The Nine Principles of War
These are the Nine Principles of War, and a short description of each. This is the basis of battle doctrine for most of the world’s militaries, and they have served me well in many different war games. Some are obvious, and some seem to contradict each other. Most can be applied to both the TW strategic and tactical game.
Objective - Know what you’re trying to accomplish. Losing sight of the objective is what makes your 100 man heavy infantry unit try to chase down a lone archer, while the main battle continues elsewhere short an important asset.
Mass - Basically, lots of troops.
Economy of Force - Don’t waste troops. If you use the least possible to defend in one place, that leaves more free to press attacks in another. It doesn’t really contradict Mass, it makes it possible. One way of looking at it is you don’t want to bother defending what will not be attacked.
Security - watch your flanks and rear.
Surprise - Do something unexpected. Not “stupid,” but unexpected. Some of the things I’ve done in TW that were apparently unexpected include deploying forward to attack instantly when the battle begins, sneaking a small force through some woods into the enemy rear, appearing to leave a flank exposed to draw the enemy into a trap, and use of naval power to strike a poorly defended province.
Maneuver - makes everything possible. The more different places you can reach in a given amount of time, the more choices you have. Without ability to maneuver, you give the enemy the choice of where the fight will happen, and that’s a recipe for defeat.
Simplicity - the more complicated your plan is, the more that can go wrong. Count the number of times your plan uses the word “if,” and that’s one way to tell how complicated it is.
Offense - Victory belongs to the attacker; the defender hopes for a draw.
Unity of Command - If you play a MP team game, it will probably be chaotic if someone isn’t in charge of the side. If you don’t have someone calling the shots, it’s a riot, not an army.
There are some militaries that add a tenth one, not subscribed to by Western armies, but one that I’ve actually employed in wargames:
Annihilation - is never having to defeat the same unit twice.
Hope they are as useful to you as they have been to me.
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