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The Myth of the Good War The Myth of the Good War Hot

goodwarI read quite widely, but my literary diet certainly includes a fair amount of military history. Because I don’t read that much military history I generally prefer to focus on “big picture” books, the sort of thing that looks at history from a very high level, covering a campaign or even a whole war in a single book. Inevitably these sorts of books don’t generally dwell on individuals beyond the high command and spend virtually no time looking at conditions on the ground. I’m conscious this gives me a fairly one-sided and warped view of warfare but sadly I don’t have time to read everything in the world.

From time to time though I do dip into more personal accounts. The first - and for a long time the only - one that I read was Stephen Ambrose’s famous book Band of Brothers about Easy company of the 506th Parachute Infantry Regiment, 101st Airborne division which was, of course, the basis for the TV series of the same name that I regard as pretty much the best piece of drama that’s ever been on television.

The story of the western front and particularly the airborne divisions holds a peculiar fascination for me. For a long time I assumed it was simply a case of familiarity: the troops that fought in Normandy trained here in Britain, started the campaign on our own doorstep over the channel in France and fought an enemy that was threatening my native country. But on closer inspection that reasoning falls down: if that were largely the basis for my interest surely I should be closely following the stories of the British divisions that took part in the campaigns rather than the American ones. It could be a case of media brainwashing, simply that because the US troops get more coverage, it becomes easier to identify with them. But really you’d have thought that someone in my position who knows a bit of history, plays some historical games and knows full well to check the specialist press for good history books could pull away from that with minimal effort if they really wanted to. And it’s not just me either: there seem to be an awful lot of books and games that cover not just the western front but particularly the actions of the 101st and people who probably ought to and usually do play or read more widely seem to keep snapping them up.

One possible legitimate answer is that the 101st fought in the three most famous battles of the western front: Normandy, Market Garden and The Bulge. And that’s probably part of the reason but again, the British Airborne were heavily involved in the first two so it can’t be the whole story. And I don’t think I really worked out the answer until I got into my most recent book, another first-hand account of battle in World War 2 but on the other side of the world: With The Old Breed, Eugene Sledge’s memoir of his time with the 1st Marine division in the Pacific.

The book is unstintingly graphic in its account of the horrors of the Pacific war. Not just the fear, injury and death which infantry on every front had to contend with daily but the peculiar brutality of fighting against entrenched, fanatical troops on tiny dots of rock in a vast ocean. He speaks of the way in which frequent hand to hand combat suddenly reduces men to bestial fury. The manner in which troops of both sides casually committed atrocities on supposed prisoners of war. The fact that static front lines on small land masses lead to a build up of rotting bodies, rotting food, excrement, flies and other vermin that infest your clothes and rations. The way in which simple things like the inability to wash one’s person or clothes or to use a toilet, combined with relentless tropical heat with resultant sweat and thirst grinds relentlessly at morale. The way in which all of these things leads to a situation in which acts of terrible barbarism come to seem commonplace and ordinary.

This is very different from the picture that countless films and books have given us of the western front. For starters the soldiers are going up against a foe enshrined as the 20th centuries’ greatest villains, whose motivations are transparent and widely known as opposed to the puzzling and inscrutable Japanese army and their strange fanaticism born of a literal belief in the Emperor as a living god. Prisoners of war on both sides were, on the whole, treated well and with respect. Front lines moved, weather conditions were generally benign, supplies were readily available, it was logistically easier to rotate units on and off the line to give them a break and so on and so forth. Nowhere is this more true than of the campaigns of the 101st: as elite, highly trained, relatively well-paid troops the unit as a whole could be expected to have extraordinarily low rates of wartime atrocities whilst exhibiting exactly the sort of inspirational bravery that civilians appreciate, almost worship, amongst the armed forces.

I have no intention of detracting from that exemplary record under difficult conditions, something few if any of us could hope to emulate if we were in their shoes. I have merely come to wonder whether the fascination with the western front and the 101st in particular springs from how easily they fit into our cultural casting of the second world war as a “good” war in which UK and US were on the side of “justice”. Focused down on that single campaign, and particularly on that single unit it’s easy to read things in that particular light because they were fighting against a great evil, and they did so whilst exhibiting great courage and restraint under conditions that were tough but comprehensible.  Sledge’s record of the Pacific war on the other hand meets few of these conditions, portrays a terribly distressing conflict occurring under conditions we can barely imagine and indeed sometimes finds the supposedly morally upright allied troops as behaving - on occasion - with as much barbarity as the Japanese. and is correspondingly less popular.

This realisation has really given me pause for thought. When you start to grope back through historical records of other conflicts it becomes clear that experiences like that of the 101st are not only the exception to the norm but virtually unique. I once read a book called The Face of Battle in which the military historian John Keegan, who has never enlisted, tries to conjure up the conditions of the average soldier in long-past battles such as Agincourt and Waterloo. One thing that stuck in my head from that book was his description of a British division in the line at Waterloo which stood throughout the entire battle never seeing action against the enemy but enduring a continual and withering barrage of fire from the French artillery. The unit was completely decimated and endured that hellish, unimaginable ordeal for no better reason that no senior officers, engaged as they were with areas of active fighting, thought to order them back and into cover. The accounts of older conflicts are necessarily lacking in detail but it’s not hard to imagine that in the days of swords and spears warfare must have been almost unimaginably horrific.

What’s this got to do with games? Well, little so far, I just thought it was an interesting observation about the way military mythology is constructed and how we manage to delude ourselves that conflict can somehow be a more wholesome experience than its obvious inferences would suggest. I know a couple of gamers who absolutely refuse to play historical war games of any shape or form because of the association with actual combat and actual suffering and I respect that position. However it’d be hypocritical of me to suggest that this sudden epiphany should somehow alter the viewpoints of people interested in the military or in military games because it hasn’t altered mine. Rather, I suppose I feel that perhaps designers of war games on a tactical scale should perhaps take a bit more time and effort to properly set the scene of what they’re trying to portray. Abstraction and a distance from causality are a necessary part of operational and strategic games, but when you’re playing a tactical game it’s terribly easy to forget that the little counter you just flipped over is representative of the real agonies experience by a handful of real people who were fighting in atrocious conditions. As I mentioned in my review of Labyrinth recently, it was the first game that made me feel physically sick when I first set off a terrorist plot that killed innocent civilians. Whether through card text or counter art or a clearer connection to the wider narrative of conflict I think perhaps that more war games should be aiming for the same effect.

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Comments (15)
  • avatarPat II

    Good points Matt. Military History accounts for approx 75% of what I read and you've brought up exactly what my motivations are when "playing" wargames. I'm not really one of those folks who "plays" wargames so much as simulating what happened (although I'm not too keen on the over-simulating part of wargames).

    For example the person I game with mostly these days is a young man of almost 18 years. Whenever we're playing a wargame I almost always infuse the reality of what would have happened in our simulation as the game unfolds. I can pull out bits of real info based on the many accounts I've read over the years. This can keep things interesting and thoughtful as opposed to playing army men which I reserve more for sci-fi games (although I might have to revisit this line of thinking in several hundred years give or take).

    Keegan is quite good. I've enjoyed many of his books and have just picked up his latest on the American Civil War.

  • avatarJazzbeaux

    Certainly the men of the 101st PIR in WW2 seem heroic and something to aspire to, while the 1st Marines are something that we might more likely turn into given the horrendous circumstances they faced.

    I think that the US troops also tend to read (in books) better when compared with UK ones as the countries characteristics tend to come through - US confident and can do nature, while UK are more class divided and keeping head down (understandable for some troops who started in 1939 and didn't get to stop).

    Quote:
    This can keep things interesting and thoughtful as opposed to playing army men which I reserve more for sci-fi games (although I might have to revisit this line of thinking in several hundred years give or take).

    This is something I definitely find, using historic games makes me feel uneasy as you can easily find a human face to the fight, while I can use sci-fi troops to recreate similar battles but keeping a degree of separation. Indeed see GWs Battle for Armageddon board game, which is basically Operation Barbarossa but with hordes of Orks vs Humans building a new tank army.

    Sam

  • avatarHatchling

    I think wargames have the unique potential to add a deep emotional layer or poignancy to gaming. Thinking about Napoleon's Triumph recently reminded me of how the first time I played it, it was alwayts on my mind that I was playing with real historical struggle. That probably has to do with a combination of factors (realistic map, the fog of war, named generals, how terrain affects tactics and how morale works). 2 de Mayo has the same effect because of how easy it is to imagine the frantic scurrying of a civilian population that faces off against a professional army.

    I agree with Matt's suggestion at the end that the horror of war can be (or should be) explored much more. Much horror culture draws inspiration no doubt from war (especially the kind of war that Matt describes), because it is in war where living and the dead are put in such close contact, violating boundaries of disgust, making human inhuman. It would make tremendous sense for that horror to feed back into its source, and for this to happen in a way that makes wargames more historically vivid, and therefore (more) disgusting or disturbing.

  • avatarclockwirk

    Hmm. I don't know if I'm interested in wargames trying to capture the "horrors of war" in an increasingly realistic way. Firstly, because I'm not that interested in becoming depressed, sickened, or saddened by playing a game, but also because I think it's a bit of a slap in the face to those who really experienced war to try to include those elements in a game. Then I ask myself, "why is that inappropriate for a game, but appropriate for a TV series or movie?". I'm not solid on it, but I think the purpose of TV and movies on this subject matter is more to inform or tell a story, and the primary purpose of a game is to provide a context for competition and to have fun.

    I don't really have a problem with the difficult subject matter of a wargame being abstracted out of the game, because the purpose of the game is competition using strategy, tactics, maneuver, bluffing, etc.. Not really to live through the personal tragic stories of the individuals involved. In the same way, I don't have a problem playing a pirate game without exploring the details of rape, murder, and scurvy.

    I do hear what you're saying, Matt, about connecting with some game experiences in a visceral way. I felt that some while playing D-Day at Omaha Beach. But it wasn't because of anything intrinsically in the game as much as it was the fact that I knew something about the event already.

    Very good and interesting article.

  • JJJJS
    Quote:
    I think wargames have the unique potential to add a deep emotional layer or poignancy to gaming.


    Agreed. I think is that missing link between games and reality. Not that games should be considered reality or a game can provide a realistic experience. But playing war games is a step to learning more about the real world. Until I started playing war games, history was interesting to me as a factual account, and WWII was something my grandpa did on a ship and Viet Nam was when my dad repaired airplanes during his reserve duty. But war gaming helped me gain an understanding of war and it's place. And it's led to me reading more books about nations and conflicts and I think it's made me smarter when it comes to see how the real world works. And it's all because of war gaming first.

  • avatartin0men

    Excellent thought-provoking piece. Right in the middle of reading it I immediately ordered a copy of Keegan's 'Face of Battle'. The 'in-the-trenches' view and some attempts in the last 50 years or so to more-'humanize' war, and bring it home into the living room, is a fascinating topic.

  • avatarWalterman

    I believe that a good tactical wargame should evoke the horrors.

    Fields of Fire does a good job of this, for me.

  • avatarJur

    I'm not sure that it will bring what you want. Think of how the horrors of war are depicted in many computer games: blood all around, but it doesn't give pause to think. Rather, it brings out the Yee haw, take that BITCH!!

    Do you want to bring in rape, murder, pillaging? Do you want to offer players the option of shooting prisoners of war, or making more trains available for the final solution?

    Do you want to capture boredom? That's what 95% of warfare is about.

    Do you want to capture the spirit of the warrior, for whom war is not a terrible thing but a show place for his pride and prowess. That what makes him a Man, part of the community of Men and his Ancestors?

  • avatarHatchling

    Hmm. Good points, Jur.

  • avatarInfinityMax

    Just last week, I was saying that war is awesome. Not real war - that's a mess, and you get all these dead bodies and you can't take regular showers. But games about war rule, because deep down, human beings are all about violence. We love it. We watch movies about it, read books about it, and play games about it because we're visceral, primal creatures. It's not the Old West any more, and we can't just settle our differences with fisticuffs or hot lead, but some part of us that has been poorly buried in a shallow grave longs for the thrill of life-or-death conflict.

    It's totally natural to be interested in war. It's part of our genetic code. The higher parts of our minds want us to ignore that, overrule the violence that is part of our blood, but while we say ridiculous things like, 'violence doesn't solve anything', we just love to play games where people die.

    But while we long to prove our manliness on the field of battle, to pit our wits and muscle and teeth and claws against worthy adversaries, we do like to forget how shitty things get when you do that for a living. When you're hip-deep in bodies and eating maggot-ridden bread while waiting for the death that tomorrow will bring, it's not anywhere near as exciting. However, remembering those ugly parts will hopefully keep us from wanting to engage in real war, and maybe we can sate our bloodlust on plastic people and cardboard maps.

    This message has been brought to you by the number 7, and the letters G and S.

  • jason10mm

    Face of battle is an awesome book. When I was younger I would always scream at my pc war-game units to just keep on fighting, morale and unit cohesion be damned. But as an older man and more widely read, I can appreciate why 1000 guys might turn and run after only losing 15 soldiers in a surprise ambush.

    For wargames there definitely needs to be some mechanism to reproduce morale. Otherwise the game becomes an exercise in attritional slaughter. Be it the VP gain for opponents in a command and colors game to penalize losing units or a real morale system.

  • avatarPhantom Hugger

    I'd suggest "The Western Way of War" by Victor David Hanson for a similar attempt at recreating the experience of the Greek Hoplite.

    http://www.amazon.com/Western-Way-War-Infantry-Classical/dp/0520219112

  • avatarSuperflyTNT

    Great read, as always, Matt. FYI: I met one of the surviving members of the "Band of Brothers" and bought his book, it went to a charity for the families of fallen soldiers. Good, funny old guy and he still had a razor wit. Still have the book, was going to send it to him for his birthday, but that never happened. I should probably read it now that I'm thinking about it.

    Wargames are hands-down my favorite because there's generally no winning by margins; it's either you, or them. I like player elimination for this very reason - there's a real consequence of losing, and that's probably the single most powerful, compelling motivator in any game style I've ever played.

    There is something about armed conflict that brings out the baser, animal instinct in people, and the magic is to suppress that and make good, logical, emotionless decisions based upon what the mission is, not how many men you'll need to sacrifice to accomplish it. This, in the end, saves forces because it's not a logical move to take a hill and lose 1000 men while an emotional decision to take that hill may result in attempting to take the hill, only to find that had you retained those men to reinforce a flanking position, your entire army may not have been overrun.

    Great stuff. I want to play Axis and Allies now.

  • avatarMattDP
    Quote:
    Excellent thought-provoking piece. Right in the middle of reading it I immediately ordered a copy of Keegan's 'Face of Battle'. The 'in-the-trenches' view and some attempts in the last 50 years or so to more-'humanize' war, and bring it home into the living room, is a fascinating topic.

    Glad you enjoyed the piece. Hope you enjoy the book. It's a very interesting read but it falls short of its (admittedly very lofty goals), although its questionable whether a piece of historical research could ever really live up to a genuine re-creation of the battlefield experiences of ages past.

    Quote:
    Fields of Fire does a good job of this, for me.

    Dammit. I kind of burned out on solo games, having been playing them a lot recently as I can't get out to game that much. But I keep on coming back to this one: I think I really need to try it.

    Quote:
    I'm not sure that it will bring what you want. Think of how the horrors of war are depicted in many computer games: blood all around, but it doesn't give pause to think. Rather, it brings out the Yee haw, take that BITCH!!

    You make some good points there. However I keep coming back to that moment in LWOT where I was appalled at perpetrating a terrorist atrocity. I kind of feel that demonstrates that you can capture an essence of that feeling without recourse to excessively complex rules or overworked narrative text, but perhaps I'm setting the bar too high. Perhaps it's just that LWOT is current and close to the bone that enabled it to have that effect.

    Quote:
    Do you want to capture the spirit of the warrior, for whom war is not a terrible thing but a show place for his pride and prowess. That what makes him a Man, part of the community of Men and his Ancestors?
    Quote:
    Just last week, I was saying that war is awesome. Not real war - that's a mess, and you get all these dead bodies and you can't take regular showers. But games about war rule, because deep down, human beings are all about violence.

    I did a piece about this not that long ago. Let's see:

    http://fortressat.com/index.php?option=com_content&view=article&id=1999

    Basically, I agree totally. But I think a really good wargame should be able to capture precisely this contradiction. After all - as I admitted in the piece - that sort of visceral realism is almost certainly out of the scope and the possibility of operational and strategic-level games and these probably make up the bulk of released games in any case, so there's plenty of room for the "heroic" and "strategic" ends of the spectrum. But it'd be interesting to see a few more tactical games propping up the "war is hell" end of the narrative to balance things out a bit.

    It'd probably be best served in a game which had a one-on-one scale: i.e. one counter equals one rifleman. I've never played or even seen such a game. Do the combat commander titles work at that scale?

  • avatarcraniac
    Quote:
    ...
    I believe that a good tactical wargame should evoke the horrors.

    Fields of Fire does a good job of this, for me.

    And that's just trying to understand the rulebook . . .

    But seriously, excellent article. It reminds me of that performance art game where one tries to maximize the efficiency of loading trains with people and then realizing at the end that everyone is going to Auschwitz. It would be interesting to have that layer in wargames. What if you had to write letters to the surviving family members of that platoon you just sacrificed, for example.

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