the historian Bruno Colson sums them up like this:
(My Intepritation)
I
Take initative in movement
When having momentum, take the initiative to move forward to push the enemy as far back, in terms of flanking one can use the movement to create diversion.
II
Attack the weakest point - the top of a column, the center of a split force or the end of a line.
In an attack, your objective is to kill as many enemies as possible, when attacking a modern army they have drills to react to contact, so this might not be a solid go, but attacking the top of a column, would mean where the least of the enemy forces are able to shoot at you at a given time. Making you less prone to die from the sheer number of bullets coming your way, and giving you more of a chance to get out.
III
If you have the strongest force, attack the two outerpoints of the enemies line.
Having the numbers on your side, will make it easier to envelope an enemy, without cost of your own security, thus creating a chain of moves that will make the enemy either fall back or lose alot of casualties.
IV
Gather your forces before you act.
Regrouping in PR, is a very important thing, when you prepare your attacks, make sure you have the right position before assaulting, and make sure you can call in your forces and make them all attack at the same time.
V
Spread your enemies using fake attacks.
Pretending your attacking somewhere, only to attack at a different location, is a very old tactic, in PR with the equality of players, its probably a good strategy, but i doubt it will have an effect in anything but attacking a compound or a large structure. Where the enemy is manning defensive positions is key here.
VI
Know your enemies position.
Your planning should first and foremost extend from where you have your forces, but you would be a fool if you ignored the enemies positions, and blindly attack, making sure you hit targets, and make use of any weakness in their positions. Is key to winnning, therefor use your scouts.
VII
Make sure you have your troops, in your hand.
Im guessing this has to do with either the organisatory part of warfare, or the psychological, if you dont have control of your forces, your a general without an army, you might look scary, but you cant do any real harm, like patton when he went to Egypt i belive.
VIII
Among the three options - Defensive, Offensive or a combo of the two, always choose the second or the third option.
Cant really say anything but i agree, defending doesnt work without some form of attack, if your enemy is left alone when he attacks, and noone disrupts his plans, what is it to stop him from getting to know your position inside out, and spending as much time as possible to hit you best.
IX
Combine a solid and mobile assault.
In this, its important to have a breaking force, but also to be able to move it, to create momentum. Thus, having a operational plan after the initial attack, of say reinforcing the 1st wave, or pouring troops in where you just punched thorugh comes into effect. Make sure you have a straight and hard attack, followed up by more forces that you can then again converge and divert in more attacks.
X
In difficult terrain, cover your front with small detachment forces.
This is interesting, its easier for a small detachment to engage a larger force in narrow terrain, and thus also they are more easierly commanded, since they have a more direct line of orders. Making units act on their own in such situations are essential in winning them too.
XI
In open ground use the Karree.
The karre formation, is an old anti Cavalry tactic in open terrain, where the musketmenn would fix bayonets and form a "square" of about 3 men deep, and have cannons in the middle. They would fire at the horses with one "line" and have another line have their bayonets in the ground facing upwards in a 60 degree angle. Might not be a good idea to do it now adays
XII
Be energetic during pursuit.
In essence, if you have momentum, dont just stand there, get your *** moving
XIII
Build a strong morale.
Having a will to fight, opposed to not, is very important, the russians showed us that during ww1, in which the revolted. Im not a historian, but i belive it was from tire of war.
These are Jominis "infinite" war principals.
I reckon some have been made obsolete by technology. Like the karree formation, but i guess one can interpret it however one may wish. This is just mine.
I will try to use some of these principals in my games. Maybe this can be a Foundation for new squadleaders and commanders, in which they build upon, more experience and tactics for themselfs.
But the greates lesson of all in any war situation, is never repeat histories failure, never do the same mistake TWICE.







