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The Art of Guild War: Chapter 1, by Some Zoo (neoelasticman)

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Author: neoelasticman
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A particular comment by chiellus on my previous article has inspired me to change the course I’m taking with my "Neo’s Professions" articles. Not that there’s more than one, really, but there would have been if not for chiellus. My new idea is to have a read-through of Sun Tzu’s book, The Art of War, and see if I can put his theory into the context of Guild Wars. What I will do, I think, is cover one chapter per article. I will write numbered points for each chapter, which will correspond to the same numbered point in my source for easy understanding and reference. Please refer to the to website whenever you need to. It may clarify what I've written here. Some numbers will be skipped, since translation into Guild Wars terms would sound pretty lame or would be inapplicable. Hopefully I will learn as much in writing this as you will learn in reading this. So, let’s try chapter 1 now, shall we?

CHAPTER 1

LAYING PLANS


3. The Art of War is governed by multiple constant factors:

4. These are: (1) Moral Law (2) Heaven (3) Earth (4) The Commander (5) Method and Discipline

5. Moral Law, for the purposes of Guild Wars, is the obedience of the team to their leader

6. Heaven can be best used for Guild Wars to represent an aspect of your environment, terrain effects; ice, swamps, etc.

7. Earth can best be used to represent the other aspects of your environment; distances, land features such as hills, etc.

8. The Commander is best described as representing the ideals to be looked for in a team leader: wisdom, sincerity, benevolence, courage, strictness. Note that this is just the list given by my source and some of these are more applicable than others.

9. Method and Discipline is slightly different in the context of Guild Wars, although it could follow my source’s definition loosely if applied to alliance battles. For the purposes of Guild Wars, this is to be understood best as the team build, where everybody has their appropriate place within the team.

11 & 12. Refer to my source for 11 and 12, I would just be cutting and pasting if I were to write it myself. These two sections talk about how to decide which of the two opposing teams will win a given battle.

15. You will need to be able to change your battle plans on the fly if you hope to succeed.

16. Your victory is also dependant on your ability to deceive the opponent.

17 – 22. Here the text just emphasizes number 16 and goes into further detail, however it is still important to take note. Because so much time is put into the description of this strategy, one can tell that it is of utmost important to learn if you hope to succeed.

23. Never, under any circumstances, shout out your commands on the public channel during a battle. There is no point in issuing commands that the enemy knows about and can react to.

24. Always elaborate your plans ahead of time, so that you can go into the battle well-prepared. The unprepared leader goes into the battle with little to no planning ahead of time.

This one was fairly short but hopefully later ones will make up for that. Hope you like it!

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User Comments
  Liam Tanner on 03/29/06 08:28

A lot of this strikes me as obvious. A prime example is: DON'T TELL YOUR ENEMY WHEN YOU'RE GOING TO HIT THEM. But trash talk is fine.

  cswella on 03/29/06 14:50

Woot, number 16-22 is all about the mesmers! Sun-Tzu would play mesmer in GW.

SunZsu.....   chiellus on 05/22/06 16:03

I love this :-)
+ credit for you...

I haven't got a clue which commander but:
No signle battleplan has ever survived first contact with the enemy...

In short: surprise the enemy, and make sure u can react fast to a chaning situation. If u can't counter the counter, you loose initiative. And when you loose initiative, you loose the battle...

Loosing the battle doesn't mean you lost the war.... (keep high morale!)



Regards,
Michiel


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