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26 January 2007
1
- INTRODUCTION
2 - THEORY
2.1 The Principles of War
2.2 Troop Density
2.3 The Decisive Time and Place
2.4 Hard and Soft Points
2.5 Coup
d'Oeil
3 - AGGRESSIVE BATTLE TEMPLATES
3.1 Single Envelopment
3.2 Double Envelopment
3.3 Detached Wide Envelopment
3.4 Oblique Approach
3.5 Breakthrough and Fragmentation
3.6 Dislocation
4 - REACTIVE BATTLE TEMPLATES
4.1 Interior Lines
4.2 Counterpunch
4.3 Fighting Withdrawal
5 - STATIC BATTLE TEMPLATES
6 - CONCLUSION
FOOTNOTES
REFERENCES
1
- INTRODUCTION
We must never lack calmness and firmness, which are
so hard to preserve in time of war. Without them
the most brilliant qualities of mind are wasted.
We must therefore familiarize ourselves with the
thought of an honorable defeat. We must always nourish
this thought within ourselves, and we must get completely
used to it. Be convinced, Most Gracious Master,
that without this firm resolution no great results
can be achieved in the most successful war, let
alone in the most unsuccessful.
The aim of this article is
to help Napoleonic wargamers win more victories
or at least play to a draw a veteran opponent.
The typical reader is assumed to be a member of
an on-line wargame club like Napoleonic
Wargame Club or International Napoleonic Wargame
Club. The reader is also assumed to have
available at least one of the Napoleonic game titles
from Talonsoft (soon to be re-released by Matrix
Games) or HPS Simulations. [TS,
MG, HPS] Since this article covers advanced topics, it assumes
the reader has mastered the basics of game play.
For articles covering basics see Napoleonic
War's Series Tutorials. This article covers
a fair amount of tactics and strategy related to
warfare and not just wargaming. If the cited
wargames are reasonably accurate models of warfare,
then learning tactics and strategy of warfare should
directly influence a player's wargaming ability.
The battle templates presented in this article are
built up from accepted military theory. All
have been used in historical battles. These
templates should prove useful to Napoleonic wargamers.
The templates are: (1) Single Envelopment -- a standard, viable attack,
(2) Double Envelopment
-- used by Hannibal at Cannae, (3) Detached Wide Envelopment -- Napoleon's favorite
maneuver, (4) Oblique
Approach -- used by Frederick the Great at
Leuthen, (5) Breakthrough and Fragmentation -- the simplest
in design and also known as a frontal assault, (6)
Dislocation -- B H Liddell Hart's maneuver
without necessarily a pitched battle, (7) Interior
Lines -- another of Napoleon's favorites,
(8) Counterpunch
-- used by Wellington in the Peninsula and again
at Waterloo, and lastly (9) Fighting
Withdrawal -- used so effectively by Perponcher
at Quatre Bras. These templates were also
used in many other historical battles than mentioned
here.
How to attain victory? As the introductory
quote by Clauswitz suggests, experienced gamers
have found that starting each new battle against
an opponent with the attitude "OK, I'm going to
play this guy to a tie" often nets a victory.
Partly this is because by being initially conservative,
the veteran gamer waits for the opponent to make
a mistake or reveal his intentions and then capitalizes
on it by a vigorous, audacious attack. And, partly
because the veteran gamer remains calm and has mentally
already accepted a tie or like Clauswitz suggests
a minor defeat. One never knows until playing
the scenario if the scenario is unbalanced to disfavor.
Or perhaps the luck of the dice is just not with
a gamer that day. Clauswitz lumped such "bad
luck" along with fog of war into the meaning of
the term friction
and said it was a dominant force in war. [CLA32]
There are usually three scales of warfare discussed:
strategic, grand tactics, and tactics. Napoleon
wrote, "Strategy is the art of making use of time
and space." [CHA63:161]
Tactics traditionally mean anything within firing
range of the enemy. Grand tactics (or operations)
is a bit more nebulous but can be thought of the
movement of units at a scale larger than the range
of a single weapon but not at the strategic level;
perhaps a working definition is that grand tactics
or operations is the art of bringing men to the
battle. The theory and battle plans discussed
in this article are mostly at the grand tactical
or operational scale. However, these templates
can probably -- for the most part -- be extended
up to the strategic and down to the tactical scale.
For discussions on Napoleonic wargame tactics see
several other analysis titles by the author "2.
Defensive Tactics" and "3. Offensive Tactics".
2
- THEORY
The principles of war are the same as those of a siege.
Fire must be concentrated on a single point (or hinge
or joint), and as soon as the breach is made the equilibrium
is broken and the rest in nothing -- the place is
taken.
-- Napoleon [CHA63:32]
2.1
Principles of War
One of the best writings on napoleonic warfare for the wargamer is the earlier, more tactical
work by Clauswitz, The
Principles of War. [CLA12]
There are other classic writings on the theory and
art of napoleonic war by contemporaries or near
contemporaries of Napoleon. [FRE47, NAP21, CLA32,
JOM38] There are other more ancient tracts on the art
of war which can be profitably read by a napoleonic
wargamer. [TZU, FRO,
VEG, MAC21, MON70,
SAX57] There is a surfeit
of writings in the 20th Century on the topic of
warfare and strategy; three good ones are for example
Strategy,
by B H Liddel Hart, Maneuver
Warfare Handbook, by William S. Lind, and
the USMC Warfighting Manual. [HAR67,
LIN85, USMC89] As for histories
of Napoleon's campaigns, there is no better than
the massive tome The
Campaigns of Napoleon by David Chandler.
[CHA63] Additional on-line
readings are also of interest. [MUR,
ROG57, SHE12]
The principles of war have been discussed for centuries.
However it wasn't until the early 20th Century that
a self consistent, well articulated, concise
set of principles was written down by J F C Fuller
in England. [DUP87:16, DUP90:251]
These are listed in order of importance, though
the principles listed after fourth are all of near
equal importance. Of course, this order is
subject to disagreement depending on sources.
However, the order listed here is justified in the
following text.
1. Unity
of Command. Unity of command ensures
all parts of the military organization are working
toward a common objective. Napoleon stated
unequivocally this was the most important of all
principles. For wargamers, this principle
is automatically fulfilled since the player is the
only one controlling the pieces of the game.
However, an exception is multi-player games, which
can present the same problems to gamers as does
split command in real life.
2. Security.
Without a secure base and flanks, and without reasonable
knowledge of the enemy position and strength, it
is difficult to successfully implement the other
principles of war. Security insures freedom
of action. Security guards against surprise.
This also implies a defensive posture if your forces
are outnumbered such that you do not risk a pitched
battle. Why is security more important than,
say, objective? Since intelligence is part
of security, without intelligence (or knowledge)
of the enemy how can one possibly expect to formulate
a meaningful objective? Further, without sufficient
security from harassment, it is difficult to set
up for an offensive. For wargamers, this essentially
means to watch your flanks and rear; often this
can be done artificially by using the mapboard edge
as an impassable morass, which protects at least
that one flank or both if your army is situated
in the mapboard corner.
3. Mass.
Maximum available combat power must be applied at
the point of decision. Do not separate forces
without extremely good cause! Napoleon stated
that no detachment should be made on the eve of
battle. (Maxim XXIX) Without mass, even with
a well-chosen objective you will most likely be
defeated in detail, hence mass is more important
than objective. Before deciding on an objective
first obtain a critical mass sufficient to give
reasonable options and chance of victory.
How much is critical mass? That is situation
dependent.
4. Objective.
Every military operation must be directed toward
a decisive, obtainable objective. Without
an objective, fighting often degenerates into uncoordinated
attacks committed piecemeal. This sin has
occurred so many times in history (and in wargames)
that it is near laughable because it is so easily
avoided. Patience and self-discipline are
called for in the commander.
5. Offense.
Only offensive action achieves decisive results.
6. Simplicity.
Simple plans expressed in clear orders promote effective
execution. Even a simple plan is difficult
to implement in the disorder and confusion that
reigns in combat.
7. Economy
of Force. Minimum essential means must
be employed at points other than that of decision.
This rule is the inverse of mass.
8. Surprise.
Surprise may decisively shift the balance of combat
power in favor of the commander who achieves it.
9. Maneuver.
Maneuver must be used to alter the relative combat
power of military forces. Napoleon stated
that the strength of an army, like the power in
mechanics, is estimated by multiplying the mass
by rapidity; a rapid march augments the moral of
an army and increases its means of victory. (Maxim
IX)
10. Organization.
Organization is a huge force multiplier. For
example, compare the relative combat effectiveness
of a 5000 man Roman legion (in era of the later
Roman Republic) to tens of thousands of disorganized
Gauls or Germans. Later as the tribes on the
empire's periphery (i.e., Huns, Goths, etc) learned
to fight in the same style as Rome, the relative
higher combat effectiveness enjoyed by the Roman
Empire decreased.
The principles just described in this section will
be used to buttress construction of battle templates
in the remainder of this article.
2.2
Troop Density
In attack keep a close eye on the density of forces.
This is The Principle
of Mass by another name. It is discussed
in more detail here since it is very easy to begin
an engagement without having sufficient troop density.
By density, it is meant how many troops there are
per linear yard of battle front. An example
from a wargame is shown in Figure 1.
Figure
1. Typical defensive troop density ~4 men/yd
in Napoleonic wargame
Let's
say each of the 8 infantry battalions in Figure 1
contain 500 men. Since each hex is 100 meters,
and the front covered from top to bottom is 10 hexes,
then (8 x 500 men) / (10 x 100 meters) = 4.0
men/meter. For a comparison to historical troop
density during the Napoleonic period, look at the
values shown in Table 1.
Table
1. Troop density in Napoleonic battles
[WIL39:54]
Year |
Battle |
Nation |
men
per yard
Density |
1805 |
Austerlitz |
French
Allies |
7.1
6.1 |
1807 |
Friedland |
French |
9.5 |
1807 |
Wagram |
French |
7.7 |
1809 |
Bautzen |
French
Allies |
9.5
5.5 |
1815 |
Waterloo |
French
Allies |
10.8
9.0 |
Keep in mind the numbers in
Table 1 are averages across the entire battlefield.
The values in Table 1 are totals of infantry, cavalry,
and artillery, though the great majority will of course
be infantry. Artillery or cavalry are not included
in calculations regarding Figure 1, but can be calculated
separately. The idea is the same though.
In any case stack up as much as possible in the locale
that the decisive attack will be made and use
as little as dared in other areas. The place
of attack should be concentrated, say 20% or less
of the total battlefield width. So in the area
of attack, it's recommended to have 3X or more of
the densities shown in Figure 1. Aim for something
like 15 or more men per yard, all stacked in depth
of course!
Figure
2. Typical offensive troop density 15 men or
more per yard in Napoleonic wargame
In Figure 2, the density for attack
at the decisive point is much higher.
If we assume each of the 33 infantry battalions is
500 men, this time including reserve (held back behind
the river), the total is (33 x 500 men) / (10 x 100
m) = 16.5 men/meter. Note this value doesn't
include artillery and cavalry. However, the
artillery and cavalry density at the point of attack
should be much higher than elsewhere since cavalry
is such a great offensive instrument. In
Napoleonic warfare*,
frontage and combat density are near direct expressions
of combat strength; maximize them at the decisive
point of attack and minimize them elsewhere!
The trick is to build up this attack concentration
without enemy knowledge of it. That is the essence
of maneuver in war, and that is what the following
battle templates in Chapter 3 are all about.
Read on!
2.3 The Decisive
Time and Place
There is in every battle a decisive
time and place -- a moment when the balance
swings decidedly to one side. This is an experience
of fact both in actual battles and in wargame simulations
of battles. Since there is a decisive time and
place in a battle, there are possibilities of creating
tactical conditions, through maneuver, that may shape
themselves into a crisis, creating a general setting
that eventually produces a decisive action.
Recogonizing the decisive moment in a battle is difficult
to teach; perhaps only experience can teach it.
However, by understanding the existence of a decisive
moment and studying the templates that are presented
in this article, the veteran wargamer can shape a
battle's events to fit his plan for victory.
One last thing about the decisive time and place.
When it comes, don't hold back; throw the entire kitchen
sink in, even the reserve if necessary. Usually
this refers to the attacker, but the defender might
have to use his reserve too. This doesn't mean
to use all your forces in a single turn, but over
2 or 3 turns or so, you might have to use nearly ALL
your forces to break the opponent. If you only
drive him back a bit, the effect is dramatically lessened.
Experience will teach this best. Doing otherwise
is committing the cardinal sin: committing troops
piecemeal. That is intuitive to a rookie and
feels like the most efficient way, but experience
will teach that it is not the most effective why to
conclusively finalize the battle's outcome. By "use
all your forces", it is meant using them in an attack
or counterattack such that their fatigue level goes
up several notches or they become disorganized or
the activity causes them large casualties or to be
routed. Remember what Clauswitz says about battle:
it is really like two 500 lb gorillas trying to scare
each other. That's what you're trying to do
to win: break and rout the enemy, and
that really means your opponent's (i.e., opposing
commander's) confidence not just his troop
strength, fatigue, or order in game mechanics.
2.4 Hard and Soft
Points
Don't forget to account for the arrangement of the
enemy. He usually will have heavily defended
and weakily defended points. Some theory texts
suggest attacking the weak points, which they call
soft points or gaps, while bypassing the hard points.
[HAR67, LIN89]
An example of this is the island hopping by US Marines
in the Pacific in WW2. They only attacked several
key islands and skipped many others. This was
an exercise in economy of force as well. Another example
is the German attack at the Battle of the Bulge in
WW2; the Germans en
masse hit the Americans through the dense Ardennes
Forest, which the U.S. forces had assumed protected
them to some extent from armor. Achieving complete
surprise, the German forces overwhelmed the few American
infantry divisions in the area, most freshly created
and recently arrived from the States. [BRA99]
2.5 Coup
d'Oeil
Frederick the Great mentions in his book the importance
of a commander possessing coup
d'oeil. This French phrase literally
translates into English as "striking eye", though
the military meaning is probably better stated as
"correctly appraising the lay of the land with regard
to the enemy and battle".
Knowledge
of the country is to a general what a rifle is to
an infantryman and what the rules of arithmetic are
to a mathmatician. ... The coup d'oeil of a general is the talent which
great men have of conceiving in a moment all the advantages
of the terrain and the use that they can make of it
with their army. [FRE47:27-31]
He recognizes three kinds of coup
d'oeil: (1) instantly perceiving advantages
of terrain during a meeting engagement, (2) when attacking
an enemy in their defensive position being able to
perceive at first glance the weak spot of the enemy,
and (3) correctly judging the capacity of the enemy
at the commencement of a battle. It is on exact
knowledge of the terrain that is regulated the dispositions
of the troops and the order of battle of the army.
As a wargamer, you have near perfect knowledge of
the terrain via the mapboard -- use it by studying
the terrain. For example, is there a stream
running parallel to the direction of advance which
can be uses to stop cavalry charges to the flank?
When making a defensive stand, are there two seperated
copses of woods on to which to anchor each end of
the defensive line? Is there a depression running
parallel to the proposed defensive line in which can
be positioned an infantry line with artillery firing
above from the ridge behind it? And so on.
3
- AGGRESSIVE BATTLE TEMPLATES
In our plan of battle we must set this great aim:
the attack on a large enemy column and its complete
destruction.
-- Clauswitz [CLA12]
The art of generalship
consists in, when actually inferior in numbers to
the enemy, being superior to him on the battlefield.
Note
that the two quotes opening this section have the
same intent. From the principles of war, we
realize that only offensive action can attain ultimate
victory. A draw may be obtained by defensive
action. Thus since we aim to win a battle, we
will need to employ offensive action.
Importantly, don't underestimate the power of reconnaissance
in wargaming, particularly when your opponent is a
stranger and new to you. By creating a small
opening general action between say a brigade or division
of mixed forces, you can get a feel for how your opponent
fights. Is he overly aggressive? Overly
timid? Does he take risks unnecessarily?
Has he mastered the basics of tactics? All these
can assist you in settling on a final approach to
defeating him.
If one side has a 6 to 1 advantage in forces, a straight
ahead direct attack will certainly carry the battle
often even if the enemy is entrenched or fortified.
However, the overwhelming direct attack is so boring
as to rarely be found in a wargame or battle simulation.
Typically the forces in a wargame are more closely
matched or victory conditions are such that even if
one side has a large force relative to the other the
large force can not afford to lose large numbers of
troops and still win. Thus, artifice or stratagem
is required to attain victory. In this section
and the next, we'll study several stratagems.
Many of these seemed favored by Frederick the Great,
Napoleon, and Wellington, among other great captains
of war.
Frederick the Great said a battle no matter how complicated
can always be broken into a right flank, a center,
and a left flank. [FRE47] B H Liddell Hart's basic premise was that it is
not so much to seek battle as to seek a strategic
situation so advantageous that, if it does not of
itself produce the decision, continuation by battle
is sure to achieve this. [HAR67]
Clauswitz recommended choosing as the object of the
offensive that section of the enemy's army whose defeat
will give decisive advantages. [CLA12]
There are an infinite number of ways to conduct a
battle. However, such anecdotes as these indicate
that perhaps there are a few general ideas which can
be molded into several distinct battle templates.
By template it is meant a plan general enough to be
applied to many different battle situations while
yet remaining specific enough to be useful in an actual
battle. Perhaps a better word than template
is 'idiom' though 'template' gives the distinct impression
of forming a specific battle plan from a master archetype
and therefore is retained.
A study of battles, both real and simulated, reveals
successful recurring templates. These are discussed
in the following. The battle templates explained
are not worth much if one remains ignorant in how
to implement certain tactics at crucial places and
times. Note that each of these templates rely
heavily on movement and maneuver as much as firepower
or melee, with intent of producing the greatest number
of men at the location of the decisive attack which
has been chosen in advance as much as possible.
Finally, notice that every one of the battle templates
shows a reserve. This is not incidental nor
an accident. As Helmuth von Moltke said, "He
who commits his reserve last wins the battle." [MOL93]
3.1 Single Envelopment
In essence the single envelopment is piling up all
possible forces into either flank and attacking, trying
to turn the opponent's flank, and ideally attacking
him from his rear. This battle template is illustrated
in Figure 3. Either the right or left flank
is made very strong (mass) while the opposite flank
and center of the line are very weak (economy of force).
Figure
3. Single Envelopment is probably the most oft
used battle template
This template requires distributing
your order of battle into the following forces:
- Holding Force
- Flanking Force
- Reserve
This is a simple battle plan
and should be able to be employed in almost any situation.
It is recommended for wargame scenarios in which the
battle lines are already or nearly engaged without
sufficient time to employ one of the other more complicated
templates.
The single envelopment was used repeatedly by Grant
and Lee in the later stages of the Civil War as each
tried to turn the other's flank. **
3.2 Double Envelopment
The double envelopment has a great military history.
Examples of battles in which it was used are Cannae,
Cowpens, and Isandlwana. This battle template
is shown illustrated in Figure 4.
Figure
4. Double Envelopment was used by Hannibal to
annihilate an entire Roman army at Cannae
This template requires distributing
your order of battle into the following forces:
- Holding Force (Center)
- Right Flanking Force
- Left Flanking Force
- Reserve
At The Battle of Cannae (2
August 216 BC), Hannibal placed his Gaul and Spaniard
allies in the center and his Carthaginian troops to
the outside. During the battle these highly
trained flank troops slowly enveloped the Roman mass.
What is amazing at Cannae is that the Roman Army at
around 90000 men outnumbered Hannibal's force nearly
2 to 1. However due to its inexperience and
bickering between proconsuls it had difficulty maneuvering
to stop the double envelopment during the battle.
At The Battle of Cowpens (17 January 1781) during
the American Revolution, the plan was not initially
to use a double envelopment, but after the forward,
first line formed of militia fell back and regrouped,
it charged around the flank of the friendly second
line formed of continentals, who were depoyed in the
center, and opposite to the other flank from which
colonial cavalry was charging, effectively making
the battle one of double envelopment. The result
was a near complete wipe out of the British force,
all either killed or captured. As a third example,
this template was used by the Zulus of South Africa
to completely wipe out the British 1st Battalion,
24th Foot at The Battle of Isandlwana (22 January
1879). The Zulu's favored battle method was
the "chest" and two "horns" of a bull, supposedly
championed by King Shaka; this method is none other
than the double envelopment.
The weakness of this method is that the weaker center
can be smashed, breaking the line into disjointed
pieces which can be defeated in detail (see battle
template Breakthrough and Fragmentation).
3.3 Detached Wide
Envelopment
This differs from a Single Envelopment in that the
flanking attack is made by units which completely
detach from contact with the friendly main body.
This was Napoleon's favorite stratagem, termed La
Manoeuvre sur les Derrieres (maneuver on the
rear). It is said that Napoleon used this stratagem
no less than thirty times between 1796 and 1815. [CHA63:163]
Given that he directly commanded in some 60 or more
battles, this amounts to his employed method about
50% of the time. Look at Figure 5 for a summary
description.
Figure
5. Detached Wide Envelopment was Napoleon's favorite
This template requires distributing
your order of battle into the following forces:
- Holding Force (center and flank opposite detachment)
- Flank Detachment
- Reserve
A critical feature present
in this template is a screening of the detachment.
This can be by natural obstacles like a forest, large
city, elevated terrain, or artificial like light cavalry.
The main thing is that the detachment is not observed
by the enemy. A real strength of this stratagem
is its potential for complete surprise. One
of the strongest weapons of offensive warfare is surprise.
The unexpected element which the defender creates
through secret preparations and through the concealed
disposition of his troops can be counterbalanced on
the part of the aggressor only by a surprise attack.
Against an opponent who remains in static defense
waiting for you to attack, this wide envelopment can
be a useful maneuver. David Chandler's book
[CHA63] says Napoleon typically
detached about 1/3 or more of his force to come wide
around to the flank or rear of his opponent.
Napoleon said later at St. Helena he had wanted to
use this maneuver more.
The weakness of this method is that the two forces
can be confronted separately and defeated in detail
(see battle template Interior Lines).
3.4 Oblique Approach
This is Frederick the Great's favored maneuver, which
he called Schiefe Schlachtordnung (oblique formation).
[FRE47] He used something
akin to this successfully at the Battle of Luethen,
1757. Look at Figure 6 for a graphical description.
Figure
6. Oblique Approach was Frederick the Great's
favorite
This template requires distributing
your order of battle into the following forces:
- Refused Weak Flank
- Center
- Assault Flank
- Reserve
The great advantage of this
approach is that poor quality troops are kept out
of the engagement and on the defensive. Ideally,
the poor quality flank and center is posted on a village
or other natural obstacle favoring the defensive.
Further, to engage these poorer quality troops, the
enemy has to advance which further weakens his ability
to defend the assault on the opposite flank.
If one can get this angled alignment against your
opponent, this template has a lot going for it.
3.5 Breakthrough
and Fragmentation
Some military texts call this Penetration and Exploitation.
This is also known by another name as a frontal assault.
In general, it is not
recommended for use in Napoleonic warfare, at least
by this author. Even with 6:1 odds, the casualties
incurred by attacker are often very large. Napoleon
used this template when necessary, for example at
The Battle of Lutzen (2 May 1813). Proceeded
by a terrific discharge of a grande batterie, near the end of the battle
the Imperial Guard charged headlong into the Prussian
center. However the French lost 20,000 to 30,000
men, a similar number as their opponents, and the
net result was that the allies were simply driven
backwards and no penetration was obtained. France
suffered more the losses, being greatly outnumbered
by all the nations allied against her at that time.
At Waterloo, where the frontal assault was employed
again against the reknown British infantry firing
rate, d'Erlon's Corps suffered 35% casualties in 1
hour. See Figure 7 for a picture of this template.

Figure
7. Breakthrough and Fragmentation
can allow destruction of enemy fragments
This template requires distributing
your order of battle into the following forces:
- Weaker Left Flank
- Assault Center (including grand battery)
- Weaker Right Flank
- Reserve
Note that in the Napoleonic
era often this template is accompanied by a grand
battery which prepares the way prior to the main assault.
The advantage of this maneuver is that if a breakthrough
does occur, the opponent is fragmented and can be
defeated in detail. It is also extremely simple
to execute. As such it was nearly the only method
used by the ancients, for example at The Battle of
Gaugamela (331 BC) where Alexander the Great drove
straight up the middle at Darius the Persian King.
It is somewhat ironic that the Persians attempted
to use their numerous cavalry in a double envelopment
in this battle; however, Alexander's audacity straight
up the gut broke that maneuver. This is illustrated
in Figure7B.
Figure 7B. Final stages
of The Battle of Gaugamela
Recently there has been support offered for this frontal
movement. [LUT01]
This is in stark contrast to the negative image imparted
it by Prussian staff (Clauswitz, et. al.), their intellectual
decendents (WW1 and WW2 Germany), and English theorists
(J F C Fuller and B H L Hart). [CLA32, MEL56, HAR67]
Basically the idea is that flank and other more complicated
manuevers are more difficult to implement and therefore
have inherent organizational friction. (Here friction
is the term coined by Clauswitz. "Everything
in war is very simple, but the simplest is difficult.
The difficulties accumulate and end by producing a
kind of friction that is unconceivable unless one
has experienced war." [CLA32]
) The frontal assault is simple and direct and
therefore has less inherent friction, which increases
its chance of success. For example a Detached
Wide Flank manuever may be detected by the enemy,
which means that now the forces are split (violating
the principle of mass) and have lost the element of
surprise (violating the principle of security).
The latter two negative consequences are inherent
in the Detached Wide Flank manuever.
Keep in mind that with armored forces this is the
key
maneuver. Hating to encourage ahistorical behavior
in Napoleonic warfare, still it would be remiss to
not disclose the following method or "trick of the
trade". Akin to armored warfare, if one masses
all the horse artillery batteries of an army with
elite light infantry and lots of heavy cavalry, this
mass can act similar to an armored fist in WW2.
Since the horse artillery can move and shoot in the same wargame turn, it has
much of the same game aspects as does a tank in more
modern wargame simulations. Stacking each battery
for protection with a formed light infantry battalion
or two along with multiple companies of skirmishers
in the same hex for additional firepower and with
heavy cavalry as a threat just behind, this creates
a pseudo-tank. With each stack separated by
a single open hex in a checkerboard fashion, the entire
formation can move forward with relative immunity
and shoot point-blank at nearby enemy targets.
Very, very nasty. In some aspects, this
tactic is historical, since Napoleon used something
similar at Wagram (5-6 July 1809), advancing along
a river to protect one flank and using a huge amount
of horse artillery and cavalry to protect the other.
[CLA12]
3.6 Dislocation
Via maneuver, this template seeks to create an untenable
defensive position which makes the enemy either dislocate
or fight a battle at a severe disadvantage.
This was the paragon preached by B H Liddell Hart
in the book Strategy.
[HAR67] Often this battle template is simply the intent
of exploiting a gap in the enemy's main line.
Or it can be threatening an enemy asset (such as a
supply depot or national capital), which causes the
enemy to withdraw from carefully prepared positions.
An example of this template is shown in Figure 8.
Figure
8. Dislocation uses maneuver to create an untenable
defensive position
Here, denoted by "1", the friendly force seeks
to exploit a gap and threaten an enemy asset, which
causes the enemy "2" to withdraw and defend his
threatened asset, thereby fighting in the location
of the attacker's choosing. This was employed
by General Lee, CSA, prior to The Battle of Gettysburg;
the south invaded the north to cause the Army of
the Potomac to leave its heavily entrenched positions
south of the capital and move west into Pennsylvania.
This template is such that the order of battle must
be uniquely determined for each situation for which
it is employed.
The classic counter to this ploy is to launch your
own dislocation attack on an enemy asset.
This was done by Scipio the Younger when he crossed
the Mediterrean Sea near Sicily and fell upon the
Carthaginian capital, causing Hannibal to give up
his (now seven year old!) dislocation attack on
the Roman hinterland.
Another dislocation campaign was Sherman's march
to the sea where he dislodged from a conventional
train-based supply and lived off the land as did
armies of old. By threatening the deep south
where the confederacy was born, he caused tremendous
desertion in Lee's Army of Northern Virginia, whose
southern troops raced back home to protect their
individual homesteads. This ended in Appomatox
Court House.
4 - REACTIVE
BATTLE TEMPLATES
Once
having engaged the units nearest to the enemy, you
have to let them go without worrying too much about
their good or bad fortune. Only you must be
careful not to yield too easily to requests for help.
The battle templates shown above are more aggressive
in nature with the attacker trying to force the
opponent's actions to fit into his plan. Sometimes,
due to inferiority in numbers, quality, or position,
a belligerent is forced to use more reactive battle
templates. In this section, three of these
are shown, (1) Interior Lines, (2) Counterpunch,
and (3) Fighting Withdrawal.
4.1
Interior Lines
This was another stratagem oft used by Napoleon,
called Centres des Operations (center of operations).
An example of this is the battles at Ligny against
the Prussians and Quatre Bras against the Anglo-Allied.
Here, Napoleon split the opposing forces in two
and defeated each in detail. However, he was
soon after defeated because his lieutenants (Grouchy)
did not prevent the Prussian Army from re-uniting
with the Anglo-Allied Army at Waterloo. It
was a very close run, however, and given that he
was greatly outnumbered it showed that Napoleon
still retained great military prowess contrary to
some horse-hooey bandied about his mental abilities
dramatically diminishing in his later years.
(Even as late as 1814, the stated Allied strategy
was to always
avoid a direct engagement with Napoleon himself
and instead attack forces commanded by his lieutenants.
Is that diminished ability?) As shown in Figure
9, the main army is placed between two opposing
armies, and then in (1) it marches to defeat one
and then in (2) it marches to defeat the other.
Figure
9. Interior Lines
was another of Napoleon's favorites
This template requires distributing
your order of battle into the following forces:
- Weaker Left Holding Force
- Strong Centralized Attack Force
- Weaker Right Holding Force
Interior lines is used most
often when an army inferior in numbers is opposed
by multiple armies greatly superior. By attacking
each army in turn, the numerically weaker belligerent
can master another much greater in numbers.
Military textbooks state that great strength of
character is necessary in a general if he is to
employ this desperate template because friendly
forces are setup in a way that easily could allow
a converging, overwhelming attack by a combined
opponent.
4.2 Counterpunch
The Counterpunch is a one-two sequence of events.
It is useful when the enemy is superior in numbers
and over-confident. First the enemy attacks,
and when the attacker begins to lose impetus through
disorder, fatigue, or other, then a well placed
counterattack is delivered (i.e., "The Hammer" strikes).
This is illustrated in Figure 10.
Figure
10. The Counterpunch
was probably Wellington's most often employed template
This ploy has a bit of subtlety,
and can be very devastating. It could also
be termed "Parry and Counterattack". At the
tactical scale, this would be called an ambush.
This template seems to have been employed by Wellington,
who was often numerically inferior to his foes.
The opponent is allowed or even encouraged to attack,
which is absorbed, and then when his attack has
spent itself -- which always at some point naturally
occurs to an attack against a defense in depth -- a decisive,
concentrated counterattack is launched at a critical
point in the attacker's line using a centralized
defending force which has been saved and hidden
from enemy view.
Personally, the author favors this absorb and counterattack
stratagem above the others for wargames. Though
this template to some extent waits for the opponent
to commit himself, the counterattack should be swift
when it becomes apparent where the enemy's main
attack has fallen. It has an element of ju-jitsu
(throwing the other guy with his weight) in it.
The key to this stratagem is to remain concentrated
behind the lightly defended main battle line,
defend in depth that area of the line to dilute
the attacker's impetus -- refusing a flank if necessary
as shown in Figure 10 (dashed lines), and then counterattacking
at the right moment when the opponent is unbalanced
and disorganized and at the right place where he
is drawn out (not concentrated). Take special
note that this template's success is highly dependent
upon properly implementing a "defense in depth"
and upon recognizing the decisive moment to counterattack.
As such it is probably not well-suited to rookies.
This template requires distributing your order of
battle into the following forces:
- Right Flank (sparsely manned, defense in depth)
- Center (sparsely manned, defense in depth)
- Left Flank (sparsely manned, defense in depth)
- The Hammer
- Ready Reserve - crucial to parry attacker's
initial blow, since you are ceding initial initiative
to opponent
- Battle Reserve
Ideally the counterattack by the
hammer destroys a sizable chunk of forces netting
a decisive victory. However, several steps
must precede that decisive counterattack.
These are: (i) set up a secure order of battle,
(ii) recon in force to gain information about the
opponent's abilities and force distribution, (iii)
adjust forces to match opponent's maneuver, (iv)
allow opponent to mount attack, (v) absorb it with
solid defensive tactics and use of ready reserve
if necessary, (vi) counterattack at a single concentrated
location of the opponent's line using "The Hammer"
to punch a hole in it and destroy a large-sized
force, and finally (vii) deliver coup d'grace to
the entire battle line with final reserve.
The key danger in this template is that if the opponent's
initial attack is never stopped, or sufficiently
slowed, or deflected, he will permanently gain --
probably decisively -- the initiative, which goes
a long way in attaining victory as he sets the tone
and development of battle. The way to prevent
this is with a defense in depth which thwarts him
from connecting with your main body and causing
it mischief before the impetus of his attack degrades
and disorganizes.
4.3 Fighting Withdrawal
Sometimes this is the only option available.
It is not technically an attack, though since the
force is not entrenched this template still qualifies
as a maneuver and so is discussed here. Usually
in situations where employed, there is not time
to setup a Counterpunch. Or there are insufficient
forces to create the decisive counterattack force.
For example, the Anglo-Allied at Quatre Bras or
the French initially at Marengo or Saltnovka, the
only thing early in those battles was to maintain
a viable defensive line. There were barely
enough troops to do that. For this template,
the idea is to disengage where ever possible and
slowly withdraw while maintaining unit cohesion,
watching flanks,
and awaiting friendly reinforcements to gather sufficient
mass before taking the offensive or risking a pitched,
head-to-head battle.
5 - STATIC BATTLE
TEMPLATES
Nichts Neues
im Westen (All quiet on the Western Front.)
A static battle template is another name for a siege.
Sieges did happen in the Napoleonic era. However,
static defense was usually unsuccessful.
(Or in modern combat for that matter because the
advent of heavy caliber weapons -- i.e., artillery
and more recently aircraft and combustion powered
missiles -- and mobile armored forces have doomed
static fortifications.) Therefore, we won't
discuss these templates in this article. A
more recommended defense template is an active in-depth
approach which seeks opportunities to counterattack
(see Counterpunch maneuver). And more importantly
since our emphasis in this article is simulations,
being time dependent (i.e., starve or bomb out your
opponent) sieges make for boring wargaming.
No battle plan
survives intact the first contact with the enemy main
body.
-- Helmuth von Moltke [MOL]
In conclusion, before you plan your next great manuever
using one of the templates shown in this article, make
sure you (if playing a scenario which has limited initial
engagement and visibility) find and if need be fix the
enemy. If you don't know where the enemy is and
prematurely try, say a flanking manuever, you'll unhappily
discover your army swatting air! Remember the U.S.
Army's 3F's doctrine: find
'em, fix 'em, and f**k 'em! (This is the
army's unofficial slogan, and it has been handed down
verbally generation to generation since the Civil War
and U. S. Grant.) For example, march in three groups
abreast, aiming the central fixing force at the enemy's
main body. Once the enemy is found, engage him with
whichever group is nearest and then using the remaining
forces begin one of the battle template maneuvers described
in this article. Also, don't forget that several
templates may occur during the temporal progression of
a battle. For example, you might start out in a
Fighting Withdrawal and as reinforcements arrive end with
Counterpunch. As another example, you might begin
with a Single Envelopment, have things go awry (remember
the Clauswitzian friction always present in war), and end up
in a Fighting Withdrawal.
This brief survey of the types of templates that can be
applied to your Napoleonic wargame battles is now concluded.
Remember that no amount of reading will produce the ability
to always create a victory; some victories depend solely
on the ability of your brain to improvise and reason.
However, with the above described templates, perhaps you
can combine them into a new variant or use one as is.
Hopefully, you've read something in this article that
you can use to translate into a victory in the gaming
arena in the immediate future.
Bon chance!
+ I
play these Napoleonic wargames with a passion. However
I now do so using an alias since by writing these analysis
articles I give up a lot of my playing style to an opponent
before they even begin to play against me. So regrettably,
please don't send emails challenging me. I no longer
play wargames with my real name. The reasons for
this should be obvious.
*
It should be obvious that troop frontage is not
the only important thing in modern warfare. Airplanes,
armor, long-range artillery, airborne infantry, minefield,
fortifications, and so on make troop frontage only a rough
indicator of modern combat power.
**
This recurrent turning action brings up the author's
all-time favorite military story. I
don't know why, perhaps being an American by many generations
and being from the North with ancestors who served in
the Michigan and Indiana volunteers, but this story nearly
brings tears to my eyes. In many ways it was the turning point of
the war since the Northern soldiers now knew they had a general who had mettle equal
to Lee. It had been a long, long, long wait.
Rather than paraphrase it, I will quote it directly from
a very admirable author, Fletcher Pratt, in the book A Short History of the Civil War, page 311.
[PRA48:311]
[After The Battle of the Wilderness, May 8, 1864.]
... and the fight went on.
On into the dark when the armies halted
to take count of their loss. The Army of the Potomac
had suffered frightfully, 17000 men down, more than twice
as many as the rebels had lost. The new general
from the West had fared no better than the others against
Lee, the war would never end, and the Union troops crawled
out of their lines and began to head away eastward along
the dark roads.
"Licked again, by crackey!"
At Chancellorsville House there
is a three-corner. The road to the left led back
across the Rappahannock, back to the Potomac, out of that
grim wood to fortifications, comfort and safety; that
on the right led past the rebel front, deeper than ever
into the perilous and uncertain Wilderness. As the
defeated troops came slogging down to the turn, the dispirited
soldiers saw dimly a solitary man in an old blue coat
sitting horseback at the cross-roads with a cigar in his
mouth. He silently motioned the guides of each regiment
down the right-hand road. Grant.
They stared a moment -- and then
the slanting lines of steel took the road to terror and
death, upborne on an uncontrollable wave of cheering.
"That night the men were happy."
They could never be beaten now.
[BRA99] Omar
N. Bradley, A Soldier's Story, Modern Library, 1999.
[CHA63] David Chandler,
The Campaigns of Napoleon, Scribner, 1963.
[CLA12] Carl von Clauswitz, Principles of War, 1812. on-line
[CLA32] Carl von Clauswitz, On War, 1832. on-line
on-line
[DUP87] Trevor N. Dupuy,
Understanding War, Paragon House, 1987.
[DUP90] Trevor N. Dupuy,
Understanding Defeat, Paragon House, 1990.
[FRE47] Frederick the Great, Military Instructions for His Generals, 1747,
[FRO] Sextus Julius Frontinus, The Strategemata, 1st Century A.D. on-line
[JOM38] Antoine Jomini, The Art of War, 1838.
[HAR67] B H Liddell Hart, Strategy: The Indirect Approach, 2 ed., Meridian,
1967.
[HPS] HPS
Simulation's Napoleonic games: Napoleon's Russian Campaign (NRC), Wagram, Jena-Auerstadt, Eckmuhl, and Waterloo.
[LIN85] William S. Lind, Maneuver Warfare Handbook, 1985.
[LUT01] Edward N. Luttwak, Strategy The Logic of War and Peace,
Belknap Press, 2001.
[MAC21] Nicollo Machiavelli, The Art of War, 1521.
[MEL56] Maj Gen F. W. von Mellenthin,
Panzer Battles, Univ Oklahoma Press, 1956.
[MG] Matrix
Games: has re-released the Talonsoft (out of business)
company's game titles.
[MOL93] Helmuth von Moltke, Moltke on the Art of War, edited by Daniel
J Hughes, Presidio, 1993.
[MON70] Raimondo Montecuccoli,
Concerning Battle, 1670.
[MUR] Anonymous, Murphy's Laws of War. on-line
[NAP21] Napoleon, The
Maxims of Napoleon, 1821. These maxims were
not actually written directly by Napoleon but were instead
recorded by those around him while at St Helena island.
on-line
[PRA48] Fletcher Pratt, A Short History of the Civil War, 1948, Dover
reprint 1997.
[ROG57] Major Robert Rogers, Roger's Rangers Rules or Plans of Discipline,
1757. on-line
[SAX57] Maurice de Saxe, My Reveries on the Art of War, 1657.
[SHE12] Captain C.O.Sherrill,
Military Topography for the Mobile Forces,
Menasha, Wisconsin: George Banta Publishing Co., 1912.
on-line
[TS] Talonsoft's Napoleonic
Battleground series games: Napoleon
in Russia (NiR), Prelude
to Waterloo (PTW), and Battleground
Waterloo (BGW). Alas, the Talonsoft software
company is now defunct, though recently Matrix
Games has updated and re-released these three titles.
[TZU] Sun Tzu, The Art of War, 6th century B.C.
[USMC89] "Distributed" by USMC
General Gray, Warfighting,
1989.
[VEG] Flavius Vegetius Renatus,
De Re Militari (The Military Institutions of the
Romans), 4th Century A.D. on-line
[WIL397] Charles Willoughby,
Maneuver in War, Military Service Publishing
Co, 1939.
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