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merica
is hearing a great deal about the martial society of the Afghans,
about their extensive experience of warfare, their great skill with
firearms, and their tradition of humbling foreign militaries. All
of these things are (mostly) true, though a visit to almost any
shooting range will turn up Americans of astonishing shooting skills,
and the military experience of the United States is hardly to be
sneezed at. And a lot of bin Laden's troops are Arabs, not Afghans,
and the Arab world hasn't produced a great military leader or fighting
force for a very, very, very long time.
Yet we have
repeatedly heard that Americans not so much our military,
as our overall society don't have the right stuff for warfare.
Americans, too wedded to technology and commerce, know nothing of
war, some say. The public will not understand the considerations
involved, the risks, or the nature of the conflict.
In fact, the
opposite may be true. As a population, the American public probably
has more deep expertise concerning serious military history than
any previous society. This expertise has been acquired steadily
over the past four decades, and it has happened largely without
notice from the media, academics, or the punditocracy, and in spite
of the removal of most military subjects from the mainstream educational
curriculum, and despite the p.c. movement's success in driving military
history out of history departments.
One reason
that this military education has gone unnoticed is that the people
acquiring the expertise are mostly techno-geeks, the very people
that some commentators point to as evidence of our unmartial character.
Yet to anyone who knows it, geek culture is full of military aspects.
Military history
is widely admired among geeks. So is skill with firearms. As an
article in Salon
noted a while back, geeks tend to be strong gun-rights enthusiasts,
regarding both computers and firearms as technologies that empower
the individual. Geeks, who know that they can program their VCR,
also believe themselves capable of cleaning a gun safely.
Some geeks
take their enthusiasm further, engaging in massed battles with broadswords
and maces as part of the Society
for Creative Anachronism's popular rounds of medieval combat.
Though the weapons are usually blunt or padded, injuries are about
as common as in rugby and football, and the rules are far less refined.
Geeks also read military science fiction, by authors like David
Drake, Jerry Pournelle, S. M. Stirling, Eric Flint, and Harry Turtledove,
in which war is not glorified, or simplified, but presented in surprisingly
realistic fashion.
But the biggest
source of geek military knowledge comes from that staple of geek
culture, wargaming. Ever since the introduction of wargames in the
early 1960s by companies like Avalon Hill and Simulations Publications
Inc. (SPI), geeks have made wargaming a major pastime. The games,
once played on boards with cardboard counters, now often run on
PCs, and realistically reflect all sorts of concerns, from logistics,
to morale, to the importance of troop training.
Wargaming,
like chess, has always been an activity mainly for intelligent males.
At the peak of board-based wargaming, in the late 1970s and early
1980s, most good high schools had a wargame club. And you can be
sure that the average member of that club ended up with a job and
an income far ahead of the average student at the school.
Board-based
games attracted a smaller set of the geek population in subsequent
decades, as computers became a new way for geeks to have fun, and
as Dungeon & Dragons (originally just a small part of the wargaming
world) grew massively in popularity, spawning scores of imitators.
Avalon Hill,
the founding father of the industry, nearly destroyed itself through
a bad lawsuit, and ended up getting taken over by Hasbro, which
has junked almost all of AH's once-formidable catalogue. Today,
Decision Games is probably the leading wargame publisher, with the
flagship magazine Strategy & Tactics (a military-history
magazine with a game in every issue), and with a catalogue of board
and computer games ranging from Megiddo (1479 BC, the epic chariot
clash between Egypt's Tuthmosis III and the King of Kadesh) all
the way to the 1973 Arab-Israeli war.
Today's computer
format for games works better at creating "the fog of war,"
since the computer can hide pieces. The computer also makes it easier
to play solitaire and solitaire was always a major form of
wargame play; the players were attracted by the ideas, not by the
chance to chat while playing Bridge.
How well have
wargames taught war? Well enough so that several wargames have been
used as instructional or analytical tools by the United States military.
Over the years, game designers learned how to playtest games before
publication, so that players would be forced to address real strategy
and tactics, as opposed to manipulating artifacts of the game system.
No game could possibly simulate everything realistically, but the
best games pick some key challenges faced by the real-world commanders,
and make the players deal with the same problems. For example, the
many games depicting the 1941 German invasion of the U.S.S.R. find
the German player with near total military superiority in any given
battle but always wondering whether to outrun his supply
lines, and conquer as much ground as possible, before the winter
set in. Other games make the players work on the delicate balance
of combined arms learning how to make infantry, tanks, and
artillery work together in diverse terrain, and learning what to
do when all of sudden your tanks are destroyed, but the enemy had
15 left.
Some wargamers
prefer purely tactical games, such as plane-to-plane, or ship-to-ship
combat. These players come away with amazing amounts of knowledge
about submarines, or fighter planes, or Greek triremes, or dreadnaughts.
And since real wargamers like lots of different games, many wargamers
learn a lot about many different military subjects.
Even the least
successful games teach a good deal of geography and history. And
they always demonstrate how the "right" answer to a military
strategy question is usually clear only in hindsight.
The wargaming
magazines are all about military history, naturally, and most wargamers
end up reading military-history and strategy books too. If you ask,
"Who
was Heinz Guderian?" most people will guess "A ketchup
genius?" Wargamers will be ones who answer: "The German
general who invented modern tank warfare, and who wrote a famous
memoir, Panzer Leader."
Most people
who wargame don't become real warriors although the games
have always been especially popular at military academies. But anyone
who spends a few hundred hours playing wargames (and many hobbyists
put in thousands of hours) will soon know more about the nuts and
bolts of warfare than most journalists who cover the subject, and
most politicians who vote on military matters.
So here's the
funny thing. While the official American culture around, say, 1977,
was revolted by anything military, a bunch of the nation's smartest
young males the "leaders of tomorrow" were
reading Panzer Leader and Sir Basil Henry Liddell Hart's
Strategy, and of course Sun Tzu's Art of War
which wargamers were reading long before it became a business-school
cliché.
This was no
accident. Many of those who founded the wargame publishing business
feared that, with the anti-militarism caused by the Vietnam, and
(later) with the adoption of the all-volunteer army, American society
would become estranged from all things military, leaving ordinary
citizens too ignorant to make meaningful democratic judgments where
war is concerned. They hoped that realistic simulation games would
teach important principles.
We've never
really tested the societal effect of having such a large number
of knowledgeable citizens. The Gulf War was too short, and too much
of a set piece, for public military knowledge to play a major role.
But there's reason to believe that it will be different this time
especially as the favored geek mode of communication, the
Internet, is now pervasive, meaning that geeks' knowledge, and their
knowledgeable opinions, will have substantial influence. They will
be able to put the military events of any given day into a much
broader perspective, and they may be opinion leaders who help their
friends and neighbors avoid the error of thinking that the last
15 minutes of television footage tell the conclusive story of the
war's progress.
The phenomenal
educational effort of the wargame publishers has ensured that, despite
the neglect of matters military by most educational institutions,
important aspects of military knowledge were kept alive, and taught
to new generations of Americans, in a fashion so enjoyable that
many didn't even realize they were being educated.
Some
of our favorite wargames:
Reynolds: Mechwar 77 (NATO vs. Warsaw
Pact, company-level tactics), France: 1940, Tobruk, Terrible Swift
Sword (very detailed recreation of Gettysburg).
Kopel:
War in Europe (huge division-level recreation of WWII in Europe
and the Mid-East); Sinai (Arab-Israeli wars of 1956, 1967, 1973),
Guadalcanal, Chaco (Bolivia v. Paraguay, 1932-35).
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