Deeper Strategy: Battlefield Fluidity
Today
we continue our look at the USMC War Manuals, this time discussing the
principle of Fluidity.
Last
time we discussed the role of chance in wargaming, and a discussion of
battlefield fluidity is a natural extension of the previous discourse. Before
we defined chance, along with how its impact can be negated or exploited by the
players. Fluidity deals with the processes, both mental and physical, that are
used to bring your plan to fruition as the winds of chance change the course of
the battlefield.
“Each episode in
war is the temporary result of a unique combination of circumstances,
presenting a unique set of problems and requiring an original solution.”
-Marine Corps Doctrine Manual on
Warfighting, p. 9
One
of the biggest potentials for failure comes in reducing a particular gaming
scenario to the pieces involved. I’ve done an article previously on this very
topic, which can be found at:
http://enterthemaelstrom.blogspot.com/2013/09/the-erroneous-nature-of-theoretical.html
The
following principle is very simple, but bear with me for a few moments.
Consider the difference between a solid and a liquid. A solid will find it much
more difficult to reach the opposite side of an obstacle. To reach the
desired point, our solid object must find a way to drive through the obstacle.
If the obstacle in question has sufficient mass to block the solid object, or
if it can somehow arrest the force so that the object never reaches its
intended destination, then the attack has failed, its energy spent. Of course this is a simplification, but stick with me as we continue to explore the idea.
Instead
of looking at all of our wargaming problems with the intent of battering our
way through, let’s consider them alongside some of the properties of a liquid.
Along the way, we will discuss the aspects of Fluidity as defined in the USMC
Warfighting Manual.
Fluid
seeks the path of least resistance.
“Since war is a
fluid phenomenon, its conduct requires flexibility of thought. Success depends
in large part on the ability to adapt…”
-Marine Corps Doctrine Manual on
Warfighting, p. 9
On
its way to the rivers and oceans, water will always follow the contours of the
ground. Rather than spending extra energy rising over high land, it simply
follows the lower paths until it reaches its destination.
It
should be our goal as tabletop commanders to emulate this aspect of water.
Shattering our opponent with frontal assaults and grinding wars of attrition
can work swimmingly, but it is almost never the most prudent and efficient
option open to us. Soldiers slain in taking an objective cannot add their force
to endeavors later in the game. Armor lost in a point-blank slugfest cannot
dictate the course of battle in later turns. There are almost always
alternative directions to prosecute the flow of battle, and they should all be
considered before committing to a war of attrition. Anything you can do to
retain battlefield initiative and preserve your own forces will ultimately be
detrimental to the opponent.
I’ll use a recent scenario with my Space Wolves as anecdotal evidence for what I’m discussing
here. The game comes from a tournament a few editions past, when my Space
Wolves were facing off against an Ork force with four Battlewagons and a
handful of Trukks. The goal of the Ork army was overwhelmingly simple; push
through the frontline of the enemy and destroy them in one massive melee. My
opponent was a skilled player, and he had trounced plenty of foes with this
force.
I
had no illusions about facing the Orks in a head-to-head battle of attrition.
Skilled though the Sons of Fenris are, their numbers would surely wear me down
before the game was over. Furthermore, there was the matter of battlefield
control. As much as I didn’t want to, I would have to move out and exert force
over the center of the table.
As
I had first turn, I dropped my two tank-hunting Grey Hunter squads in Drop Pods
onto the table, one to each flank of the Ork formation. My Long Fangs quickly
dispatched the Trukks, ending the threat of outriders pinning my armored
advance in place. The Grey Hunters destroyed the Battlewagons on the flanks,
killing half the Boyz inside and leaving the surviving two vehicles with a
difficult decision.
These
intact forces could turn out and assist their comrades against the Grey
Hunters, as ten Orks would certainly have trouble defeating ten Grey Hunters.
To do this they could either split their forces, or turn into one of the squads
to ensure its defeat, leaving the other squad to continue their armored killing
spree.
To
my opponent’s credit, he abandoned his deployment zone and pushed on toward the
bulk of my army. One remnant squad of Orks was joined by some Trukk Boyz, and
over the course of a few combats they were able to clear one squad of Grey
Hunters. Their counterparts, however, were soundly defeated and then cut down
when attempting to Fall Back. This left my Grey Hunters free to consolidate and
destroy another Battlewagon in my own turn.
These
circumstances were unique, and may never happen again as long as I play
Warhammer. However, they serve the purpose of making my point. Working around a
problem will almost always be more effective than pushing through its center.
By dropping to the flanks, I forced the Boyz into lateral movement, costing
them a minimum of one turn that may have been spent closing with me. By
dispersing their mass of force, I was able to whittle them down a piece at a
time, ultimately helping me to achieve victory.
If
momentum changes, a fluid plan changes with it.
It is physically
impossible to sustain a high tempo of activity indefinitely…”
-Marine Corps Doctrine Manual on
Warfighting, p. 10
If
you turn a half-filled bottle of water on its side, all the water runs to the
bottom. If you then turn the bottle half a revolution in your hand, the water
continues to follow the bottom of the bottle. It does not cling to the side,
but instead maintains its path of least resistance against the encroaching
forces.
Eventually,
your forces will run out of steam. Learning to read this event before it occurs
has been the hallmark of great commanders throughout the history of warfare,
and those who have been unable or unwilling to acknowledge this fact have seen
their reputations forever tarnished by the ignominy of defeat. Understanding
the momentum of your forces is a form of art, and it will take experience to
read when it is taking place. Seeing it coming is the first step, but once it
is acknowledged you must act upon that knowledge.
Tyranids
are one of my favorite factions in Warhammer 40,000. I’ve always liked the
prospect of the faceless swarm of insects, devouring everything on a planetary
level. As those of you who follow our video battle reports on YouTube know, one
of my favorite approaches with Tyranids comes in the form of a raging wall of
Hormagaunts and Carnifexes, pouring into the enemy lines to wreak havoc.
With
Tyranids more than any other faction, I’ve come to respect that moment when
your momentum flags and things turn against you. Sometimes the momentum can be
restored by pressing more bodies into the weakened enemy, but in other
instances you’ve simply missed your chance to break through. Perhaps you
suffered a devastating round of Overwatch, or missed a critical charge that left
their shooters free to wreak havoc for one more turn. No matter what the case,
your chance to push through on the current vector has faltered and vanished.
This
is the moment when fluidity dictates that you change to accommodate the tempo
of the battlefield. You can push against it, railing and hoping that some other
matter of chance will tip things back into your favor. Or, you can modify your
plans and actions accordingly.
This
is usually the instant when I consign the things left in melee to their eventual
fate and consolidate to hold the objectives. If all has gone to plan, my
opponent is still floundering in their deployment zone, pushing against a flood
of bodies that they will ultimately overcome. The trick for Tyranids in this
instant is to provide just enough force to prevent them from breaking out too
soon.
I
find this tactic is regularly required against my Ork opponent. Their Overwatch
is too powerful and the Boyz themselves are too resilient and numerous to be
swamped. In these cases, my tactic is to withdraw to the objectives, attempting
to bait the Orks into charges of my choosing. By sacrificing some of my
frontline Gaunts, I can then overwhelm the targets of my choice in melee with
slower-moving, stronger Tyranids, defeating them a piece at a time. Again, the
goal is to think like fluid, rolling around the centers of strength and
weakening their support until they can no longer claim strength.
Fluid
is much harder to contain that a solid.
“A competitive
rhythm will develop between the opposing wills with each belligerent trying to
influence and exploit tempo and the continuous flow of events to suit his
purposes.”
-Marine Corps Doctrine Manual on
Warfighting, p. 10
It
is much easier to contain a baseball within your hands than it is to contain a
pool of water. While the implementation of tools may control the flow of this
water, it remains true that an unaided, empty hand can easily contain the
baseball.
On
the tabletop this principle holds true as well. The fluid-thinking commander can
make things much more difficult for his opponent, even during the lulls of
combat. If both commanders are seeking this aspect of fluidity, then the game
becomes a cat-and-mouse attempt to catch the other player in a mistake. If only
one commander is committed to this line of thinking, he will quickly dismantle
his opponent’s forces.
Constantly
seek for ways to manipulate the ebb and flow of battle. Pull your opponent off
his pursuit of objectives, and seek to influence his decision making. Don’t be
afraid to change direction during the course of battle, but do it with enough
certainty and conviction that you can be reasonably certain of success in the
end.
This
point ties into the other two, because it is very much the essence of fluidity.
Your goal when considering this aspect of warfare is to make the opponent
continually guess where your next action will fall. If he is unable to plan for your
actions until they’ve been completed, you are one step ahead of his game plan.
As
an example, Drop Pods are often seen as an incredibly offensive weapon in
nature. Their purpose is overwhelmingly to deliver Marines safely on target,
where they can cause damage to the foe and disrupt his ability to advance and
impose his will. However, if his center of strength remains strong they may be
thrown away in such an action. Instead, use their infinite initial mobility to
deploy on some far-flung objective. If the enemy is truly focused on a point of
strength, he will most likely lack the ability to oust you from this position.
Conclusion
At
its simplest, battlefield fluidity is the attempt to think around your
problems, rather than through them. By searching for these less-than-apparent
approaches to victory, your chances of maintaining the initiative will be
greatly improved. Seek out every opportunity to approach a problem from a new
perspective, for contented generals become predictable generals.
Stay
tuned for more Deeper Strategy articles, coming (hopefully) each Saturday!
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