Next Article in Journal
Intelligent Supply Chain Management: A Systematic Literature Review on Artificial Intelligence Contributions
Previous Article in Journal
Machine Learning for Chinese Corporate Fraud Prediction: Segmented Models Based on Optimal Training Windows
Previous Article in Special Issue
Communication and Sensing: Wireless PHY-Layer Threats to Security and Privacy for IoT Systems and Possible Countermeasures
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Article

Innovating Cyber Defense with Tactical Simulators for Management-Level Incident Response

by
Dalibor Gernhardt
1,†,
Stjepan Groš
2,† and
Gordan Gledec
2,*,†
1
Croatian Military Academy, 10000 Zagreb, Croatia
2
Faculty of Electrical Engineering and Computing, University of Zagreb, 10000 Zagreb, Croatia
*
Author to whom correspondence should be addressed.
These authors contributed equally to this work.
Information 2025, 16(5), 398; https://doi.org/10.3390/info16050398
Submission received: 27 February 2025 / Revised: 5 May 2025 / Accepted: 9 May 2025 / Published: 13 May 2025
(This article belongs to the Special Issue Data Privacy Protection in the Internet of Things)

Abstract

:
This study introduces a novel approach to cyber defense exercises, emphasizing the emulation of technical tasks to create realistic incident response scenarios. Unlike traditional cyber ranges or tabletop exercises, this method enables both management and technical leaders to engage in decision-making processes without requiring a full technical setup. The initial observations indicate that exercises based on the emulation of technical tasks require less preparation time compared to conventional methods, addressing the growing demand for efficient training solutions. This study aims to assist organizations in developing their own cyber defense exercises by providing practical insights into the benefits and challenges of this approach. The key advantages observed include improved procedural compliance, inter-team communication, and a better understanding of the chain of command as participants navigate realistic, organization-wide scenarios. However, new challenges have also emerged, such as managing the simulation tempo and balancing technical complexity—particularly in offense–defense team configurations. This study proposes a structured and scalable approach as a practical alternative to the traditional training methods, aligning better with the evolving demands of modern cyber defense.

1. Introduction

No organization wants to discover weaknesses in its cyber incident response procedures during an actual attack. Once an incident begins, it is typically too late to correct procedural flaws. Effective incident management requires organizations to follow established technical procedures, make rapid decisions, and allocate resources efficiently.
The selection of an exercise format depends on factors such as organizational size, cybersecurity awareness, and overall readiness [1]. Cyber ranges (CRs) are commonly used for technical training because they simulate realistic environments. However, designing custom CR scenarios is time-consuming and costly [2]. Since all actions occur in real time, CRs are typically less suitable for training managers, who must often wait for technical tasks to complete before making decisions, thus slowing responses due to this dependency.
In contrast, tabletop exercises (TTXs) focus on managerial-level training, emphasizing soft skills rather than technical execution. They are faster to prepare than CR-based exercises, but their effectiveness heavily depends on the control team’s expertise. These facilitators perform adjudication by interpreting participant actions, assessing their feasibility, and determining outcomes based on scenario logic [3]. However, without experienced adjudicators, TTXs may lack realism as the decisions often have no tangible consequences and the scenarios may deviate from plausible attack progressions.
This paper introduces a novel incident response exercise that emulates technical actions without executing them directly. The method models the logical effects of typical CR actions within an abstracted network environment, allowing participants to focus on decision-making while technical implementation is omitted. This approach reduces reliance on highly experienced facilitators, simplifies preparation compared to CRs, and enables rapid execution with minimal staffing. It is also scalable and adaptable to various organizational structures and participant roles. To the best of the authors’ knowledge, this approach has not been systematically studied, and no established best practices currently exist for its implementation.
Rather than replicating real-world environments through direct technical execution, this paper explores an alternative based on abstracting operational contexts by emulating technical activities. Here, emulation refers to representing the logical outcomes of technical actions without performing them in real systems. The method is tailored to organizational management personnel, who must understand but not perform technical activities. It integrates military wargaming procedures to structure decision-making, an approach originally developed for defense planning, into cyber incident response training. Although tested with a specific simulator, the approach is transferable to similar systems. It does not aim to replace CRs but rather to enhance TTXs by reducing subjectivity and assumptions in scenario execution.
In addition to its technical distinctiveness, the method introduces methodological innovation. It adapts professional wargaming tools, particularly the Data Collection and Management Plan (DCMP) [4], to guide exercise design. The DCMP translates training goals into measurable objectives and participant roles, supporting a transparent and goal-oriented methodology. To the best of the authors’ knowledge, this represents the first application of the DCMP to cyber incident response training. The method was developed and tested in a joint civil–military setting and can be customized for organizations with varying levels of cyber maturity.
Unlike the existing training methods, this approach integrates emulated technical actions into a simulation framework designed to support decision-making by middle and senior management. It avoids real-time technical exploits and reduces dependence on experienced facilitators. By incorporating system wargaming principles that emphasize structured, rule-based scenario development and operational-level decision-making, it offers a viable alternative to traditional CRs and TTXs. The resulting emulation-supported training framework combines structured adjudication, rule-based logic, and the DCMP to enable realistic, time-sensitive incident response exercises for non-technical teams.
This study is guided by the following research questions:
  • RQ1: Can cyber incident response exercises be conducted using emulated technical actions instead of real-time execution, and, if so, what would such an exercise look like?
  • RQ2: What resources are needed to prepare and run such an exercise, including time, personnel, and technical complexity, and how do these compare with those required for traditional CR and TTX formats?
  • RQ3: Can the DCMP, originally used in military wargaming, be adapted to systematically structure and evaluate cyber incident response exercises?
These questions reflect the practical motivation behind the study. The aim is to explore whether an alternative exercise format can provide a realistic and efficient option for training management-level personnel involved in cyber incident response.
The remainder of this paper is structured as follows: Section 2 presents related studies on cyber defense exercises and their findings. Section 3 discusses the management levels and the challenges of the current exercise approaches. Section 4 outlines the development and testing of our exercise method. The developed exercise concept is presented in Section 5 and compared to other approaches in Section 6. Section 7 discusses this exercise concept. The concluding section summarizes our findings.

2. Related Work

Cyber exercises are essential for preparing organizations to handle cyber incidents. The traditional formats focus either on technical skills or management-level decision-making. Technical training typically uses CRs, which provide hands-on, real-time scenarios, while managers train using TTXs or wargames, structured simulations of competitive decision-making used to explore planning and consequences.
Guides for organizing computer security exercises [5,6,7,8,9,10,11,12], along with supporting studies [13], confirm two dominant types: simulations developing technical skills via CRs and TTXs aimed at management-level training. This dual structure is widely adopted, including in high-level NATO exercises [14]. CR-based formats emphasize technical competencies aligned with frameworks such as NICE [15], and they replicate attacker tactics, techniques, and procedures (TTPs, standardized methods used by threat actors during attacks) [16]. In contrast, TTXs focus on discussion-based interaction and policy-level planning, supporting awareness and non-technical procedure testing.
Chowdhury and Gkioulos [17] identified simulation systems positioned between CRs and TTXs. We grouped these systems into two categories based on their applicability to management training. The first includes tools oriented toward strategic planning or investment decisions, such as Cyber Arena [18], which focuses on long-term goals like hiring or adopting technologies under resource constraints rather than immediate incident response. Although detailed documentation is lacking, the available materials indicate that these exercises are scenario-based but not incident-driven. The second category includes CR or testbed systems adapted for management training. A testbed is a controlled environment used to simulate and observe the behavior of cybersecurity systems or configurations. Access to these platforms is often restricted, limiting insight into execution pacing or participant interaction. Many are commercial products, which reduces transparency. One example is Cyber Gym, described in academic sources [5,14] and promotional content [19,20]. It showcases industrial control systems (ICSs), critical infrastructure technologies combined with active cyber defenses.
Some recent works apply digital twins, virtual models that replicate the behavior of real-world systems, for cybersecurity training. Sipola et al. [21] simulated a food supply chain to test cyber responses in logistics, while Holik et al. [22] emulated communication in digital substations for operator training. These methods focus on technical realism. In contrast, our approach is designed for management-level participants and focuses on decision-making rather than technical replication, enabling efficient and scalable training without requiring infrastructure models or deep technical knowledge.
Gamification, the use of game-like mechanics in non-game contexts to boost engagement, has been used to build cyber situational awareness [23]. One early tool is CyberCIEGE [24], which teaches basic cybersecurity concepts through interactive scenarios. The demo version introduces key principles and prevents attacks if configurations are correctly applied. Similarly, “Red vs. Blue” portals [2,25] emphasize strategic investment over direct engagement. These tools do not simulate realistic, time-sensitive incident workflows. CyberCIEGE abstracts threats for educational purposes, while Red vs. Blue emphasizes planning rather than operational coordination. Neither enables structured testing under real-time attack conditions. In contrast, the proposed method immerses participants in a simulated organization under active threat, requiring real-time decision-making and providing immediate feedback.
The educational value of TTXs for cybersecurity decision-making was further explored in [26]. In most cyber TTXs, facilitators guide scenario presentation, followed by group discussion of potential actions. National institutions have published templates for such formats [9,27,28], offering ready-to-use guidelines for adaptation.
Wargaming is another relevant concept. NATO defines wargames as structured representations of competition, allowing participants to make decisions and observe consequences [29]. Perla [30] distinguished wargames from TTXs by noting their outcome-driven progression. Our method applies this principle by updating the scenario based on participant decisions. Military wargames often explore cyber operations within a broader context [31,32,33,34] but rarely address organization-level incident management. Hobbyist and military games share mechanics such as role-taking, turn-based actions, and probabilistic resolution [35]. However, a review of hobby games [36,37] found no example that simulates incident response within an organizational setting. NATO’s cyber-wargame-based education programs are discussed in [38], highlighting the importance of experienced facilitators and the presence of a skilled control cell, an adjudication team responsible for enforcing realism and guiding scenario outcomes. Our earlier research provides further background on the use of wargames [39,40].
CRs serve multiple roles, including education, certification, and testing [41]. Švábenský [42] proposed combining CRs with serious games, which use game-based mechanics to enhance engagement and learning outcomes in non-entertainment contexts. Ukwandu et al. [43] developed a taxonomy identifying seven participant team types, highlighting the diversity of roles in cyber exercises. These classifications underscore the complexity of CR exercises. Ostby et al. [44] addressed the importance of support roles, while Granåsen and Andersson [45] proposed performance metrics to assess exercise effectiveness.
We identified no exercises that abstract technical execution while allowing participants to focus exclusively on decision-making. A comparable concept appears in MITRE’s report [5], but no concrete implementation was described. To our knowledge, no current framework emulates technical-level actions while applying structured wargaming methodology to incident response. Our proposed method bridges this gap by integrating wargaming principles with simulation automation, offering a new category of cyber exercises that are cost-effective, repeatable, and accessible for organizations with limited resources.

3. Background

Cyber incident response involves both technical experts and managers, making it a multi-level challenge. To establish the foundation for our approach, we begin by clarifying the levels of management and key terms used throughout this work.
According to [46], the civilian organizational hierarchy is generally structured as follows, from lowest to highest: front-line problem-solving workers, front-line management, middle management, and top management. From a national and military perspective [47], the hierarchy consists of national strategic, military strategic, operational, and tactical levels. The national strategic level defines long-term national goals and provides the overarching context for civilian and military operations. The military strategic level aligns military objectives with national priorities. The operational level develops campaign plans to meet these objectives, while the tactical level focuses on specific tasks and missions. Below the tactical lies the technical domain, comprising the individuals who execute the tasks and their tools. Although this framework is generalized, it may vary across countries, and the boundaries between levels are often fluid. Higher management must understand lower-level needs and provide appropriate support.
Turning to wargaming, Johnson [48] identifies four levels: tactical, command–tactical, operational, and strategic. At the tactical and command–tactical levels, wargames involve fine-grained detail and simulate concrete actions. In cyber exercises, this corresponds to tasks typically conducted in CRs or testbeds. As the scope increases toward the strategic level, the focus broadens to include diplomatic, informational, military, and economic (DIME) factors. In organizational cyber terms, this translates into long-term investments in infrastructure, personnel, and procedures. The operational level, positioned between tactical and strategic, reflects day-to-day cyber operations and incident response procedures.
In a CR, actions replicate real production environments, meaning they operate under realistic time constraints. This is similar to military field exercises, where personnel demonstrate live capabilities and performance data are collected. Perla’s military cycle of research [30] integrates three elements: field exercises (which generate empirical data), wargames (which explore decision-making), and structured analysis. Together, these provide a comprehensive feedback loop. CRs focus on how to perform technical tasks, as outlined in frameworks like NICE [15], while TTXs and wargames emphasize what to do, focusing on procedural decisions [49].
In cyber contexts, technical-level exercises are usually conducted in CRs by technical staff or front-line personnel, corresponding to the technical domain. Each hierarchical level presents distinct challenges, regardless of whether the organization is military or civilian. When CRs are used across multiple management levels, a key issue arises: real-time execution of technical actions slows higher-level decision-making, which typically requires faster-paced, less technically detailed responses. As such, TTXs and wargames are better suited for management-level training due to their ability to abstract technical delays.
Developing CR scenarios typically requires introducing vulnerable software or services and creating exploits. Once defenders learn the remediation steps, the scenario loses effectiveness upon repetition. Therefore, CR development is often outsourced to specialized companies with the necessary expertise [50].
The term “TTX” is broadly used in the literature to include various discussion-based formats, such as seminars, matrix games—structured decision-making exercises using predefined options—and wargames, which simulate interactive scenarios with outcome-based consequences [37,51].
Another key concern is the time and resource burden of preparing exercises. In many sectors, such as critical infrastructure and finance, contingency exercises are legally mandated [52,53,54]. As more organizations face such mandates, the central issue becomes how to prepare and deliver these exercises efficiently. Preparation time varies significantly: TTXs typically require 3–6 months, whereas CR-based exercises may take several years to develop [2,5,6,12,55]. Execution, by contrast, usually lasts hours or days [2,56]. Extended preparation requirements make CRs more viable for large organizations and less practical for small or resource-constrained entities.
The exercise concept introduced in this paper addresses these limitations. It is intended for incident response at the operational or management level, emphasizing decision-making during an active incident. Unlike TTXs, it does not rely on expert facilitators to assess actions, and, unlike CRs, it is faster and simpler to prepare. The goal is to enhance training in incident response procedures by combining realism with efficiency.

4. Methodology and Experiments

The proposed methodology was developed step by step based on the literature review, analysis of existing exercises, and repeated testing. This process is shown in Figure 1. While the figure shows the overall development path, the next sections explain how ideas from earlier studies and observed practices were gradually turned into a new exercise format through testing and feedback. This included small trials, early versions of the method, and more complete validation exercises that helped to shape the final version.
The final method was built around four main steps: (1) setting training goals using essential questions (EQs), (2) assigning roles based on those goals, (3) designing scenario events that match the roles and goals, and (4) running exercises using emulated technical actions in a rule-based simulation. These steps follow the DCMP (Data Collection and Management Plan) framework, originally used in military wargaming and explained in Section 5.1.1. The method does not depend on any specific tool and can be adapted to different organizations. This overview provides a general structure, which is then explained in more detail.
To test how the method works in practice, it was used in exercises based on the Cyber Conflict Simulator (CCS) [57], a commercial platform. While one of the co-authors contributed to the early concept of CCS, the authors declare no commercial interests or intellectual property rights related to the simulator. Although this study was conducted using the CCS platform, the described methodology—including role-based tasking, emulated technical actions, scenario design, and the evaluation process—is tool-agnostic. Role-based tasking refers to assigning specific responsibilities to defined participant roles, while emulated technical actions represent the outcomes of technical procedures without real execution. The methodology can be applied to other simulation environments that support task sequencing, time control, and rule-based logic. As with many CR-based studies, the platform used here is proprietary and does not provide public access to its source code or internal logic. However, the methodology remains platform-independent and aligns with previous research based on commercial simulation tools.
The exercise method was developed through an iterative process, shown in Figure 1, that combined a literature review, findings from past exercises, hands-on testing, and initial validation. The literature review focused on identifying key steps in exercise preparation and implementation. Sources included official manuals, public guides, and after-action reports from earlier cyber and wargaming exercises.
In addition to the main exercises described in the next sections, we conducted a series of small-scale exercises and demonstrations involving civilian experts and military representatives, as outlined in Section 6.1.2. These sessions served to gather feedback from a broad spectrum of potential users. Participants included senior managers, military officers with training experience, wargame designers, and others not necessarily specialized in cybersecurity.
The method was refined through three phases: proof-of-concept trials, scaled-up exercises, and final validation tests. Each phase expanded on the previous one, increasing in complexity and revealing new development challenges. The process continued until no further significant improvements were identified.
The following subsections describe the exercises conducted in each phase. Only a portion is presented in this paper due to confidentiality agreements and the lack of explicit consent for academic publication. Nevertheless, anonymized insights and general observations are referenced in Section 6.1.1 and Section 7.

4.1. Note on Terminology and Clarity

To enhance clarity and accessibility, this paper adopts simplified language when describing technical and methodological aspects. Where possible, specialized terminology has been replaced with plain language, and key concepts are explained in context. For example, instead of referring to “deterministic adjudication”, we describe this as “an automated system for resolving the outcomes of participant decisions”. Similarly, “abstraction of technical layers” refers to the intentional omission of low-level technical detail to focus on leadership decision-making and procedural coordination. This approach is intended to support interdisciplinary readers, including those without a technical background, and to emphasize the practical applicability of the proposed method.

4.2. Simulation System

This subsection briefly describes the simulator’s core capabilities to support methodological transparency and reproducibility. It extends the previously published overview in [58], which focused on modeling the financial consequences of cyber attacks, whereas the present study introduces a novel exercise method. The methodology is tool-agnostic and applicable across any platform offering equivalent features. Accordingly, the paper does not aim to document the simulator itself but to present a structured approach for applying such tools in support of cyber defense exercises at the operational and management levels.
The simulator does not require integration with an organization’s operational infrastructure. It functions independently of live systems and therefore does not interface with tools such as SIEM (Security Information and Event Management) or SOAR (Security Orchestration, Automation, and Response) platforms, which are commonly used to monitor and coordinate security operations in real environments. Instead, it internally emulates the presence of such mechanisms within a self-contained environment.
The simulation system creates custom environments, called landscapes, and emulates technical tasks typically performed in a CR. Within this simulation environment, it is possible to recreate an organization’s network, security controls, and technical roles with an appropriate level of detail for each scenario. Simulated virtual technicians execute technical actions, and each technician can be assigned a specific skill set.
During exercises, first-level managers interact with a web interface to monitor the current situation and assign tasks to virtual technicians. The simulator processes technical actions using predefined rule sets and incorporates probabilistic outcomes based on scenario configuration and a built-in rule set. It enforces task dependencies such as required network access, credentials, and time constraints. Users can adjust simulation speed from real-time to near-instantaneous at any point. For conceptual clarity, an illustrative example of how an emulated action is processed by the simulation system is provided in Appendix B. The simulator then emulates these actions and calculates results following a brief processing interval.
All actions performed within the simulation system are recorded and can be replayed as action sequences, chronological reconstructions of user-triggered activities. Additionally, the entire simulation state, i.e., a snapshot of the system at a given moment, can be saved and reloaded. This enables repeatable scenario execution or continuation from any point. This functionality is highlighted due to its relevance for findings presented in Section 7.1.2.
The simulator can model dependencies between business processes and IT systems. For example, the availability of a specific service can be defined as a function of parameters such as network path availability, accessible data, and the supporting software or hardware. The simulator can also display any parameter or combination of parameters on a dashboard. Dashboards reflect the current state of the simulation.
As outlined in Section 1, in traditional TTXs, facilitators assess what actions are possible and determine their outcomes. In exercises assisted by CCS, the simulation system assumes the role of the control cell, autonomously assessing and emulating the outcomes of technical tasks. In contrast to CRs, which perform real-time actions at real-time speeds, this system simulates them much faster—often instantly. This design enables decision-makers, from first-level managers to top management, to concentrate on decision-making while the simulator manages technical execution. This represents a novel approach to conducting cyber incident response exercises. However, the approach and simulator currently lack documented use cases or established best practices.
The information provided in this section refers exclusively to externally visible functionalities and does not disclose any proprietary or internal mechanisms of the simulator.

4.3. Proof of Concept Tests

The first step in proof-of-concept testing was to model a generic organization and its information systems within the simulation. The model needed to be sufficiently complex to support realistic cyber attack scenarios. For testing purposes, we created a model based on an electrical power Transmission System Operator (TSO). We selected a TSO model for several reasons.
First, TSOs operate in similar ways across many countries, allowing participants to readily understand their role and why they might be targeted. Second, TSOs own industrial equipment, particularly Supervisory Control and Data Acquisition (SCADA) systems, which are used to monitor and control industrial processes such as power transmission and distribution. These systems are critical for infrastructure operations and are common targets in state-sponsored cyber attacks. Finally, this model enabled the recreation of the Ukrainian cyber attacks from 2015 and 2016. In those incidents, the intruders first accessed the corporate network, then moved into the process network, and ultimately reached SCADA systems, allowing them to manipulate power line switches, as described in [59,60].
During these tests, a small group of three to five cybersecurity experts acted as incident managers and responded to the simulated incident. The setup was straightforward: participants interacted directly with the simulator, without the involvement of upper management or external stakeholders. Each exercise lasted approximately two hours and concluded with a hotwash debrief, which is discussed in more detail later in the paper. The primary objective was to collect feedback and build experience in exercise planning and execution.

4.4. Scaled Up Tests

After the initial proof-of-concept tests, we expanded our experiments to include more participants. We scaled the simulated network from 50 to approximately 400 objects (computers, servers, routers, firewalls, etc.) and integrated simulated users. Participants were divided into teams: the management board, incident managers, IT, OT, and rapid response teams (RRTs), each responsible for responding to the incident from a distinct operational perspective. While IT teams focused on information systems and digital infrastructure, OT teams represented operational technologies, such as industrial control systems, sensors, and field equipment. The RRTs operated in a specialized response role and, in this case, represented a simulated national Computer Emergency Response Team (CERT), tasked with supporting the simulated organization.
Depending on the scenario, attackers could disrupt IT or OT systems that are critical to business operations. The management board was placed under pressure during incidents and required continuous updates, while incident managers coordinated responses and delegated tasks to the technical teams. Participants also communicated with third parties when required by applicable regulations, such as the EU NIS2 Directive, which mandates cybersecurity measures, reporting procedures, and coordinated responses across a broad range of essential and important entities within the EU [61].
These exercises were conducted with varying durations, ranging from several hours to full-day sessions, and assessed how previously unacquainted experts, organized into newly formed teams, coordinated their responses. In this phase, we conducted three sessions: a full-day seminar with 40 civilian cyber experts from Croatia and the US National Guard [62], and two shorter workshops featuring alternative attack scenarios at a cybersecurity conference [63].

4.5. Final Validation Tests

At this stage, we considered the exercise concept ready for testing with actual organizations and their employees. This phase aimed to (i) evaluate preparation procedures and (ii) test the concept using real organizations and systems. Several additional tests were conducted using a similar methodology; however, due to contractual obligations, we are unable to disclose full details of those sessions. Instead, we provide a high-level overview of two exercises conducted with the Croatian Military Academy (CMA) and the University of Zagreb, Faculty of Electrical Engineering and Computing (FER).
The exercise was initially conducted with the support of CMA, which enabled structured testing with their officers and officer candidates. This was followed by a planned re-run in collaboration with FER, allowing us to validate the concept and compare outcomes across professional and academic contexts. The simulated unclassified military network included 500 simulated objects with associated users, distributed across 80 network segments.
A distinctive feature of this phase was that the same scenario was executed twice: first with military participants, then with civilians. In the first test, military trainees defended their own network. For the second test, CMA requested anonymization of the network, after which the exercise was conducted with civilian participants from FER. Except for the anonymization, all other parameters of the environment remained unchanged.
In both cases, participants were divided into three teams, as shown in Table 1.
The first exercise involved military cybersecurity officers (NATO OF-3 level) acting as incident managers, with officer candidates in the final phase of their training assigned to technical teams. These candidates were preparing for future roles in military Security Operations Centers (SOCs), which monitor and respond to threats in real time, and Computer Security Incident Response Teams (CSIRTs), which manage the investigation and coordination of cybersecurity incidents. Senior officers formed the management board and also observed the session. The second exercise involved civilian students from FER, who participated on a voluntary basis.
Afterward, participants completed a voluntary questionnaire regarding their experience. The full list of questions is provided in Appendix A, while results are presented in Section 6.1.2. It is important to emphasize that the results presented in Section 6.1.2 are based solely on these two exercises, for which formal written consent was obtained from all participants. During the development phase, more than ten additional exercises were conducted with various public and private organizations. However, due to confidentiality agreements and the absence of explicit consent for research publication, data from those sessions were excluded from the statistical analysis. Nonetheless, they are referenced in anonymized form in Section 6.1.1. Moreover, the exercise method was significantly refined during this phase, and only the final iteration was considered mature enough for structured evaluation.
This testing phase allowed us to explore additional considerations introduced in the previous section:
  • How learning outcomes vary when
    (a)
    students train using a digital clone of their own organization, compared to;
    (b)
    a heterogeneous group of students working with an unfamiliar network.
  • Whether this exercise format can be used to develop decision-making skills.
  • Whether this exercise format can assist in creating or improving existing incident response plans.

5. Proposed Exercise Method

Before presenting the method based on emulating technical actions, it is important to clarify that exercises should not be treated as one-time events. Instead, as per established military training methodologies [65], exercises should be understood as a process comprising four key phases:
  • Identification of the need for an exercise;
  • Exercise preparation;
  • Exercise execution;
  • Exercise analysis.
This work focuses on the preparation and execution phases and introduces a structured methodology designed to improve the planning and conduct of cyber defense exercises. Unlike most existing frameworks, which emphasize organizational coordination and general scenario building [10,12], the method presented here offers an operationally focused structure that links exercise goals to specific participant actions through a simulation-supported approach.
The method relies on a simulation system capable of emulating realistic technical conditions while granting participants full control over decision-making. It is particularly suited for training first-line managers and executive-level roles by offering scalable scenarios, reduced preparation overhead, and increased fidelity. While inspired by principles from military wargaming, the approach has been adapted to address the specific requirements of cyber defense training.
According to the literature reviewed during this research [5,6,7,8,9,10,12], exercise preparation often spans several months or even years. The execution phase, visible to participants and observers, typically lasts only a few hours or days and is thus the shortest phase of the process.
The proposed exercise method is based on the emulation of technical actions using a simulation system. This approach specifically employs an open-type simulation system, wherein the term simulation system refers to a tool that performs actions based on user input. In military terminology, open-type simulations actively involve human participants, pausing or slowing down the scenario to await decisions, rather than executing numerous iterations automatically without interaction. Their primary objective is to support human training and decision-making, not to produce statistically optimized outcomes. This contrasts with automated or closed simulations, which operate solely on predefined rules. The method targets first-level managers through to senior leadership and, in military terms, focuses on the operational level of response without extending into strategic-level considerations or technical implementation. It is best described as a wargame supported by simulation.
These characteristics significantly influence the preparation and conduct of exercises. Existing guides typically serve as high-level frameworks designed to accommodate various exercise types and organizational contexts. Consequently, they emphasize organizational structure and delegate implementation details to the planners.
Our proposed exercise method structures the process into two primary phases: preparation and execution, as illustrated in Figure 2. As outlined in NIST SP 800-84 [7], preparation begins by defining the scope (e.g., involved organizational units) and exercise goals. The scope determines the level of abstraction; for instance, it may replicate the entire organization or focus on a simplified view tailored to senior management. Lower management levels generally require less abstraction, which must remain aligned with the exercise’s intended objectives. Similar to the NARUC guide [12], this process includes formulating a main exercise narrative, which serves as the foundation for subsequent planning.

5.1. Planning and Preparation

A key finding is that exercises can be prepared and executed in less time and with fewer resources when technical steps are abstracted. Figure 3 depicts the primary steps involved in exercise preparation and execution. The process begins with an initial planning meeting, during which the following inputs should be clearly defined: scope, goals, and a preliminary scenario or exercise narrative. Following the initial meeting, development can begin almost immediately. A second planning meeting should be held at the midpoint of development to refine existing components and finalize pending decisions. We recommend conducting an internal final test at the exercise location one day prior to the event to confirm readiness. The exercise itself typically lasts only a few hours.
For organizations planning recurring exercises, the “Development of Working Environment” step shown in Figure 3 can often be skipped; the simulation environment may be reused—either partially or in full—for future exercises. Exercise analysis varies depending on expectations and the required level of detail and is therefore not addressed in this section.

5.1.1. Development Using a DCMP-Based Methodology

This approach emphasizes the importance of establishing agreement on several foundational elements during the initial planning phase of the exercise:
  • Initial scope;
  • Exercise goals;
  • Scenario theme or overarching narrative.
These elements form the basis for defining simulation complexity, designing narrative flow, and identifying key roles. Since the organization requesting the exercise has already acknowledged the need for such an activity, it should provide preliminary input on expected participants and define any overarching constraints. It typically also proposes an initial set of goals. The final element, while not mandatory, is a unifying narrative that ensures internal coherence across all events.
The number of participants and simulated roles are directly related to the simulation environment’s size and the required level of abstraction, both of which influence the preparation timeline. At this stage, all values are treated as provisional. Depending on the scope, network segments may be described in detail or abstracted to include only representative elements. These inputs are refined iteratively throughout planning. Goals may range in scope—from specific tasks to broader themes. Regardless of granularity, the method emphasizes structured decomposition to maintain consistency and ensure participant engagement.
Following this meeting, we propose the use of an adapted Data Collection and Management Plan (DCMP) methodology to systematically decompose exercise goals into fundamental elements and connect them to participants and the scenario. In doing so, we methodologically ensure goal clarity and establish a foundation for scenario design. The DCMP process includes the following steps:
  • Decompose each goal into sub-issues and sub-sub-issues—until no further meaningful refinement is possible. These final components are referred to as essential questions (EQs);
  • Assign each EQ to appropriate individuals based on organizational roles, identifying which teams or departments (e.g., management, legal, or incident response) are best positioned to address them;
  • Design scenario events that evoke responses to each EQ;
  • Define the data required for participants to interpret these events and respond appropriately. This includes facts, cues, or situational indicators embedded within the scenario.
EQs serve as the fundamental building blocks of the scenario. Each EQ represents a specific decision, judgment, or observation that participants are expected to make. Unlike broad or abstract objectives, EQs are concrete and directly tied to participant roles and expected behaviors. Only after the list of EQs is finalized can injects be created. An inject is a pre-planned scenario element that introduces new information, stimuli, or situational changes into the environment with the intent of prompting participant action or decision-making. Each inject is deliberately crafted to trigger a response to one or more EQs, ensuring that all scenario events are purposeful and aligned with overarching goals. This linkage also enables evaluators to assess whether objectives have been achieved based on participant responses to specific EQ-driven events.
This decomposition process clarifies the intent behind each goal and outlines what the scenario must deliver. Initial goals are rarely detailed; actionable elements emerge through decomposition. For guidance on this process, see Chapter 13 of Shilling’s report [66]. Once EQs are defined and linked to roles, the complete list of required participants can be finalized. Adjustments at this stage may reveal that the initial exercise format is suboptimal for achieving all objectives.
At this point, the similarities with traditional wargaming applications of the DCMP end. While military wargames use custom methods, models, and tools (MMTs) [4] to address each EQ individually, this method leverages simulation platforms to standardize components. A key feature is the emulation of technical actions. The number and types of usable MMTs are limited by the simulation platform’s capabilities. The simulator provides predefined actions for attackers and defenders, as described in Section 4.2 and Appendix B. Planners must map each EQ to one or more supported emulated actions, narrative events, or both. This process transforms high-level goals into decision-relevant EQs, assigns them to roles, and builds corresponding events—ensuring each event directly supports the exercise objectives. A structured event sequence maintains focus and fosters participant involvement. This approach differs from guides such as ENISA [10] or CCA [8], which predefine participants and build scenarios around them.
Only after this decomposition can the simulation environment be constructed. Elements relevant to EQ activation must be specified in detail, while peripheral systems may be simplified or mocked, following wargaming best practices. This significantly reduces preparation time. For management-level exercises, excessive technical detail can lead to low-value interactions that detract from decision-making. At this point, organizers must provide data to support scenario development at an appropriate fidelity level. Based on our observations, when inventory data are available, the environment can typically be prepared within a few weeks, as discussed in Section 6.
The outcome of this process is a consolidated table listing all events, the related EQs, and responsible participants. This table serves both as a real-time monitoring tool and a post-exercise evaluation reference. It also supports assessment of overall success since objectives are decomposed into trackable elements. The table indicates which objectives were addressed and to what extent.
In practice, not all EQs can be addressed in a single exercise. Some require prerequisites that may not be feasible, and certain roles may be unavailable. Additionally, some EQs function more effectively as performance indicators than interactive prompts. For instance, a goal such as “How does information flow through different hierarchical levels?” depends on specific triggers that allow observers to evaluate communication pathways.
Although the DCMP is well established in military wargaming, its structured application in cyber defense training has, to our knowledge, not yet been systematically implemented. In this work, the DCMP has been adapted to design scenario-driven cyber exercises by linking objectives to specific EQs, assigning responsibilities, and creating corresponding events. This ensures each scenario element is purposeful and aligned with training goals. The integration of the DCMP thus provides a structured, practical, and repeatable method for developing realistic, goal-oriented exercises.

5.1.2. Midpoint Planning and Scenario Refinement

Approximately three weeks into the preparation process, a second planning meeting is recommended. The purpose of this meeting is to refine expectations, further develop the scenario, and address logistical considerations such as setup, location, and required equipment. This includes specifying necessary resources—such as computers, desks, and chairs—and determining the number and layout of rooms.
Following this meeting, the final testing phase of both the simulation environment and the exercise scenario can commence. During this stage, offensive actions—defined as attacker behaviors designed to trigger specific EQs—must be tested and integrated into a cohesive and coherent scenario. At the same time, expected defensive responses should be evaluated to ensure both realism and narrative consistency. The simulation platform’s ability to dynamically adjust execution speed, as described in Section 4.2, enables testing of a wide range of potential participant responses and ensures that the scenario is fully prepared for live execution. This iterative testing phase helps to identify potential shortcomings in the simulation environment, highlighting which components require refinement and which may be simplified. Empirical data suggest that, following the second planning meeting, an additional three weeks are typically required to finalize supporting materials, refine the scenario, and conduct validation tests.
Most of the developed materials—especially the simulation environment and exercise manuals—can be reused in future exercises. When working with the same organization, subsequent preparations generally require significantly less time and fewer resources. In such cases, existing simulation environments typically require only minor updates to accommodate new scenario elements. However, simplified components may occasionally need to be remodeled in greater detail. Based on our experience, such updates can usually be completed within a few working days, depending on the organization and the scenario’s complexity.

5.1.3. Templates, Manuals, and Evaluation Methods

This section presents a set of reusable components, planning tools, and supporting documentation that organizations can utilize throughout the entire exercise lifecycle—from initial preparation and scenario development to real-time execution and post-exercise evaluation. These elements are derived from applied testing and include both structural aids (e.g., scenario templates and playbooks) and evaluative frameworks (e.g., scoring systems based on EQ resolution). Their use helps to reduce preparation time, enhance consistency, and ensure alignment with overarching exercise goals.
To streamline preparation, we recommend using predefined building blocks developed during our test exercises. These templates facilitate planning meetings by allowing participating entities to select components relevant to their specific needs. The aim is not to steer organizations toward predefined outcomes but to provide a curated set of exercise goals, scenario themes, and reusable materials from which organizations can independently identify relevant elements. This approach acknowledges varying levels of organizational maturity and, in our tests, proved effective in optimizing specific planning steps.
During the course of our research, we identified several reusable planning components:
  • Exercise Goals: Defining appropriate goals can be especially challenging, particularly for smaller organizations. We recommend consulting established goal sets from prior research and official guidance documents such as [3,5,6,10,67,68].
  • Scenario Theme: A list of high-level scenario narratives—such as phishing attacks, remote work security breaches, or third-party compromise—can provide a foundation for exercise design. These narratives are drawn from public reports, training materials, and participant feedback. Because each exercise is conducted within a custom simulation environment, these themes do not need to be highly detailed during initial planning. Specific elements are added later using the DCMP process. Representative examples are available in [9,12,27,28,31,61].
  • Exercise Manuals: These documents typically include a quick-start guide for the simulator, examples of technician-level actions, overviews of network architecture, firewall rule summaries, and team role descriptions. Such materials help to bridge the gap between real and simulated environments, depending on the desired level of abstraction.
  • Scoring Systems: Evaluation criteria for assessing exercise success—especially in terms of goal fulfillment—can be found in [5,6,69,70]. While generic scoring frameworks exist, this methodology emphasizes the extent to which predefined EQs are addressed and resolved. As such, the completeness and structure of the DCMP planning table offer the clearest insight into scenario coverage and overall effectiveness.
  • Playbook Templates: If an organization lacks internal incident response playbooks or is unable to share them due to classification concerns, publicly available alternatives may be used. Notable examples include resources published by [71,72]. A playbook refers to a structured response protocol for specific incident types, typically outlining step-by-step procedures, role responsibilities, and critical decision points.

5.2. Exercise Execution

This section describes the practical execution phase of the exercise, focusing on maintaining realism, engaging participants in their assigned roles, and preserving decision-making autonomy across all organizational levels. Following the structured development of scenarios through the DCMP methodology, participants enter a simulated environment that replicates real-world decision pressures and operational complexity.
In our tests, most participants were using the simulation system and this type of exercise for the first time. To address this, each session begins with a 45-min introduction designed to explain participant roles, set expectations, and conduct a short test scenario. This phase is followed by a brief break prior to the start of the main exercise. The scenario typically begins under normal operational conditions and gradually escalates through minor incidents, culminating in a major crisis.
Depending on the desired level of abstraction and the number of simulated components, exercises may involve multiple tiers of management. The core structure involves first-level managers overseeing simulated technicians, who execute technical actions as described in Section 4. The simulator’s time-acceleration capability, as outlined earlier, enables rapid feedback on technical actions, supporting accelerated decision-making.
Higher-level managers, such as department heads or executive officers, interact with simulation dashboards that provide real-time insights—such as the status of critical services, projected financial losses from service disruptions, and the overall organizational impact. These dashboards are further described in Section 4.2.
All decisions during the exercise are made solely by participants. The facilitator’s role, as described in Section 7.1.3, is not to influence outcomes but to guide the scenario toward fulfilling the predefined objectives.
To maintain realism, the simulated environment should mirror actual operational conditions. Network architecture, security controls, and decision-making processes should reflect real-world workflows, enabling participants to engage with the scenario in a way that aligns with their actual responsibilities. This layered structure enables each level of management to make role-appropriate decisions, while the simulation system ensures that emulated technical actions are both feasible and consistent. Unlike traditional TTXs, this method minimizes bias and human error in interpreting action outcomes.
Depending on the scenario, participants may interact with additional roles, such as legal advisors, media representatives, or external stakeholders. They may also negotiate with simulated attackers or coordinate with Computer Security Incident Response Teams (CSIRTs), as described in Section 4.5.
Empirical data suggest that an exercise duration of two to three hours offers an effective balance between operational realism and logistical feasibility, particularly given the challenge of securing extended availability from key decision-makers. While longer exercises are feasible, organizations should ensure adequate allocation of personnel throughout the full duration of the activity.
At the conclusion of the exercise, we recommend conducting a brief hotwash—an informal debrief held immediately after the session to capture initial impressions, clarify ambiguous events, and highlight key lessons learned. The hotwash facilitates early feedback, encourages participant reflection on their decision-making, and prepares the ground for a more detailed after-action review (AAR).

6. Validation of the Proposed Method

The first part of this section summarizes feedback from participants in test exercises. The second part compares the resources required for this method with those of other approaches identified in the literature.

6.1. Participant Feedback

Participant feedback is presented in two parts. The first part summarizes insights gathered during the development phase. The second part presents feedback from questionnaires collected during the final validation phase (see Section 4.5).
The exercise method presented in this paper was developed and iteratively refined through more than a dozen exercises conducted with various civilian and military organizations. While only a subset of these exercises could be formally analyzed due to consent requirements, broader qualitative insights are reflected throughout the discussion. All exercises that contributed data to the analysis adhered to ethical standards, with informed consent obtained from all participants included in the study. No personal or identifying information was collected, and all insights were fully anonymized prior to analysis.

6.1.1. Observations from Exercises

The following observations and lessons learned are based on the authors’ notes and participant behavior recorded across more than a dozen exercises conducted during the development phase. While not included in the formal statistical dataset due to the absence of research consent, these qualitative insights informed the evolution and refinement of the proposed methodology.
Participants expressed concerns about the simulator’s reliability, particularly regarding the accuracy of technical actions, task durations, and outcome realism. Some actions were perceived as oversimplified, while others seemed unnecessarily complex. While these concerns could not be fully resolved, we clarified that—similar to TTXs—certain actions are modeled using success probabilities. The simulator ensures completion of all required steps and estimates likely outcomes accordingly. This study emphasizes the methodology rather than the simulator’s technical fidelity; ideally, technical elements could be validated in CRs and integrated into the simulation framework.
The simulation-based approach presented here provides a structured and repeatable environment for cyber decision-making exercises. It serves as a middle ground between traditional TTXs and full-scale CRs. Although the simulator offers a simplified abstraction of technical actions, it enables consistent adjudication, eliminates moderator subjectivity, and reduces preparation overhead. While the simulator was not developed by the authors (although one co-author contributed to early conceptualization), it proved effective in demonstrating how structured simulation can support decision-making under uncertainty.
We acknowledge that full technical emulation remains a future objective. The long-term vision includes integrating CR data or coupling simulations with technical modules to enhance realism. However, for the current goal—training operational-level personnel—the simulator offers sufficient fidelity by prioritizing coordination, decision-making, and organizational dynamics over technical detail.
The exercises revealed differing expectations across organizational levels. Technical staff sought more realistic and granular simulation of system behavior. In contrast, upper management found the approach too technical and focused more on incident duration, impact, and strategic prevention. While they appreciated the educational value of visualizing incident progression, detailed technical processes were considered beyond their scope. Feedback indicated that the method is most effective for middle management, with senior leadership participating primarily at key decision points. Visualizing the network and response process was especially valuable for management participants, who often had limited prior exposure.
A central observation emerging across exercises concerns the inherent trade-off between abstraction and realism. While abstraction significantly reduces preparation time and relieves decision-makers from technical minutiae, it simultaneously introduces justified concerns about the fidelity of the simulation and the validity of the training outcomes. This tension was consistently observed: technical participants often sought greater detail to align with their operational expertise, whereas management-level participants preferred higher-level perspectives and avoided technical intricacies, focusing instead on organizational impacts and response coordination. Balancing these competing needs is essential for maintaining both participant engagement and exercise relevance.
The exercises revealed a clear disconnect between technical and management perspectives. Technical participants understood their operational responsibilities but lacked awareness of broader management concerns. Conversely, managers were unfamiliar with technical constraints. The exercises helped to bridge this gap by fostering mutual understanding. Before the exercises, participants held isolated views; afterward, they developed a broader perspective on incident response. Participants were also encouraged to explore roles beyond their usual responsibilities, thereby expanding their understanding of the entire response process. Several likened the experience to the uncertainty described in wargaming [73], noting that the exercise helped them to prepare for ambiguity and unforeseen developments.
Although an in-depth analysis of psychological factors is beyond the scope of this study, notable behavioral patterns were observed. Technically competent individuals were not always reliable under pressure. Some resisted delegation, attempting to manage tasks independently due to trust issues, which led to errors as workload increased. Additionally, the presence of top management often induced stress, resulting in hesitation and decreased performance—likely reflecting organizational culture and hierarchical dynamics.
Friction was most evident when participants faced rapid decision-making under time pressure, often triggered by changes in simulation speed (Section 7.1.1). However, repeated exposure to the format mitigated these issues; participants became more confident and familiar with the simulation dynamics over time. These findings support the value of longitudinal studies that track participant development across repeated exercises and into real-world incident response. Since exposing personnel to actual cyber crises is not feasible, a potential path forward involves hybrid training—beginning with simulations such as those presented here and progressing toward CR-based scenarios. Although not explored in this study, this layered approach may offer valuable opportunities for interdisciplinary research.

6.1.2. Results of Questionnaires

The results presented in this section are intended as an exploratory insight into the participant perceptions during the final validation exercises. Given the limited sample size and the use of self-reported Likert-scale data, these findings are not intended to support statistical generalization but rather to assess perceived usefulness and highlight directions for, more rigorous future evaluation. As such, the findings should be interpreted as indicative of perceived usefulness rather than as evidence of objective training efficacy. The use of self-reported data introduces potential sources of bias, including social desirability and selection effects, which should be considered when interpreting the results.
This section presents the feedback collected during the final validation exercises described in Section 4.5. These were the only two sessions for which formal written consent was obtained from the participants and therefore form the basis of the reported statistical results. While data on similar topics were informally gathered during the earlier testing phases, those exercises differed significantly in structure and were excluded from quantitative analysis due to confidentiality constraints.
Although the sample size (n = 40) is limited, the results offer useful initial insight into the perceived usefulness and applicability of the proposed exercise method. The participants rated the exercises using a five-point Likert scale (1 = strongly disagree; 5 = strongly agree). The full list of questions is provided in Appendix A. The metrics used for the evaluation were based on the percentage distribution of responses across the five Likert scale levels for each questionnaire item. These response distributions serve as indicators of participants’ perceptions across the three evaluation areas. The results were grouped into three evaluation areas:
  • Education with varied training group compositions;
  • Support for decision-making in a simulated incident context;
  • Contributions to improving incident response planning.
The evaluation metrics were defined as the percentage distribution of responses across the five Likert levels for each of the above categories. These distributions are presented in Figure 4, grouped by participant type (homogeneous vs. heterogeneous). Higher frequencies of responses in categories 4 and 5 were interpreted as indicators of positive perception. Standard deviations were used to assess the variation within the participant groups.
Figure 4 illustrates the participant responses regarding educational value, decision-making support, and contributions to improving incident response plans. In the education category, the homogeneous group showed a stronger positive trend, with over 70% of the responses in categories 4 and 5. The heterogeneous group responses were more evenly distributed, with a noticeable cluster around the neutral value. Both groups reported strong agreement that the exercise supported decision-making, with over 90% selecting positive responses. In terms of improving incident response plans, both groups again responded favorably, with particularly high agreement in the heterogeneous group. These findings support the format’s value in enhancing participants’ understanding of organizational roles and coordination.
Beyond internal validation, as mentioned in Section 4, the proposed concept was independently presented and informally evaluated by experts from several leading defense institutions. These included the NATO Science and Technology Organization, the US War College Center for Strategic Leadership, the US Center for Army Analysis, and briefings involving wargaming professionals from West Point, Sweden, Denmark, Australia, and the Adriatic Charter A5 community. In each of these settings, senior experts provided positive informal feedback on the methodological innovation, the realism of the cyber-specific simulation model, and its applicability to operational-level training. While no formal endorsements were requested or granted, insights gained through these discussions directly contributed to refining the methodology and confirmed its relevance within professional wargaming and cyber training communities.
Although both validation exercises were conducted within institutions affiliated with the authors, it is important to note that there was no prior collaboration or supervisory relationship with the participating individuals. The participants were selected independently through internal procedures. While we acknowledge the possibility of institutional bias in self-reported responses, data collection was fully anonymous and voluntary. Consistent feedback across both groups and additional informal evaluations suggest that these trends are not limited to the institutional context.
In addition to the two validation exercises presented here, more than ten additional test exercises were conducted with various organizations. While formal consent for research publication was not obtained in those cases, participant feedback—gathered informally and in anonymized form—was consistently aligned with the results reported in this section. Although excluded from statistical analysis, these sessions contributed to refining and validating the methodology across diverse organizational settings.

6.2. Comparison of Proposed Method

During the development of the exercise method, we reviewed various national and international guidelines for planning and conducting cyber defense exercises [5,6,7,8,9,10,12]. These sources, as stated in Section 3, typically recommend preparation periods ranging from several months to several years, particularly for simulation-based exercises or full-scale drills involving multiple stakeholders. In contrast, the proposed method demonstrated that exercises can be prepared in approximately six weeks, even when only two planners are involved. This estimate is based on multiple real-world case exercises conducted during the method’s development phase, where the full preparation cycle—from scenario design to participant materials—was consistently completed within this timeframe. While this reflects our internal experience rather than formal benchmarking, it contrasts with the significantly longer preparation periods cited in major national and international guidelines (see Table 2).
While the planners’ prior experience certainly contributed to preparation efficiency, we argue that the primary factor reducing the preparation time is the methodology itself rather than team expertise or simulator platform. Specifically, the use of a structured, goal-driven scenario design process based on a modified DCMP, as described in Section 5.1.1, enables a focused development effort. Only those parts of the simulation required to fulfill exercise goals are included, while unrelated components are simplified or omitted. This contrasts with traditional exercise guides, which often list goals without offering concrete mechanisms for integrating them into scenario design. Efficiency is further enhanced by the emulation of technical actions. Unlike CR exercises, which require real vulnerabilities and working exploits, our method assumes attacker capabilities conceptually. Attack steps are executed within the simulation using predefined internal logic, eliminating the need to build or test real attack environments. This significantly reduces technical overhead while preserving scenario realism from the participants’ perspective. The combination of structured scenario design and abstracted technical execution proved essential for achieving shorter preparation timelines while maintaining training value.
To provide a simplified comparative perspective, Table 2 presents a symbolic and simplified overview of different methodologies. This format consolidates key aspects of exercise design—such as preparation time, personnel requirements, and cost considerations—into a visual summary. Symbols indicate the relative level of complexity and resource demand, from ✓ (low) to ✓✓✓ (high), while ✗ denotes that the information was not explicitly addressed in the respective source. Note that the included studies originate from different years, use varying terminology, and were designed for different user groups. Thus, direct comparison is both difficult and potentially misleading. The proposed method specifically targets a previously underserved audience, bridging the gap between technical and strategic-level exercises rather than attempting to universally replace existing methodologies.
Compared to other methods, the proposed approach is simpler to implement, requires fewer people to plan and conduct the exercise, and is easier to adopt for smaller organizations. An additional row in the table indicates whether simulator-related costs were explicitly considered.

7. Discussion

This section is structured around a set of recurring design and implementation challenges observed during test exercises. The first part examines the management of accelerated simulation time and its effects on team coordination, cognitive load, and decision-making. The subsequent sections explore how attacker behavior was modeled to support realism while minimizing preparation overhead, and how facilitation roles were adapted to maintain participant engagement with minimal staffing.
Building on these operational aspects, the discussion then addresses the broader flexibility of the proposed method, particularly how goal-driven scenario structuring, targeted abstraction, and the reuse of existing components contribute to streamlining exercise design. A separate subsection provides a comparison with related work to highlight the methodological contributions and trade-offs. Finally, the section reflects on participant behavior, discusses the implications for data collection and evaluation, and situates the method within the wider field of cyber wargaming practices. The limitations and areas for future development are also outlined.

7.1. Managing the Effects of Accelerated Simulation Time

Managing simulation speed in relation to participant decision-making, team dynamics, and facilitation emerged as a recurring theme. These aspects are strongly interconnected and should be addressed as a combined challenge rather than isolated technical or procedural issues. The effectiveness of exercises depends not only on platform capabilities but on the alignment between simulation tempo, decision-making processes, and facilitator interventions. If these elements are not synchronized, for instance, if the simulation progresses while participants are still processing input, this can disrupt the scenario logic and reduce the learning value.
In this section, we examine three interdependent aspects of simulation management:
  • the impact of accelerated time on decision-making and cognitive load (Section 7.1.1);
  • the modeling and control of attacker behavior under time constraints (Section 7.1.2);
  • facilitation practices for aligning simulation pace with participant capacity and learning goals (Section 7.1.3).

7.1.1. Simulation Time and Human-in-the-Loop Challenges

A key feature of the proposed method is its ability to accelerate simulation time as described in Section 4.2, enabling participants to bypass real-time delays and compress complex events into manageable timeframes. In this configuration, participants operate within a unified timeline while delegating tasks to virtual staff. Although this increases efficiency, it also introduces a common hybrid simulation challenge: synchronizing a fast-moving simulation with real-time human decision-making. As noted by Perla [73], this approach is known in military contexts and constitutes a composite wargame, where a computer engine resolves technical actions while humans remain responsible for coordination and decisions.
During exercises, events that would normally take hours or days can be resolved in minutes. This temporal compression occasionally caused cognitive overload, particularly for participants or roles handling multiple concurrent inputs, such as incident managers. To mitigate this, teams were structured based on the model proposed by Henshel et al. [74], with designated roles for a team leader managing task assignments and a “battle captain” responsible for inter-team coordination. Although this does not fully mirror real-world hierarchies, it supported effective functioning under accelerated conditions. The observed behavior confirmed that human factors, such as stress, communication, and coordination style, significantly influenced decisions under time pressure. These factors may benefit from systematic evaluation in future exercises.
During exercises, any participant could control and set the desired simulation speed at any time. When given this option, the participants tended to develop consistent patterns in response to changing simulation speed. After issuing commands to virtual staff, they would accelerate time to await the results, then pause or slow the simulation to interpret the outcomes and plan next steps. However, when multiple teams operated in parallel, this created a dynamic tension, each team trying to control the tempo according to its own workflow, thus creating a push-and-pull dynamic. The most frequent delays occurred during report writing, where participants prioritized formatting over content. To avoid bottlenecks, the teams were encouraged to produce concise summaries focusing on key findings.
In red–blue team exercises, speed control introduced additional complexity. Adjusting the simulation speed could unintentionally signal to opponents that another team was entering inputs into the simulator, undermining scenario realism. To obscure such cues, defenders were assigned “business-as-usual” tasks, such as identifying system or network misconfigurations. This preserved the illusion of continuous operations and masked red team activity since all the teams adjusted the simulation speed simultaneously.
Simulation time management was ultimately adapted to the purpose of each exercise. In operational scenarios, the blue teams controlled the pace. In training sessions, the facilitators adjusted the time externally to support discussion and reflection, as discussed in Section 7.1.3.

7.1.2. Simulating Adversary Behavior

To ensure meaningful defender engagement and scenario realism, attacker behavior should be simulated in a way that aligns with the simulation timeline and decision cycles of human participants. During testing, the scenarios were based on the Detect and Response phases of the NIST incident response model [75], reflecting typical entry points in real-world incidents [76]. Attackers were assumed to have already compromised the network prior to the exercise, enabling the participants to focus on detection, containment, and recovery efforts.
Two approaches were used to simulate pre-existing attacker activity:
  • Replaying recorded scripts described in Section 4.2 at the start of the exercise, relying on deterministic or rule-based simulator behavior for consistency.
  • Conducting attack steps beforehand and then saving and restoring the simulation state after an attacker phase, enabling complex initial conditions to be preloaded.
The use of the second method also supports hybrid deterministic–probabilistic logic, enabling realistic variation while preserving repeatability. Since most exercises of this type reproduce significant incidents, it is recommended to start exercises with the attacker already established within the organization’s networks. To achieve this, the simulation is started with rule-based logic, and attacker steps are executed in a predictable manner. Once the scenario is set and predictable outcomes are no longer needed, the simulation state is saved. The simulation state is then restored at the beginning of the exercise, with the attacker already positioned and probability-based logic enabling variations.
During the exercise, live red teams were not required. During planning, it was possible to predict expected participant actions and pre-plan responses, as outlined in Section 5.1.2. These pre-scripted attacker actions were sufficient to simulate key behaviors and adapt dynamically to defender responses. For instance, isolating a command-and-control server could trigger ransomware deployment via preconfigured logic. Facilitators could predefine alternative attacker responses and trigger them during the exercise. In rare cases, a facilitator assistant (see Section 7.1.3) could take manual control. This hybrid approach supports flexibility while reducing staff needs and maintaining scenario fidelity.
The simulator enabled the rapid integration of new threats during the preparation phase with minimal setup, and the attacker infrastructure could be reused across sessions. To preserve realism for repeat participants, only minor modifications, such as renaming assets, were needed. This reuse model reduces preparation time and supports long-term training programs.
A persistent challenge was the lack of scenario-level attacker behavior descriptions, especially for lateral movement and data exfiltration [77]. MITRE ATT&CK [78] and threat intelligence sources [79] are useful but often lack the granularity needed for exercises focused on management. To improve fidelity, we recommend involving experienced SOC or CSIRT personnel during planning. Due to the aforementioned scripts, their active role during exercises is not needed in practice. Resources such as MITRE ATT&CK, the cyber kill chain [80,81], and military handbooks [82,83] enable informed attacker modeling.
Full in-scenario attack initiation was not implemented due to simulator limitations, as noted in Section 4.2 and Section 7.7. Malware generation and timed onset are not supported, so attackers were assumed to have pre-deployed infrastructure. This supports a realistic incident response flow while avoiding the complexity of live attack modeling. Additionally, due to the time and uncertainty involved in acquiring such tools in real life, it is unlikely that this feature would be beneficial for incident response exercises.

7.1.3. Facilitation Practices

Although the simulator automates technical processes, effective facilitation remains essential for maintaining narrative continuity and ensuring that simulation timing corresponds with participant capabilities. Compared to traditional TTXs, this format is less demanding in terms of real-time adjudication or determining outcomes but still requires facilitators who are thoroughly prepared and familiar with the scenario. Participants enter the exercise with limited context and are expected to develop situational awareness independently. As in professional wargaming, facilitators should refrain from providing direct guidance, instead monitoring progress and intervening only when necessary. This role requires in-depth knowledge of the scenario timeline, expected participant actions, system behavior, and assigned roles.
At the beginning of each session, the facilitator introduces the simulator controls, clarifies the participant roles, and outlines the expectations. Although these details are documented in manuals (Section 5.1.3), experience shows that participants frequently neglect to review them. As a result, time must be reserved during the event to verbally reinforce key procedural information. Following Appleget’s guidance [4], facilitator discretion was used to determine when and how to intervene. Interventions occurred only when it was evident that the exercise objectives would otherwise not be achieved.
During testing, the exercises emphasized organizational-level incident response procedures and required teams to use real-world communication methods, such as those described in [84,85]. It is important to note that, in this method, the simulated date and time differ from the real-world time, which could affect real-world systems due to non-aligned timestamps. As the exercise progressed, information about specific events or compromises emerged but was not automatically shared between teams. For instance, if one team detected malware on a system, other teams remained unaware until the information was explicitly communicated between teams.
Participant verbal communication during the simulation was often minimal, with tasking and reporting primarily conducted through brief written messages. While this demonstrated operational progress, it also led to a perception of passivity among observers. Although participants were actively processing information, reading reports, and delegating tasks, the low volume of verbal communication created an impression of inactivity, especially to observers unfamiliar with internal team dynamics. This phenomenon, noted in prior research [86], can result in underestimation of participant engagement. It also highlights the importance of designing facilitation techniques that reveal decision-making processes without disrupting team workflow. To enhance communication flow and adjust the simulation tempo, we tested three facilitation techniques:
  • Inserting facilitator commentary during key actions, akin to TTX-style prompts, which encouraged intra-team discussion. Pausing the simulation provided opportunities for collaborative reflection and planning.
  • Implementing periodic check-ins every 20 min, during which the teams briefly summarized their activities, insights, and intended next steps. This approach fostered cross-team awareness and facilitated the identification of bottlenecks.
  • Deliberately slowing simulation speed and prompting teams to articulate their planned actions. Once inputs were entered into the simulator, time was accelerated to task completion. This structured pacing was particularly beneficial in educational scenarios where reflection time was critical to learning outcomes.
The selection of facilitation techniques was guided by participant experience levels and the session learning objectives. In all cases, the facilitator played a central role in aligning the simulation tempo, sustaining engagement, and advancing the scenario progression.
Our findings regarding keeping track of events during the exercises align with NATO exercises, as described in [74], where it is difficult to track events in real time. To manage complexity, we introduced a facilitator assistant role tasked with monitoring participant activity and managing simulator operations. This assistant supports tracking team progress, ensuring synchronization across teams, and portraying external roles such as media, vendors, or third parties when needed [43,44,61]. The assistant also identifies when participants overlook cues or become stalled, enabling timely and targeted interventions. This setup proved effective for groups of up to 15–20 participants; larger groups would require additional support personnel to maintain situational oversight.

7.2. Designing Flexible and Scalable Simulation-Based Exercises

The proposed method emulates both offensive and defensive technical actions within a rules-based simulation environment that supports operational and management-level decision-making. Unlike CR, which requires real-time execution, and traditional TTX, which relies on facilitator adjudication, the outcomes here are determined automatically by the simulator. This reduces the need for a full technical setup and minimizes facilitator workload. Exercises can be conducted in an abstracted replica of the organization’s IT environment, enabling participants to operate in a familiar context aligned with their actual roles. This allows for realistic training of non-technical staff while reducing preparation effort and resource demands.
A key benefit is the simulation speed: actions that normally take hours can be resolved in minutes, which maintains engagement and allows space for discussion. The simulator also enforces logical sequences, helping to prevent critical steps from being skipped—an issue sometimes noted in manual formats. While participants still propose actions as in TTXs, the simulator validates feasibility and generates outcomes automatically. This improves consistency, supports scenario realism, and keeps the exercise aligned with the defined learning objectives.

7.2.1. Structuring Scenario Planning to Align Tools, Objectives, and Participant Roles

The planning methodology—based on the Data Collection and Management Plan (DCMP) described in detail in Section 5.1.1—is platform-independent and enables a structured link between training objectives, participant roles, and scenario events. This facilitates the consolidation of fragmented injects into a coherent narrative and allows planners to introduce redundancy by designing parallel event branches. This increases scenario robustness and reduces the risk of collapse if participants miss key steps. The method can be applied across environments that support predefined rules and trigger-based events, including simplified setups using manual injects. This flexibility enables adoption in lower-tech or resource-constrained contexts.
While simulator licensing may be a limiting factor for some organizations, traditional TTXs also require significant investment in personnel and preparation. In contrast, this method supports reuse of the same simulation setup across multiple sessions, lowering the long-term training costs and supporting institutional learning.

7.2.2. Adapting Simulation Environments for Realistic and Synthetic Training Contexts

The simulation environment can be based on exported asset inventories or manually constructed if the documentation is incomplete. In one case, undocumented or personal devices were embedded into the scenario, requiring the participants to investigate the system activity and reconcile the findings with the available documentation. This provided insight into internal coordination challenges and the operational impact of visibility gaps while also encouraging improvement in the IT governance practices.
Where asset data are unavailable, it is also possible to create fully synthetic environments and adapt them to the exercise goals. However, during testing, inexperienced participants noted difficulty defending unfamiliar networks. Conversely, this configuration proved effective for training rapid response teams, who are often required to operate in new environments. In addition, once a synthetic scenario is prepared, participants from any organization can immediately engage without prior environment-specific training, which also reduces costs.
The approach removes the need to install vulnerable software or real malware, as is the case in CR, further lowering the technical complexity. Although the simulator handles the technical emulation, the planning approach proposed in this work can be executed manually using basic tools, extending accessibility.

7.2.3. Scaling Modular Simulation Frameworks for Organizational and Cross-Organizational Training

The proposed method is inherently scalable and can be adapted to accommodate different organizational sizes and training goals. As stated, in a typical configuration, each exercise session involves approximately 20 participants. The total number of individuals trained can therefore be increased by conducting multiple sessions in parallel, each using the same simulation setup and scenario. This parallel execution model enables organizations to scale training delivery without increasing the complexity or resource demands per session.
The same principle can also be applied within a single organization to simulate different decision-making levels or structural units. For example, one session may focus on operational coordination, while another targets decision-making by senior leadership. Similarly, different branches or departments within the same organization can engage in tailored sessions that reflect their specific roles and responsibilities. This modularity supports targeted learning objectives across organizational layers while preserving methodological consistency.
This concept of scalability draws inspiration from large-scale cyber exercises such as Cyber Shield 2015 and the GridEx series. In Cyber Shield 2015, more than 400 participants were involved through the parallel execution of the same scenario across 20 blue and 20 red teams, supported by a control team coordinating control and evaluation [74]. Similarly, the GridEx model employs a distributed play approach, enabling hundreds of organizations to participate simultaneously by adapting a shared master scenario to their specific operational contexts [87]. While our implementation of these principles has not yet been empirically evaluated at such a scale, these examples demonstrate the practical feasibility of a scalable modular simulation framework.

7.3. Exercise Evaluation and Lessons Learned

This section synthesizes the observations from the conducted exercises, focusing on two complementary dimensions: how the exercises were evaluated and what lessons were drawn from participant behavior and team dynamics.

7.3.1. Exercise Evaluation

As in many exercises and wargames, significant insights frequently emerge during the planning phase. These insights are typically driven by the questions posed by the exercise team, making the preparation itself a form of organizational learning. The exercise then serves to validate and expand upon the issues identified during planning. A successful exercise is thus the result of both thorough preparation and effective execution.
Based on our experience, an exercise is considered successful if it meets most of its defined goals. These goals should be broken down into EQs, as described in Section 5.1.1. The number of answered EQs can then serve as a practical proxy for success. However, some EQs may remain unanswered if the organization’s cyber maturity level differs from the initial expectations. Even in such cases, the exercise retains its value by revealing gaps in readiness.
In the educational context, as demonstrated in our final test, the exercise was deemed successful: it met all the learning objectives, experienced no logistical setbacks, and proceeded as planned. Ultimately, however, success is determined by the specific goals defined for the exercise. The causes of failure identified in this study align with those found in earlier research [88,89].

7.3.2. Lessons from Participant Behavior and Team Composition

A recurring challenge was ensuring participation from key stakeholders, particularly in exercises involving real organizations. Although video conferencing resolved many location-related issues, availability remained a significant constraint. We recommend involving senior management only once an incident is detected, at which point their role becomes operationally relevant. Ideally, all roles would be engaged from the start, but this is often impractical in real-world settings.
During the experimental exercises, the participants were provided with generic playbooks derived from publicly available sources. During execution, the participants adapted these documents by incorporating internal procedures that were not originally included. This suggests that simulated exercises are useful for testing and refining incident response procedures. However, it is important to note that, due to the simplification of the technical elements, this approach cannot be used to test technical parts of workflows or playbooks. Additionally, there is no guarantee that either the simulation or the scenario replicates attacker behavior with full fidelity. Therefore, this concept emphasizes human decision-making, communication, and coordination rather than precise technical implementation, as discussed in [90]. For this reason, we refer to participant activities as incident response procedures rather than “workflows” or “playbooks”. This is particularly relevant in scenarios where organizations use simulations to explore how their internal processes function under stress rather than to rehearse specific technical steps, such as those described in [91].
Another insight relates to team composition and familiarity with the simulated environment. During the experiments, we tested all the combinations of homogeneous and heterogeneous groups training on either familiar or unfamiliar networks, as stated in Section 4. The results suggest that the configuration of homogeneous teams operating in unfamiliar environments is particularly effective for rapid response training, where adaptation is crucial. In contrast, inexperienced participants often struggled more in unfamiliar settings. This approach may also reduce training costs as a single synthetic or real scenario can be reused with minimal modifications for different participants.

7.4. Data Collection and Evaluation Recommendations

Although the use of a simulator implies that all the technical actions and commands entered into the simulation system are logged, it still fails to capture non-technical elements such as team dynamics, procedural deviations, or communication patterns. We therefore recommend deploying human observers to monitor these aspects, supported by the structured data collection framework described in Section 5.1.1. In this structured approach, the scenario is created by breaking down the exercise goals and designing events that link each role to specific activities. This structure makes it possible to anticipate who is expected to do what during the exercise. As a result, the human data collector can rely on a predefined list of expected outcomes, which facilitates focused and effective data gathering. In any case, data collection is a skill that must be developed through practice. It is unrealistic to assign this role to an inexperienced person as they could easily miss important signals.
Unlike static video recordings, human observers can detect off-script events and immediately alert facilitators, allowing timely adjustments and refocusing on overlooked issues. This flexibility is essential for learning, especially when exercises evolve in unexpected directions. However, including observers increases the personnel requirements and overall cost, particularly for smaller teams.
Therefore, we recommend that future implementations adopt a hybrid approach to data collection, combining automated logging with structured human observation to provide a complete view of the technical and organizational performance.

7.5. Positioning the Method for Realistic and Repeatable Cyber Wargaming

While based on cyber range concepts for technical emulation, the proposed method integrates structured scenario planning and system-based outcome resolution to support decision-making and organizational learning in cyber defense exercises.
A widely accepted definition describes a wargame as “a simulation in accordance with predetermined rules, data, and procedures, of selected aspects of a conflict situation” [92]. We argue that the proposed exercise method functions as a cyber wargame, using the simulator to determine outcomes. This interpretation aligns with the recognized criteria for wargames [29,93] since it (a) offers decision-making experience and (b) provides essential information to support those decisions. Through this approach, decision-makers engage with realistic scenarios, gaining insight into real-world constraints within a controlled environment. Participant feedback confirmed this perspective, noting that the exercise challenged them beyond their usual roles.
Based on multiple definitions [4,5], this method fits the category of a “system wargame”, in which opposing teams act under structured rules and outcomes are calculated by the simulator. Unlike traditional TTXs, where facilitators or subject matter experts determine outcomes, our method delegates this function to the simulator. Participants retain full control over decision-making. This exercise model can be used for educational purposes—to provide synthetic experience in complex scenarios—or for analytical purposes, such as testing the potential impact of defensive technologies not yet implemented within the organization.
A further distinctive element of the proposed method is the adaptation of a structured wargaming methodology, specifically the DCMP, to the planning and execution of cyber exercises. This enables a repeatable, goal-driven design process that systematically links each objective to participants, scenario events, and expected outcomes, representing a methodological advancement over typical ad hoc exercise development.
To the best of our knowledge, this integrated methodology—combining system-based simulation, DCMP-aligned scenario planning, and facilitator-lite execution—has not been extensively documented in the prior literature. The approach introduces a novel format for conducting realistic, resource-efficient, and repeatable cyber defense exercises that go beyond the capabilities of traditional TTXs or CR-based models.

7.6. Comparison with Related Work

To contextualize the contribution of the proposed method, this section compares it with the established training formats and tools described in Section 2. The focus is on differences in purpose, structure, and applicability—particularly regarding decision-making under pressure and accessibility for organizations with limited resources. Rather than repeating previously described features, the comparison highlights how the method addresses specific limitations of the existing approaches, including TTXs, CRs, gamified tools, and simulation platforms.
Traditional management-level formats, particularly TTXs, rely heavily on facilitator judgment to determine the outcomes of participant decisions. This reliance on subjective interpretation limits consistency and makes exercises harder to replicate at scale. The proposed method addresses this limitation by incorporating a rule-based simulation engine that automates adjudication (see Section 5). This allows facilitators to concentrate on scenario progression rather than interpreting participant intent. The facilitator’s role thus shifts from evaluator to orchestrator of the exercise flow (see Section 7.1.3).
In contrast to the general guides for cyber exercise planning [5,6,7,8,9,10,11,12], which treat scenario design, inject development, and evaluation as separate activities, our method begins with clearly defined goals. Using the DCMP framework (see Section 5.1.1), these goals are translated into specific questions and tasks, which then drive scenario content, participant roles, and evaluation metrics. This structure ensures alignment between the training objectives and all the elements of the exercise lifecycle.
CRs represent the dominant model for technical cybersecurity training [43,74], providing high-fidelity environments supported by specialized teams. However, they are resource-intensive and tightly bound to real-time execution, which limits flexibility. Management-level participants often need to wait for technical teams to complete their actions, reducing opportunities for reflection and scenario adjustment. These constraints make CRs less accessible to smaller organizations and less suitable for decision-focused training. Our method complements rather than replaces CRs, offering an abstracted, time-efficient alternative that is better suited to management-level learning (see Section 4 and Section 6.1.1).
Gamified tools such as CyberCIEGE and Red vs. Blue use simplified or stylized environments to convey cybersecurity principles. They typically emphasize investment strategies, resource prioritization, or system configuration—such as setting access controls or selecting defense upgrades—rather than coordinating responses in real time during evolving incidents. These formats are often used to build awareness or reinforce abstract concepts, but they do not simulate organizational dynamics or operational decision-making under pressure. In contrast, simulation platforms like Cyber Arena offer customized working environments and emphasize long-term planning and resource allocation to support an organization’s strategic objectives. This aligns with the Ends–Ways–Means model [94], where cyber capabilities are not strategic objectives in themselves but part of the “ways” and “means” that enable the achievement of broader organizational goals, such as maintaining production or service continuity. While Cyber Arena provides valuable strategic-level insights, it does not replicate the time-sensitive procedural coordination required during active cyber incidents. Our method addresses this gap by modeling organization-specific threat scenarios and focusing on the operational coordination required for effective incident response at the management level.
At the conceptual level, our method builds on the MITRE framework proposed by Fox et al. [5], which highlights the need for decision-support tools in cyber operations. While the MITRE report remains theoretical, our approach applies its core principles in a structured and actionable format.
A key innovation is the application of the DCMP framework (see Section 5.1.1), which is widely used in military wargaming but has not previously been adapted for cyber exercises. In our implementation, the DCMP enables structured alignment between the scenario events and learning objectives. Another original feature is dynamic time control (see Section 7.1), which allows exercise pacing to be adjusted in real time—something not addressed in the reviewed literature.
Despite these advantages, several limitations remain. First, the abstraction of technical execution—although beneficial for clarity and accessibility—may reduce perceived realism for technically experienced participants (see Section 6.1.1). Whether high technical fidelity is essential for management-level learning remains an open question; our findings suggest it is often not, and may even distract from core training goals.
Second, the method depends heavily on accurate scenario design. Errors made during the planning phase are difficult to correct during execution, unlike in facilitator-driven formats. While the DCMP helps to mitigate this risk through structured preparation, it does not eliminate it entirely.
Finally, while our method draws on wargaming principles, we found no hobbyist or professional wargames that explicitly address organizational-level cyber incident response (see Section 2). The existing games typically focus on strategic planning or kinetic operations but not on procedural coordination under active threat conditions. This gap highlights the need for a new category of simulation that applies wargaming mechanics to real-world incident response training.

7.7. Limitations and Future Work

A key limitation of this approach is its dependence on the simulator. If an action is inaccurately modeled, unsupported, or miscalculated, there is limited opportunity for real-time correction during the exercise. Additionally, the simulator has known constraints. For instance, modeling employee fatigue remains a challenge; in our simulations, personnel are assumed to work extended hours without rest, which may not reflect realistic conditions. Many real-world factors that influence incident response—such as organizational culture, stress, or informal communication—are not captured in the current system.
Despite these limitations, simulator-based adjudication offers several advantages. It helps to reduce human error by relying on consistent rule-based decision-making instead of improvised facilitator judgment. This contributes to more objective outcomes, greater repeatability, and reduced facilitator bias. Moreover, simulated exposure to rare but high-impact incidents adds realism and enhances preparedness for real-world crises.
Another limitation is the lack of longitudinal tracking of individual or organizational progress. While the initial feedback (Section 6.1) indicates gains in confidence and coordination awareness, the long-term training effects remain unverified. Future work should assess whether these gains persist over time and influence actual incident response behavior.
A further limitation concerns the proposed scalability model. While the concept of conducting multiple parallel sessions using a shared simulation setup has been outlined, it was not systematically tested within the scope of this study. In principle, such a model should be feasible given the modularity of the methodology and the simulator architecture, but empirical validation of large-scale parallel execution remains a subject for future research.
Finally, future research could explore integrating artificial intelligence into the simulation environment. AI agents might assume certain roles or support facilitation, which could alleviate some human-in-the-loop challenges. However, this functionality is not currently supported in our system and was thus beyond the scope of this study.
As already mentioned in earlier sections of this paper, in an ideal setting, this approach would be combined with CR environments serving as a real-world backend for emulating actions. Such integration would allow for precise calibration of action durations and expected outcomes. The results from the cyber range could then be fed into the simulation system to enable more accurate emulation, clearer identification of necessary actions, and more realistic timing and effects. Due to limited access to such infrastructure and resource constraints, this remains a direction for future exploration rather than a feature of the current implementation.

8. Conclusions

This paper presents a simulation-based approach to cyber defense training that supports decision-making at the operational and management levels. Unlike traditional cyber ranges, which require extensive infrastructure, or tabletop exercises, which depend on facilitators to interpret participant actions, this method emulates technical activities within a structured simulation environment. It allows participants to focus on what actions to take and why, without needing to perform those actions in real systems.
The core contribution of this work is the integration of a structured planning methodology—the Data Collection and Management Plan (DCMP), originally developed for military wargaming—adapted to support cyber defense exercise design. This combination enables the systematic decomposition of training objectives into essential questions—concrete decision points that guide scenario development. By modeling only what is necessary to address these questions, the method helps to reduce preparation time, avoid unnecessary complexity, and produce coherent scenarios directly linked to participant roles. The same structure also supports a consistent basis for post-exercise evaluation.
The approach was validated using an existing simulation platform and can be applied to other systems with similar capabilities. Exercises can be prepared within a relatively short timeframe and executed with a small support team. Offensive elements remain hidden from defenders and may be reused with limited modification.
During testing, several characteristics of this exercise format were observed. One finding is that an active attacking team is not required during execution. Since most scenarios focus on the defensive response process, predefined attacker scripts and anticipated outcomes were sufficient to support realistic decision-making. This reduces resource demands while maintaining training relevance.
The proposed method is intended specifically for management-level personnel and complements both cyber ranges and tabletop exercises. It offers a structured, repeatable, and resource-conscious option for training. While demonstrated using a single simulation tool, the methodology is platform-independent and can be transferred to other environments with similar functionality. Future work may include integration with technical telemetry, automated assessment, and longitudinal studies to examine training outcomes. Overall, this method provides a practical framework for cyber defense exercises aligned with organizational needs.

Author Contributions

Conceptualization, S.G. and D.G.; methodology, D.G.; validation, D.G., S.G. and G.G.; formal analysis, S.G. and G.G.; resources, S.G.; data curation, D.G. and S.G.; writing—original draft preparation, D.G.; writing—review and editing, S.G. and G.G.; visualization, D.G.; supervision, S.G. and G.G.; project administration, S.G.; funding acquisition, S.G. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Ethical review and approval were waived for this study because it involved only anonymous voluntary questionnaires focused on participant perceptions of a training method. No personal data were collected, and participants were informed in advance that their responses would be used for research purposes only. The study did not involve medical, psychological, or behavioral experimentation.

Informed Consent Statement

Informed consent was obtained from all subjects involved in the study.

Data Availability Statement

All relevant data are contained within the article, including figures, tables, and appendices. No additional datasets were generated or analyzed during the current study.

Acknowledgments

The The authors acknowledge the use of AI-assisted technologies, including ChatGPT-4o, to improve the language, clarity, and presentation of this manuscript.

Conflicts of Interest

The authors declare no conflicts of interest.

Abbreviations

The following abbreviations are used in this manuscript:
C&CCommand and Control
CCSCyber Conflict Simulator
CRCyber Range
CSIRTComputer Security Incident Response Team
DCMPData Collection and Management Plan
EQEssential Question
MMTsMethods, Models, and Tools
SCADASupervisory Control and Data Acquisition
SIEMSecurity Information and Event Management
SMESubject Matter Expert
ICSIndustrial Control System
SOCSecurity Operation Center
SOARSecurity Orchestration, Automation, and Response
TSOTransmission System Operator
TTPsTechniques, Tactics, and Procedures
TTXTabletop Exercise

Appendix A. Final Validation Test Questionnaire

Please rate the following statements on a Likert scale from 1 to 5, where 1—I understand it less than before using the simulator; 2—It did not help at all; 3—It somewhat improved my understanding of the issue; 4—It significantly improved my understanding; 5—It completely changed my perspective on the issue.
No.QuestionRating
1Understanding the organization of a computer network
2Understanding network segmentation
3Understanding the concept of patch management
4Understanding the concept of Active Directory
5Understanding the role of a proxy server
6Understanding firewall rules
7Understanding the concept of a network port
8Understanding the cyber attack cycle
9Understanding the importance of phishing education
10Understanding the concept of internet exposure
11Understanding blackmail in cyber contexts
12Understanding ransomware attack mechanisms
13Understanding the structure of the simulated IT network
14Understanding the spatial organization of the simulated organization and its IT systems
15Understanding the output of the “computer inspection” action
16Understanding the output of the “log analysis” action on the firewall
17Understanding the output of the “log analysis” action on the proxy server
18Understanding the output of the “computer forensics” action
19Understanding the output of the “reversing” action
20Understanding the concept of end-of-service life
21Understanding roles and responsibilities during a cyber incident
22Using the simulator helped me understand the cyber incident cycle
23The simulator can be used to create and test a cyber incident response plan
24Using the simulator helped me understand time requirements for responding to an incident

Appendix B. Illustrative Example—Emulated Technical Action “Scan Computer” (Conceptual Only)

The following conceptual example is provided solely for illustrative purposes and does not disclose any internal mechanisms of the simulator used in the study. The authors are bound by a non-disclosure agreement (NDA) and cannot reveal proprietary implementation details. Instead, this description is intended to help readers better understand the internal logic and distinctive operational characteristics of the simulator employed in this study.
To illustrate how abstracted technical actions may be represented and processed in the simulation, we present a high-level example of an emulated task referred to as “Scan Computer”. This example does not correspond to any specific implementation in the simulator used in the study but rather illustrates the kind of logic and dependencies that can govern cyber defense tasks in a simulated environment.
When a participant instructs a virtual technician to execute the “Scan Computer” action, the simulator may conceptually follow a sequence of logical steps. The process may include the following:
  • Precondition validation: The simulator verifies whether the assigned technician possesses the necessary skills and certifications to perform the task. If prerequisites are not satisfied, the task is rejected.
  • Task scheduling: If the technician is already engaged in another task, the new task is queued. Tasks are executed sequentially, and technician availability directly influences timing and throughput.
  • Access verification: The simulator checks whether the technician has access to the target computer. Conditions such as power status, network connectivity, and access rights are validated. If access is unavailable, participants may initiate supplementary actions to enable it—such as relocating the device or modifying network configurations. These are handled as separate tasks and introduce delays, rendering the technician unavailable during that period.
  • Task execution: Once access is confirmed, the scan is performed. Execution time and detection effectiveness depend on technician proficiency. Less experienced technicians may take longer and detect fewer indicators of compromise.
  • State update and trace generation: After completion, the simulator updates its internal state to reflect the scan results. This may include identified malware, altered system configurations, or other traces of attacker activity. Such traces persist and influence subsequent detection or mitigation actions.
In this example, the action produces findings but does not alter the environment. If the action had involved configuration changes or affected service availability, the simulator would emulate the resulting consequences. These effects may propagate beyond technical layers to impact business processes, as described in Section 4.2. For instance, disabling a service could trigger disruptions across interconnected systems and result in simulated organizational losses. The simulator’s capacity to link technical disruptions to business impact allows for cascading consequences from actions such as configuration changes or service interruptions.
This is one of many actions available in the simulation environment. Tasks vary in complexity and function, and they extend beyond purely technical operations. All actions are abstracted to align with organizational roles and are governed by logical preconditions. Both defensive and offensive actions generate lasting effects that shape the evolving scenario. These consequences—such as log entries, configuration changes, or degraded services—can be discovered and acted upon through subsequent decisions.
No scenario information is manually inserted during execution. The environment evolves based entirely on the logical progression of emulated actions. As such, all outcomes result from participant behavior rather than predefined scripts. Task structures are inspired by real-world cyber incident response practices and reflect operations commonly simulated in cyber range environments.

References

  1. National Institute of Standards and Technology. Framework for Improving Critical Infrastructure Cybersecurity, Version 1.1; Technical Report; National Institute of Standards and Technology: Gaithersburg, MD, USA, 2018. [CrossRef]
  2. Vykopal, J.; Vizvary, M.; Oslejsek, R.; Celeda, P.; Tovarnak, D. Lessons learned from complex hands-on defence exercises in a cyber range. In Proceedings of the 2017 IEEE Frontiers in Education Conference (FIE), Indianapolis, IN, USA, 18–21 October 2017; pp. 1–8. [Google Scholar] [CrossRef]
  3. Kick, J. Cyber Exercise Playbook; The MITRE Corporation: McLean, VA, USA, 2014. [Google Scholar]
  4. Appleget, J.; Burks, R.; Cameron, F. The Craft of Wargaming: A Detailed Planning Guide for Defense Planners and Analysts; Naval Institute Press: Annapolis, MD, USA, 2020. [Google Scholar]
  5. Fox, D.B.; Mccollum, C.D.; Arnoth, E.I.; Mak, D.J. HSSEDI: Cyber Wargaming: Framework for Enhancing Cyber Wargaming with Realistic Business Context; Technical Report 18, The Homeland Security Systems Engineering and Development Institute (HSSEDI); The MITRE Corporation: McLean, VA, USA, 2018. [Google Scholar]
  6. Wilhelmson, N.; Svensson, T. Handbook for Planning, Running and Evaluating Information Technology and Cyber Security Exercises; The Swedish National Defence College, Center for Asymmetric Threat Studies (CATS): Stockholm, Sweden, 2014. [Google Scholar]
  7. National Institute of Standards and Technology (NIST). Special Publication 800-84: Guide to Test, Training, and Exercise Programs for IT Plans and Capabilities; NIST Special Publication; NIST: Gaithersburg, MD, USA, 2006; p. 97.
  8. Club de la Continuité d’Activité (Business Continuity Club CCA). Organising a Cyber Crisis Management Exercise, 1st ed.; Agence Nationale de la Sécurité des Systèmes d’Information: Paris, France, 2021. [Google Scholar]
  9. Cybersecurity and Infrastructure Security Agency (CISA). Tabletop Exercise Package (CTEP) Hompage. Available online: https://www.cisa.gov/cisa-tabletop-exercises-packages (accessed on 10 February 2020).
  10. Ouzounis, E.; Trimintzios, P.; Saragiotis, P. Good Practice Guide on National Exercises; ENISA: Athens, Greece, 2009. [Google Scholar]
  11. Aoyama, T.; Nakano, T.; Koshijima, I.; Hashimoto, Y.; Watanabe, K. On the complexity of cybersecurity exercises proportional to preparedness. J. Disaster Res. 2017, 12, 1081–1090. [Google Scholar] [CrossRef]
  12. Costantini, L.P.; Raffety, A. Cybersecurity Tabletop Exercise Guide, 1.1 ed.; National Association of Regulatory Utilty Commissioners NARUC: Washington, DC, USA, 2021. [Google Scholar]
  13. Brajdić, I.; Kovačević, I.; Groš, S. Review of National and International Cybersecurity Exercises Conducted in 2019. In ICCWS 2021 16th International Conference on Cyber Warfare and Security; Academic Conferences International Ltd.: Reading, UK, 2021. [Google Scholar] [CrossRef]
  14. Kim, H.; Kwon, H.; Kim, K.K. Modified cyber kill chain model for multimedia service environments. Multimed. Tools Appl. 2019, 78, 3153–3170. [Google Scholar] [CrossRef]
  15. Petersen, R.; Santos, D.; Smith, M.C.; Wetzel, K.A.; Witte, G. SP 800-181 rev1: Workforce Framework for Cybersecurity (NICE Framework); Technical Report; National Institute of Standards and Technology: Gaithersburg, MD, USA, 2020. [CrossRef]
  16. The MITRE Corporation. ATT&CK—Adversarial Tactics, Techniques, and Common Knowledge Home Page. Available online: https://attack.mitre.org/ (accessed on 1 July 2019).
  17. Chowdhury, N.; Gkioulos, V. Cyber security training for critical infrastructure protection: A literature review. Comput. Sci. Rev. 2021, 40, 100361. [Google Scholar] [CrossRef]
  18. PwC Czech Republic. Video: CSAS Workshop EN. 2019. Available online: https://www.youtube.com/watch?v=ueU-tOALeW0 (accessed on 14 December 2023).
  19. CybergmIEC. edp CyberGym Movie. 2017. Available online: https://www.youtube.com/watch?v=C2s2IBdEloQ (accessed on 15 December 2023).
  20. CybergmIEC. CyberGymNYC Video. 2019. Available online: https://www.youtube.com/watch?v=gqD-pug_Ib4 (accessed on 16 December 2023).
  21. Sipola, T.; Kokkonen, T.; Puura, M.; Riuttanen, K.E.; Pitkäniemi, K.; Juutilainen, E.; Kontio, T. Digital Twin of Food Supply Chain for Cyber Exercises. Appl. Sci. 2023, 13, 7138. [Google Scholar] [CrossRef]
  22. Holik, F.; Yayilgan, S.Y.; Olsborg, G.B. Emulation of Digital Substations Communication for Cyber Security Awareness. Electronics 2024, 13, 2318. [Google Scholar] [CrossRef]
  23. Ask, T.F.; Knox, B.J.; Lugo, R.G.; Hoffmann, L.; Sütterlin, S. Gamification as a neuroergonomic approach to improving interpersonal situational awareness in cyber defense. Front. Educ. 2023, 8, 988043. [Google Scholar] [CrossRef]
  24. Cone, B.D.; Irvine, C.E.; Thompson, M.F.; Nguyen, T.D. A video game for cyber security training and awareness. Comput. Secur. 2007, 26, 63–72. [Google Scholar] [CrossRef]
  25. Ota, Y.; Mizuno, E.; Watarai, K.; Aoyama, T.; Hamaguchi, T.; Hashimoto, Y.; Koshijima, I. Development of a Hybrid Exercise for Organizational Cyber Resilience. Saf. Secur. Eng. IX 2021, 1, 55–65. [Google Scholar] [CrossRef]
  26. Angafor, G.N.; Yevseyeva, I.; He, Y. Game-based learning: A review of tabletop exercises for cybersecurity incident response training. Secur. Priv. 2020, 3, e126. [Google Scholar] [CrossRef]
  27. HITRUST Health Information Trust Alliance. CyberRX 2.0 Level I Playbook Participant and Facilitator Guide; HITRUST Health Information Trust Alliance: Frisco, TX, USA, 2015. [Google Scholar]
  28. UK National Cyber Security Centre. Exercise in a Box. 2022. Available online: https://www.ncsc.gov.uk/information/exercise-in-a-box (accessed on 21 April 2023).
  29. NATO Allied Command Transformation. NATO Wargaming Handbook; NATO Allied Command Transformation: Norfolk, VA, USA, 2023. [Google Scholar] [CrossRef]
  30. Perla, P. The Art of Wargaming: A Guide for Professionals and Hobbyists; Naval Institute Press: Annapolis, MD, USA, 2012.
  31. UK Defence Science and Technology Laboratory. The Dstl Cyber Red Team Game; UK Defence Science and Technology Laboratory: Salisbury, UK, 2021. [Google Scholar]
  32. Bae, S.J. Littoral Commander: Indo-Pacific Rulebook; The Dietz Foundation: Washington, DC, USA, 2022. [Google Scholar]
  33. Flack, N.; Lin, A.; Peterson, G.; Reith, M. Battlespace Next(TM). Int. J. Serious Games 2020, 7, 49–70. [Google Scholar] [CrossRef]
  34. Reed, M. The Operational Wargame Series: The Best Game Not in Stores Now. 2021. Available online: https://nodicenoglory.com/2021/06/23/the-operational-wargame-series-the-best-game-not-in-stores-now (accessed on 7 June 2023).
  35. Engelstein, G.; Shalev, I. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms, 2nd ed.; CRC Press: Boca Raton, FL, USA, 2022. [Google Scholar]
  36. Haggman, A. Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education. Ph.D. Thesis, University of London, London, UK, 2019. [Google Scholar]
  37. Smith, F.L.I.; Kollars, N.; Schechter, B. Cyber Wargaming: Research and Education for Security in a Dangerous Digital World; Georgetown University Press: Washington, DC, USA, 2024. [Google Scholar]
  38. Kodalle, T. Cyber Wargaming on the Strategic/Political Level: Exploring Cyber Warfare in a Matrix Wargame. In ECCWS 2021 20th European Conference on Cyber Warfare and Security; Academic Conferences International Ltd.: Reading, UK, 2021. [Google Scholar] [CrossRef]
  39. Gernhardt, D.; Ćutić, D.; Štengl, T. Wargaming and decision-making process in defence. In Interdisciplinary Management Research XIX: Conference Proceedings, Proceedings of the 19th Interdisciplinary Management Research (IMR 2023), Osijek, Croatia, 28–30 September 2023; Glavaš, J., Požega, Ž., Eds.; Ekonomski fakultet Sveučilišta Josipa Jurja Strossmayera u Osijeku: Osijek, Croatia, 2023. [Google Scholar]
  40. Lorusso, L.; Gernhardt, D.; Novak, D. Wargaming adjudication in the air-force and other military areas of education. Transp. Res. Procedia 2023, 73, 203–211. [Google Scholar] [CrossRef]
  41. Katsantonis, M.N.; Manikas, A.; Mavridis, I.; Gritzalis, D. Cyber range design framework for cyber security education and training. Int. J. Inf. Secur. 2023, 22, 1005–1027. [Google Scholar] [CrossRef]
  42. Švábenský, V.; Cermak, M.; Vykopal, J.; Laštovička, M. Enhancing cybersecurity skills by creating serious games. In Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE, Larnaca, Cyprus, 2–4 July 2018; pp. 194–199. [Google Scholar] [CrossRef]
  43. Ukwandu, E.; Farah, M.A.B.; Hindy, H.; Brosset, D.; Kavallieros, D.; Atkinson, R.; Tachtatzis, C.; Bures, M.; Andonovic, I.; Bellekens, X. A review of cyber-ranges and test-beds: Current and future trends. Sensors 2020, 20, 7148. [Google Scholar] [CrossRef]
  44. Ostby, G.; Lovell, K.N.; Katt, B. EXCON Teams in Cyber Security Training. In Proceedings of the 2019 International Conference on Computational Science and Computational Intelligence (CSCI), Las Vegas, NV, USA, 5–7 December 2019; IEEE: New York, NY, USA, 2019; pp. 14–19. [Google Scholar] [CrossRef]
  45. Granåsen, M.; Andersson, D. Measuring team effectiveness in cyber-defense exercises: A cross-disciplinary case study. Cogn. Technol. Work 2016, 18, 121–143. [Google Scholar] [CrossRef]
  46. Mihm, J.; Loch, C.H.; Wilkinson, D.; Huberman, B.A. Hierarchical Structure and Search in Complex Organizations. Manag. Sci. 2010, 56, 831–848. [Google Scholar] [CrossRef]
  47. U.S. Joint Chiefs of Staff. Doctrine for the Armed Forces of the United States; U.S. Joint Chiefs of Staff: Washington, DC, USA, 2013. [Google Scholar]
  48. Johnson, J. The “Four Levels” of Wargaming: A New Scope on the Hobby. 2014. Available online: https://www.beastsofwar.com/featured/levels-wargames-exploring-scopes-hobby/ (accessed on 30 August 2024).
  49. Eikmeier, D.C. Waffles or Pancakes ? Operational- versus Tactical-Level Wargaming. Jt. Force Q. 2015, 3, 50–53. [Google Scholar]
  50. Chouliaras, N.; Kittes, G.; Kantzavelou, I.; Maglaras, L.; Pantziou, G.; Ferrag, M.A. Cyber Ranges and TestBeds for Education, Training, and Research. Appl. Sci. 2021, 11, 1809. [Google Scholar] [CrossRef]
  51. Mouat, T. Practical Advice on Matrix Games Version 15. 2020. Available online: http://www.mapsymbs.com/PracticalAdviceOnMatrixGames.pdf (accessed on 28 August 2024).
  52. National Institute of Standards and Technology (NIST). Security and Privacy Controls for Information Systems and Organizations; NIST: Gaithersburg, MD, USA, 2020.
  53. European Commission. Consolidated Text: Directive (EU) 2022/2555 of the European Parliament and of the Council of 14 December 2022 on Measures for a High Common Level of Cybersecurity Across the Union, Amending Regulation (EU) No 910/2014 and Directive (EU) 2018/1972, and rep; European Commission: Brussels, Belgium, 2022. [Google Scholar]
  54. European Commission. Regulation (EU) 2022/2554 of the European Parliament and of the Council on Digital Operational Resilience for the Financial Sector and Amending Regulations (EC) No 1060/2009, (EU) No 648/2012, (EU) No 600/2014, (EU) No 909/2014 and (EU) 2016/1011; European Commission: Brussels, Belgium, 2022. [Google Scholar]
  55. Mases, S.; Maennel, K.; Toussaint, M.; Rosa, V. Success Factors for Designing a Cybersecurity Exercise on the Example of Incident Response. In Proceedings of the 2021 IEEE European Symposium on Security and Privacy Workshops (EuroS&PW), Vienna, Austria, 6–10 September 2021; IEEE: New York, NY, USA, 2021; pp. 259–268. [Google Scholar] [CrossRef]
  56. Lee, D.; Kim, D.; Lee, C.; Ahn, M.K.; Lee, W. ICSTASY: An Integrated Cybersecurity Training System for Military Personnel. IEEE Access 2022, 10, 62232–62246. [Google Scholar] [CrossRef]
  57. Utilis, d.o.o. Cyber Conflict Simulator Homepage, 2022. Available online: https://ccs.utilis.biz/ (accessed on 20 April 2024).
  58. Sokol, N.; Kežman, V.; Groš, S. Using Simulations to Determine Economic Cost of a Cyber Attack. In Proceedings of the Workshop on the Economics of Information Security (WEIS), Dallas, TX, USA, 8–10 April 2024. [Google Scholar]
  59. Whitehead, D.E.; Owens, K.; Gammel, D.; Smith, J. Ukraine cyber-induced power outage: Analysis and practical mitigation strategies. In Proceedings of the 2017 70th Annual Conference for Protective Relay Engineers (CPRE), College Station, TX, USA, 3–6 April 2017. [Google Scholar] [CrossRef]
  60. Lee, R.M.; Assante, M.; Conway, T. Analysis of the Cyber Attack on the Ukrainian Power Grid; Technical Report; E-ISAC—Electricty Information Sharing and Analysis Center, SANS Industrial Control Systems: Washington, DC, USA, 2016. [Google Scholar]
  61. Cichonski, P.; Millar, T.; Grance, T.; Scarfone, K. Computer Security Incident Handling Guide: Recommendations of the National Institute of Standards and Technology; Technical Report; National Institute of Standards and Technology: Gaithersburg, MD, USA, 2012. [CrossRef]
  62. Petek, D. Simpozij Kibernetička Obrana. 2022. Available online: https://osrh.hr/Data/HTML/HR/GLAVNA/DOGA%C4%90ANJA/20220822_Simpozij_Kiberneti%C4%8Dka_obrana/Simpozij_Kiberneti%C4%8Dka_obrana_HR.htm (accessed on 17 May 2023).
  63. Deep Conference Committee. Deep 2022 Workshop|Lead. 2022. Available online: https://deep-conference.com/deep-2022/ (accessed on 15 January 2020).
  64. Military Agency for Standardization. Stanag 2116 Mis (Edition 5)—Nato Codes for Grades of Military Personnel; Military Agency for Standardization: Brussels, Belgium, 1996. [Google Scholar]
  65. North Atlantic Treaty Organisation. BI-SC Collective Training and Exercise Directive (CT&ED) 075-003; North Atlantic Treaty Organisation: Brussels, Belgium, 2013. [Google Scholar]
  66. Shilling, A. Operations Assessment in Complex Environments: Theory and Practice; Technical Report Final Report of RTG SAS-110; NATO Science and Technology Organization: Brussels, Belgium, 2019. [Google Scholar]
  67. Department of Defense. The Department of Defense Cyber Table Top Guidebook; Technical Report; U.S. Department of Defense: Washington, DC, USA, 2018.
  68. Department of Defense. The Department of Defense Cyber Table Top Guidebook Version 2.0; Technical Report; U.S. Department of Defense: Washington, DC, USA, 2021.
  69. Colbert, E.J.; Sullivan, D.T.; Patrick, J.C.; Schaum, J.W.; Ritchey, R.P.; Reinsfelder, M.J.; Leslie, N.O.; Lewis, R.C. Terra Defender Cyber-Physical Wargame; Technical Report; US Army Reasearch Laboratory: Adelphi, MD, USA, 2017. [Google Scholar]
  70. Andreolini, M.; Colacino, V.G.; Colajanni, M.; Marchetti, M. A Framework for the Evaluation of Trainee Performance in Cyber Range Exercises. Mob. Netw. Appl. 2020, 25, 236–247. [Google Scholar] [CrossRef]
  71. National Security Agency; Department of Homeland Security; Applied Physics Laboratory Johns Hopkins. IACD Playbooks and Workflows. Available online: https://www.iacdautomate.org/playbook-and-workflow-examples (accessed on 13 February 2022).
  72. Scottish Government. Publication—Advice and Guidance, Cyber Resilience: Incident Management Homepage. 2021. Available online: https://www.gov.scot/publications/cyber-resilience-incident-management (accessed on 20 April 2023).
  73. Perla, P.P.; Mcgrady, E. Why wargaming works. Nav. War Coll. Rev. 2011, 64, 111–130. [Google Scholar]
  74. Henshel, D.S.; Deckard, G.M.; Lufkin, B.; Buchler, N.; Hoffman, B.; Rajivan, P.; Collman, S. Predicting proficiency in cyber defense team exercises. In Proceedings of the MILCOM 2016—2016 IEEE Military Communications Conference, Baltimore, MD, USA, 1–3 November 2016; IEEE: New York, NY, USA, 2016; pp. 776–781. [Google Scholar] [CrossRef]
  75. National Institute of Standards and Technology. NIST Special Publication 800 Series; NIST: Gaithersburg, MD, USA, various years.
  76. Mandiant Inc. Mandiant Special Report: M-Trends 2023; Technical Report; Mandiant Inc.: Reston, VA, USA, 2023. [Google Scholar]
  77. Gernhardt, D.; Gros, S. Use of a non-peer reviewed sources in cyber-security scientific research. In Proceedings of the 2022 45th Jubilee International Convention on Information, Communication and Electronic Technology (MIPRO), Opatija, Croatia, 23–27 May 2022; pp. 1057–1062. [Google Scholar] [CrossRef]
  78. The MITRE Corporation. MITRE ATT&CK: Groups. 2024. Available online: https://attack.mitre.org/groups (accessed on 17 April 2020).
  79. Bouwman, X.; Griffioen, H.; Egbers, J.; Doerr, C.; Klievink, B.; van Eeten, M. A different cup of TI? The added value of commercial threat intelligence. In Proceedings of the 29th USENIX Security Symposium, Boston, MA, USA, 12–14 August 2020; pp. 433–450. [Google Scholar]
  80. Lockheed Martin. Applying Cyber Kill Chain® Methodology. 2018. Available online: https://www.lockheedmartin.com/en-us/capabilities/cyber/cyber-kill-chain.html (accessed on 19 January 2019).
  81. Assante, M.; Lee, R. SANS Whitepaper: The Industrial Control System Cyber Kill Chain; Technical Report; Sans Institute: Bethesda, MD, USA, 2015. [Google Scholar]
  82. Development Concepts and Doctrine Centre. Red Teaming Handbook, 3rd ed.; UK Ministry of Defence: London, UK, 2021.
  83. Department of the Army. Army Techniques Publication (ATP) 2-01.3 Intelligence Preparation of the Battlefield; Department of the Army: Washington, DC, USA, 2019. [Google Scholar]
  84. Settanni, G.; Skopik, F.; Shovgenya, Y.; Fiedler, R.; Carolan, M.; Conroy, D.; Boettinger, K.; Gall, M.; Brost, G.; Ponchel, C.; et al. A collaborative cyber incident management system for European interconnected critical infrastructures. J. Inf. Secur. Appl. 2017, 34, 166–182. [Google Scholar] [CrossRef]
  85. Schlette, D.; Caselli, M.; Pernul, G. A Comparative Study on Cyber Threat Intelligence: The Security Incident Response Perspective. IEEE Commun. Surv. Tutor. 2021, 23, 2525–2556. [Google Scholar] [CrossRef]
  86. Brilingaitė, A.; Bukauskas, L.; Juozapavičius, A.; Kutka, E. Information Sharing in Cyber Defence Exercises. In Proceedings of the 19th European Conference on Cyber Warfare, Online, 25–26 June 2020; ACPI, Academic Conferences and Publishing International Limited: Reading, UK, 2020; pp. 42–49. [Google Scholar] [CrossRef]
  87. North American Electric Reliability Corporation. GridEx—Grid Security Exercises Overview. Available online: https://www.nerc.com/pa/CI/ESISAC/Pages/GridEx.aspx (accessed on 24 February 2022).
  88. Downes-Martin, S. Your Boss, Players and Sponsor: The Three Witches of Wargaming. Nav. War Coll. Rev. 2014, 67, 5. [Google Scholar]
  89. Weuve, C.A.; Perla, P.P.; Markowitz, M.C.; Rubel, R.; Downes-Martin, S.; Martin, M.; Vebber, P.V. Wargame Pathologies; Technical Report; CNA and Naval War College: Alexandria, VA, USA, 2004. [Google Scholar]
  90. Schlette, D.; Empl, P.; Caselli, M.; Schreck, T.; Pernul, G. Do You Play It by the Books? A Study on Incident Response Playbooks and Influencing Factors. In Proceedings of the 2024 IEEE Symposium on Security and Privacy (SP), San Francisco, CA, USA, 19–23 May 2024; pp. 3625–3643. [Google Scholar] [CrossRef]
  91. Empl, P.; Schlette, D.; Stöger, L.; Pernul, G. Generating ICS vulnerability playbooks with open standards. Int. J. Inf. Secur. 2024, 23, 1215–1230. [Google Scholar] [CrossRef]
  92. McHugh, F. Fundamentals of War Gaming, 3rd ed.; US Naval War College: Newport, RI, USA, 1966. [Google Scholar]
  93. United Kingdom Ministry of Defence. Wargaming Handbook; Development, Concepts and Doctrine Centre: Swindon, UK, 2017.
  94. Lykke, A.F.J. Defining Military Strategy. Mil. Rev. 1989, 69, 2–8. [Google Scholar]
Figure 1. This iterative process began with a literature review that provided initial insights into two areas: exercise preparation and execution. These findings formed the foundation for a series of test exercises, each aimed at progressively refining the exercise method. Feedback and lessons learned from each stage were used to iteratively improve the concept.
Figure 1. This iterative process began with a literature review that provided initial insights into two areas: exercise preparation and execution. These findings formed the foundation for a series of test exercises, each aimed at progressively refining the exercise method. Feedback and lessons learned from each stage were used to iteratively improve the concept.
Information 16 00398 g001
Figure 2. Key outputs of exercise preparation and execution.
Figure 2. Key outputs of exercise preparation and execution.
Information 16 00398 g002
Figure 3. Key steps and timeline of our exercise process, with a reusable simulation environment that supports new scenarios and minimizes preparation time.
Figure 3. Key steps and timeline of our exercise process, with a reusable simulation environment that supports new scenarios and minimizes preparation time.
Information 16 00398 g003
Figure 4. Participants’ assessment of educational effectiveness, decision-making support, and exercise impact on incident response planning. Ratings were collected on a 5-point Likert scale (1 = strongly disagree; 5 = strongly agree) from two groups: military group and civilian student group. Error bars represent standard deviations where applicable.
Figure 4. Participants’ assessment of educational effectiveness, decision-making support, and exercise impact on incident response planning. Ratings were collected on a 5-point Likert scale (1 = strongly disagree; 5 = strongly agree) from two groups: military group and civilian student group. Error bars represent standard deviations where applicable.
Information 16 00398 g004
Table 1. Overview of exercises used for validation. For clarification of military ranks, see [64].
Table 1. Overview of exercises used for validation. For clarification of military ranks, see [64].
TeamMilitary AcademyCivilian Faculty
Management board2 senior officers at the level of brigadier (OF-5)1 senior professor
Incident management3-person expert team, minimum 10 years of military experience4 senior-year students
Technical teams15 students of Basic Officer Course (graduates with prior work experience)15 junior students (no prior work experience)
Total participants2020
Note: a total of 40 participants took part across all listed exercises.
Table 2. Symbolic comparison of exercise approaches and methods. Legend provided below.
Table 2. Symbolic comparison of exercise approaches and methods. Legend provided below.
Source[7][10][6][5][9][12][8]Proposed Method
Preparation Duration✓✓✓✓✓✓✓✓✓✓✓✓✓✓✓✓✓
Preparation Team Size✓✓✓✓✓✓✓✓✓✓✓✓
Execution Team Size✓✓✓✓✓✓✓✓✓✓✓✓✓
Associated Costs✓✓✓✓✓✓✓✓✓
Simulator Cost Considered
Year20062009201420182020202120212025
Legend: ✓ low/simple/minimal resources; ✓✓ moderate/medium complexity; ✓✓✓ high/complex/expensive; ✗ not specified/not applicable.
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

Share and Cite

MDPI and ACS Style

Gernhardt, D.; Groš, S.; Gledec, G. Innovating Cyber Defense with Tactical Simulators for Management-Level Incident Response. Information 2025, 16, 398. https://doi.org/10.3390/info16050398

AMA Style

Gernhardt D, Groš S, Gledec G. Innovating Cyber Defense with Tactical Simulators for Management-Level Incident Response. Information. 2025; 16(5):398. https://doi.org/10.3390/info16050398

Chicago/Turabian Style

Gernhardt, Dalibor, Stjepan Groš, and Gordan Gledec. 2025. "Innovating Cyber Defense with Tactical Simulators for Management-Level Incident Response" Information 16, no. 5: 398. https://doi.org/10.3390/info16050398

APA Style

Gernhardt, D., Groš, S., & Gledec, G. (2025). Innovating Cyber Defense with Tactical Simulators for Management-Level Incident Response. Information, 16(5), 398. https://doi.org/10.3390/info16050398

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop