Sunday, February 1, 2015

Sun Tzu for Gamers - Part 3 - Attack by Stratagem

The next chapter from Sun Zsu's Art of War is "Attack by Stratagem".

In the practical art of war, the best thing of all is to take the enemy's country whole and intact; to shatter and destroy it is not so good. So, too, it is better to recapture an army entire than to destroy it, to capture a regiment, a detachment or a company entire than to destroy them. Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Intimidation is a powerful tool to defeating the enemy. If you play against someone with models that are top tier painted does it not take the wind out of your sails a little?

Same as when they set up their army in a better position than yours. Even before the first turn you feel defeated and realize that you have to work harder.

Thus the highest form of generalship is to balk the enemy's plans; the next best is to prevent the junction of the enemy's forces; the next in order is to attack the enemy's army in the field; and the worst policy of all is to besiege walled cities.

Balking here is implied as attacking before the enemy does. Anticipating what the enemy will do and foiling that plan is an excellent way of fustrating your foe, such that they will make more mistakes.

Preventing junction means to isolate an enemy from allies or reinforcments. By doing so you can undermine the morale of those isolated and those who are trying to help them. Having fast moving forces also helps to prevent the enemy from executing thier perfect plan.

Facing one's enemy on the field is the normal for generalship. Aim higher in your strategies.

By laying seige, you are static and cannot respond to attack. You also are expending energy, equipment and personnel on an unknown variable.

The rule is, not to besiege walled cities if it can possibly be avoided. The preparation of mantlets, movable shelters, and various implements of war, will take up three whole months; and the piling up of mounds over against the walls will take three months more. The general, unable to control his irritation, will launch his men to the assault like swarming ants, with the result that one-third of his men are slain, while the town still remains untaken. Such are the disastrous effects of a siege.

Seiges take a long time. If you know your foe is going to build or utilize a strong defence, react quickly and with force to prevent the enemy taking this action. When faced with a failing strategy, they may give up on those forces, allowing you to defeat them with little energy.

Therefore the skillful leader subdues the enemy's troops without any fighting; he captures their cities without laying siege to them; he overthrows their kingdom without lengthy operations in the field. With his forces intact he will dispute the mastery of the Empire, and thus, without losing a man, his triumph will be complete.

Subduing your enemies forces is nigh-impossible in miniature games but often a strong element in wargames. Remember to change how you play when changing between the two. Utilize the potential of conflict to your advantage.

This is the method of attacking by stratagem. It is the rule in war, if our forces are ten to the enemy's one, to surround him;

By surrounding them, you intimidate the foe and whatever decision they make will be countered by your forces in their rear and flank.

if five to one, to attack him;

Never hesitate as your casulties will be minor compared to the rush of your assault if they have no time to establish defences.

if twice as numerous, to divide our army into two.

Divinding into two forces enables one to be used for distraction or flanking.

If equally matched, we can offer battle;

Equal numbers with equal skill means equal casulties.

if slightly inferior in numbers, we can avoid the enemy;

Never confrount the enemy when at a disadvantage. Avoid until you get equal or superior forces. This also gives the advantage of scouting thier intent.

if quite unequal in every way, we can flee from him.

A general who keeps thier forces alive to win a future battle is better than those who throw away the strength of those under them. Unless they are a distraction from your other forces.

Hence, though an obstinate fight may be made by a small force, in the end it must be captured by the larger force.

You do not have control of the area until you have presence in the area. That way you make the conquored people understand that they are defeated and can resist a counter attack.

Now the general is the bulwark of the State; if the bulwark is complete at all points; the State will be strong; if the bulwark is defective, the State will be weak.

Generals must be strong in all aspects to be the perfect general. Be that perfect general by practicing your strengths and strengthening your weaknesses.

There are three ways in which a ruler can bring misfortune upon his army: (1) By commanding the army to advance or to retreat, being ignorant of the fact that it cannot obey. This is called hobbling the army.

Not only will your troops lose confidence in thier leaders but you can cause more casulties than the enemy will.

(2) By attempting to govern an army in the same way as he administers a kingdom, being ignorant of the conditions which obtain in an army. This causes restlessness in the soldier's minds.

Soldiers like action followed by rest. Actual soldiering duties. To do otherwise will make them wonder why they are here and not at home tilling the fields and gathering crops or earning a trade.

(3) By employing the officers of his army without discrimination, through ignorance of the military principle of adaptation to circumstances. This shakes the confidence of the soldiers.

Adjust to the enemy instead of following through with a plan means the army will trust your skill as a General.

But when the army is restless and distrustful, trouble is sure to come from the other feudal princes. This is simply bringing anarchy into the army, and flinging victory away.

Thus we may know that there are five essentials for victory: (1) He will win who knows when to fight and when not to fight.

Do not fight for fighting sake. Know when to strike with an advantage.

(2) He will win who knows how to handle both superior and inferior forces.

Never be overconfident or despondant. Everyone can be beaten and suffer defeat.

(3) He will win whose army is animated by the same spirit throughout all its ranks.

Neither officers or men should be given special treatment. All must be encouraged by thier leader's abilities to win.

(4) He will win who, prepared himself, waits to take the enemy unprepared.

Knowing when to either take the fight to the enemy when they are unprepared or to upset thier balance is key to this point.

(5) He will win who has military capacity and is not interfered with by the sovereign.

The soverign is in charge of the kingdom and should be given reports on the state of the army after given its mandate. Anything more depletes resources and distracts the General's true goal of victory in the field and victory in the campaign.

Hence the saying: If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.

This statement is one of the ones I always remember about Sun Tzu. It works for conflict of military and personal battles.

No comments:

Post a Comment

Horizon Wars: Midnight Dark

Horizon Wars: Midnight Dark is a miniature agnostic skirmish ruleset that can be used for any small scale miniatures. The setting is near t...

Popular Posts