My older son and I are playing a new
game of GDW's Bloody Kasserine wargame. I'm playing the Allied side
this time so for eleven days of game time, I have to hold back the
Germans & Italians in their drive to hold Kasserine Pass and
capture my airfields.
The game sets victory conditions upon
the holding of important towns at the end of the game. Unit losses
are not counted, only holding territory. There are three airfields: I
hold Tebessa and Le Kef and the Axis holds Kairouan. Five towns are
strategically important for victory: Kasserine, Thala, Sbiba, Faid
and Feriana. I hold all but Faid at the start.
Photo
from http://www.armchairgeneral.com/forums/showthread.php?p=2431604
The red ovals are the strategic towns,
the black rectangles are the Axis setup areas.
I've played this game before, but this
time I'd like to do something a little different. I've been reading
Sun Tzu's The Art of War, and I am going to attempt fighting
this battle as Sun Tzu would have done, taking what instructions I
can from his book. The Art of War
is arranged by chapter-and-verse, if you will, so when quoting from
the text I will note it as such: Chapter II, verse 4, or (II, 4).
In
chapter one, Sun Tzu establishes five factors that must be considered
in planning. They are the Moral Law, Heaven, Earth, the Commander,
Method & Discipline (I,4). I think that all five have some
representation in the game.
The
Moral Law relates to the soldier's willingness to fight; in game
terms, unit morale. This comes least into the game, and is all in the
realm of the player.
Heaven
relates to weather. We are using the optional rule for weather this
time. Rain affects tactical air support and heavy rain grounds all
aircraft, slows movement and affects supply.
Earth
relates to distance and terrain. The Allies start in the
hill-and-wadi region and can easily use the terrain to their
defensive advantage. The Axis must in the south cross a lot of open
ground, and then run into restrictive ground with fewer options for
movement.
The
Commander is the player. How clever and daring he is determines how
well the armies will move. Knowing when to fight and when not to is
critical.
Method
& Discipline relates to supply and the effective use of
specialized units such as engineers, air power and artillery.
As
it stands at the beginning, the Allies will win a victory if I give
up no Victory Point (VP) cities. The Axis must take at least a few to
avoid defeat. This means I will be fighting a defensive battle.
Offensive moves should be limited to relief of Allied forces or
re-taking of a VP city.
Sun
Tzu said, “The highest form of Generalship is to balk the enemy's
plans” (III, 4). So my goal is to prevent the loss of the VP
cities. I can cede any other ground or town to the Axis if it will
allow me to continue defending the critical locations.
Sun
Tzu said,"all warfare is based on deception" (I,18). Of
course, the deception part is harder to do in a tabletop game that
has all of the units face-up on the table. To simulate this, I will
insist that neither side can pick up and examine enemy counters. So
I'd better keep track of what units are stacked where. If I lose
track of his flak units, my air support will be in trouble.
Sun
Tzu said, “If equally matched, we can offer battle; if slightly
inferior in numbers we can avoid the enemy” (III,9) I will avoid
whenever possible fighting at 1:1 odds, where I am least likely to
get a Defender Retreat or Defender Eliminated result. Also, I will
retreat from 3:1 or worse odds except when defending a VP city.
Sun
Tzu said, “there are five essentials for victory: 1, he will win
who knows when to fight and when not to fight” and “4, he will
win who, prepared himself, waits to take the enemy unprepared
(III,17). I will ignore none of my units, even if I do not move them,
and look for when the Axis has ignored them. Then I will attack where
he does not expect an attack.
Sun
Tzu said, “The skillful fighter puts himself into a position which
makes defeat impossible” (IV,14). I will make maximal use of rugged
crests and cliff hexsides – I can attack down a cliff, but the
enemy cannot attack up, nor does his Zone of Control extend up a
cliff face. The heaviest Axis units cannot cross rugged crests
either, so I will use them to channel Axis forces.
Sun
Tzu said, “The clever combatant imposes his will on the enemy but
does not allow the enemy's will to be imposed on him” (VI,2). In
turn two, I used my engineers to sever most of the bridges across the
wadis. This does not prevent the Axis from crossing but it does slow
them down. I will tie him down with delaying attacks well short of
the VP cities.
I'll
write up a gaming report once the battle is over, with observations
on how well I applied those lessons, and what I missed.
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