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.
May 17, 2026
QotD: Battlefield morale and cohesion in movies/games versus real history
May 11, 2026
The History of SPI: Part 1 / Simulations Publications Inc. / Wargaming History
Legendary Tactics
Published 18 Dec 2025Remember the golden age of wargaming? This is THE definitive history of SPI (Simulations Publications, Inc.), one of the most influential publishers in tabletop gaming. From its groundbreaking magazine Strategy & Tactics to iconic titles like War in the East, StarForce, and Terrible Swift Sword, SPI reshaped what board wargames could be — and built a passionate community along the way.
This is Part 1, where we delve into the origins of SPI and Strategy & Tactics Magazine, and the people and games that were part of it.
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March 7, 2026
Reported preference versus revealed preference – know the difference
On the social media site formerly known as Twitter, Devon Eriksen encapsulates the experiences of so many companies who found a male-oriented market and then they try to make their offerings more appealing to women:
Most business suicides are induced by not understand[ing] the difference between reported preference and revealed preference.
If you run Testosterone Studios, maker of Angry Muscular Axe Guy Kills Demons in Hell, you might notice after a while that not very many women buy your games.
Since your stockholders have a profound moral objection to other people having money and not giving it to them, they want you to correct this problem, stat.
They want you to make Angry Muscular Axe Guy Kills Demons in Hell 2 sell to men AND women. So you sigh, shrug your shoulders, hire a bunch of female consultants, and ask them “What do women like?”
“Feminism!”
“Girlbosses!”
“Strong Female Characters effortlessly outdoing men at everything!”
“Gay stuff!”
So Testosterone Games dutifully makes Petite Feminist Girlboss Replaces Angry Muscular Axe Guy, hoping that men will buy it because they bought the first one, and girls will buy it because it panders to what they were told girls want.
Of course, nobody buys it. The men don’t buy it because it’s not what they liked in the first one, and women don’t buy it because women couldn’t care less about games where you fight demons in hell.
If, instead of asking a bunch of consultants what women like (reported preference), they had looked at games women actually buy (revealed preference), they would have seen something very different.
“Fruit Matcher 3000 for iPhone.”
“Point and Click Alice in Wonderland Studio Ghibli Adventure”
“Something Something Hogwarts.”
And they would have realized, had they two brain cells to rub together, that you can’t please everyone, because some people hate exactly what other people like.
If you want more money, look at who is already buying your product, and see if you can make them like the next one better. Because I guarantee you aren’t already selling to every single male on the planet.
And don’t hire video game consultants.
They don’t know how to sell games, and they don’t care, because they don’t want to sell games. They just hate men, and want to ruin things men like. If you hire them, they’re going to have their fun, cash your check, and ride off into the sunset, while you lose your business.
And indie studios, who know whether they are making Aliens Must Die or Barbie Horse Adventures, will replace you, which is the free market operating as intended.
January 24, 2026
November 5, 2025
A minor gaming distraction
On the social media site formerly known as Twitter, Matt Gurney takes a few minutes while waiting for the impending catastrophe of the federal budget to be released to talk about a game I’m quite familiar with (and generally share his opinions on):
It’s budget day. My job is only going to get busy in the afternoon and evening. So now is a good time to inflict a non-news and non-political tweet on you. I want to talk to you all briefly about Civilization 7, which has had a troubled launch.
Some of you may follow me closely enough to know I’m a hardcore Civ fan. I’m a wannabe gamer. I love gaming. I could get really into gaming. But I don’t have the time. My preference is for games that are very deep and immersive and require hours of time for a single gaming experience. My life actually only enables me to basically do the opposite: a quick game on my phone that kills five or 10 minutes.
Civ is my guilty pleasure. I’ve played every major iteration of it since the first. And I was SUPER excited for the release of Civilization 7 earlier this year. The company that owns the rights, Firaxis, did a really interesting pre-release marketing job. They built a lot of buzz.
The game itself, which I obviously preordered and played on the day it released, was disappointing. It looked good, but it was very shallow. Every Civ iteration grapples with the challenge of needing to improve on/enhance the game experience compared to earlier releases, but also with the problem of complexity. If you just keep layering on new functions, you eventually make the game unplayable. So there’s a natural tension there. But 7 was still weirdly sparse. There were very basic user interface issues. Fonts were very small, colour choices led to a lot of struggle making out details. It all looked beautiful at a distance until you were actually trying to absorb any information, info necessary to effectively play the game, at a glance. It was impossible. Also, and this is a separate but related problem, some very basic functions and information necessary for gameplay simply wasn’t explained. You kind of had to intuit things.
There were big, structural changes to the gameplay as well. How the game works is very different from earlier iterations. These changes were very controversial — seemingly hated, to be honest. I didn’t actually hate them. I didn’t always love them, but I was pretty open minded to them and kind of liked some of the new mechanics.
But. Ahem. The game itself regressed in some key ways, compared to its predecessor, Civ 6. A small example: religious warfare. For non-players, in Civilization, you can control units for your empire and you move them around the map. Military units can fight other military units, and can seize and defend territory. Religious units were a totally different game mechanic that players would use to export their religion, and to prevent their own cities from being converted. It added a really fun and elegant layer to the game, and one that could be meaningful enough to swing outcomes in a big way.
Civ 7 just nerfed that. Religion is useless. Worse, it’s annoying.
The company has been very aggressive at rolling out updates to fix some of these issues. They’ve also been very open in communicating what they’re working on to the audience. I admire that. I really do. But the numbers don’t lie. Civ 7 is, today, drawing maybe 15-20% of the audience that Civ 6 did. (Using Steam Charts for those figures.) I don’t know if this is a flop for Firaxis, but it has to be a disappointment verging on a disaster.
They’re rolling out a lot of updates and new content to try and fix these issues. And I think they’re making strides. But, like, yikes. Every time they announce a new update, I’m shocked by how much of that stuff should have just been in the game in the first place.
I’m not a gaming expert, like I said. I wish. I’m also not an expert in gaming as a business. I’m just a guy who loves playing Civ. I’ve stuck with 7 since it was released and I’ve given every major update a fair chance. I’ve had fun playing the game. But I just can’t deny that 6 was much better, more playable, and more fun. And I don’t know how much more time the developer has before even hardcore fans like me just give up and go back to 6 permanently.
Anyway. This is what happens when all the news is due to come out later in a day.
Thank you for your attention to this matter!
Matt is more patient with Firaxis than I am, I have to admit. I downloaded and played Civilization VII on release day … played a few rounds of a couple of different civilization/leader combos … played one up to the new “change your entire civilization to a totally different one in a new age” mechanic, saved and quit the game. I’m sure I’ll play again at some point, but VII didn’t grab my attention and interest the way all the earlier iterations had done and I hate hate hate the swapping civilizations gimmick with a passion because it ruins my immersion in the civilization I’m trying to build. But I’m pretty far from being the target market for this game, so take my dissatisfaction with a shaker of salt.
October 18, 2025
September 22, 2025
QotD: Tactical combat on the pre-modern battlefield
Pre-modern armies certainly do demand a considerable degree of coordination. In film and even sometimes in video games armies clash together in a confused melee with friends and foes all intermixed at random. Indeed, I have been asked by students more than once “What happens when X type of soldier ends up in a confused melee?” and had to explain that the answer is “they don’t”. Because no one fights that way, at least not intentionally.
In a fight, after all, a combatant is extremely vulnerable to attacks from behind or in their peripheral vision, especially if they are focused forward on the foe in front of them. A confused melee would thus produce extreme casualties and produce them extremely quickly. But fighters want to survive their combats and their leaders would like not only to win the battle but to have an army at the end of it. Remember: the purpose of the battle is to deliver a siege: if you win the battle but with only a pathetic handful of survivors, you haven’t really won much of anything.
The battle line is the obvious solution: each fighter is only responsible for a few feet of frontage directly in front of them, a small enough area that they can focus on it visually and direct whatever shield or armor or weapons they have towards it, giving them a greater margin of safety. Adding depth to the formation (that is, increasing the number of ranks, that is a row of fighters right to left) both secures each fighter against the possibility of being flanked due to the death of the fellows to their right or left (as now they’ll just be replaced by the next rank moving up) and adds a morale reinforcement which we’ll come back to […] But now you have a formation that consists essentially of a large number of files (that is, a single row of fighters front-to-back) which need to move together to create that unbroken, mutually supporting front line so that no one is being attacked from many sides at once. Again, all of this is before we start adding fighting styles like pike-formations or shield-walls that are designed to excel in this environment (and fare poorly out of it).
As an aside, this is one dynamic that I find games like Mount and Blade or the Total War series that simulate individual soldiers struggle to get quite right. In most games the line of formation either remains almost perfectly rigid (think units on “pike phalanx” in Rome: Total War) or units the moment they come into contact form rough blobs of models all pushing forward. But actually you are going to have men in the rear ranks trying to keep their relative position to the front ranks so the formation neither holds rigidly steady nor dissolves but is going to almost flex and bend (and if you are lucky, not tear or break). This is only an aside though because we’re not well informed about these sorts of dynamics, so it is hard to speak about them in-depth.
But to fight this way now means that all of your soldiers (really here we are talking about infantry; cavalry must also be coordinated but in different ways and because they are often composed of elites that coordination may be produced through different training methods) need to move in the same direction at the same speed in order to retain that front line where they can support each other. Again, we are not yet to something like a shield-wall or a sarisa-phalanx which demands tight coordination; even in a rough skirmish line you need to get everyone moving together just to maintain that unbroken front. A break in the front, after all, would be dangerous: enemies filtering into it uncontrolled could then flank and defeat individually the members of the broader line (two-on-one contests in melee combat typically end in seconds and are very lopsided), causing collapse.
Now the good news is that if all you need an army to do is form up in a rough line a few ranks deep and then move more or less forward, the coordination demands are not insurmountable. We’ve already discussed using marching formations to create the line of battle so all you need is a way to regulate speed (since forward is a fairly easy direction for everyone). It isn’t quite ideal for everyone to simply self-regulate their speed by looking around (at least not for a contact infantry line; for missile-skirmish troops moving in a “cloud” rather than a line they can absolutely do that) because that will produce a lot of stagger-start-stopping and accordioning which at best will slow you down and at worst will eventually turn your neat line into a rough crowd – one easily defeated if it is opposed by a line of infantry in good order. Keeping everyone in the same speed can be handled with music: the regular beat regulates the footsteps. That can be a marching song or it can be an instrument (ideally one easy to hear).
We’ve talked about armies – or components of armies – like this. I’ve described hoplite phalanxes through much of the classical periods, for instance, as essentially unguided missiles for this reason: the general hits “go” and the line moves forward. Likewise a shield-wall formation like the early English fyrd doesn’t need to do complex maneuvers. And for many armies, that was enough: a body of infantry which either held a position or moved forward in a single line, in some cases with a body of aristocratic cavalry which might be capable of more complex maneuvers (that the aristocrats had trained in since a young age). And you can see, if your culture has armies like this, why the general might be focused on either leading the cavalry in particular or else being the motivating “warrior-hero” general – such an army isn’t capable of much command once the advance starts in any event. They haven’t trained or prepared for it.
Bret Devereaux, “Collections: Total Generalship: Commanding Pre-Modern Armies, Part IIIa”, A Collection of Unmitigated Pedantry, 2022-06-17.
September 18, 2025
QotD: Americans, poker, and chess
The game of chess has never been held in great esteem by the North Americans. Their culture is steeped in deeply anti-intellectual tendencies. They pride themselves in having created the game of poker. It is their national game, springing from a tradition of westward expansion, of gun-slinging skirt chasers who slept with cows and horses. They distrust chess as a game of Central European immigrants with a homesick longing for clandestine conspiracies in quiet coffee houses. Their deepest conviction is that bluff and escalation will achieve more than scheming and patience (witness their foreign policy).
J.H. Donner, “The King: Chess Pieces”, New In Chess, 2008.
July 7, 2025
Why the Cold War Gave Us LEGO, Credit Cards, and Video Games – W2W 35
TimeGhost History
Published 6 Jul 2025Think the 1950s were all poodle skirts and jukeboxes? Think again! From the first credit cards and modems to LEGO bricks, video games, and even skateboards, discover the surprisingly futuristic side of the Cold War era.
In this episode of War to War by TimeGhost, Sparty dives into the forgotten innovations of the 1950s that still shape our daily lives in 2025.
Topics covered:
• The first commercial credit card (Diners Club)
• The birth of the computer modem
• The first microchip and the rise of computing
• “Tennis for Two” – the 1950s’ video game
• LEGO and the System of Play
• Skateboards before Marty McFlyThe 50s were WAY more high-tech than you think!
#1950s #coldwar #inventions #historyyoudidntknow #SkateboardHistory #lego #timeghost #techhistory #Modem #microchips #creditcard #videogames
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June 28, 2025
QotD: Shakespeare – game designer
If Shakespeare were alive today, he would create video games. You can see the “player” mentality in his plays — where role-playing and playacting are everywhere.
Consider the case of Hamlet. The title character wanders from scene to scene in a dark castle, encountering ghosts, villains, etc. But nothing gets resolved as he tries to level up — although eleven people are killed along the way. The play starts again the next night, with similar results.
Ted Gioia, “More Entries from My Private Journal”, The Honest Broker, 2025-03-25.
June 11, 2025
QotD: “Pike and Shot” in the early gunpowder era
… this is why the pike[-armed infantry] fought in squares: it was assumed the cavalry was mobile enough to strike a group of pikemen from any direction and to whirl around in the empty spaces between pike formations, so a given pike square had to be able to face its weapons out in any direction or, indeed, all directions at once.
Instead, pike and shot were combined into a single unit. The “standard” form of this was the tercio, the Spanish organizational form of pike and shot and one which was imitated by many others. In the early 16th century, the standard organization of a tercio – at least notionally, as these units were almost never at full strength – was 2,400 pikemen and 600 arquebusiers. In battle, the tercio itself was the maneuver unit, moving as a single formation (albeit with changing shape); they were often deployed in threes (thus the name “tercio” meaning “a third”) with two positioned forward and the third behind and between, allowing them to support each other. The normal arrangement for a tercio was a “bastioned square” with a “sleeve of shot”: the pikes formed a square at the center, which was surrounded by a thin “sleeve” of muskets, then at each corner of the sleeve there was an additional, smaller square of shot. Placing those secondary squares (the “bastions” – named after the fortification element) on the corner allowed each one a wide potential range of fire and would mean that any enemy approaching the square would be under fire at minimum from one side of the sleeve and two of the bastions.
That said, if drilled properly, the formation could respond dynamically to changing conditions. Shot might be thrown forward to provide volley-fire if there was no imminent threat of an enemy advance, or it might be moved back to shelter behind the square if there was. If cavalry approached, the square might be hollowed and the shot brought inside to protect it from being overrun by cavalry. In the 1600s, against other pike-and-shot formations, it became more common to arrange the formation linearly, with the pike square in the center with a thin sleeve of shot while most of the shot was deployed in two large blocks to its right and left, firing in “countermarch” (each man firing and moving to the rear to reload) in order to bring the full potential firepower of the formation to bear.
Indeed it is worth expanding on that point: volley fire. The great limitation for firearms (and to a lesser extent crossbows) was the combination of frontage and reloading time: the limited frontage of a unit restricted how many men could shoot at once (but too wide a unit was vulnerable and hard to control) and long reload times meant long gaps between shots. The solution was synchronized volley fire allowing part of a unit to be reloading while another part fired. In China, this seems to have been first used with crossbows, but in Europe it really only catches on with muskets – we see early experiments with volley fire in the late 1500s, with the version that “catches on” being proposed by William Louis of Nassau-Dillenburg (1560-1620) to Maurice of Nassau (1567-1625) in 1594; the “countermarch” as it came to be known ends up associated with Maurice. Initially, the formation was six ranks deep but as reloading speed and drill improved, it could be made thinner without a break in firing, eventually leading to 18th century fire-by-rank drills with three ranks (though by this time these were opposed by drills where the first three ranks – the front kneeling, the back slightly offset – would all fire at once but with different sections of the line firing at different times (“fire-by-platoon”)).
Coming back to Total War, the irony is that while the basic components of pike-and-shot warfare exist in both Empire: Total War and for the Empire faction in Total War: Warhammer, in both games it isn’t really possible to actually do pike-and-shot warfare. Even if an army combines pikes and muskets, the unit sizes make the kind of fine maneuvers required of a pike-and-shot formation impossible and while it is possible to have missile units automatically retreat from contact, it is not possible to have them pointedly retreat into a pike unit (even though in Empire, it was possible to form hollow squares, a formation developed for this very purpose).
Indeed if anything the Total War series has been moving away from the gameplay elements which would be necessary to make representing this kind of synchronized discipline and careful formation fighting possible. While earlier Total War games experimented with synchronized discipline in the form of volley-fire drills (e.g. fire by rank), that feature was essentially abandoned after Total War: Shogun 2‘s Fall of the Samurai DLC in 2012. Instead of firing by rank, musket units in Total War: Warhammer are just permitted to fire through other members of their unit to allow all of the soldiers in a formation – regardless of depth or width – to fire (they cannot fire through other friendly units, however). That’s actually a striking and frustrating simplification: volley fire drills and indeed everything about subsequent linear firearm warfare was focused on efficient ways to allow more men to be actively firing at once; that complexity is simply abandoned in the current generation of Total War games.
Bret Devereaux, “Collection: Total War‘s Missing Infantry-Type”, A Collection of Unmitigated Pedantry, 2022-04-01.
April 5, 2025
World of Warships – Battle Of Jutland
Sea Lord Mountbatten
Published 14 Jul 2024Hey guys! Today I am happy to bring you guys Jutland! Our cinematic on the 1916 Naval Battle of Jutland! Enjoy!
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January 19, 2025
January 11, 2025
QotD: “Composite” pre-gunpowder infantry units
I should be clear I am making this term up (at least as far as I know) to make a contrast between what Total War has, which are single units made up of soldiers with identical equipment loadouts that have a dual function (hybrid infantry) and what it doesn’t have: units composed of two or more different kinds of infantry working in concert as part of a single unit, which I am going to call composite infantry.
This is actually a very old concept. The Neo-Assyrian Empire (911-609 BC) is one of the earliest states where we have pretty good evidence for how their infantry functioned – there was of course infantry earlier than this, but Bronze Age royal records from Egypt, Mesopotamia or Anatolia tend to focus on the role of elites who, by the late Bronze Age, are increasingly on chariots. But for the early Iron Age Neo-Assyrian empire, the fearsome effectiveness of its regular (probably professional) infantry, especially in sieges, was a key component of its foreign-policy-by-intimidation strategy, so we see a lot more of them.
That infantry was split between archers and spear-and-shield troops, called alternately spearmen (nas asmare) or shield-bearers (sab ariti). In Assyrian artwork, they are almost always shown in matched pairs, each spearman paired off with a single archer, physically shielding the archer from attack while the archer shoots. The spearmen are shown with one-handed thrusting spears (of a fairly typical design: iron blade, around 7 feet long) and a shield, either a smaller round shield or a larger “tower” shield. Assyrian records, meanwhile, reinforce the sense that these troops were paired off, since the number of archers and spearmen typically match perfectly (although the spearmen might have subtypes, particularly the “Qurreans” who may have been a specialist type of spearman recruited from a particular ethnic group; where the Qurreans show up, if you add Qurrean spearmen to Assyrian spearmen, you get the number of archers). From the artwork, these troops seem to have generally worked together, probably lined up in lines (in some cases perhaps several pairs deep).
The tactical value of this kind of composite formation is obvious: the archers can develop fire, while the spearmen provide moving cover (in the form of their shields) and protection against sudden enemy attack by chariot or cavalry with their spears. The formation could also engage in shock combat when necessary; the archers were at least sometimes armored and carried swords for use in close combat and of course could benefit (at least initially) from the shields of the front rank of spearmen.
The result was self-shielding shock-capable foot archer formations. Total War: Warhammer also flirts with this idea with foot archers who have their own shields, but often simply adopts the nonsense solution of having those archers carry their shields on their backs and still gain the benefit of their protection when firing, which is not how shields work (somewhat better are the handful of units that use their shields as a firing rest for crossbows, akin to a medieval pavisse).
We see a more complex version of this kind of composite infantry organization in the armies of the Warring States (476-221 BC) and Han Dynasty (202 BC – 220 AD) periods in China. Chinese infantry in this period used a mix of weapons, chiefly swords (used with shields), crossbows and a polearm, the ji which had both a long spearpoint but also a hook and a striking blade. In Total War: Three Kingdoms, which represents the late Han military, these troop-types are represented in distinct units: you have a regiment of ji-polearm armed troops, or a regiment of sword-and-shield troops, or a regiment of crossbowmen, which maneuver separately. So you can have a block of polearms or a block of crossbowmen, but you cannot have a mixed formation of both.
Except that there is a significant amount of evidence suggesting that this is exactly how the armies of the Han Dynasty used these troops! What seems to have been common is that infantry were organized into five-man squads with different weapon-types, which would shift their position based on the enemy’s proximity. So against a cavalry or chariot charge, the ji might take the front rank with heavier crossbows in support, while the sword-armed infantry moved to the back (getting them out of the way of the crossbows while still providing mass to the formation). Of course against infantry or arrow attack, the swordsmen might be moved forward, or the crossbowmen or so on (sometimes there were also spearmen or archers in these squads as well). These squads could then be lined up next to each other to make a larger infantry formation, presenting a solid line to the enemy.
(For more on both of these military systems – as well as more specialist bibliography on them – see Lee, Waging War (2016), 89-99, 137-141.)
Bret Devereaux, “Collection: Total War‘s Missing Infantry-Type”, A Collection of Unmitigated Pedantry, 2022-04-01.
December 16, 2024
QotD: Movie and video game portrayals of generalship in pre-modern armies
As we’ll see, in a real battle when seconds count, new orders are only a few minutes away. Well, sometimes they’re rather more than a few minutes away. Or not coming at all.
This is also true, of course, in films. Our friend Darius III from Alexander (2004) silently waves his hand to mean “archers shoot!” and also “chariots, charge!” and then also “everyone else, charge!” Keeping in mind what we saw about the observation abilities of a general on horseback, you can well imagine how able Darius’ soldiers will have been to see his hand gestures while they were on foot from a mile or so away. Yet his army responds flawlessly to his silent arm-gestures. Likewise the flag-signalling in Braveheart‘s (1995) rendition of the Battle of Falkirk: a small banner, raised in the rear is used to signal to soldiers who are looking forward at the enemy, combined with a fellow shouting “advance”. One is left to assume that these generals control their armies in truth through telepathy.
There is also never any confusion about these orders. No one misinterprets the flag or hears the wrong orders. Your unit commanders in Total War never ignore or disobey you; sure the units themselves can rout, but you never have a unit in good order simply ignore your orders – a thing which happened fairly regularly in actual battles! Instead, units are unfailingly obedient right up until the moment they break entirely. You can order untrained, unarmored and barely armed pitchfork peasant levies to charge into contact with well-ordered plate-clad knights and they will do it.
The result is that battleplans in modern strategy games are often impressive intricate, involving the player giving lots of small, detailed orders (sometimes called “micro”, short for “micromanagement”) to individual units. It is not uncommon in a Total War battle for a player to manually coordinate “cycle-charges” (having a cavalry unit charge and retreat and then charge the same unit again to abuse the charge-bonus mechanics) while also ordering their archers to focus fire on individual enemy units while simultaneously moving up their own infantry reserves in multiple distinct maneuvering units to pin dangerous enemy units while also coordinating the targeting of their field artillery. Such attacks in the hands of a skilled player can be flawlessly coordinated because in practice the player isn’t coordinating with anyone but themselves.
Bret Devereaux, “Collections: Total Generalship: Commanding Pre-Modern Armies, Part II: Commands”, A Collection of Unmitigated Pedantry, 2022-06-03.










