The golden rules of warfare (for any period)

The Golden Rules of Warfare



1. Make the most of an enemy's weakness

A bit obvious but it sometimes needs repeating.  If your opponent has a weak spot, exploit it.  Especially if its on a flank.  Don't take on his strength directly - hit his weak spots and watch his army crumble.  And protect your weaknesses as best you can.  If he has left a flank undefended, or has particularly weak troops in the centre, or has supply problems - then exploit this weakness.


2: Defend, Then Attack

Commanders have often just tried to avoid defeat against a stronger enemy.  But if you can blunt his attack (by bringing his strength onto a well defended area) then strike back you can turn an expected defeat into improbable victory. 

3 : Hold One Place, Strike in another

As exemplified by Sun Tzu.  Whether it be a refused flank or a strong point, pin your enemy in one point then swing around and punch elsewhere,







4. Feigned Retreat

Not easy in wargaming but a tactic used again and again in warfare (Hastings 1066 for a start).  Draw your enemy away from strong defensive positions by encouringing him to pursue, then fall on his disorganized elements one at a time.   Skirmishers are great for pulling shock troops out of good positions by encouraging an impetuous charge - then attack them while they're out of their favoured positions.

5. Take a Central Position

If you're facing two forces that collectively are stronger, aim to defeat one before having to deal with the other.  In wargaming terms, whup one flank before you the other can contact you.  History is littered with examples - such as Hitler taking Poland before turning to engage Britain and France.  Or Napoleon (on numerous occasions).



6. Employing a Superior Weapon

It's rare that armies employed exactly similar weapons on both sides (maybe the Greek hoplites are an exception to this rule). When a commander is unable to recognize that his opponent has a better weapon or is unwilling to counter it, he can suffer devastating loss.  The Macedonian pike, the English longbow, the Baker rifle, the 88mm - whatever gives your army an edge, use it!


7: Drive a Stake in the Enemy’s Heart

Sometimes, all that Fancy Dan stuff (getting around his flanks, ambushes etc.) isn't necessary.  Going straight into the enemy’s vitals and destroying his means to resist can be enough. Alexander the Great against the Persians and Sherman’s march through Georgia are a couple of examples.  On the wargames table, going for the C in C or the line of supply can result in a quick and exciting victory.   

 

8. Block an Enemy’s Retreat

Cutting off the means of an enemy’s withdrawal and supply can result in his outright destruction. Whichever army you are, if your rear is threatened or you are surrounded, disaster can soon follow.  No wargamer can expect to do well if his enemy gets behind him.


9: Land an Overwhelming Blow

The dilemma is where to land the blow and what to do about the rest of the enemy’s force - so the commander if focused on acting without being thwarted or deflected by the enemy. Nelson at Trafalgar 1805 is one example.  Germans in WW2 often focused on the schwerpunkt - the main axis of attack - without worrying about flanks or other distractions.  And this direct, devastating blow is often enough to swing a battle your way.





10: Strike at a Weak Spot

Finding and penetrating a weak point (either discovered or created in the enemy’s position) is a sure-fire way to turn a battle your way. The opposite of the usual military effort to break into an enemy’s position by sheer power.  The Germans in WW2 (again) were experts in infiltration and reconnaissance to find weak spots and then exploit them.  Like the Ardennes.  If your opponent has left a big hole in his flank then use it! 

11. The Kettle

If you can envelop the enemy from all sides, preventing his retreat, then destroy him in place. Extraordinarily hard to pull off (unless facing a much smaller army or a badly led one. Hannibal at Cannae 216 B.C. is the most famous example as is the German attack on the Soviet Union in 1941 (and Stalingrad the following year!).  Very hard on the wargames table but an isolated unit can often be attacked from all sides and destroyed in detail.  Sometimes attacking from front and flank is enough.

12: "Uproar East, Attack West"

Sun Tzu’s said “make an uproar in the east, but attack in the west.” In other words, persuade the enemy to believe the attack is coming at one place, but actually deliver it at another. Alexander the Great did it on the Hysdaspes and the Germans in France in 1940 (and the Allies in 1944).  For wargamers this can easily be done in campaigns and often on the wargames table. 

13: Manouver on the Rear

A massive descent with one’s entire army or a large part of it on the enemy’s rear, blocking his lines of communication or avenues of retreat. Napoleon with his manoeuvres sur les derrières is the obvious exponent (Marengo), MacArthur’s Inchon invasion in Korea 1950, the Anzio landings...  Much harder on the wargames table unless flank marching etc. is allowed.  You may give the game away by showing your hand too early (limited forces on the table) but can be great fun if you pull it off.