Not a huge devotee of Clausewitz either... but this discussion runs the risk of going down a "rabbit trail" as far as discussion of "territorial war" versus "destroying the enemy" or "limited war" versus "total war". My study of military history and readings of Sun Tzu, Machiavelli, Von Clausewitz, Rommel (etc. ad nauseum) lead me to two conclusions: First, discussion of "styles" of war are secondary, and the second, more compelling conclusion:
Only about half of
anybody's "Principles of War" apply in Civ War.
When I say "Principles of War", I'm
not talking about "tactics" or "strategy", or the styles of fighting battles and campaigns. I'm talking about the timeless principles that were inked in the day of spear and sword, and hold true in the day of smart weapons and grunts who are better educated than yesteryear's generals. Here they are, more or less as they were taught to me:
1) Objective
2) Offensive (or "Initiative" or "Attack")
3) Concentration of effort (or "Mass")
4) Economy of Force
5) Maneuver
6) Unity of command
7) Security (or "Security and Reserve")
8) Surprise (or "Surprise and Deception")
9) Simplicity
To these I have seen other "principles" added, though I generally regard these as important,
but not central, considerations. For example: Flexibility (fits w/ maneuver) Cooperation, Logistics, Morale. Though important, they are not the stuff of war-plans. (Though logistics is
extremely important.)
(Digression: A recurring problem with military doctrine is that there's always some colonel who is trying to re-write it to make general. Rarely does one come along who is any more brilliant than a Patton or Rommel, let alone von Clauswitz or Sun Tzu. End digression.)
"Unity of Command" is a non-issue in Civ war, and "Maneuver" in gameplay is necessarily over-simplified. "Simplicity" goes without saying in Civ war to anyone who has studied the profession of arms. As much as I like maneuver, flanking and enveloping schemes are usually less effective than a straightforward attack. "Surprise" generally only lasts for one round in a Civ war.
So, for Civ Wars, I offer these "Principles of War" for your consideration:
1) Objective
2) Initiative
3) Mass
4) Economy of Force
5) Security
6) Logistics
Far and away the most important principle above is
Objective. If you don't know what your warfighting goals are, the other principles won't help much.
I would give
Mass a close second in importance - and add that the game favors "Mass" or concentration of forces in ways that sometimes seem implausible...
I view
Initiative as equally important in the defense and offense. The key is fighting on
your terms. There are some well developed postings and War Academy articles on defensive tactics that maintain initiative; drawing the enemy into "killing fields", etc. Good stuff.
In my earlier "combined arms" posts, I touched on two of these principles - security, and economy of force.
Economy of Force should be looked at from two standpoints:
Force Preservation, as well as the more classic "Don't take an objective with a Corps when a Division will do".
When I take those
additional (not extra) infantry along with my Combined Arms Task Forces, I'm bringing them for
Security. What I don't need to protect the stack and secure conquered cities, I can use to form picket lines to keep the enemy out of my rear area. Likewise, I don't fortify my central cities with more than one unit, I secure them by not letting my enemy anywhere
near them.
Another important
security consideration - I
always maintain a reserve, in case the enemy's counterpunch is heavier than I expected, and I've suddenly got a stack of his horsemen/knights/cav outside one of my cities. It's also a royal pain if he manages to slip a transport near my shore and drop off a stack of something just as those core cities (finishing a troop's worth of tanks) slip into disorder...
For Civ war, I added
Logistics because it is so crucial (since maneuver and other strokes of human genius are unavailable). It does little good to take his cities if I cannot reinforce them... and a continuous supply of fresh units is
essential to maintaining the initiative. It is important to note that this should be a continuous process in peacetime... it's why the AI sees so many individual, empty transports out in the middle of the ocean, for no apparent reason...I may only have 8 tanks in my capitol, but if I can put them on any shore I choose on my very next move...
So there they are, my "Civ III Principles of War for Real Life Concientious Objectors"
...or something like that. Hopefully there's something in here that's useful to somebody.