A Treatise on War in the Modern Age by Lothringen
Merit for May 2013
A Treatise on War in the Modern Ageby
-- by Ur'General Lothringen d'Murani
Introduction
There are many factors a nation must weigh before choosing whether or
not it will be beneficial to plunge itself into war against another;
however, these judgments are often left to politicians. It is the task
of the general, and his soldiers, to conduct a campaign that brings the
most tangible benefit to his homeland.
In this connection, I have been commissioned by the Overlord of the
Midnight Legion, the premier corps of military technicians in the Basin
of Life, to compose a treatise on the art of warfare in the modern age.
The following is meant to act as a service manual to the Legions, in
pursuance of the objectives of the Empire of Magnagora on the field of
battle.
War is the prolonged conflict between nations in the Basin of Life;
warfare is the technique by which these conflicts are decided. Several
factors may contribute to the successful outcome of operations (which
may include villages, domoths, skirmishes, elemental and cosmic raids,
or any martial exercise) that determine which side is prevailing in a
given conflict. Because there are no definitive conditions for victory
or defeat, these are best judged in two ways: first, which side controls
the most tangible objectives, and second, which side exerts an
intangible dominance over the other.
This treatise shall deal less with the aspects of war, and more on the
operational tactics of warfare. By definition, it is a guide on how to
win battles, so that a conquerer might exert its influence over the
conquered and achieve its war aims. The fundamental principals of
warfare in the modern age that will be discussed in the following manual
are: access, maneuver, setup, coordination, and leadership.
Access
Before a given engagement can occur, it is important to ascertain the
access one has to the potential battlefield. For example, access to a
domoth battle that takes place on Facility can be facilitated via the
screwdriver bubblix, an aethership with a flashpoint, aethercraft
flying, aetherepic quest items, or a direct connection from the
controlling organisation's construct.
In assessing the various means of access, it is important to note that
all are not made equal. Assuming an evenly matched enemy has access to a
bubblix, and the Midnight Legion has only an aethership with a
flashpoint, the Legion is immediately at a significant disadvantage. The
ability of the enemy with the bubblix to regroup on the bubble after
defeat, or to pick up reinforcements, is drastically improved.
The nations in a conflict with the most access, therefore, find
themselves better able to project their power across planes. It is often
true that, in domoth battles, the side without optimized access
(bubblix, aetherepic device) will not even attempt to contest its claim
- an easy victory and renewal of the bonuses associated with domoth
capture for the claiming side.
Other examples of when superior access can prove to be a determining
factor in conflict include Fulcrux, Astral, Elemental, and Cosmic
battles. Access to these locations is all made significantly easier when
owning a transplanar cubix or torus - the side with more of these
devices finds its ability to reinforce and return far improved over
those who would have to take the roundabout of traveling to the
battlefield.
Setup
All engagements fall into two categories: the defensive and the
offensive. Of the two forms, the defensive is far superior - a group
that entrenches on an aetherbubble, for example, has a monumental
advantage over the one that must break through said entrenchment.
The perfect defense consists of a number of effects which are best
established prior to the action occuring. These include a fully
sanctified shrine, a meld, and pits. Assuming two groups of
approximately equal number and prowess, the attacking group will have
significant difficultly in assaulting through this confluence of
effects.
An absense of one of these effects significantly reduces the
effectiveness of the defense; however, defense is still the stronger of
the two forms when properly established. This is because the defender,
in a domoth claim, chooses the timing of their operation. Although the
defender does not choose the timing of the attack in the case of a
defense, say on the Cosmic Plane of Nil, the offense usually lacks the
benefit of a shrine, and the defender has access to powerful planar
effects that compensate. Therefore, offensive operations of that nature
often do not materialize until the offensive side has achieved
significant superiority in numbers.
A powerful defensive setup is especially important in the case of
wildnodes, because access to the Astral plane is available to anyone
during the event by means of astroglide. Large groups of attackers are
able to engage groups defending their nodes, whilst individual enemies
surreptitiously steal nodes behind their backs. It is important that
demense effects, shrine invasion, pits, and other abilities hamper the
movement of those individuals as effectively as possible so that they
can be dealt with before they are able to uproot nodes and escape. For
this reason, shrine distortion is also of paramount importance, to
prevent Empress and other such abilities.
Maneuver
Once an engagement has been decided, and one or both sides have
completed their setups, maneuver becomes the next significant factor in
deciding the outcome of a battle. The term maneuver is used to describe
the position you take, the position the enemy takes, and also the ways
in which you force an enemy (or he forces you) to move on the
battlefield.
Opposing armies rarely face each other in a prolonged slugfest. The
favoured method of attack is to first use forced means of maneuver, such
as beckon, chaindrag, or empress, to isolate and annihilate key
opponents before engaging the remaining forces at a distinct advantage.
Most methods of maneuvering your foe into proper position require being
adjacent to them on the battlefield; such is the case for rad, beckon,
chaindrag, wisp, tackle, barge, et cetera.
If you are able to maneuver key opponents into your force and destroy
them, you are likely able to win the enagement. Targets of special
importance include the holder of the enemy meld, individuals with access
to their own methods of maneuvering your allies into their force,
-chemantics or -wood users, a warrior who has laid pits throughout the
contested area, or the leader(s) of the enemy formation.
Conversely, if you are unable to win the war of maneuver, it is likely
you and your allies will be required to regroup and reposition
yourselves. In the case of a domoth battle, for example, this gives the
opponent time to either continue their consolidation of the
aetherbubble, remove any of the setup you have established, or continue
their claim uninterrupted, any of which will lessen your chances of
successfully ousting them when or if you return to fight again.
Coordination
It should go without saying that the quickest means of slaying a foe
should be utilized at all times; however, the method of doing so is not
always immediately available, or recognized, by the less experienced
members that often join in on raids, domoths, or defenses.
It is important, therefore, that you are able to coordinate with the
masses in real-time, sharing information with one another that will
determine the best course of action to take in order to accomplish the
goal desired: death. To do this, it is best to utilize the various
aethers to announce certain things you notice as they happen around you.
For example, if one is part of a group of warriors and hits the assigned
group target with a leg tendon, and that is announced over the
appropriate aether, other warriors in the group know to immediately
attack the target's head because parry and stance are negated. This is
the quickest means of slaying the target, because attacks to the arms or
chest, in this example, are less effective than the potential of slicing
his throat and beheading him.
These sorts of reflexes are equally important in more defensive
situations. If I witness that an ally is about to be decapitated by an
opponent, I can announce this over the aether and prompt others to web
the assailant if I am unable to act myself. This type of coordination is
often what sets two opposing forces apart in terms of their battlefield
effectiveness. It is surprising how many people take no notice of such
things, and how big of a difference prompt and decisive action can make
in dispatching foes and saving partners.
Announcing a strategy at the start of an engagement is an important way
of ensuring that each member of your group contributes successfully to
that engagement. Novices, or anyone with little combat experience, will
often be unaware of all the options available to them, and thus must be
taught how to be productive members of the group until they are able to
think for themselves and make the best choices based on their own experiences.
Leadership
A leader makes all the difference on the battlefield, especially when
multiple nations must align to combat multiple others. Without a
rallying force to lead the group, especially in the presence of great
numbers of people to coordinate, the masses quickly become disorganized
and are succeptible to a quick defeat.
Leadership is often as simple as having a citizen prominent enough that
everyone knows to follow them immediately when called for; however, the
best leaders are the ones who are familiar with the concepts discussed
above: access, setup, maneuver, and coordination. Access is especially
important, because the ability of leaders with access to quickly transit
large forces across the Basin's planes make them essential in projecting
power in the right places, at the right times.
In the absense of firm, trusted leadership, there are often too many
disparate voices heard over the aethers to decide upon the correct
course of action swiftly and decisively enough for success. Leadership
by committee is acceptable prior to the opening of hostilities; however,
once hostilities have commenced, having one individual entrusted with
making the correct decisions is paramount to the success of operations,
where time is often of the essence.
Conclusion
The concepts discussed above are universal. They can be used by any
city, or commune, to improve their effectiveness on the battlefield, not
the Midnight Legion alone. The concepts discussed are also not meant
solely for generals or the Overlord, but for the entire corps of
soldiers, who should all be familiar with this doctrine. Uniformity of
training leads to uniformity of mind, and action, and it is essential
for the Midnight Legion to move and act as one body to achieve great
success.
War is ubiquitous and ever-changing; stagnancy in its study and
application is, as always in the Engine of Transformation, unacceptable.