedom-class LCS have been built, 5 have been retired,
and yet 3 are still in construction. A figure that I hope neatly rounds
out this opening story of th
e LCS. And so now that we've
discussed what went wrong, let's start touching on the why
and what we might learn from it. And as I look at a sample of the issues
that LCS and later DD(X) faced, I'm going to try and provide examples from
across the different parts of the program life cycle. From the initial strategic scan and
requirements generation process, where you are asking what the problem is
and what you want the system to be able to do. Through to the points where you start deciding
how
the system will do it and go about actually building it. For those of you who want more information
on how that process can go wrong in general, I'll link my video on
procurement in the description. But for LCS I want to start with a decision
that was made relatively early in the process, when the military was still deciding what a Littoral
Combat Ship was and what it needed to be able to do. For the two LCS classes, one of the
most impactful costly requirements was probably that the
ships be fast: really, really fast. An Arleigh Burke-class destroyer is fairly quick
and agile, being capable of more than 30 knots. But with the Independence and Freedom class, the
push was for something that could do more than 40. Now as most of you listening probably know, when
you are trying to push an object through the water as a general rule: the faster you go,
the harder it gets to go even faster. You have to add more and more
engine weight and volume until progressively you are spe
nding a lot of
your engine power propelling your engine power. And unlike America's supercarriers, or some
of the Soviet Union's very fast submarines, with LCS there wasn't going to be a
nuclear reactor on hand that could just solve that engineering problem by just
throwing more and more energy at the issue. In the end, in order to get the required
performance in a shallow draft vessel, the LCS designers ultimately went with
relatively complex water-jet propulsion systems that took up a lo
t of space,
were maintenance intensive, could often only be serviced by
contractors - not the ship's crew. Which was in some ways an extension
of a broader problem with the LCS in that they were highly dependent
on contractors for servicing. And in some cases I'm told the ship's crews
weren't even given the PIN numbers necessary to fully access the ship systems, instead
being reliant on a vendor to come out. Which is already a model that a lot of
militaries have somewhat soured on. But yo
u could argue the drawbacks of that model
were potentially compounded in the case of the LCS when you had components or systems like the combining
gear on the Freedom class, with a tendency to break. We talked about the design flaw
in the combining gears earlier. But it seems unlikely the propulsion system
would have looked like that in the first place, if the requirement didn't say this thing
needed to be able to play tag with speedboats. But of course the Navy didn't really have
a choice
, because we've not yet invented any other piece of technology that is capable
of moving quickly over large areas of ocean and engaging small under-armed
targets like speedboats. Helicopters and naval aviation
aren't real, citizen, move along. Next, I want to move to an issue
that was less focused on the question of what the ship had to do, but
rather how it was going to do it. In the past I've called this the concept phase,
but it's basically where you move from the big picture question o
f "what problem am I trying
to solve" to "how am I going to try and solve it?" It is entirely possible to get an
early conceptual decision wrong and as a result to screw
yourself utterly later on. To take an extreme example,
if I decide my troops need new generation communications equipment that is very difficult
for my opponent to jam, that's one thing. But if I jump the gun and issue a
requirement for little harnesses that will allow carrier pigeons to carry USB sticks as
my nominated a
nswer to that broader need, then I've probably pre-selected a very
bad conceptual solution to the problem. For the LCS one of the concepts, one of the
features built in from almost the very start, was a multi-mission capability
that was enabled by modularity. If the Navy was dealing with a submarine warfare
threat the LCS could quickly duck into port, say "I choose you Anti-Submarine
Warfare module", and off it went. The concept was always going
to be attractive for at least two reasons. F
irstly, as a savings measure,
you didn't need as many hulls, you could just invest in different mission modules
and use the ships across missions as required. And secondly, because it helped
with the basic engineering challenge of how to fit a lot of equipment
and capability into a small vessel. Namely, by making it removable and
not having all of it fitted at the same time. Notably, the concept wasn't an entirely new
one, at the time LCS was being conceived the Royal Danish Navy was alrea
dy
using a system called StanFlex. Danish StanFlex modules can be changed
within half an hour using a 15 ton capacity crane. And allowed ships to quickly bolt on
everything from quad packs of Harpoon missiles, to anti-submarine warfare torpedoes, to command and operation
equipment for mine-clearing drones. So the concept wasn't new, and
I think it has potentially huge relevance for naval developments going forward,
but it was new for the US Navy. And as we'll discuss in a moment, that nove
lty
coupled with the length and breadth of what the Navy wanted the
mission modules to be able to do, introduced a significant degree of
technical risk basically from the start. It also introduced some of the
risks you will almost inevitably get when you decide to invest in trying to make
a particular platform multi-mission capable. And hearing that, you might be thinking
"Hey, Perun is about to go on a rant about how specialised tools are usually
better than multi-mission or modular ones
." And you know what, sometimes but not always
that is true, but it's not what I'm going for here. Instead the issue is a basic physics problem,
that no matter how many missions a single platform is capable of doing, it can only
really be doing one of them at a time. If I'm on a building site and one bloke needs
a hammer, one bloke needs a screwdriver and the other one a saw, I can't solve the
problem by giving them one multi-tool. Because if screwdriver
dude is using the tool, then hammer
guy is going to be left figuring out
if he can use a brick as an acceptable substitute. At present the United States Navy finds
basically all its ships pretty heavily tasked. There's demand for just about everything,
and the Navy just isn't big enough to answer every request from
every combatant command. And so you have to ask the question:
by engineering all of these additional capabilities and modularity into the LCS, were you
making a more expensive, more complex ship than you needed t
o do a lot of the jobs
it was going to be required to do? Do you need your Anti-Submarine Warfare ships
to be able to quick swap into being mine clearers when you are going to need both mine clearers
and ASW ships basically all the time? And do you need the ship in either of
those roles to be able to do 45 knots? Ironically, in some respect this is the
problem that LCS was intended to solve. The Arleigh Burke destroyers
are so multi-mission capable that they are massive overkill for a lot
of the
jobs that they are constantly required to do. So it's an interesting hypothetical to pose,
what would have happened if instead of getting two very similar, modular, multi-mission,
very fast LCS ships from two different shipyards the US had instead ordered two specialised
non-modular designs from the same. Say for example, a next generation mine hunter on
one hand, and a small surface combatant on the other. Which is an interesting
hypothetical that starts to touch on one of the big
decisions that
was made in the actual program, building two classes of LCS
rather than down-selecting to one. On its face, that might sound like an interesting
decision from an efficiency perspective. Two sets of spares, two training
programs, two different crew cohorts, and half of the economies
of scale for either ship class despite them both being designed
to answer the same basic requirement. So in terms of the Navy trying to get the
best possible ship at the best possible value, this
was an interesting call. But perhaps one of the biggest lessons and
potentially warnings for future procurement programs is not that this was a stupid decision per se, but rather that in context
it did make a degree of sense. As one of the articles I'll link in the description
notes, there have been plenty of times where the LCS program has been
under significant political pressure. In the summer of 2004 the House Armed
Services Committee attempted to remove funding for the program from
t
he FY 2005 defence budget, "citing a number of substantive
concerns about the program." The head of the Projection Forces Subcommittee
of the House Armed Services Committee at the time, Roscoe Bartlett, basically
said the concept was "immature" and pushed for funding for additional
Arleigh Burke-class destroyers instead. But doing that was going to pose
a significant threat to the shipyards that were now heavily
invested in the LCS program. That meant potential layoffs of skilled
labour a
nd an uncertain future. So there was some significant
push back from program supporters. Companies literally "blanketed the Metro stations
serving Capitol Hill and the Pentagon with posters pushing for the Littoral Combat Ship as a program
with slogans like 'Littoral Dominance Assured'." Now personally I've never found myself waiting
at a train station, looked at an advertisement, and suddenly found the urge to
impulse buy a fleet of warships. But I guess Washington is a
very strange place
sometimes. And it may be that by going with two designs
the program was engaging two shipyards, protecting two workforces, and deliberately
broadening the stakeholder base. As the article put it: "In choosing
two teams to build Flight 0 prototypes, the US Navy widened its base
of support within the industry, an incentive that was directly acknowledged in comments
made by anonymous Pentagon sources at the time." The Navy may not have wanted both the
Freedom and Independence class ships to
be built, but in military procurement, industrial policy and
political incentives are usually going to get a vote. And so to an extent there's
probably a policy question here, of how those concerns should be considered,
how they should impact the decision-making process, and how future instances of this
dilemma should be handled. As for the result in this situation, if you go back
to the authorisation bill we were just discussing, well it "actually ended up
fully funding the construction o
f the two Littoral Combat Ship prototypes
at a higher level than had been proposed by the US Navy, the House or the
Senate in the original authorisations." As well as the decision to build both classes
of ship, there's also something to be said for the decision to build
them both relatively quickly. Multiple LCS would be launched before
all of the technologies that were intended for integration into them (particularly the
mission modules) were completed and tested. That decision may actual
ly have complicated the
process of getting mission modules functional. Instead of designing the ship
and the module in parallel and building both once they both
worked and integrated properly, the design of the modules (and the
process for swapping them over) had to fit the ships as
they were already being built. That meant a) for years the Navy was
paying to maintain multi-mission warships without the ability to fit the equipment
they needed to do multiple missions. And that even then, t
he gun was probably
being jumped on some of the modules. As the DoD Inspector General
report on the modules put it, "The Navy declared initial operational capability for
the three MCM mission package systems reviewed prior to demonstrating that the systems were effective
and suitable for their intended operational uses." It's important to stress that this phenomenon,
where a system is pushed into production before all of its components or
technologies are mature and ready to go is not a ph
enomenon
unique to this program. You would struggle to find a
major military that hasn't pushed out more than a few products with more bugs
than your average Bethesda release. Yes, this can be dangerous,
and remediating problems later is often going to cost more
than fixing them pre-production. But one of the issues here is even though
the decision might seem stupid on its face, there's a lot of incentives that push
basically everyone involved to do so. Shipyards, their workers
and polit
ical representatives don't want yards to be idle,
they want them to be building ships. Naval planners, desperate to
try and meet the needs of combatant commanders are often
going to want more hulls sooner. And political and military leaders
alike are often going to have an incentive to be able
to show some progress. So you might have a range of incentives
acting on people in the system to basically say, "She'll be right, mate, just get
it built and we'll fix it in post." But if there's a
lesson here it might be that
rigorous testing and getting your fixes done up front might save you a
heap of resources later. Now there are plenty of other elements about LCS
that we could interrogate here if we had infinite time, everything from the crew and maintenance
models to certain design decisions. For example, it would be interesting
to explore more why the development of the mission modules went the way it did,
when systems like the Danish StanFlex which was already used on a numb
er of warship
classes was available as a potential starting point. But by now I'm hoping you've got
a pretty good sample, and we can move on. Now after all that, and especially
if you are a US taxpayer, you are probably interested in whether or not
these ships had a sort of redemption arc. What happened to the hulls that weren't cancelled or
decommissioned, and what is their future in the US Navy? Because while it's all well and good
to play armchair admiral and say the Navy should have de
signed and built
different ships over the last few decades, defence procurement is not a game
where you can just load a previous save if you've made a suboptimal decision. Ultimately you operate with the ships
you have, not the ships you wish you had. There is a reason for example,
that when the Moskva was sunk the Russians sent, among other things, a
salvage ship which was more than 110 years old. And it's probably not because
the products of Tsarist shipyards were considerably better
th
an modern manufacturing. Yes, the US Navy is actively trying to
decommission ships, especially of the Freedom class, and trying to sell off others to
any ally brave enough to take them. But 23 active ships is a lot of active ships,
and the Navy's got a lot of jobs that need doing. The LCS may or may not deserve
the title of Little Crappy Ship, but in the end the Navy's got a lot
of little shitty jobs for them to do. And every low-end task they can do
that doesn't then require an Arleigh Bu
rke still realises a savings and
utility for the wider force. In short, and this is a point
I really want to make here, it seems that part of the reason the
Navy has gone after the LCS program isn't because the ships are useless, they
are not, in fact they are quite heavily tasked, it's just that they are sucking away resources from
other things that the Navy might think it needs more. For now though, the Navy has plenty of LCS hulls
and is trying to make them as useful as possible. In ord
er to get the LCS to that point, the
Navy is making some pretty big changes. All those old ideas about constantly
and flexibly swapping mission modules, yeah, those are mostly gone. Instead each LCS
hull will generally focus on a single mission. With the Independence class being
focused on mine counter-measures. The maintenance model, which was reportedly
placed under significant pressure during Covid, has continued to evolve, and a lot if not all of the
old technical bugs have been sequen
tially squashed. So in theory the LCS of the future
should be more mechanically reliable and more readily available for specialised
tasks like mine counter-measures. And trust me, the US Navy could really use
a new generation of ships to handle mines. For mine clearing duties at the moment, the US Navy
currently relies on the so-called Avenger class. Although personally I'd prefer it
if mines were cleared first rather than as an act of vengeance
after they had already sunk ships. The Aveng
ers entered service in
the 1980s, are beginning to retire, and have just a couple
of issues and limitations. They are old, very slow as in 14 knots slow, have a World War Two
level self-defend capability, which is limited to 4 manually
operated .50 cal machine guns. A hull made of the cutting edge
composite material known as wood. And no aviation facilities, which
is a problem given just how useful helicopters and drones might be
in the mine counter-measure role. So yeah, on the Avengers
power level scale,
very much more towards the Hawkeye side. And while an LCS may not be as survivable
or well armed as a destroyer or a cruiser, it's going to be a heck of a lot faster, more
survivable and better armed than this thing. There have also been a lot of efforts focused
at addressing the perceived firepower deficit, particularly when it comes
to the Independence-class ships. All of those Independence-class vessels have
been receiving lethality and survivability packages. You can
see a before and after
of the USS Charleston here, with its original Wikipedia photo on
the left, and a much more recent shot taken February 5th 2023 on the right. Those box-like structures they've managed to squeeze
in behind the other armament are 8 tubes for NSMs. The Naval Strike Missile is a modern anti-ship
cruise missile with a range past 200 kilometres, with a secondary ability to attack land targets,
giving the LCS some much longer claws. Some vessels, including
USS Savannah, hav
e also been given an ability to fire SM-6 and potentially
Tomahawk cruise missiles, giving them something to
shoot down aircraft, missiles, or potentially ground targets thousands
of kilometres from the launch platform. The somewhat hilarious
aspect of those tests is that after all the effort to develop seamlessly
integrated mission modules for the LCS, what they basically appear to have done for
these tests is taken a US Army Mark 70 launcher, which is a fancy name for 4 VLS cells in a 40
foot
container, and just dropped it on the back of the ship. It's certainly not going to win any
awards for technical complexity, and one has to wonder if the next step
will be to park a couple of HIMARS on the back of this thing and say
it's got shore bombardment capability. But in the end more
firepower is more firepower. And with the ships currently patrolling the
Red Sea so reliant on these sort of missiles, it'll be interesting to see where this
concept goes with the LCS in the futu
re. But that's enough improvement stories for the moment,
because we have another ship class to talk about. This is the DD(X), aka DDG-1000,
aka the Zumwalt class. As we established earlier, the
US Navy was already probably onto a bit of a winner with the
Arleigh Burke class, the DDG-51. But it's arguably a pretty
basic tenet of military research that you always want to be giving
at least some thought to what comes next. Whether that be something to complement
your existing system, or sup
ersede it. In the 1990s that meant programs like the
Surface Combatant for the 21st century, SC-21. That program studied
a wide array of designs, but eventually spawned concepts like the
21st century Land Attack Destroyer, the DD-21. And while the program was eventually
cancelled, it spawned a lot of the ideas we'd later see in the Zumwalt class.
A tumble-home stealthy design, an advanced gun system, the use of automation technologies
to significantly cut down manning requirements and
a s
hit ton of missile cells. As noted previously,
DD(X) was announced in 2001. And I've got a CRS report
from 2004 on the right there that gives some indication as to
what the plans were for it at the time. According to the report, DD(X) was
going to be a multi-mission destroyer with an emphasis on
the land attack mission. The ships were intended to be
"Equipped with two 155mm Advanced Gun Systems for supporting Marines ashore,
not less than 600 shells for those guns, and 80 missile tubes fo
r Tomahawk
cruise missiles and other weapons." Due to automation, the report suggested the
ship would have a crew of between 125 and 175. Compared to about 300 on the other
Navy destroyers and cruisers of the time. Plus these space-age ships were intended
to integrate a whole bunch of new technology, stealth features, composite structural
materials, integrated electric drives, the Advanced Gun System and its ammunition etc.
all while not completely breaking the bank. As the report noted, "
The Navy estimates that the first
DD(X) will cost about $2.8 billion to design and build, including $1 billion in detailed design and
non-recurring engineering costs for the class." And while I really want you
to hold on to that figure for later, there's one other sentence of note
that I want to flag on this page. And that was the claim that "in large
part due to its reduced crew size, the DD(X) is to cost substantially less to operate and
support than the Navy's current cruisers and destr
oyers." Because a sci-fi technology test bed
displacing thousands of tons more than previous more conventional designs
absolutely screams "cost saving". And it's not just me raising an eyebrow
there, I can find evidence of the CBO questioning some of the Navy's
estimates as early as 2005. But quibbling over sustainment cost
is probably partly beside the point. Because in order to maintain something,
you first have to buy and build it. And at least early on, the projected
procurement costs
were high to be sure, compared to previous ships
like the Arleigh Burke, but you could argue they did align with
the size and complexity of the vessel. By the time it got to the 5th or 6th ship,
the Navy estimated that it would be procuring each hull for between 1.2 and
1.4 billion fiscal year 2002 dollars. The Congressional Budget Office, assuming that
24 ships would be built at a rate of 2 per year, estimated an average procurement cost
per hull of $1.8 billion in fiscal 2003 terms. But
for reasons we'll come back to in a bit, both of
those estimates ended up being very wide of the mark. By the late 2000s different factors were
all pushing against the DD(X) program. The Navy was reportedly telling Congress
that what the service really needed were more Arleigh Burkes,
not more of these super ships. The ships were dogged by
technology readiness issues, claims that they might be vulnerable to a wide
array of threats and of course cost blow-outs. Spiralling costs would trigg
er a legal trip-wire
requiring the program to re-justify itself essentially. And while overall program costs were cut, the
biggest means of doing so was reducing quantity. At one point there had been discussion
of building more than 30 ships, that CBO cost estimate
from before assumed 24. But eventually the number of ships to be built was
sliced all the way down to 3: DDG-1000, 1001 and 1002. That meant the considerable
R&D and other fixed costs had to be spread over a smaller
and smaller
number of hulls. By the time of the Navy's fiscal
year 2024 budget submission, the third and cheapest ship in the class was estimated
to have had a procurement cost of 4.3 billion US dollars. While the sources that try and spread
R&D and other costs over the three hulls come up with a
figure north of 7 billion. Pro tip: if your destroyers end up in the same
rough cost category as your allies' aircraft carriers, say the UK's Queen Elizabeth class,
something might have gone wrong. And unlik
e those aircraft carriers, these
destroyers also had questionable offensive potential. The key to Zumwalt and its sister ships being
able to do the shore bombardment mission was specialised ammunition for
their Advanced Gun Systems. These weren't regular 155mm rounds, they were
specialised guided hyper-velocity projectiles. So specialised in fact that,
like a fancy sports car that will only take the most
expensive gas possible, the ship's guns couldn't
actually fire regular 155. But in pa
rt because of the reduction
in the number of ships to be purchased, the average cost per round of that
specialised ammunition spiralled upwards towards somewhere between
800,000 and 1 million US dollars per shot. Now the Team Fortress 2 heavy does like to brag
that it costs $400,000 to fire his gun for 12 seconds, but at a sustained fire rate
of one round every 10 seconds the two guns on Zumwalt would
have him comprehensively beat, firing nearly $4 million worth of
ammunition in those sam
e 12 seconds. Even the US Navy is going to struggle
to justify those sort of shipping costs for the warhead you can
fit into a 155mm shell. So procurement of those specialised
long-range land-attack projectiles was ended reportedly
at just under 100 rounds. Meaning that as of 2003 the US Navy,
for all of its expenditure, was ultimately left with 3 destroyers
(two operational and one still fitting out) each of which cost comfortably more than a
nuclear attack submarine or a small aircraft
carrier, that were proudly capable of cruising the world
showing off those Advanced Gun Systems for which they had
effectively no ammo. The GAO also noted that four critical technologies
aboard the ships had not yet matured. Noting that "Three of these
immature technologies, which involved the ship signature, computing and
radar capabilities were planned since program start." All of which combined I'd argue, meant these
ships ended up considerably more expensive than they were meant to be,
considerably
less capable than they were meant to be, and as for those operational savings they were
meant to offer compared to the Arleigh Burke, well, according to one source I found they
actually ended up costing about twice as much. So to move on to the "why" part,
there are so many decisions and factors we could look at to help
explain the Zumwalt's journey. But if you want to talk about one (just one) that
shaped the way the ship evolved and performed then I think we have to go back
to the
original requirement that said the Navy had to come up with something that
could do naval gunfire support. Now at least in part, this was probably
because there were some in Congress who were very nervous about the
phase out of the old Iowa-class battleships. The US had reactivated four of them during the
Reagan years, given them Tomahawk cruise missiles, and then also given them a chance to throw
16 inch shells at things during the Gulf War. In that respect the ships had performed
,
a 16 inch shell represents a lot of bang. But with a post-Cold War budget,
keeping a World War Two-era hull with a crew complement
close to 2,000 in service just so occasionally you could
throw 16in shells at something wasn't really going to win any prizes
for responsible financial management. That was a niche supposedly that
a land-attack destroyer could fill. And by mandating the "how", by saying that
Zumwalt had to be able to provide gunfire support (as opposed to any other sort of
support) to amphibious operations while being packaged with a
range of cutting-edge technologies, a fair amount of risk (arguably) might have
been baked into the effort from the start. Now the lazy thing to do here would just
be to exploit the fact that hindsight is 20/20, say the gun ultimately did not
work and didn't prove economical and therefore was
obviously always a bad idea. Instead I think it's a warning of the
potential for a series of logical decisions to result in an illogical c
oncept that ultimately
doesn't deliver anything militarily useful. The AGS arguably made sense in the context
of the requirements we discussed earlier. You start with Congress setting a requirement
that basically says you only get cash if you build a ship with a bunch
of guns that can help the Marines. Now navies consume funding faster
than even diesel and grey paint, so they probably didn't want
to get cut off, so guns it is. But the Navy doesn't also want
to get its very expensive destr
oyer killed by things like
shore-based anti-ship missiles, so it needs a way to make the ship
doing the naval gunfire survivable. Stealth might help, but not if you are
parked within visual range of the coast. So now they might add the requirement that the
gun has to be able to fire at stand-off distances. And the danger at this point is that by
asking engineers to combine two separate, individually reasonable requirements:
gunfire support and stand-off distances, is that you start by taki
ng a gun system,
the advantages of which are usually going to be the fact that you have a lot of magazine depth and that
the rounds are relatively cheap compared to missiles, and then you start adding missile-like
features like range and precision guidance, without adding one of the
missile's other redeeming qualities, a larger warhead and
greater destructive potential. So instead of spending 1 to 2 million
dollars to send a 450 kilogram warhead 2,000 plus kilometres on a cruise missile
w
ith an accuracy of a couple of metres, you can now spend almost a million dollars
to send perhaps 10 kilograms of explosives maybe 150 kilometres
in a less accurate fashion. At this point some of you might be saying,
"Hey Perun, what about long range and specialised guided ammunition for regular cannon artillery?
Are you trying to say that doesn't make sense?" To which I'd say those are usually very
specialised, valuable tools that give flexibility to cannon artillery because the guns can f
ire
both regular dumb rounds and smart rounds. With the Zumwalt AGS, the
premium option was the only option. One of the great rivalries
in many navies, supposedly, although I think it's often quite hammed up,
is between missile and gun people. Both tend to acknowledge the
importance of the other system, but viciously defend the
capabilities of their own. For my part, I have absolutely no inclination
to take a side in that great debate of our time, but I do want to advance
one humble sugg
estion. Every time someone puts forward a proposal
to try and make a gun do missile things, or a missile do gun things, can we please just
look at it twice before we green-light the project? All the more so, I'd argue, because the AGS might
have been trying to fill a niche that didn't really exist. For relatively short range targets that need to be
engaged in an affordable way, guns already exist. And even the swishest programmable
ammunition for your average naval gun is going to come nowh
ere near the cost of
those initial long-range rounds for Zumwalt. Meanwhile, if you want to provide support to troops
ashore, potentially in a very dangerous environment with a lot of stand-off anti-ship munitions,
there's already an answer for that too. And it has something to do with all
those suspiciously flat-topped vessels that the US and other navies
insist on cruising around in. In a low-threat environment you
might use helicopters and naval guns, in a high threat environment
you c
an deliver a lot of payload a long distance, very precisely,
using naval aviation. The Marines even have their own
F-35s which can carry a lot of bang a long way into some
pretty dangerous environments. And for when you really, really, really need to hit
something over the horizon, there's always Tomahawk. The need to support troops and engage targets
ashore is probably a very real requirement. But as a conceptual answer to that problem so far,
super guns don't have a particularly good rec
ord. OK, so let's just pretend for a moment
that you spend billions of dollars per ship buying advanced gun-armed
destroyers that can't fire their guns. No worries, I'm sure it happens to the best of us, the
question is: how can you make the best of the situation? We've already established that
maybe the super-expensive stealth ship doing shore bombardment with million dollar
rounds isn't the most coherent and useful concept, but there are still some features
of the Zumwalt class that admi
ttedly make it special, and which
might be useful in a different role. Those stealth features that might not be enough
to keep you alive if you are close to a shore doing bombardment where everyone
can just see and kill you anyway, might actually add a lot to your survivability if you
are out in a crowded blue-water ocean environment. The ships have decent on-board power
generation, meaning they can potentially support technology upgrades, and perhaps most
importantly, due to their massive
size and the presence of an absolutely useless
weapon system, these ships have something that most of the US Navy's other surface
combatants don't have: a lot of spare internal volume. By ripping out the AGS modules, it's reportedly
possible to create enough room on these ships to fit some very large missile tubes for 16
Conventional Prompt Strike hypersonic missiles. Conventional Prompt Strike is a very expensive, very
long range weapon using a hypersonic glide vehicle. And by fitting it
you're basically turning Zumwalt from
a wannabe battleship into a wannabe stealth bomber. It will become a stealthy stand-off
surface warfare and ground attack platform, operating at distances long
enough that its stealth features actually add meaningfully
to its survivability. And survivability is probably
really relevant there, because the threat the ship poses to its opponent
is no longer a magazine of cannon rounds, but instead carrying a dense concentration
of multi-million dollar we
apon systems that by definition are only going to be used
to target the most valuable opposing targets. Something which might just kick them up a
few spots on any red force's target priority list. The whole thing admittedly has
a bit of a "just as planned" vibe to it. The Navy co-develops a
revolutionary new weapon system, and it just so happens that they
have already developed a surface ship with a lot of the traits you'd probably
want in a hypersonic missile carrier. Which means the Navy
has a way to quickly
introduce hypersonic weapons into the surface fleet, gain experience in operating them,
and doesn't have to wait for a new generation of surface combatants that can carry
the missile to be designed and built. Or even worse, rely on the Air Force,
the Army or the bubbleheads. "OK, so Perun," you might
be thinking, "surely that means this story actually in the end
has sort of a happy ending? The LCS may have had a rocky start, but hey,
now it's a warship with actual we
apons on it and apparently a
clear mission set as well. Meanwhile, the Zumwalts might become a factor
that enemy war planners actually have to consider. And they'll bring a capability to the
surface fleet that, at least for the moment, no other surface warship in
the US Navy is expected to have." But I think there's a lot of good reasons not
to write this off as some big brain manoeuvre, give everyone promotions,
and say that all is well that ends well. However, there really is a cost to t
his
sort of "she'll be right, mate" approach of building a system and
then saying you'll just fix it later. There are going to be limits in
how optimised the final design can be. If you're bolting new systems
to something post production, it's probably never going to be as efficient
as if you'd integrated them from stage one. While another cost is likely to just be - cost. It is generally going to be much, much
more expensive to chop a ship open and upgrade it after it has already been
bu
ilt than to do so during construction. And that financial cost can
quickly become an opportunity cost, where all the resources you are expending doubling
down on this system and trying to make it useful, as well as shipyard time and inputs, could have
been directed towards literally anything else. For example, the US Navy probably doesn't
want to think too long and hard about how many Arleigh Burke destroyers,
or new submarines, or shipyard upgrades you could afford with the significant
in
vestments that were made into LCS. Or the funds which went into DD(X), which probably
could have bought another aircraft carrier, a couple of submarines, a fleet of destroyers from Korea,
or about half the DLC for your average EA game. But for me perhaps the greatest opportunity
cost, the greatest missed opportunity, of the Zumwalt and LCS stories
is the loss, not just of money, but of a generation's
worth of time and focus. The US Navy of the '90s was pretty cutting edge in
terms of desig
ns compared to many of its competitors. And while the two ships proposed
to do it in very different ways, both Zumwalt and LCS offered the Navy
an opportunity to jump even further ahead. To move into an entirely new
generation of designs at the time that other powers were still trying to catch
up with the Arleigh Burkes and the Ticos. However, because particularly the Zumwalt
effort performed an Icarus manoeuvre and flew too close to the sun, instead
the US Navy has had to fall back. Bolti
ng more and more upgrades on the Arleigh Burke
while basically starting again on the next generation. Meanwhile, in the many years and
billions of dollars it has ultimately taken the US Navy to go from
Arleigh Burke to Arleigh Burke, allied and competitor ship builders alike
have considerably narrowed the capability gap. The Japanese and Koreans both
introduced new generation warships that were heavily armed,
capable and affordable. And as for the People's Liberation Army Navy,
they've in
troduced a suite of new warships running the gamut all the way up to
aircraft carriers and the heavily armed Type 55s. That obviously doesn't mean the US Navy
surface ships are no longer competitive, the latest Arleigh Burkes are very capable
warships, but the gap just isn't what it once was. A consequence perhaps of missing the
proverbial boat on a warship generation. Which brings us to the final section of this
video, and here I want to really zoom out and focus on a single issue, a singl
e imperative,
that arguably afflicted both of these programs. And that's the importance of making
sure that all of your assumptions about your understanding of
your future strategic environment and as a result your objectives and requirements,
are as robust, accurate and well tested as possible. It can be tempting to be drawn into debates
more about the final technical details of a product, as opposed to some of the basic
questions that should have been asked before it was designed in the
first place. But there is a very general
and not at all perfect rule that the earlier in the design process
you make an incorrect decision, the more punishing and difficult
to reverse it will ultimately be. And few questions come earlier
in the process than assessing your environment, your objectives
and your requirements. And if you do travel back in time by reading
the Quadrennial Defence Review from 2001, some of the content seems very far
removed from our present reality. It notes the
re might be opportunity
for cooperation with Russia, and that Russia doesn't pose a
conventional military threat to NATO. While a lot of the threats being emphasised emanated
from weak or failing states and non-state actors. Meanwhile, the possibility of large scale
combat operations against a peer opponent was being actively downplayed.
It also observed that the United States "Will not face a peer
competitor in the near future." Which would be a much more
controversial statement if made
these days, but you have to remember
this was a different time. In 2001 the entirety of the People's
Liberation Army Navy's carrier component consisted of a rusting Soviet-era carrier
getting ready to be towed to China ostensibly to serve as a theme park,
not as a tool of training and power projection, or a first step towards the People's
Liberation Army Navy as we know it today. The ships were being conceived in a
context where a lot of the threats out there could be (for lack of a better
term) bullied
by an appropriately designed warship. The Russian Navy's budget had been cut so deep
it was struggling to fight rust, let alone the US Navy. No opponent at the time really
possessed the means to find and kill a stealthy quiet destroyer
slinging shells over the horizon. And Iranian forces in 2001
were separated from those of today by more than 20 years of
drone and missile developments. So while I'm not saying that's what
happened here, maybe in that scenario you assume your
opponents are relatively
weak and so you can build accordingly. But the dangerous assumption that
can creep into that sort of analysis, and the lesson that might need to be learned in the
future, is that in the real world opponents aren't NPCs. They don't exist solely to provide a
loot piñata or a reason for your military to exist. They have objectives of
their own, they want to win, and if their capabilities are behind, they are
going to want to evolve their capabilities. And so by the t
ime these new generation
American ships start entering service, they discover a world that looks very
different than the one they were built for. So if there's a potential reminder here,
it might be that even before we get to the stage of requirements, when you are
trying to understand your strategic environment, it's vitally important
to avoid optimism bias and remember that your
competitors are unlikely to stand still. Then having done that,
let's talk requirements. A lot of what I've d
escribed with LCS and DD(X)
to an extent feels like it is almost inevitable. You could say they were a product
of the assumptions of their time, and they were always going
to end up as what they were. But at least with LCS, I think there's some
evidence that that isn't necessarily true. And it all goes back to
those 1990s wargames I described right at the start
that helped birth the LCS concept. You know the one, the exercise
where blue force was trying to force the Straits of Hormuz
aga
inst totally not Iran. And that as a result, those fighting the
exercise decided that what they really needed was what became the LCS: a super-fast, minimally
crude, attritable, multi-mission modular platform. Except they didn't. Simulated exercises enabled
multiple versions of the LCS concept to be tested. And that in turn generated some insights. And many of those frankly align more
with what the Navy is trying to make the LCS into now, not what
it was originally built as. For example, th
e mission modules were
simulated with a 24-hour turnaround time, which is pretty optimistic,
but even with that turnaround time the people in the exercise still observed that
it resulted in ships being out for a long time because they had to go back to port
in order to swap out their module. The red force in turn knew how
important the mission modules were, knew they had to be at one of the ports close
to the theatre, otherwise what was the point? And as a result repeatedly attacked the po
rt
where the mission modules were stored sometimes even before
the main fighting had started. And so the blue force commander was actually
pretty cold on the idea of swappable modules. Instead they wanted
something a little bit bulkier, a little more expensive,
with more capability baked in. As the Captain Power's article put it,
"The operational commander preferred a single multi-warfare capable
LCS that had ASW, surface warfare, and counter-battery capabilities, as
well as a forceful s
elf-defence capability that made it reasonably survivable
in moderate to high threat situations." "But OK Perun," you might be saying,
"they were never going to get that if they also wanted a ship
that could do 44 or 45 knots." Which again might be true, but it also
wasn't what the exercise was suggesting. "Speed was considered a desirable characteristic,
but not at the expense of a complete war-fighting suite." The exercise would also generate
other insights and recommendations that must
have been lost
somewhere along the way. It was noted that maintenance must not suffer
because of reduced manning concepts, something which you could argue very much
did happen in the final LCS and DD(X). And it was stressed that crew had to be
sufficient to support multiple watch standers for extended periods at a
high condition of readiness, or for the performance of several missions
simultaneously, including damage control. It was also said to be the vision of
the wargame players that t
he LCS should have an ability to react quickly to
threats emerging from littoral land areas, such as a quick-reaction weapon that
would enable them to deter shore-based mobile anti-ship
missiles firing at the LCS. You know, like the cruise missiles
that the Navy would start strapping to the things
more than two decades later. That article, written by Captain Powers
in 2012, made some predictions about how the LCS program
would eventually evolve. It predicted that, "The module concept
wil
l prove to be unsupportable from both a financial and
operational point of view." And that what was instead likely
to evolve was single-mission ships, for example a mine counter-measure ship
to replace the wooden hulled minesweepers. While consideration needed to be given to new
weapons for any warfare-centric version of the LCS, including capable anti-ship missiles, or a
counter-battery missile for striking land targets. Something which, a decade on,
the ships are now getting. I bring all
this up to illustrate two points.
Firstly, procurement disasters are not pure RNG, these are not some impossible to predict acts of god
that exist to strike the budget from the shadows. Rather, there's usually going to be evidence
of the danger long before the point of no return. So a question there might be how organisations
can make sure that they see those signs, avoid potential group think risk,
and chart the right course early. Rather than be stuck making
more expensive changes later
. Reportedly for example, the shipyards
building the first two LCS prototypes were instructed to change construction
and survivability standards mid-build. But the importance of survivability in the LCS
concept had been flagged many, many years earlier. Again, building warships and advanced
military equipment is not an easy thing to do. And the focus of industry is often going to be on
delivering to government what government says it wants. So one major way to try
and bring down cost and r
isk would be to try and make sure industry has
the best possible brief and understanding of what they need to build, as long
as possible before they actually have to build it. The second point is there might
sometimes be real value in using wargames and simulation
to guide procurement decisions. The simulated environment allowed teams
(for very little investment by the taxpayer) to take different versions of
the LCS concept and test them aggressively against a
scenario and a red force. An
d indeed if you get the assumptions
and parameters right, there's no reason you can't use wargaming to test different
potential procurement priorities against each other. From my perspective, some of the most
interesting wargames I've ever read about are those where two teams are given a scenario,
and are handed their nation's existing force structure as well as a budget and a
list of procurement alternatives. Basically a points buy
system for interstate warfare. They might be handed 100 b
illion dollars
in additional procurement funding and told to pick items
from a very long shopping list. Do you want more carriers? Do you want more cruise
missiles? Do you want to invest in information warfare? Maybe you want air defences
and hardened base infrastructure, maybe you want as many angry Marines
with as many fixed bayonets as possible. Or maybe these days you get some smart-arse who
decides he wants to spend it all on 200 million FPV drones. The point is you can then run diffe
rent force
structures with roughly equivalent investment values against each other and the scenario again,
and again, and again at relatively low cost until potential lessons
and observations emerge. It might help prevent the question being "does this
investment perform well in a certain scenario?" To "What sort of investment
performs best in this scenario?" I have no idea what sort of classified
wargames or simulations took place looking at concepts like LCS
before it went into service.
But I do think it's an open question as to
whether the requirement and the final ship would have looked different if decision makers
had been given an opportunity to competitively test different versions of the concept against
each other in a simulated environment. If the maxim for the active duty force
is along the lines of "train hard, fight easy", a procurement equivalent might
be "simulate early, buy smart". And when it does come time to
produce a next-generation system, keep your proj
ections grounded,
your eyes on the mission, and do what you can to avoid
flying too close to the proverbial sun. And with that, it's time for
a channel update to close out. This topic has long been a patron favourite, and it
came as a runner up in the recent general audience poll. So trust me when I say it feels pretty
good to finally be able to release it. I do need to thank all those who
helped make this episode a thing. And in particular those with knowledge
of one or more of these pro
grams who were willing to provide unclassified
insights and personal opinion on background. For me, even though a fair
bit of work goes into them, the chance to do a procurement
topic is always a bit of a treat. And so I genuinely hope that you enjoyed the episode,
can take something potentially useful out of it, and of course that I'll
see you all again next week. Sunday for those of you
following here on the main channel. And as for you on Perun Gaming,
I know you all have been waiting
for a video for a couple of weeks now as I travel around
unable to fit a gaming PC in my suitcase. So I hope to see you a little earlier,
on maybe Monday or Tuesday. But whatever the case, many thanks
to all of you, and see you next week.
Comments
While we spend a lot of time on this channel looking into the issues with the Russian Defence Industrial Base (because those points are directly relevant to an ongoing conventional war), most militaries have at least some procurement skeletons in their closet. And with the sheer scale of US military expenditure, they inevitably end up with some very interesting stories to go along with the more successful ones. Even if I can't tell the entire story of these programs today, I hope you enjoy, and if you have any reflections of your own on the programs, I'd love to hear them.
"shortly [after the USA built up its military], the Soviet Union suffered CRITICAL EXISTENCE FAILURE" -Perun
The Danes understand Lego.
As a German, I'll really have to give props to the US Navy on the level of design specification issues, overengineering and general procurement hell achieved on these ones. Quite impressive.
The sad thing is, an LCS suited mission would be exactly patrolling the red sea, covering merchant ships there. And yet the LCS is unusable there because the LCS is unusable *anywhere*.
Kelly Johnson (the legendary first leader of Skunk Works) on the Navy: "Starve before doing business with the damned Navy. They don't know what the hell they want and will drive you up a wall before they break either your heart or a more exposed part of your anatomy."
As a retired Industrial Electrician who had to deal with many Engineer design cluster F@cks, I can feel the pain of the technicians telling their supervisors "the F do you want me to do about it?, you designed it like this!". They get the big dollars, a pat on the bum AND literally trophies for things boilermakers, fitters and Electricians have to make work. By redesigning it, and then WE have to update the drawings while management takes the credit. Engineers should be onsite for prototyping, THEY should be updating and redesigning as per their contracts. While the people who actually fix their designs, are getting a spanking by the managers who oversaw the F ups, that caused the problems in the first place. Even years later, I get fired up seeing this shit, I was on the edge of getting fired for years for "agitating the workforce". More like saying what everyone is thinking.
39:12 park a couple of HIMARS on the back US Navy: Write that down!
Can you get more American than naming two ship classes the "Independence class" and "Freedom class"? They need the "cheeseburger class" to go with it and they have the trifecta.
The amazing part of the LCS is how no one ever asked things like, "Hey, how far away are the ports we're gonna swap the modules at from the places we need them? How are we gonna keep people trained and ready to operate the modules that aren't loaded? How are we gonna keep the modules maintained and how many are we gonna need to keep stationed so we can swap them out?"
Part of the problem with LCS was Congress had a VERY negative reaction to the word "expendable" in regard to a US ship.
I love the fact that denmark, where LEGO is from, actually successfully implemented the modular warship stuff first. Subtle dig there.
I heard a sailor compare the LCS program’s reliance on contractors to McDonald’s reliance on its contractor for ice cream machine maintenance. Seems apt to me.
Back in the late 70s, a Star Trek board game called Starfleet Battles featured the Romulus trying to very quickly and cheaply build modern starships. They were modular, so you could use the hulls for occasional, specialized roles when needed and conventional warships the rest of the time. The game then discussed what the Romulans didn’t foresee. For instance, you can’t install a module which is light years away. You end up having to buy, store, move and protect modules far in excess of the number of warships projected, so you can support fleet need where needed, when needed. The main hull is what it is, the module cannot magically turn the base hull into a very specialized hull, it’ll never be as good as the real thing, and the expertise of the crew means that it is very hard, expensive and time consuming to train one crew to be an excellent surface combatant, ASW platform, minesweeper, hello carrier, EW platform and whatever else. They end up aiming, like the base hull, to aspire to good enough, and focusing on their main mission, not everything. Funny how the USN, with decades of experience, admirals, wargames and contractors failed to foresee as much, given the differences involved in getting it wrong in an absurd game, or defense of your nation.
I am just happy that SOMEONE knows how to say the word 'Littoral' rather then 'Literal' when talking about these ships. I have been screaming at my screen for years.
As an Independence Class LCS sailor who basically did most of his career on the platform (USS Coronado, Jackson, Kansas City and Canberra) I though your really good video gave it a fair shake and although I'm bullish on the capabilities of the platform, I very much agree with everyone else that the requirements and acquisitions bit of it is a clear example of how not to do things. You hit the nail on the requirements and strategic outlook. LCS (and Zumwalt to a point) was built for the asymmetric fight. But even with the shift back to near-peer, some of the decision points made that have caused us a lot of consternation might actually help us out. You didn't really hit on crewing and maintenance as much because of time so let me expound on that. The crewing and maintenance model was a part of the new innovations as well. Minimally manned, but well trained. Preventative maintenance done by outside contractors. Admin and personnel managed outside the ship at the squadron level. Rotating crews to keep the ships out in theater longer. This was more on the lines of saving money. The Navy was trying to run more efficiently like a business. This went to personnel and ship manning decisions. For crewing, the "Optimal Manning" model that came about in the surface fleet was heavily used for LCS and the training programs that went with it. Basically we would do a lot of shore based training and the sailors would show up to the ships ready to qualify and stand watches vs the more on-the-job model we use in the rest of the surface fleet. Watch-standing requirements would be a lot closer to merchant ships vs a traditional warship. For example, the engineering officer of the watch would also help drive the ship. The training model worked and LCS crews and ship-drivers are some of the best in the fleet. Training has a limit though. We learned the hard way that crewing a frigate sized ship with 40 people did not work and were leaving people exhausted and burned out even if they were awesome. Also there were more people we needed on watch than previously planned (like separating out the engineer from the bridge watch). We've stabilized currently at 74 between a blue and gold crew concept and will eventually get to 99-112 with a forward deployed single crew. However, the watch requirements and manning that works is still far below what you'd see on a traditional frigate so LCS is still "optimally manned". LCS is the only ship class that made it work, albeit after a lot of trial and error. With a larger crew, we've taken on more of the preventative maintenance while leaving the heavy, in-port, annual checks to regional maintenance center sailor teams, which is fine, even in theater. Emergent repairs are still contractor vs sailor, but that's a fleet wide, not just LCS problem. We've learned lessons fleet wide regarding how manning should be done for ships and that innovation has its limits for what we want to do in the US Navy specifically. Lessons that are being applied now to the new Constellation Class FFGs, and future LSMs. Oh, and never try to manage personnel admin and maintenance off-ship. For the future, we're going to an expanded single crew. The retained 6 Freedom Class will mainly do South America ops while 8 of the 15 retained Independence Class will be forward deployed with hull swaps for extended maintenance and dry dock. I think we'll be good there but boy was it a lot of trial an error I had to live through when you're dealing with trying to make revolutionary concepts work. personally, I'd recommend 8 Freedom Class and 16 Indy class. That gives you 2 in South America at any given time and gives you space to keep 8 indy class forward deployed. As for some of the things you hit on: 1) Modularity was not done right with the packages, but the design of the ships to be modular was a good choice that has really helped with easily fitting lethality and protection upgrades since. We have the space for it and the combat systems architecture for it. Even major engineering maintenance was done pier side because of ease of access vs regular ships that would have to be in dry-dock with a hole cut in the side to do the same maintenance and upgrades. I was on USS Jackson for shock trials and we actually left the post shock repair period 2 months early (basically unheard of for the USN) because, well, the damage wasn't as bad as people thought it would be and we could access and fix things easily. For the US Navy, I'm hoping we can have a replacement class that keeps a mission bay and that modularity, but with a frigate level of protection and armament built in from the get go. The type 26/hunter class, although a bit large, does that well, and perhaps a lengthened Mogami Class FFG would fit the bill for the USN. I would love to see some of that in the USN's LUSV/LOSV that we want to develop personally. Another thing on modularity is that the USMC and SEALS are salivating over what they can use LCS for. We've got space for insertion craft, marine raider and seal teams, and their stuff and we have experience deploying them. We can get in and out quick and actually be able to defend ourselves (point instead of area defense though). Basically be able to fulfill the mission that the Cyclone Class PCs were meant to do but couldn't. It only takes us 48-72 hours to switch it out too and embark them if shore side is ready to go. Switching between the MCM and Surface/MIO missions actually isn't hard, and a lot of the Minemen often double over to other roles such as deck or combat watch (that's how US Navy MCMs work right now...my best deck hand was a mineman. lol) The fleet commanders actually like the options it give them for the other fleet missions that aren't Air and Missile defense or long range strike. 2) Speed: That really did hamper us regarding weight limits. I do like the fact I can theoretically outrun a torpedo and the Independence Class LCS got the engine configurations right. It's great for the anti-swarm fight and even ASW theoretically as you can easily stay outside a Diesel electric's torpedo danger zone and run circles around them. That being said, 35-36 kts probably would've made the designer's lives a lot easier. 3) Keeping both shipyards online was a good choice in hind-sight. We've got two new military grade shipyards at a time when we need to be expanding and recapitalizing the fleet. The Freedom Class yard in Wisconsin is building the new Constellation Class and the Austal Yard in Mobile, Al is building coast guard replacement cutters and sections of the VA class SSNs. Helps take the pressure of our other traditional yards. That was a win from the LCS program, although not exactly intended. The lesson here though is that unless your country owns Mitsubishi and Hyundai's shipyards, you can't do ship procurement competitions like you can with the way you do aircraft. That gets back to that "run the military like a business" thing that doesn't work. Don't be wasteful, but understand that for the US, the way you do aircraft procurement does not translate to the way you do ship procurement. Japan, China and Korea, with robust shipyards, don't even do this. 4) You did hit on a lot of the problems with the ships and you did mention that we did fix them. I think what annoys me, especially with LCS press, is that the stigma lingers when it's been fixed and that you do actually have similar problems with other ship classes as well. Fun fact, Arleigh Burke DDGs were restricted to Sea State 5 until they got a hull strengthening mod which was just last decade. Overall though, very good video about what caused the procurement headaches. I think that we would've still had to do the shift we're doing now back to a peer conflict if Zumwalt and LCS actually worked out as advertised because it was geared towards an asymmetric conflict, not a US vs China one (i would've included Russia 3 years ago but...lol). It gets to your point about strategy, global outlook, and planning for that and not to get stuck in optimism. We don't need to go back to a cold war fleet, but we do need to prepare for a peer conflict though. I think one thing the Zumwalt and LCS program did do right though was leaving enough room to change to a shifting environment and with the improvements being made and proposed, that has been realized. It's a lesson we are carrying forward w/ the new DDG/Large Surface Combatant and to an extent the Constellation FFGs. We haven't always done that in the past and it did bite us. We couldn't really upgrade the Oliver Hazard Perry FFGs and Spruance Class DDGs and we ended up retiring them early. Heck the Aussie tried with the FFGs and still retired them early.
"on the Avenger's power level scale, [the Avenger class ships are] very much more towards the Hawkeye side" -Perun
I remember the first time I saw the LCS design, a late 90's article in (I think) Popular Mechanics. Nice glossy, full-color nerd schematic to highlight all the cool, new features. I greedily scanned back and forth...and then looked up and said to myself, "Wait, it doesn't seriously just have a 57mm gun, does it??? Where are the rest of the weapon systems??! This is a COAST GUARD cutter!"
I don't think the modular idea is completely off base, but the twenty-four turnaround idea was just nuts. A much more realistic concept would be a week or two in port to refine the ship into two different closely related roles before heading out to deployment. Less "T-1000 Terminator" polymorphing adaptability and more like "Time to winterize the car with snow tires" adaptability.
Missed a golden opportunity to say, "Littoral dominance ashored."