History’s Greatest,
Cruelest Levers of Power – Wars
William Sundwick
Why So Fascinating?
Power is an intriguing study. It’s not an overstatement to
say that history is all about exploring the exercise of power by different
peoples in different times. Politics is power, and Carl von Clausewitz said,
“War is the continuation of politics by other means.” His assumption was that
nations would always pursue power, by politics and diplomacy, then when those
fail, by war.
This was the world of feudal barons and princes, of nation
states, of empires. It has been a driver of history from ancient times right
through the twentieth century. Even in the 21st century, we see
ethnic groups and non-state actors resorting to organized violence for
achieving political goals. And, some nation states still occasionally threaten
their neighbors with war (North Korea, Iran?).
Great nations and empires aspire to control much larger
expanses of territory than lesser nations. Alfred
T. Mahan and Halford
J. Mackinder gave us theoretical frameworks for imperialism, based on world
geography, around the turn of the 20th century. Like Clausewitz’s
depressing philosophy in “On War,” their theories emphasized power and global hegemony
(for further discussion of geopolitics, see my post from last May, “The
Russian Bear and 21st Century Geopolitics”).
Later historians have addressed the role of
technology in wars. Again, domination in the field, leading ultimately to strategic
ends, was the aim. In the twentieth century, both world wars seemed to support
the thesis that victory in those titanic struggles belonged to the side that
mastered the superior technology, and marshaled their economic resources to get
it into the field. Not the most elegant plans, nor even the quality of the
fighting men, that supplied the decisive margin in the world wars, but successful
application of muscle.
So, for the student of history, exploring the role of wars
is inescapable. Their study will always reach beyond the basics of “telling a
story,” and touch politics, economics, engineering and physics. Military (and
naval) history is the best way to bring all these disciplines together, through
the lens of geography. Not all history buffs are so motivated, but some of us
could not escape the morbid siren call of war, at least in our youth.
The Perfect Tool –
Table-top Combat Simulation
My first exposure to commercial table-top simulations of
military operations was in junior high school. A publisher in Baltimore had
devised some fun board games and distributed them nationally. They used maps
for the playing board, cardboard punch-outs for the playing pieces
(representing combat formations), and relied heavily on probability (dice
rolls) to resolve “combat” encounters between aggregations of opposing pieces.
This was Avalon Hill Games,
Inc. Its “Tactics II,” laid out on my bedroom floor, was an occasionally
enjoyable pastime with friends – but, it became an obsession for me!
It was ahistorical, but loosely based on modern military
tactics and formations. It was my very first exposure to any of this knowledge.
There were armored divisions (designated by a bathtub symbol with two “Xs” on
top), infantry divisions (a rectangle inscribed with a large “X”), airborne
divisions (same symbol as infantry but including a small gull wing icon on the
bottom). The map board was an idealized landform with mountains, forests,
rivers, roads, and cities – including an island which could be reached only by
bridge from the mainland, or with airborne forces. Movement of the playing
pieces (“units”) was over a square grid, and the terrain features conformed to
this grid. All playing pieces had weighted “strengths” indicated on the piece,
and varying abilities to move over the grid, depending on terrain. Combat
between opposing units was resolved against a “Combat Results Table” which determined
6:1 odds to be uniformly overwhelming – probability of success declining as odds
got lower.
This simple
abstraction of military engagement in the twentieth century became the basis
for a much more complex line of games from Avalon Hill, and another company in
New York, Simulations
Publications, Inc. (SPI). Both game publishers indulged in historic
re-enactments, “future history” conflicts only imagined (cold war clashes), and
idealized tactical combat from different times and places in history. Some SPI games
became monumental efforts. The grandest I attempted was “War in the Pacific,”
which sought to provide a vehicle for the most dedicated gamers to re-fight ALL
of World War II in the Pacific, from 1941-45. Its four large maps required a
leaf extension and
plexiglass base for my dining room table. The map grids had
long since replaced squares with hexagons (enabling orthogonal movement of
pieces). The simple “CRT” with odds expressed as ratios of strengths, was now
replaced by multiple probability tables for different types of combat,
elaborate logistics rules and procedures, not only accurate orders of battle
for army units, but actual warships – identified by name – and all the aircraft
types present in theater! I played one entire Pacific War campaign – it took
over a month of meeting daily (in the evening), never being able to eat at my
dining room table for the duration.
By its peak in the early ‘80s, SPI had produced a powerhouse
of historical data, good writing (not only complex game rules, but historical
commentary in its two magazines, Strategy
& Tactics, and Moves). They
provided a unique opportunity for players with no technical expertise to engage
in a pre-computer form of decision science. It
was all rather advanced. But, in the end, not profitable – hostile takeover by
the publisher of “Dungeons & Dragons,” and SPI’s ultimate demise came in
1982. Avalon Hill survived, but diversified into computer games and children’s
titles, as a subsidiary of Hasbro.
Lessons Learned
Table-top wargames produced insight into history, risk and
probability, geometry, and world geography. Rather than simply reading others’
interpretations of history, I could act out the drama in three dimensions
(two-dimensional map plus time). My favorites were games that allowed for
envelopment and breaches of defenses (Avalon Hill’s “1914” and “Stalingrad” –
or anything dealing with World War II on an operational and strategic level),
games featuring limited intelligence (naval games were good at this – Avalon
Hill’s “Bismarck” and “Jutland, or “Battle for Midway” by another publisher, Game
Designers Workshop), and games that emphasized strategic availability of assets
attenuated over time (“War in the Pacific” or “War in the East”).
Beginning with that primitive “Tactics II” when I was
fourteen, and lasting until I finally gave up, as an adult (quit playing when I
got married), I learned about battlefield tactics, the influence of weapons
technology (especially when a new technology changes the battlefield
environment), and the importance of intelligence (most games provided far too
much intelligence – not enough “fog of war”).
The role of decision theory, and the analysis of data, became a theme in
my later life as I moved from the world of librarianship into information
systems at the Library of Congress. Books, including combat narratives and
after-action reports, morphed into tables of data, file structures, and
vectoring. Gaming was a useful intellectual activity as the digital age began.
Who Did This Stuff?
As I entered adulthood, living on my own, still single, it
occurred to me that the other devotees of table-top wargaming were a strange
lot. They were all male. They were young and single, like me. They had no
social life to speak of. As a socio-cultural group, they had some diversity of
education, but all were white. Some were young professionals (often federal
employees, including one CIA analyst), but many were less educated – blue
collar types. Some had military backgrounds, but not all. I met no engineers,
or anybody with a STEM educational background. They were all under the age of
35. And, there were no women, a serious drawback.
As I got older, with family responsibilities, and more financial
resources, my orientation gradually changed. I began pursuit of graduate
studies in an area inspired by those games -- systems analysis and decision sciences,
computer information systems. The military history interest began to fade.
Strategic Studies during the cold war continued to be a reading interest, but
there simply wasn’t the time to spend hours and days playing complex table-top
simulations.
Pacifism – When Young
Men Grow Older and Wiser
My fascination, morbid or otherwise, with the study of power
exercised by nation states ultimately ended shortly after the Gulf War of 1991.
This military adventure seemed such a flagrant display of U.S. national hubris
that it almost looked like an effort to expend surplus cold war military
equipment! The final deployment of the Navy’s Iowa class battleships was the
perfect illustration. It was as if A. T. Mahan was finally being interred, 100
years after writing “The Influence of Sea Power Upon History.” A moral
imperative was now replacing the imperial imperative, in my mind. Nation states
weren’t what they used to be – no more titanic struggles of opposing ideologies
(Soviet Union: gone). Avoidance of war now seemed the primary goal of all
advanced nations’ foreign policies. The march of history was clear. George W.
Bush marched the opposite way with his invasion of Iraq in 2003, but otherwise
it looked like the peacemakers had finally won the day.
And, that is the moral imperative, discovered only after
spending the formative years of my life studying the cruelty waged against fellow
humans in the name of power. War is simply wrong. Why waste one’s days studying
it? “Neither shall they learn war anymore.”
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