tft lcd loses cohesion quotation

This week we’re going to finish up this analysis by looking at the rank and file soldiers themselves and the issue of morale. Film and video games generally present a binary portrait of morale: soldiers are either 100% following orders and prosecuting the battle vigorously or else running away in disordered terror and never anywhere between. But in fact the morale and cohesion of armies are complex and unpredictable things, with many possible outcomes. Moreover, popular fiction across many genres tends to represent armies as far more willing to fight on through high casualties as they were historically.

If this post has improved your morale, please share it. If you want to experience a sense of unit cohesion with the other ACOUP patrons, you can enroll in their serried ranks by supporting me on Patreon. And if you want updates whenever a new post appears, you can click below for email updates or follow me on twitter (@BretDevereaux) for updates as to new posts as well as my occasional ancient history, foreign policy or military history musings.

For games that do simulate morale, it generally exists in a binary state: units are either in good (enough) morale and will follow any and all orders the player gives them or they are ‘broken’ and will retreat uncontrollably to the rear. The binary itself is odd since, as we’ll see, morale and cohesion can exist in a lot of states. But it also has gameplay implications: because the shift from ‘fine’ to ‘broken’ is so immediate and severe (especially in games where it is unit-wide), the tendency in game design is to make the break-point very high.

Not all games are quite so extreme, of course. Battles in Paradox titles – I’ll use Crusader Kings IIIas an example here because its the one I’ve played most recently – tend to feature casualty rates that are often a lot closer to historical norms. Looking through my own recent games, lopsided battles between armies of equivalent size tend to inflict around a quarter to a third losses (presumably both KIA and serious WIA since the ‘killed’ figure reflects all men not able to return to service), often with most of those casualties occurring during the ‘retreat’ phase of the battle – which is correct. The exception here are ‘stack wipes’ where an army is so wildly overmatched that it is defeated completely; I think we may take this to mean in most cases that the army collapsed and dispersed rather than that 100% of its troops were killed. Nevertheless a third to a quarter losses is closer to right, but actually probably still about triplethe general average. It is not a good sign when the closest we seem to get is roughly three times the historical norm.

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.

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 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.

Consider, for instance, an army with high morale but with weak cohesion. This is actually so common an occurrence that it actually becomes tricky to point out specific examples; its most common expression are units at the beginning of a war that despite being highly motivated ‘for the cause’ nevertheless fall apart quickly when the fighting starts. A classic example is the First Battle of Bull Run (1861); both army’s morale was evidently high (they both thought they were about to win a brief and glorious war!) and that morale carried them into the battle just fine. But when it became evident that the US Army wasn’t winning the day, that morale was insufficient and the new and not yet sufficiently trained army lacked the cohesion to hold together, leading to a panic and collapse where the units themselves dissolved in a frenzied retreat.

What is striking in this example is that the army didn’t dissolve, because while cohesion had failed, morale had not. After the frenzy of the retreat war off, the army mostly reformed; only 1,216 US soldiers were reported missing after the battle (of 18,000 or so engaged), so most of the men found their way back to their units (one way or the other). Meanwhile the public and political leaders remained committed to the war, redoubling recruitment and enlistment; that commitment both reflected and influenced army morale: victory was still desirable and still possible. And so the army reformed to try again. The American Civil War is replete with examples like this where unit cohesion failed, but those same units after embarrassing retreats reformed and rejoined the army, often to put in solid service in later battles. Of course penalties for desertion and inducements for service also might play a part in this, but as I think McPherson (op. cit.) demonstrates, for both the United States and the Confederacy, ‘the cause’ was the driving factor. Morale brought the armies back together and sustained them through the campaigning – but it was not enough to hold together in battle until cohesion had been built within units.

What about an army experiencing a collapse of morale but with high cohesion? Here the particulars of the breakdown in morale matter a lot. A collapse of cohesion produces a fairly predictable result: the unit falls apart under the immediate stress and flees. But a collapse in morale, especially where cohesion is high means the unit stays together and generally continues to act in concert. The fact that they still act in concert means whatever they do will have all of the force of that cohesion, but the collapse of morale makes that action unpredictable.

Alternately, a highly cohesive army whose morale fails may turn on its leaders completely; this is particularly notable for armies that are at best weakly attached to the fortunes of the state or society they serve. Thus for instance after the end of the First Punic War, Carthage’s armies, composed mostly of mercenaries, turned on the state and instead formed the backbone of a widespread North African rebellion against Carthaginian rule (for more on this, check out Dexter Hoyos, A similar early modern example is the behavior of the Army of Flanders in 1576: having been left unpaid for an extended period due to the financial difficulties of the Kingdom of Spain, the army responded by electing new leaders and then brutally sacking its own regional capital, Antwerp. What’s striking here is that the army did this while functioning in perfect order (albeit against one of their own cities) – being able to execute a capable storming attack on a defended, fortified city – because cohesion was not the problem and the troops knew their business.

A similar but more detailed interaction of morale and cohesion is visible with the Battle of Hastings (1066). William’s initial push up the hill failed and the rumor started in the army that he had been killed; since the war was a succession war that would mean the loss of any hope of victory. William had to ride along his line with his helmet off to show his face so that his men could see he was still alive and victory was still possible to reorganize them for another effort. On the other side, the death of Harold seems to have caused the collapse of the English line but in different ways. The troops of the fyrd seem to have collapsed and fled, melting into the countryside (failure of morale and cohesion), but the highly cohesive mass of the huscarlsheld position around Harold’s body, cohering in a single mass to the end.

Morale and cohesion can thus fail in different ways, sometimes leading to units that will respond to some orders but not others, or units which remain cohesive and act in concert but are no longer under the control of their officers. Perfect obedience and panicked rout are two of the possibilities, but only two states in a broad spectrum. And of course it is also possible for combatants to be too aggressive, attacking without orders, sometimes under the leadership of their officers, sometimes not. This sort of aggressiveness was itself a core part of the Roman ideal of virtus which in turn required disciplina to retain (at least until a Pelignian threw a flag at someone. Then all bets were off).

In short on the left (to the Spartans) side of the field, the Spartan forces (for what each of these groups is, see my series on Sparta) collapsed almost instantly on contact, while on the right side, the opposing Argive (et al.) force collapsed before contact, at the very onset of the Spartans. That’s not uncommon for units or indeed even entire armies with weak cohesion or morale to collapse before contact or at the very moment of contact. After all, the onset of an enemy is very scary and even with your armor and all of the cohesive elements designed to hold you into the fight, everything in your monkey brain in that line is telling you to run away; indeed, as we’ve discussed, ‘shock’ cavalry relies on this feature of human behavior in order to be effective, since such cavalry is almost useless against infantry that remains dense, cohesive and in good order.

If anything, by the by, this tendency of units to break before contact becomes even more common in the gunpowder era. Part of the reason armies kept doing bayonet charges into the 1800s is that they could be very effective. While it was very hard to get a unit with the cohesion and courage to make a bayonet charge, for those that could, it was extremely rare for the defenders to wait to receive such a charge: without armor or shields, casualties were likely to be extremely severe. And there is something in our barely evolved monkey-brains that really understands someone running at us with a very sharp stick on a more fundamental, primal level than it understands artillery or gunfire. It was thus relatively rare for bayonet charges to result in an extended melee: instead the defender typically poured fire into the attacker who either broke and fled or else delivered the charge in which case the defender broke and fled with those who could not flee in time being killed or surrendering.

So pre-modern armies generally seem to have fallen apart at or before 10% losses. That is somewhat sooner than modern military units (‘combat ineffectiveness’ rules of thumb vary, but they’re often between 10 and 20% losses), but as we’ve noted before shock combat exerts a very different morale and cohesion pressure than being under extended fire does.That’s still substantially lower than something like Crusader Kings III’s c. 30% or so average loss-rate for defeated armies and massively, wildly lower than the 50% or 90% losses-to-break rates implied by games in the Total War and Mount and Blade series (much less the 100% rates implied by many other real time strategy games).

That has, as I see it, two implications, one small and one large. The small implication is that the standard practice in many of these games to ‘bog down’ an enemy’s expensive units in a mass of cheap forcesso as to spare your own expensive ‘damage dealers’ from taking damage – a cornerstone of the ‘match-up’ model we discussed at the beginning of this series –doesn’t really function on an actual battlefield. Advancing low quality, low cohesion infantry without support will simply cause them to break for the rear without bogging down or potentially without even engaging their higher quality opponents. Peasant mobs know they’ll lose to dismounted knights, they will not, as a rule, stick around to put the matter to the test except under extreme circumstances.If you want infantry to hold against dangerous enemies, it generally has to be high quality, cohesiveinfantry. Attempting to do your ‘cost savings’ by cheaping out on your infantry ‘anvil’ was a good way to find yourself with nothing but your surrounded and soon to be defeated hammer.

An interesting parallel to this were examples of United States units late in the Civil War during the Overland Campaign which would advance but due to low morale generally refused to charge, making only a show of attacking fixed fortifications at places like Cold Harbor. Cohesion kept them together, faith in the cause kept them in uniform, but the failure of faith in their leaders kept them from attacking vigorously.

tft lcd loses cohesion quotation

http://www.au.af.mil/au/awc/awcgate/ndu/cohesion/ch01.pdf. This is the élanvital that is desired by the leaders of all organizations, i.e. a pervasive sense of

tft lcd loses cohesion quotation

A good research paper is both organized and cohesive. Organization means that your argument flows logically from one point to the next. Cohesion means that the elements of your paper work together smoothly and naturally. In a cohesive research paper, information from research is seamlessly integrated with the writer’s ideas.

When you revise to improve cohesion, you analyze how the parts of your paper work together. You look for anything that seems awkward or out of place. Revision may involve deleting unnecessary material or rewriting parts of the paper so that the out of place material fits in smoothly.

In a research paper, problems with cohesion usually occur when a writer has trouble integrating source material. If facts or quotations have been awkwardly dropped into a paragraph, they distract or confuse the reader instead of working to support the writer’s point. Overusing paraphrased and quoted material has the same effect. UseChecklist 12.2: Revise for Cohesionto review your essay for cohesion.

Understanding cohesion can also benefit you in the workplace, especially when you have to write and deliver a presentation. Speakers sometimes rely on cute graphics or funny quotations to hold their audience’s attention. If you choose to use these elements, make sure they work well with the substantive content of your presentation. For example, if you are asked to give a financial presentation, and the financial report shows that the company lost money, funny illustrations would not be relevant or appropriate for the presentation.

In a cohesive research paper, the elements of the paper work together smoothly and naturally. When revising a research paper, evaluate its cohesion. In particular, check that information from research is smoothly integrated with your ideas.

tft lcd loses cohesion quotation

If you want your employees to work together and produce great results, we recommend using these tools. Without them, there is a high chance that your company loses time and money.

tft lcd loses cohesion quotation

It seems to me farther, that these Particles have not only a Vis inertiae, accompanied with such passive Laws of Motion as naturally result from that Force, but also that they are moved by certain active Principles, such as that of Gravity, and that which causes Fermentation, and the Cohesion of Bodies. These Principles I consider, not as occult Qualities, supposed to result from the specifick Forms of Things, but as general Laws of Nature, by which the Things themselves are form"d; their Truth appearing to us by Phaenomena, though their Causes be not yet discover"d. For these are manifest Qualities, and their Causes only are occult.