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9 principles of war

Discussion in 'UO Chesapeake' started by Uncle Talbo, Mar 3, 2011.

  1. Uncle Talbo

    Uncle Talbo Adventurer
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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
     
  2. Don't Tread on Me

    Don't Tread on Me Lore Keeper
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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.
     
  3. Nexus

    Nexus Site Support
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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.
     
  4. jrede23

    jrede23 Slightly Crazed
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    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.
     
  5. Don't Tread on Me

    Don't Tread on Me Lore Keeper
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    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.