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16 de diciembre de 2013
he art of war, wrote by Sun Tzu between 544 b.c. and 496 a.c its a manual for war. In the art of war we can find the most important things a general should know before he can even try to get into a war. This manual its an important text that still been an obligatory lecture for all the military
officers that want to become a general in some point of their life. The art of war is divided in 13 chapters. Approximations. The direction of war. The offensive strategy. Setup. Energy. Weak points and strong points. Maneuver. The nine variables. March. The ground. The nine land classes. Attacking with fire. The use of secret agents.
Each one of these chapters explains what a general or the government has to do in case of war. Lets explain all the chapters.
I.
APROXIMATIONS.
First we have to notice that Sun Tzu clearly says War is essential for the State. It is the frontier between live and death. Thats why it has to be studied. Then he mentions that there are five important points to consider when you are going to get int a war. These points are the moral influence, weather, terrain, commandments and discipline. If I have to explain this
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chapter in a line I would say Be brave but dont be stupid. Observe everything, dont let nothing scape away of you knowledge. If you have good information you can be able to fight and win. See what your enemy is doing, where is he, how strong he is, how fast, how smart, every detail you can get memorized it because you will need it later.
II.
III.
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The most important thing to remember is that victory its only a victory if you win without destroying the enemy city. Destroy it, and your enemy will rise again to get revenge.
IV.
SETUP.
Train until you become invincible, and then wait for your opponent to become vulnerable. Been invincible its up to you, made vulnerable your enemy its up to him. Remember, you may know how to win, but that doesnt mean you have the victory in your hands. If you succeed once it means you have ability. Dont think one victory makes you an expert. Quantity doesnt mean strength, but it could be an advantage.
V.
ENERGY.
Your army needs food, water, coverture, and a leader. All this four elements will give energize your army. Energy its the most important thing. If your soldiers are tired they will not fight properly and they may die or run away. You have to consider how much supplements do you have during the campaign, cause this will determine if you attack or defend and how long you can fight your enemy. Try to get your enemy tired, in all ways possible. When the army its tired the general cant do a lot with them, he will try to regroup and probably he will surrender if you surround him.
VI.
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VII.
MANEUVER.
When you employ your military forces the government gives the order to the general, then they recruit soldiers and they form an army. Then the general have to know where they have to camp. The most difficult part of the art of war is to know how to made a hard ground an advantage and transform weak points in to strong points. Take distant roads make your enemy think youre dilated, you can star your campaign later and you can get to the battleground first. This is the art of war. If you use all your army for one attack you will be vulnerable because your campsite will have no defense. You have to use flags, gongs, bells, trumpets, torches and other kind of signals to give orders to your soldiers. In the middle of a battle your voice will be mute, and your commands will not be received by all your soldiers.
VIII.
IX.
MARCH.
Stay close to the valleys after you cross the mountains or after you fight your enemy. Fight downhill, never uphill. Get away from rivers before you cross them. You should not attack the enemy close to the riverbank; wait until half of the enemy troops cross the river, then attack. Stay in high ground. Stay with the sun at you back.
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X.
THE GROUND.
You can classify the terrain in 6 classes: 1. Accessible. It will be easy to use for all troops. 2. Tricky. You can get out easily but it will be hard to come back. 3. Indifferent. It will be a problem for bout armies. 4. Closed. If you get there first block the entrance and wait for the enemy 5. Hilly. You should go to high ground where is sunny and then you wait for the enemy. 6. Remote. When you are far away from the enemy with almost the same characteristics of your army you should keep distance until you get an advantage,
XI.
THE NINE LAND CLASSES. Depends on how it can be used by the troops the land can be classified in 9 classes:
1. Dispersion. 2. Borderlands. 3. Key ground. 4. Communication. 5. Convergence. 6. Hostile. 7. Hard ground. 8. Enclosed. 9. Deadly.
XII.
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which ones will produce a lot of smoke. Try to avoid this kind of attack, use it only when you need your enemy to move somewhere else, or when you want your enemy to feel panic.
XIII.
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