Posted in Books, Other

Prussian theory of war around 1800 and its search for dynamic equilibria

Intellectual historians never respect disciplinary boundaries, except when they are the boundaries imposed by the people whose ideas they study.

Richard Whatmore

For [Azar Gat], the writings of […] Carl von Clausewitz, in particular, belong to the large-scale movement of “Counter-Enlightenment”, which, in reaction to the dominant paradigm of Newtonian physics, distanced itself from the Enlightenment thinking of the 18th century and is referred to by Gat with the collective term “German Movement”, with reference to the regional focus of its formative phase.

[…]

However, Clausewitz’s oeuvre in particular continues to be understood as the crystallization of a turning point that fundamentally changed the way we think about war. His texts still play a central role in understanding the history of ideas of this era and in defining new positions in political theory.

There are two main reasons why Clausewitz and his environment are still considered important today:

  1. Clausewitz stands for the modern insight that war is to be regarded as a social phenomenon, i.e. that it cannot be separated from civilian processes, and must be understood as a “continuation of politics with other means “.
  2. Furthermore, he describes a paradigm shift according to which social processes and, above all, conflicts must no longer be understood as static, but as dynamic and historically changeable. His still famous and much-quoted metaphor of war as a “true chameleon”, which “changes its nature in each specific case”, stands for this in particular.

To this day, two names stand for the controversial interpretation of his work. While in 1935 Erich Ludendorff invoked Clausewitz’s “ideas of annihilation” with his infamous concept of “total war”, Ludwig Beck was able to invoke Clausewitz’s “mitigating principle” at the time of his resistance to Hitler, with which he morally opposed a policy of total escalation.

[…]

In Clausewitz’s recourse to a “dynamic law of war” at the beginning of the 19th century, he was moving in a tradition of contemporary natural science, more precisely the dynamistic turn that had been established about a hundred years earlier by Newtonian physics – “Isaac Newton was the giant of science in the seventeenth and eighteenth centuries”. With his new concepts of “mass” and “force”, Newton had created paradigms of a new era:

Conceptions such as ‚mass‘ and ‚force‘ were quickly recognized by Newton’s contemporaries as powerful concepts for representing aspects of bodies that allowed them to be measured and their dynamical interactions calculated.

Iliffe / Smith, Introduction (2016), S. 1.

According to Reinhard Brandt, there was “an overwhelming Newtonian fashion among the thinkers of the 18th century”. This mathematical and scientific background can hardly be overestimated, even if Sir Isaac Newton’s name is not always mentioned in the works of the late 18th and early 19th centuries. We need only recall here that in Kant’s “Critique of Pure Reason” (1781), a work that can only be understood against the background of the “fact of Newtonian science”, Newton’s name is mentioned only three times (twice only adjectivally).

[…]

The pivotal point for the present study is the concept of an “inertia of forces”, which can be found in Carl von Clausewitz’s preliminary draft of his main work “On War”. It serves to characterize his “reductive principle” in more detail. […] The concept of ‘vis inertiae’ is a core concept of Newtonian dynamics.

Originally described as a force, it became a passive and inherent principle of all physical bodies with Newton as ‘mass inertia’. The moment of inertia of bodies of mass is not itself a force, but rather provides resistance to acceleration and can therefore be used to prove and measure the effects of forces that occur. Another core concept of Clausewitz is that of “interaction”, which is also a central concept of Newtonian dynamics. […]

In Kant’s critical work, the same Newtonian concepts had already assumed central functions in a transformed form. In Kant’s work, they are transcended into general conditions of objective knowledge that must underlie every science.

[…]

It was Georg Heinrich von Berenhorst (1733-1814) who, in the 1790s, attempted to apply Kant’s critical method to war in his “Considerations on the Art of War” and to raise the question of the possibility of a scientific theory of war. The peculiarity of Prussian war theory around 1800 begins with this recourse to Kant’s epistemological approach. While Berenhorst’s efforts still ended in paradoxes, Adam Heinrich Dietrich von Bülow (1763-1807), following on from Berenhorst, succeeded in implementing these demands for a new science of war theory in a coherent model. Bülow postulated an “all-guiding” or “binding principle”, which was not only intended to “shackle” war, but which, as the “fundamental principle of the entire science of war”, would enable a dynamic theory of social conflicts and, for the first time, make it possible to forecast and create dynamic equilibrium systems. In the years around 1800, he thus deliberately created a new approach to the then topical question of a theory of perpetual peace.
This Bülow theory, which was discussed in the Prussian officer corps after 1800 and soon throughout Europe, gave rise to the central postulates of Clausewitz’s theory: 1. that war must be based on a “dynamic law of war”, 2. that its foundations must contain a passive principle that is “inherent” in the events themselves and “moderates” them, and 3. the central idea that war is nothing static and “never an isolated act”, “not an independent thing”, but always only “a political instrument” and only the “mere continuation of politics by other means”.
All of these ideas can already be found a generation earlier in Dietrich von Bülow, whose works the young Prussian officer Clausewitz had attentively studied during his time at the “Academy for Young Officers” (1801-1804) – i.e. during Bülow’s main creative period.

Clausewitz’s famous definition of war, which Herfried Münkler characterizes as the “central formula” of modern conflict research and which interprets conflicts as “continued state policy with other means”, dates back to 1806 and was penned by Dietrich von Bülow. He was convinced that war could only ever be “a means to achieve diplomatic ends”. His model described social conflicts as a dynamic process in which “diplomacy can turn into war” and “a dispute with reasons” can ultimately become “a dispute with physical forces”. According to Bülow, this dynamic never actually had military roots. Above all, for him “war was by no means something complete in itself, but only a means to achieve diplomatic ends”, which was constantly “transforming” in its dynamic transition. Bülow’s analytical method is decisive for this view of things. Like Newtonian dynamics, his theory was to be based on just one “main principle”. Analogous to the axiom of inertia (vis inertiae), Bülow postulated the existence of “an all-conducting principle”, which was to substantiate the conditions of a dynamic science and a theory of dynamic equilibrium for war for the first time. Bülow had first announced this principle of “subsistence” in 1799 in his introduction to the “Spirit of the Modern System of War” for the theory of a future “perpetual peace”. With the concept of a subsistence mass, Bülow created a frame of reference for the distinction between politics, strategy and tactics in order to view “the political system of Europe” for the first time as a dynamic and interdependent equilibrium model, like the solar system, on the basis of an objective inertial principle, in which “a great power can now just as little be destroyed without shaking all the others” as “a planet can be torn from its place” “without shattering the system”. With Reihard Brandt, one could say that the Newtonian background was omnipresent at the time and could therefore appear almost trivial in Bülow’s case. However, the way in which Bülow connected to Newton’s method was highly subtle, even unique, and therefore requires detailed reconstruction. The inertial principle of subsistence, as an a priori epistemological condition – like the principle of mass in Newton’s “Principia” – was intended to open up a new measuring space in which the dynamic processes of social conflicts could be mapped and predicted in the future. It is this idea of a social principle of inertia that Carl von Clausewitz adopted decades later as the “inertia of forces” and the “moderating principle” in order to obtain “counterweights” in his model that would dynamically “moderate” the “rapid principle” of war, as in Bülow’s model. Clausewitz was therefore not the first to make a dynamic turn in thinking about war. Its origins in the history of ideas can be found earlier – with Berenhorst and Bülow. Bülow stood alone in his time with his dynamic equilibrium model of social bodies.

[…]

Long before Clausewitz, Dietrich von Bülow attempted to place war on the foundations of a dynamic science for the first time, which was to be based on a single “all-guiding principle”, thereby striving for a methodological connection to Newtonian physics, whose theory of dynamic equilibrium also rested on a “fundamental principle”, the axiom of inertia. It will be shown that this analogous role in Bülow’s dynamics was to be filled by the principle of subsistence.
Berenhorst and Bülow were perhaps the most extravagant representatives of a pacifist-intellectual current in Prussia during the French Revolutionary era, whose followers did not expect the solution to social conflicts to be found on the battlefield, but rather in the discovery of a new knowledge of war that would teach how to avoid it. With the uncovering of this forgotten context, the significance of Clausewitz must be repositioned. He was not the creator of a basis applicable to peace research. Rather, as will be shown, he was the one who destroyed it by furiously rejecting Bülow’s theory and erasing its traces. Only fragments of this theory – altered beyond recognition – have survived in his work.

[…]

In the following, an attempt will be made to reconstruct the origins of an independent Prussian theory of war on the basis of its most important protagonists, Georg Heinrich von Berenhorst and Adam Heinrich Dietrich von Bülow, as well as their environment and their successors in the circle around Gerhard von Scharnhorst and Carl von Clausewitz. Four theses are associated with this, which are to be represented in this work:

  1. an independent Prussian theory of war begins in the 1790s with Berenhorst’s question of a “fixed standpoint” for an exact science of war, to which was linked the pacifist concern of being able to objectively predict and limit interstate conflicts from such a yet-to-be-discovered standpoint.
  2. the solution was sought by Berenhorst and Bülow in connection with the epistemology developed by Kant – against the background of Newton’s paradigm. The starting point for them was the idea of a social principle of inertia a priori, via which – in analogy to the physical principle of vis inertiae – social forces could be measured and brought to a dynamic balance. The function of such a principle of inertia in Bülow’s model was to provide the “theory of subsistence” postulated by him as a “fundamental principle”.
  3. Clausewitz’s entire work can only be understood against the background of this theory and as its radical counter-proposal. Accordingly, Clausewitz adopted essential conceptual elements of Bülow’s Dynamics of War, but without having penetrated its structural coherence. Among other things, he missed the central function of a ‘moderating principle’ in the sense of a ‘social principle of inertia a priori’.
    As a consequence, the incomplete transfer of concepts in his work led to an incoherent torso. Due to his strongly romantic orientation, Clausewitz instead arrived at a model of total dynamics, into which the demand for a ‘moderating principle’ adopted by Bülow could later no longer be integrated.
    Without this principle, Clausewitz’s model inevitably led to the idea of a total dynamic, which constituted his “total concept of war”, and which lives on in the history of the reception of his work in the repeatedly gained insight that “everything […] is dynamic” and “everything is a play of forces”, which is why his theory has sometimes been accused of having led the discussion of war theory into the dogma of the unrestrained idea of annihilation for the first time.
  4. Finally, it is likely that it was Clausewitz in particular who almost systematically tried to blur the memory of Dietrich von Bülow.

[…]

This is one of the thought patterns that – from Foucault’s perspective – “completely determine and dominate” the works of the Scharnhorst circle and were to generally assert themselves against Bülow’s theory after 1800. In this context, a hitherto completely neglected author, Friedrich von Gaugreben (1774-1822), who played a decisive role in the discourse on war theory in Berlin and about whom little is known, comes to the fore as a source of ideas for the Scharnhorst circle. He and his extensive criticism of Bülow were not only the source of the famous metaphor of war as a “true chameleon”, which is now wrongly associated with Clausewitz. With his criticism, he provided Clausewitz above all with the essential counter-arguments that were to become the basis of Clausewitz’s thinking and its contradictions. Ultimately, the aim is to show that Clausewitz’s famous work “On War” can be deciphered as a continuation of Gaugreben’s criticism of Bülow, which led him to the paradox of a total dynamic in order to create a basis for the modern idea of annihilation.

Bülow provided a new approach to the consideration of social phenomena by understanding them as dynamic equilibria on the basis of a social principle of inertia.

Die preußische Kriegstheorie um 1800 und ihre Suche nach dynamischen Gleichgewichten ~ Arthur Kuhle, Duncker & Humblot 2018

Posted in Games

Military Simulation

A type of wargame that puts realism above everything else. The term can apply to anything from first person shooters such as Arma III, flight simulators such as DCS World (Digital Combat Simulator) or tactical and strategic operational command such as Command: Modern Operations. What they have in common is that they avoid arbritrary game mechanics such as research, development or production and make no political or social statements or interpretation apart from the geopolitical background the scenarios are set in. It should be clear that inevitably a wargame is warmongering, there can not be peace in a wargame or else there would be no game at all.

Command: Modern Operations

Based on the radar operator software of aircraft carriers it delivers outstanding realism in naval and air operational command. The developers were invited to the White House to present their software in 2017 and there are professional versions available for military and academy.

COMMAND is a pause-able, real-time joint operations wargame that that spans from shortly after World War II to the near future (1940s-2020s). In it, you control integrated weapons systems. The most common of these are ships, submarines, aircraft, and the bases they stage from. Yet COMMAND also allows you to lead other less visible and glamorous but no less important pieces of the puzzle. Satellites, unconventional special or guerilla forces, and cyberattacks are all at your disposal. The goal is to integrate all of those parts into one whole.
You fight on a life-sized globe with meticulously detailed terrain both above and below sea level. Everything from hills to thermoclines is placed on the map and taken into account, and it’s possible to stage from one continent, strike another, and return. The instructions given to your forces can be as broad or detailed as necessary. COMMAND offers the ability to shift from hands-off broadly defined missions to hands-on personal control and back at any time.
COMMAND includes a wide range of scenarios that span from brushfire counterterrorism to short but sharp duels of fast attack craft to theater-wide engagements where aircraft and ships across an entire ocean must be coordinated and synchronized.
Its internal scenario editor allows for an even greater range.
Scenarios on both extremes of the conflict scales have been made, from nonviolent coast guard duties on one end to full-bore nuclear exchanges on the other.
COMMAND is aimed to both entertain and educate. It shows the evolution of warfare from the 1940s to the present and illustrates the complexity that such combat has always entailed.
It is a tool to show what has changed throughout the decades and what has not, study the lessons of history, speculate the future, and have fun.

From the Manual:

Find it here: Steam || Matrix Games (Developer) || Slitherine (Publisher)

DCS World

The Digital Combat Simulator is the best civil combat flight simulation to date with unparalleled authenticity, functional aircraft systems and a large selection of available aircraft, including helicopters and aircraft carriers.

It can be played for free with the Russian Su-25T and American TF-51D being included and currently 134 expansion modules available for purchase.

Examples from the Su-33 Manual:

Arma 3

Authentic infantry combat requiring a lot of team communication and cooperation on very large maps of up to 270 square kilometers.

Links: Steam || Bohemia Interactive

Armored Brigade

In Armored Brigade the Cold War has turned hot, and Europe is once again torn apart by conflict. An “Iron Curtain” divides the Western Powers gathered together under the NATO banner from the Soviet Union and its Warsaw Pact Allies.

Take command of the deadliest mechanized formations available during an arc of time spanning from the Kennedy-Chrušcev confrontation to the final years, and fight your opponents in large and detailed maps all across Europe.

Links: Steam || Slitherine

Regiments

It’s 1989 and the flames of a New War are flaring up. Thousands of square miles of German landscape will become a stage for sweeping battles between the best NATO and Warsaw Pact has to offer.

Lead your Regiment through the inferno of a wide-scale Cold War conflict in this new Real-Time Tactics game. Break through the lines, call in artillery and air support, maneuver, feign retreats, and stage mobile defenses. Do not relent.

The Platoon Command system lets you orchestrate battles with unprecedented precision and ease. No need to micromanage every infantryman – you’re a Commanding Officer, not a sergeant.

Links: Steam || MicroProse

Gary Grigsby’s War in the East

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is the spiritual heir to the great Eastern Front board and computer wargames of the past; a turn-based World War II strategy game down to the division and brigade level, stretching across the entire Eastern Front at a 10 mile per hex scale. Gamers can engage in massive, dramatic campaigns, including intense battles involving thousands of units with realistic and historical terrain, weather, orders of battle, logistics and combat results. As with all the award-winning titles made by the 2by3 Games team, factors such as supply, fatigue, experience, morale and the skill of your divisional, corps and army leaders all play an important part in determining the results at the front line. Gary Grigsby’s War in the East comes with 4 massive campaigns as well as many smaller scenarios all with different strategic and operational challenges.

Links: Steam || Slitherine

Gary Grigsby’s War in the East 2

The Eastern Front, the most decisive theatre of World War II and the largest land battlefield. A fight to the end, Total War between the Third Reich and the Soviet Union, each commanding millions. The legendary wargame team at 2by3 Games has spent years revisiting this titanic conflict to once again establish a new state of the art.

Gary Grigsby’s War in the East 2 is a complete overhaul and improvement of the original War in the East, with no stone left unturned to provide a more realistic, more historically rich, and more challenging strategy experience. War in the East 2 comes with a wide array of scenarios ranging from the short tutorial on the Battle for Velikie Luki, to the four month Destruction of Southwest Front, up to the immense full 1941 – 1945 Grand Campaign of the entire Eastern front from Operation Barbarossa to the fall of Berlin. A total of seven Operational Scenarios and three Full Map Campaigns await you with hundreds, if not thousands, of hours of historical gameplay.

Links: Steam || Slitherine

Tank Warfare: Tunisia 1943

Tank Warfare: Tunisia 1943 – tactical battalion level combat simulation. Continuation of Graviteam Tactics series on the Western Front.

Large-scale operations for the US Army and Wehrmacht with realistic organizational structure. The campaign features more than 50 detailed vehicles produced in Germany, USA and UK. Over 400 sq. km of realistic landscapes were reconstructed from topographical maps and photo and video materials.

Links: Steam || GraviTeam

Flashpoint Campaigns: Southern Storm

Flashpoint Campaigns: Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989. As the force Commander, you will plan and then issue orders and Standard Operating Procedures to your battalion, brigade, or regimental forces shaping the fight by maneuver and your intent.

The game engine is based on asynchronous WEGO turns. This means you will issue orders then watch a variable amount of time unfold on the battlefield. Then issue or adjust orders to react to what has happened as you execute your battle plan.

Flashpoint Campaigns: Southern Storm is a deep simulation of combat operations where your forces are arranged in maneuver units of companies, platoons, and sections of tanks, infantry fighting vehicles, infantry squads and teams, recon forces, engineers, air-defense and anti-tank systems, helicopters and more. As the Commander, you will need to use available off-map assets like long-range artillery, rockets, or airstrikes. You may be faced with the specter of using chemical or nuclear weapons to support your forces on the map and win the day.

Links: Steam || Slitherine

Combat Mission Shock Force 2

The latest title in the famous Combat Mission franchise of wargames, now on Steam. Shock Force 2 brings you to a hypothetical conflict in Syria between the forces of NATO and the Syrian Army.

Take command of US Stryker Brigade Combat Teams (SBCT) and Heavy Brigade Combat Teams (HBCT) to fight against Syrian Army Infantry, Mechanized and Armored units in an arid setting. Experience the full range of modern threats to conventional military forces, including irregular combat forces, terrorists, spies, suicide bombers, IED’s and other deadly tools employed in the asymmetric warfare of the modern day. Play the Task Force Thunder campaign, more than a dozen carefully crafted battles, or unlimited Quick Battles.

Players are assigned detailed missions to accomplish based on a richly diverse set of Objectives. Missions can be played in either Real Time or our WeGo hybrid turn based mode introduced with the first Combat Mission game 20 years ago. WeGo allows each player to plan out 60 seconds of combat and then watch as both sides’ commands are carried out simultaneously. The WeGo system also allows for re-watching turn action and playing against another player by email (PBEM) or “hotseat” on a single computer. RealTime and WeGo head to head play can also use TCP/IP on a LAN or over the Internet. Massive replayability comes from a unique Quick Battle system which allows players to purchase their own custom force and fight over the battlefield of their choice from a wide array of different maps. A powerful map and scenario Editor allows you to create battles or campaigns for yourself and others.

Links: Steam || Slitherine

See also: Combat Mission Black Sea || Combat Mission Cold War || Combat Mission Battle For Normandy || Combat Mission Red Thunder || Combat Mission Fortress Italy || Combat Mission Final Blitzkrieg

WarPlan

WarPlan is a World War II simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War II board wargaming. Play a recreated World War II in every detail, thanks to the engine flexibility and database.

The game’s scale is massive, covering 70 different potential countries, in a map large 30 miles / 50km per hex using a Peters map scaling (which better represents real distances). The land scale is 15k – 60k men, air scale is 300-400 aircraft and naval scale is 2 capital ships + support ships.

Links: Steam || Slitherine