“The
conclusion that we draw, is that a correct and penetrating eye is a
more necessary and more useful quality for a general than craftiness,
although that also does no harm if it does not exist at the expense
of necessary qualities of the heart, which is only too often the
case.
But
the weaker the forces which are under the command of strategy, so
much more they become adapted for stratagem, so that to the quite
feeble and little, for whom no prudence, no sagacity is any longer
sufficient at the point where all art seems to forsake him, stratagem
offers itself as a last resource. The more helpless his situation,
the more everything presses towards one single, desperate blow, the
more readily stratagem comes to the aid of his boldness. Let loose
from all further calculations, freed from all concern from the
future, boldness and stratagem intensity each other, and thus collect
at one point an infinitesimal glimmering of hope into a single ray,
which may likewise serve to kindle a flame.”
Carl
there is talking (I believe) about concealed intentions in warfare,
and about trickiness and scheming in general.
People
have accused Carl of not respecting trickery and movement, and of
regarding war as purely attritional. But he does understand it, he
just thinks its not very useful at the largest scale of warfare. But
very very useful when using a weaker force against a stronger one,
especially when there is a high level of randomness involved.
We
can map this understanding onto nerdgames. In particular, almost
literally in 40k the conflict between games at 1500 points and 2000
points. Low point games requiring more stratagem, and being less
enthralled to list building.
It
can also be pushed to D&D. PC's don't bring more guys to the game
the same way Wargamers bring more troops (usually). But they have hit
points inside them, which are sort of analogous to combat power. The
higher the hit points then the more important the long reaches of
planning before the game starts, the careful optimisation, the
accounting for any conceivable situation.
But
at lower HP levels, where one swing of a sword can end you right now,
then we are 'let loose from all further calculations' and 'boldness
and stratagem intensify each other'. Which is my favourite part of
the game.
I
left in the first paragraph because I like it when Carl breaks into
mild poetics, and because he is managing another bunch of polarities
there. The cold penetrating vision, craftiness, and the necessary
qualities of the heart.
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