Real Time History
Published 21 Nov 2025The US invasion of Iraq was the culmination of several developments that started at the end of the Gulf War in 1991. In 2002, the Bush administration used the excuse of Weapons of Mass Destruction (WMDs) and claimed links between Saddam Hussein and al Qaeda to justify the invasion.
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May 17, 2026
Why the US Invaded Iraq
QotD: Battlefield morale and cohesion in movies/games versus real history
I’ve focused on game morale systems here, but of course this blends over into film as well, where the “mooks” often charge the heroes seemingly utterly heedless of their losses – frequently despite the fact that the last identical group of mooks to do so just got taken apart before their very eyes. And invariably they do this until they are so beaten that they switch to the other binary state, simply running away.
Actual armies have far more than two states of morale and behaved in far more dynamic, unpredictable and interesting ways!
The first problem with this “binary model” of morale is that it assumes just a single factor (“leadership” or “morale”) but in practice we ought to be thinking about at least two different ingredients here: morale and cohesion.
Morale is the commitment the combatants have to their leadership and their cause. To simplify a bit, we might say that soldiers with good morale believe three things: that their cause is a worthy one, that they are on the road to success and that their leaders have a good (enough) plan to achieve final victory. Poor morale can result from a breakdown in any of those three elements: troops might for instance believe both in their goal and its eventual possibility but not in their leaders to produce it (this seems to have been the case, for instance, in the French Mutiny of 1917). On the other hand, regardless of the charisma of leaders, few people come to a war intending to die in it; if the cause appears impossible, morale will sink regardless. And armies that do not believe in the cause at all are extremely difficult to motivate by other means.
On the other hand cohesion is the force that holds a specific unit together through the power of the bonds holding the individual combatants to each other and/or to their (generally junior or non-commissioned) officers. There are a lot of ways to build that cohesion: people are generally unwilling to abandon neighbors, close friends and relatives, for one. They are also reluctant to expose themselves to shame at home for having done so; shame is one of the few things people fear as much, if not more than, death. For armies that can’t rely on that sort of organic cohesion, it can be built by reconstructing the soldier’s unit as his primary social group. Drill can do this: it creates an experience of shared suffering and achievement which bonds the soldiers together creating strong “artificial” cohesion.
These two ingredients have different roots, but they also function differently. The formulation that has always stuck with me is one from James McPherson’s For Cause and Comrades: Why Men Fought in the Civil War (1998): morale (McPherson discusses it under the heading of “the Cause”) will get men into uniform, it will sustain them on large marches and cold nights and it will get them to the battle, but it will not get them through the battle. Instead, cohesion (the “comrades” of the title) gets men through the terror of actual combat, when fear has driven “the cause” far from mind. But of course cohesion isn’t enough on its own either, since it provides no reason to advance or attack or really to do anything at all except stick together.
Adding further complication to this, morale and cohesion are not, as they often exist in games, inherent properties of a unit, but rather emergent properties of the interactions of a whole bunch of individuals. In a strategy game, units exist primarily as extension of the player’s will; in film units typically exist as extensions of their commander’s or the main character’s will (note how common it is that right as the hero begins winning his duel with the villain, so too his army begins winning the battle). But of course actual armies are composed of lots of humans, each with their own individual will and agency.
Those humans are continually making calculations about risks, goals and survival. It’s not hard here to see why, by the by, morale won’t carry troops through high risk conditions: if your only goal is to survive to experience the end-state of the war, then it is always in your interest to let someone else do the dying; it doesn’t serve your end to stay in a high risk position. By contrast, if you are held there by the fear of shame if your close comrades see you run, that still applies. Thus these calculations get progressively more “primal” as the sense of danger rises (fear makes a mess of those higher brain functions), but they do not stop.
Bret Devereaux, “Collections: Total Generalship: Commanding Pre-Modern Armies, Part IIIC: Morale and Cohesion”, A Collection of Unmitigated Pedantry, 2022-07-01.



