|Relation of TCM to Medieval Fighting Styles|
Friday, June 6, 2014
War and the Polity
The Primal Conflict
Biology mandates that the Polity* must survive day to day, and generation to generation. Or in simpler terms, food and sex (dinner-date, paid & laid). Without food the individuals die, without sex the Polity dies out. Conflicts occur over priority access to one, the other or both. Conflict over food or the means to obtain it, is no game. Conflict over Sex is all game. And it is often hard to distinguish one from the other.
*Polity is the group that is to survive or die. It can be external or internal or integrated. This simplifies reference to tribes, battalion, villages, herds, pods, flocks, and/or schools.
The Warrior is both Hero and Villain.
In battle, the opponent has the same ROLE dynamics, in which the Knight goes on the offense, and appears as a Villain to the enemy. The Offence then loses the moral stigma found in Psychological Games. That goes to propaganda and Psychological Operations. Combat requires the combination of the Murderous Knight, the Manipulative Nurse, and the Mad Infant.
The Commander is both Mother and Father.
War isn't about being nice, except when it serves the interests of the Polity. A commander of a Troop Unit must be both Father and Mother to the troops. That is stated in US Army doctrine for leadership priorities as “the Mission and the Welfare of the Troops”. The Mission usually has priority over the welfare of the troops, but not always and sometimes it is the other way around.
PROTECT & NURTURE – ENLIST!
The enemy have their own templates with the same ROLES except that the RULES and TOOLS combine in ways unique to that opponent. As it is for one side or the other, the survival of the Polity and its war fighting body must be Protected and Nurtured and Grown. Unlike the Dinner-Date Roles of the Polity, the Human Troop Units are not always biological. New recruits for the Troop Unit are family, and/or raised from outside the Unit, trained (nurtured) and armed (protected) and the Father Commander (or Mother Commander) is responsible.
Face: Self-confidence in the self and the troop unit.
Fate: The rules, regulations, doctrine, way of war and what happens in failure. Or success. Yours and the enemy’s.
Fame: Recognition for service well done. Or not.
Fortune: In this case it is the specialty or military role of the troops and the troop unit. That may be infantry, cavalry, engineer, cook and commander. And it also means promotion or disgrace.
The Physical (and its effects)
Time & Distance: How fast and how far.
Ground: Terrain analysis and the military use of the field of battle. It also applies in the analysis of how the locals, enemies, and allies use the land.
Ridges and Rivers dominate movement, which movement one is interested in dominating in sex, war, and politics.
Body: This goes to not only feeding, but the protection and arming the same.
Training is aimed at getting the most out of the body of the troops and the Troop Unit itself. In this issue, we deal with the body as the fighting machines.
The hand stuff is a training aid to remember the RULES.
The Tools of the trade include hardware, software, tactic, technique, and procedure. The success (or failure) of any combination to achieve the desired Tactical Imperative array link back through the RULES to enhance the standing of the ROLE.
Tactical Strategic Operations#
#Note: Tactics occurs in firing range, operations is getting in range, and strategy is messing with their minds. These are not distinct levels, but concurrent at all levels one way or the other. Failure in one can doom successes elsewhere. Battle is the ultimate conversation, hence Combat Transactional Analysis must be comprehensive and include all the major factors: FOOD, FAMILY, ROLES, RULES and TOOLS.
At some point in time, the sides to a conflict eventually find a course of action that supports living to day to day, and generation to generation. A successful one is one in which both sides profit from the agreement. If not, there will be trouble. Victory on the battlefield does not bring on Victory of the War. It helps, but the NVA won in Vietnam as they only had to win the last one. Then they had no clue as to how to run a nation.
General Nathanael Greene, commander of the Southern Campaign in the American Revolution, left a series of battles leaving the British on the field, such as the Battle of Guilford Courthouse having lost more casualties than they could afford. This led directly to Yorktown, surrender and independence.
Likewise, the battle tactics favored by Steppe nomads, upgraded when settled down made a specialty of a fake retreat, drawing the enemy into a huge trap. This also was a standard tactic in dealing with Western Knights who, once they charged, were hard to recall, if at all.
Sun Tzu Says It Better:
“The art of war, then, is governed by five constant factors, to be taken into account in one's deliberations, when seeking to determine the conditions obtaining in the field. These are: (1) The Moral Law; (2) Heaven; (3) Earth; (4) The Commander; (5) Method and discipline.
The MORAL LAW causes the people to be in complete accord with their ruler, so that they will follow him regardless of their lives, undismayed by any danger.
HEAVEN signifies night and day, cold and heat, times and seasons.
EARTH comprises distances, great and small; danger and security; open ground and narrow passes; the chances of life and death.
The COMMANDER stands for the virtues of wisdom, sincerity, benevolence, courage and strictness.
By METHOD AND DISCIPLINE are to be understood the marshaling of the army in its proper subdivisions, the graduations of rank among the officers, the maintenance of roads by which supplies may reach the army, and the control of military expenditure.”
And with regard to deception, he says that “All warfare is based on deception”
“Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.
Hold out baits to entice the enemy. Feign disorder, and crush him
If he is secure at all points, be prepared for him. If he is in superior strength, evade him.
If your opponent is of choleric temper, seek to irritate him. Pretend to be weak, that he may grow arrogant
If he is taking his ease, give him no rest.
If his forces are united, separate them.
Attack him where he is unprepared, appear where you are not expected.
These military devices, leading to victory, must not be divulged beforehand”
The last note on OPSEC mitigates against divulging the commander’s intent and concept of operations.
F4F is a more tortured route coming to the same conclusions as did Sun Tzu. For the Warrior, sooner or later, it boils down to battle, or the threat thereof. It gets down to the basics: Smash something, grab something, and/or brag about it.
The Doolittle Raid on Tokyo on April 18, 1942 smashed little, grabbed nothing, but the bragging about it brought Admiral Yamamoto to Midway that fateful day on June 4, 1942 that cost Japan four of its first line carriers.
Battle: Smash, Grab and/or Brag
One to one is a duel, battle is not a duel for it is many on many. Whether one, the many or the few, the purpose of battle is to grab something, smash something, and most importantly, to brag about something. Four Japanese carriers were smashed, and Saladin took Jerusalem, mission accomplished!
Courses of Action. That something is when to stand, when to fold, when to attack and when to bring more stuff into the game (defend, attack, withdraw, or reinforce) are the standard courses of action that you think you know is going on.
A Tactical Victory (or other bragging right) with respect for the battlefield can be defined as who stays, who goes, and who says so.
The outcome of battles fought is often the result of happenstance, chance and fluke. Napoleon preferred commanders who were lucky, regardless of competence. Then again, there was Moscow where he snatched defeat from the jaws of victory.