Time Machine: The Basics of Naval Strategy

Time Machine: The Basics of Naval Strategy

img-13.jpg
Old_Time_Machine_3.jpg

The following article by wargamer Jim Dapkus appeared in the March 1972 issue of "International Wargamer," a 24-page monthly gaming publication devoted primarily to historic topics. We are including it here not just because it is interesting but also as an example of a sort of article, along with endless orders-of-battle, that was typical in such publications of that era (and it is interesting to note how the principles the author describes may have changed over the past four decades). This piece was, incidentally, rife with typos, bad typesetting, and incorrect jump lines, but we will blame that on unnamed editors and not the author and have corrected those errors here. The original article is accompanied by a sketch of the German light cruiser Karlsruhe as it appeared in 1940, but we have instead opted to use a photograph of it here. 

For any wargamer to say that naval games are restricted in battles and scope is entirely false. True many battles that do come up are fictitious, but this is the type of simulation we are after, along with the historical encounter of naval disposition and strategy. 

What is naval strategy? In the simplest terms it is the art of bringing your ships to bear in a concentrated attack on the enemy. How is this achieved? It's achieved by following the basic naval principles. 

The first principle is fairly obvious. Deny use of the sea to the enemy while safeguarding it for one's own forces. This principle is also rather new, replacing the previous one which stated that the home fleet should seek out and destroy the enemy's. With the advent of more modern and expensive ships, nations tend to be reluctant in risking everything in a single encounter. Also there is the chance that the enemy does not wish a large encounter. All these statements were verified during the naval battles of World War II. The Italians avoided the British Fleet in the Mediterranean like the plague and the best German effort was the U-Boat backed with an occasional sortie of a small group of surface ships. 

One must also remember that this does not fulfill the first principle because the results of the actions merely contest the use of the sea by the fleet, not the safeguard of it. 

The second principle has to do with general policy. Naval operations must be subordinated to and coordinated with governmental policy, but political aims should not be permitted to dictate an unsound use of sea forces. What this all boils down to is this: Don't do stupid things with your navy. Good examples of this is the folly of sending the Bismark into the Atlantic alone. On the pro side is the remainder of the U.S. fleet running to reinforce the Philippines after Pearl Harbor. The fleet would never have had a chance against Japanese air superiority, not to mention their sea superiority. 

The third and final principle rests mainly with enemy intentions and doctrines and does not always apply. Naval forces should be used whenever possible and wherever possible, in concentrated efforts to conserve energy and resources. It is of no good to have a major battle going on in the North Sea, when three-quarters of your fleet is in port in the Irish Sea. Also, the principle is almost worthless [if] the enemy adopts dispersed hit-and-run tactics. It is best to then answer with similar tactics. This is especially true when when lines of communication and supply are very long, which endangers major fleets. 

So far this talk has all but eliminated the wargame. It is essential to have all the principles illustrated in a wargame, the reason being interest. Just about everyone who owns Jutland knows what happens when the two fleets meet. The dreary slugfest begins. Not to cut Jutland, though, there are basic strategic decisions to make, it is just that they are largely suppressed in the game. 

Now picture your fictitious or historical order of battle on the world or better in the Atlantic and adjoining regions. Make a list of ships in each particular fleet and task force, and get an opponent and referee. Then explore the principles of strategy. The true essence of naval strategy though, is to get in a game reenacting World War I or II and get yourself appointed naval CinC. Then see how good a naval strategist you are. 

'Swords of Kos: Necropolis' Chapter 1

'Swords of Kos: Necropolis' Chapter 1

Spell Focus Items, Hidden Functions and Superscience

Spell Focus Items, Hidden Functions and Superscience