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9 principles of war

Uncle Talbo

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I thought this might be beneficial to anyone that is or plans to become a team leader of a PvP element.

Under a combined command headed by Gen. Dwight D. Eisenhower, the allies effectively massed their forces in England, deceived Germany regarding the point of invasion, collected intelligence on the disposition of German forces, and set the vast maneuver called Operation Overlord into motion. ( he gave us the highways which makes him k33l. can you say road trip?)






9 Principles of War
The nine Principles of War, as defined in the Army Field Manual FM-3 Military Operations:
PRINCIPLE DEFINITION
Mass- Concentrate combat power at the decisive place and time
Objective- Direct every military operation towards a clearly defined, decisive, and attainable objective
Offensive- Seize, retain, and exploit the initiative
Surprise- Strike the enemy at a time, at a place, or in a manner for which he is unprepared
Economy of force- Allocate minimum essential combat power to secondary efforts
Maneuver- Place the enemy in a position of disadvantage through the flexible application of combat power
Unity of command- For every objective, ensure unity of effort under one responsible commander
Security- Never permit the enemy to acquire an unexpected advantage
Simplicity- Prepare clear, uncomplicated plans and clear, concise orders to ensure thorough understanding
 

Don't Tread on Me

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I appriciate the principles of war but personally prefer the principles of patrolling. For those of you who forgot to join the infantry, let me enlighten you.

Planning, Recon, Security, Control, Common Sense.

For some reason it seems that no one I meet ever has any of the fifth principle of patrolling. As for guild leadership... Uncle Talbo has a point. But, continuing with army doctrine, large guilds should think about the concept of "span of control." A leader can control 3-5 subordinate units successfully. Soooooo, if you're MvP, you need at lead 5 or 6 callers in your vent. That's just an example.
 

Nexus

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That's what Talbo get for listening to the Army, you forgot the most important thing...

Logistics..

If you can't get there none of the rest matters, if you can't survive once you get there none of the rest matters. An army moves on it's stomach, if you can't feed it, it will turn on itself. How that relates to UO, well there is food for the body, and there is food for the mind and soul...


As to Leadership, that's simple...

Justice
Judgement
Dependability
Initiative
Decisiveness
Tact
Integrity
Enthusiam
Bearing
Unselfishness
Courage
Knowledge
Loyalty
Endurance

Find any single leader in history that people followed not because they had to but because they wanted to, and you will find most if not all of those traits displayed in abundance.
 

jrede23

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I appriciate the principles of war but personally prefer the principles of patrolling. For those of you who forgot to join the infantry, let me enlighten you.

Planning, Recon, Security, Control, Common Sense.

For some reason it seems that no one I meet ever has any of the fifth principle of patrolling. As for guild leadership... Uncle Talbo has a point. But, continuing with army doctrine, large guilds should think about the concept of "span of control." A leader can control 3-5 subordinate units successfully. Soooooo, if you're MvP, you need at lead 5 or 6 callers in your vent. That's just an example.
haha we actually have four callers, but each caller has a rank. if all four are in the vent, rank 1 speaks only. If you have more then one caller speaking it would be mayhemm i couldnt imagine five or six lol.
 

Don't Tread on Me

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If you have more then one caller speaking it would be mayhemm i couldnt imagine five or six lol.
Your mayhemm is understandable. I would go dual net and have an overall command channel with the callers listening to the lead guy then talking to their individual teams. This would take two vents and is probably too complicated to implement, but with so many people, it would enable more command and control.
 
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