
John David Lewis |
Review of Philip Sabin, Lost Battles:
Reconstructing the Great Clashes of the Ancient World.
London/New York: Hambledon Continuum, 2007. Pp. xxi, 298. ISBN
978-1-84725-187-9. |
Philip Sabin, Professor of Strategic Studies at
King's College, London, and co-editor of the two-volume Cambridge
History of Greek and Roman Warfare,[1]
has combined his interest in ancient warfare with his skills in
analytical modeling, and directed them to the "Lost Battles" in
antiquity. How do we overcome the limitations of missing,
contradictory, or implausible information about some of the most
important military engagements of the Greeks and the Romans? These
clashes are at once well known to us--by name at
least--and stranded so far in the depths of memory and history
that even their physical locations often cannot be identified with
confidence. Unwilling to admit defeat, Sabin's answer is to apply a
method of dynamic modeling "to set each battle much more clearly
within the context of the general run of other similar ancient
engagements, and thereby to highlight which of the various
conflicting interpretations are most in line with what we know from
elsewhere" (xiii). The result is an engaging and fresh look at
ancient armies, terrain, and commanders. But it is also an
invitation and an opportunity to reconstruct the battles on a game
board, to "play" them ourselves, and thus to test the assumptions
behind their reconstructions as well as our own powers of
decision-making. Sabin brings strategic studies, military history,
and war-gaming together into a synthesis that bridges the unnatural
divides between these fields.
Sabin's comparative methodology aims to create a
model, applicable to all ancient battles, produced inductively from
an in-depth examination of many battles, which can then be applied
back to those same battles through simulations. Implicit premises
are, first, that there were similarities between ancient events that
allow us to fill in holes in our literary and other sources, and,
second, that two-way feedback between generalizations and
particulars can help us better understand both. Beyond this, Sabin
proceeds with two explicit presuppositions: first, that every battle has
an element that can be considered using a "mathematical model" that
"provides the framework for troop maneuver and combat resolution"
but that is superior to other modeling approaches "because it is
expressed more in verbal than in mathematical terms" (xvii).[2]
This verbal model avoids the problem of computer simulations that
require more precision in the inputs than our ancient sources allow.
Because the game is to be played with dice, and because we are
supposed to adjust our play as the game progresses, there will be a
feedback against the outcomes given by the sources, and a chance to
re-configure and re-calculate factors that prevent a proper outcome.
The model becomes a way to reconstruct the historical aspects of a
battle itself.
The second presupposition concerns free will: "[this]
element consists of constant decision inputs by the opposing
players, which reflects the essence of war as a battle of wits as
much as a blind collision of armed masses" (xvii). Sabin recognizes
that an ancient army was not a monolithic structure under the strict
control of a commander, but rather a group of human beings with a
hierarchy of authority reaching down to the levels of junior
officers. The model permits decision inputs at all levels of the
game, which will add to its dynamic qualities. Players must make
their own judgments about tactical problems, just as ancient
commanders actually did. The result is far more sophisticated than
assigning numbers and values to troops, then writing a program and
letting it run. It allows for a range of variations and
uncertainties in the composition of armies, troop sizes and
capacities, and allows assumptions--including the command decisions
of the players--to be tested against the game itself. A reader who
at this point is not certain whether he is reconstructing an ancient
battle or designing a war game has missed the point. The object is
to do both, to reconstruct the battle in the form of a game, and
then to play it. The game is the reconstruction.
In building the model--and creating the war-game
scenarios--Sabin starts with the armies themselves, not with the
terrain or the decisions of commanders. He rightly opposes the use
of static blocks of troops, and stays on his mission to recreate the
dynamic qualities of a real engagement. He looks "to base our
subdivision of the armies on the actual tactical organization and
articulation of historical forces" (17). He adopts a "grand
tactical" perspective--concerned with the overall movement of troops
on the battlefield--while beginning his reconstruction of the armies
themselves at the unit level. He attempts to create not only a
unit-scale by which to gauge the size of the units, but also a scale
of values to reflect their quality. Such scales can later be used to
compensate for difficulties of terrain or other impediments to good
troops. Troops can be understood in three unit classes, each
assigned a mathematical level of fighting value. "Veteran" troops =
4; "Average" = 3; and "Levy" = 2. Further subdivisions are between
infantry and cavalry, skirmishers, chariots, and elephants, each of
which can be modified by a numerical value. One then proceeds by
trial and error, considering the evidence of the sources, assigning
the troops and values appropriate to the scenario, "adding up the
fighting values of the opposing armies and seeing how they compare"
(21). Trial and error may seem to be an inappropriate way to begin,
but it is perhaps closer to what ancient commanders did than any set
program of movement could be.
The armies are projected onto a physical layout,
with movements proceeding over time, and with the decisions of the
commanders and officers brought to bear. In starting with the army
rather than terrain, Sabin assumes "the highly formulaic nature of
ancient battles" (29). Here the problems of reducing the complexity
of a battle to a game board become manifest, and one must suspend
disbelief and go with the flow of the game:
Now that we have come to
grips with the unmanageable complexity of real armies and real
battlefields by subsuming them within a small number of standardized
units, unit types, zones and terrain types, the really hard work has
been done, and providing for the movement of troops across the field
is actually little more complex than regulating the movement of
chess pieces across a board" (34).
Sabin is both overstating the solution his game
scenario brings and accurately recognizing its own limits. He
reduces the patterns of movement, for instance, to orthogonal
directions: "Diagonal movement would complicate things ... and
would introduce far more flexibility than is realistic for the
unwieldy formations of the time ...." The rightward drift of
hoplite armies, and the rightward turns of armies, will not be
followed, but will be handled "by arranging initial scenario
deployments accordingly" (35). Time is reduced to a series of
"turns" (begun with a roll of the dice) and movement to a single
"zone" (chariots and cavalry get two zones, except in difficult
terrain).
In dealing with the issues of fighting and
command, Sabin completes the battlefield model. It has twenty zones,
ten for each of the opposing armies, five zones across and two deep
for each army, with forces arrayed within the zones as accurately as
can be reconstructed, and a scenario ready for testing against the
known outcome. We are now set to play the game, but it has become
difficult to see how we are in a position to learn anything about
ancient battles beyond the analysis of army units and study of their
possible positions on the field. Although the "grid and movement
systems" remain "resolutely broad brush," as required by the "grand
tactical focus" (41), the mathematical model for troops and
maneuvers has reached its fundamental limits. The second element now
comes into play: the decisions of commanders and officers. Here in
the battle of wits is where Sabin's model might allow us to learn
something important.
One of Sabin's assumptions is that "ancient
armies were not animated by a single guiding hand, in the same way
as chess pieces or playing cards are deployed by a single
individual. Instead, the armies were composed entirely of animate
entities in the form of individual human beings," who were
distinguished from crowds by a hierarchy of officers (61). This left
much latitude for local decisions, especially given the vagaries of
terrain and limitations of communications. The game allows for
tactical input and decision-making at every level. Here this method
of conceiving ancient battles bears fruit in active intellectual
engagement with a fast-changing collision of forces.
After armies have been assigned to the field
under a series of acronyms--"AHI" for Average Heavy Infantry, "LLI"
for Levy Light Infantry, "UL" for Uninspired Leader, etc.--play can
begin. Cannae is the first battle to which the model is applied, and
Sabin works through one possible series of movements. There is a
strong reliance on chance here, because the number of moves is
determined by a roll of the dice, combined with an initial numerical
fighting value. Playing the game places the Romans in a position of
inferior generalship, and motivates them to attack first, in order
to avoid the horrific envelopment that everyone knows is inevitable.
By fighting a battle this way, each side can test the accuracies of
the assumptions, the possibilities of movement, and the
effectiveness of the decisions. The Cannae game reinforces the
importance of the Punic cavalry, demonstrates much more dynamism on
the Roman side than a mere envelopment of their static line, and
adds a level of desperation to their attempts to avoid defeat. The
game brings a certain sense of realism to the battle that is lost in
merely reading the sources passively. A fast-paced game may unfold
here, as players refer to sources and adjust their armies and their
play against their opponents, measuring both against the outcomes.
Sabin provides brief (two- to four-page)
descriptions of thirty-four battles, from the Greeks at Marathon
(490 BC) to Caesar at Pharsalus (48 BC), along with color maps
of deployments, and troop levels and values. As regards, for
instance, 1st Mantineia (Spartans and allies vs. Argives, Athenians,
and others, 418 BC), Sabin
draws on information from other events as he creates the model, in
order to address the central problem of reconstruction--the size of
the Spartan army. Thucydides' claim, "that the Spartan army was the
larger and that there were only a few thousand Spartan hoplites"
(105), would require the integration of non-Spartans into the battle
line. This is precisely the kind of issue that the model can test,
by varying the appropriate factors and their movements with
decisions taken during the game. The result may support Thucydides'
calculations (as the Cannae reconstruction showed the plausibility
of Polybius's account). Sabin never overstates his case or claims to
have solved problems that scholars disagree on; his goal is to
stimulate engagement and debate and perhaps suggest new approaches
to old problems.
Sabin's energetic approach to the lost battles
brings together the researches of an ancient historian and the
dynamic thinking of a military strategist in a game of wits. In
terms of production, I do wish the book had an index to facilitate
battle comparisons. As a classicist and not a strategist, I am
intrigued by the possibilities of the model, especially its flexible
capacity for feedback and the testing of different assumptions,
within its inherent limits. The value of this book is not
in any ground-breaking new revelations about these oft-studied
events, but rather in its stimulating engagement with the process of
managing and directing forces on a battlefield. Many readers, not
inclined to pore over the original sources and engage in the debates
they engender, may be drawn into the process of military
strategizing and execution, and, in the process, discover solutions
to the problems that have resisted the efforts of historians.
Teachers may find in Sabin's battle modeling an excellent means to
engage their students in ancient military history.
Duke University
classicalideals@yahoo.com
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[1] Cambridge: Cambridge U Pr, 2007, with
co-editors Hans van Wees and Michael Whitby.
[2] Cf., e.g., the approaches of Trevor N.
Dupuy, Numbers Predictions and War: Using History to Evaluate
Combat Factors and Predict the Outcome of Battles
(Indianapolis: Bobbs-Merrill, 1979), and Stephen D. Biddle,
Military Power: Explaining Victory and Defeat in Modern Battle
(Princeton: Princeton U Pr, 2004).
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