Experience and Training
From: "Thomas Barclay" <kaladorn@f...>
Date: Sat, 29 Dec 2001 00:57:20 -0500
Subject: Experience and Training
A brief contribution:
People talk about "training" as if it is one type
of thing. There are a number of historical
incidences where training has killed people. They
trained for something and then were dropped
into something bad they hadn't trained for -
and then their training kicked in and they did
WORSE.
Training is good if:
1) It is realistic (train like you fight, maybe
throw in 1 live round in 100 to make people
realize "this ain't a hobby")
2) It emphasizes flexibility, initiative, and the
ability to adapt to new tactical situations
3) It is broad enough to cover as many
possible scenarios as feasible
4) It gives you a good appreciation for your
own limits, your own technology, your own
logistics, and the same for the enemy
Training is bad if:
1) It blindly teaches you to be reactive (in X
situation, always do Y.... once I find out that is
how you fight, I exploit that as your adversary).
2) It isn't realistic (For example, never training
in unarmed combat with live steel means you
develop a disrespect for a knife edge and that
can be very bad)
3) It isn't frequent (you get out of training quite
fast....). One of the main problems in the units I
served in or with was a puny training budget.
Doing 1 trip to the rifle range per year isn't
enough for an infantry reserve unit. Everyone
should shoot and engage in section attacks and
other trade training at least 3-4 times
throughout the year in the reserves. Better yet,
once a month! And the training should be
serious.
4) It trains you into inflexible ways of thinking or
it trains junior officers and NCOs not to display
initiative but to wait and wait for higher
command to micromanage
5) If it trains you in your trade, but with no
appreciation for the other trades and branches
that produce the combined arms battle plan -
for example, having an infantry CO with no real
clue about artillery employment or fireplans
coming up with impossible mission objectives
for the arty that is to support his infantry....
Experience is also something which comes in
two varieties.
Good experience:
1) Teaches troops they can win (in the old days,
commanders conserved troops that they
wanted to be "elite" and then set them loose on
weak foes - blooding them and giving them a
sense of their own power... combine this with
real training and you eventually have a confident
powerful unit with traditions of not losing that
become self fulfilling)
2) Teaches troops what is important to their
survival and a good operation and what is
important to have NOT happen
3) Teaches troops how to appreciate the roles
that other branches and other trades play
within the combined arms battle
4) Teaches troops how to pick themselves up
and go on after seeing their buddies blown up
or shot
5) Conveys experience on how to be better
soldiers and get the job done faster, safer, and
more cheaply (in terms of life expended)
Experience is bad if it:
1) Teaches people that the key to survival is not
fighting to hard but instead finding a safe hidey
hole or always being in the back rank
2) Teaches people habits oriented entirely
around personal survival and not efficacy as a
soldier
3) Destroys morale by inflicting huge casualties
which gut units
4) Teaches Other Ranks that their officers are
willing to spend their lives freely and that they
aren't though of as being worth anything
5) Teaches you that there was a certain way to
be effective, and then you try to apply that
same dogmatic method in every case (even
those where it does not apply). This can be
disasterous.
So, it isn't just a matter of training or
experience. It is a matter of what kind of
experience, what kind of training, and what kind
of future challenges you face.
Add in doctrine of how armies fight wars, some
of which has been crack-inspired over the
years, technology (sometimes not appreciated,
or appreciated by one side far before the other
side figures it out - Germany, WW2, and fighter
planes as an example), and cultural issues (how
much value is placed on a human life? Do you
get 72 virgins by dying a martyr? etc).
What do you get from all that? A very
complicated mix that you can't hope to quantify
in any ruleset that isn't insane.
The best approach, IMO, is to look at each
scenario or campaign and decide what
limitations or parameters should apply to the
units involved in that situation. Trying to
accurately quantify all of these many and varied
aspects (and if you leave some out, you're
screwed for any kind of worthwhile result) is an
effort foredoomed to produce a thick codex of
rules (anyone for ASW with all the
supplements?) which border on unplayable
without an AID or a lawyer....
My 0.02.
Tomb.
-----------------------------------------------------------
Thomas Barclay
Instructor, CST 6304 (TCP/IP programming for the Internet)
kaladorn@fox.nstn.ca
http://fox.nstn.ca/~kaladorn/CST6304
http://stargrunt.ca/tb/CST6304