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2. NAVAL WARFARE
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20 NAVAL WARFARE
Although such battles may involve thousands of men and women, they
are decided by only a few. In principle, only those in command of a ship
determine how that ship ghts. In today's round the clock ghting scenar-
ios these commanders will delegate parts of the ght to of cers who stay
on watch in the operations rooms of modern warships.
It is these warfare of cers who must monitor the dif cult process of nd-
ing the enemy and making snap decisions when a ship comes under attack
or instigates an attack. The fate of many is decided by the abilities of but a
few. It is those abilities that must be trained relentlessly. That is also what
this book is about.
WAR AT SEA
War at sea differs fundamentally from the war on land or in the air. Alt-
hough these warfare domains may interact and have many similarities,
they cannot be fought in the same way. To think so would be a mistake.
NOWHERE TO HIDE
On land you may hide and in the air you may run away. At sea, once
found, there is no place to hide and nowhere to run. You must ght out the
battle that is coming. It requires every effort to either win an engagement
or break contact in such a way that your enemy has to start searching again.
There are however two advantages at sea.
The rst is that the world's oceans are immense and if you know how it
is possible not to be found. Moreover, at sea there are no or hardly any
borders. This expanse is what gives you the ability to hide. Your second
advantage is that, depending on your ship, time can work in your favour.
At sea you can try to choose the moment in which you get back into the
ght. It means that as a ship you can leave the battle area, something that
is very hard to do on land. In the air it is much more dif cult to wait and if
you try it may not be worth the risk.
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INTRODUCTION 21
Thestrategic advantages of the sea are only relevant if you can in uence
eventson land. People live on land and war is fought between nations of
people. Alternatively, if the con ict is irregular, wars can be fought by
groups pretending or
wishing to be a nation.
Although the sea gives
almost unlimited space
in which to manoeuvre,
this becomes irrelevant
unless you can produce
an effect on land. Your
ships must come close
to the shore to have an
Understand the effects of sailing close to shore impact on the situation
on land.
Thus the advantages of the high seas vanish in coastal areas. First, your
options to manoeuvre decrease due to water depths and tidal streams. The
performance of sensors is in uenced by the land and the chances of your
shipbeingdetected will increase. Land heights will generally block radar.
Secondly, threats increase. Starting with aircraft and smaller boats and
subsequently rising to mine threats, land-based missiles and eventually
even ground artillery all pose a threat.
FIRST BE A SAILOR
To be a naval of cer, you must rst bea sailor. If you do not understand
the ways of the sea and the abilities and limitations of a ship you are useless.
4Some advanced radars, such as EASA type radars are able to solve this shading problem
tosome extent by using multiple frequency transmissions and advanced processing.
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22 NAVAL WARFARE
To ght a war at sea, you must understand what effects the sea can have
on the ship and its crew. You must know where you are and that means
you must be able to navigate. Although nowadays GPS and computers
make position taking less arduous, these systems cannot be counted on one
hundred percent in wartime situations. You must know where you are to
be safe and effective.
A ship can do a great deal but must be in the right position and on the
correct heading to do so. Knowing how to get to the right place at the right
time requires seamanship. No ship turns on the spot or instantaneously.
Knowing how fast your ship turns and traverses is essential, both in an
absolute sense because of the actual waterdepth and geographical
circumstances and in a relative way when related to other ships or aircraft.
BE A WARRIOR
When you have become a sailor, the next thing is to become a warrior.
You must be prepared to put yourself and your crew in harm's way. If you
are engaged in a battle, you must be able to take advantage of the opportu-
nities as they present themselves. No outcome of a battle is one hundred
percent certain. It is your job to handle the uncertainties. To be a warrior
requires both thorough planning and the realisation that (to quote Van
Moltke) no plan survives contact with enemy. If you go into battle, you go
with the best possible odds but never with guarantees.
A warrior must be able to conduct himself well in circumstances of ex-
treme uncertainty. It is the most important reason, perhaps the only reason,
why you are there: to make decisions under uncertain conditions. Decision
making in situations of certainty is anyway a strange notion as if the out-
come is inevitable there is nothing to decide.
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INTRODUCTION 23
No one is able (yet) to sail a ship on his own, let alone ght a ship alone.
To operate a warship requires team effort. Whilst warships can be bought,
teams must be built from the bottom up. Once assembled, they have to be
kept in shape and even be rebuilt on occasions when team members move
on in their careers. This is part of your job as a naval of cer.
As you train your team, you must be able to coach them to become better,
better even then they think they can be. This requires a hands-on approach
on an almost daily basis. You must see where and how they fail to identify
areas where they must improve. You must also see how and when they
succeed and make their self-con dence grow.
BE A LEADER
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24 NAVAL WARFARE
When preparing for warfare, you must use your other leadership skill.
To train your team, you must be a coach. To care for your team, you must
be their representative. To organise your team, you must be theirmanager.
Moreover, to ensure the proper working of your ship you must be boththe
specialist and the one who sets the requirements. When ashore and on
of cial occasions you are even the person who represernts that ship and
everything the ship represents. There is much to do, and to be, as a naval
leader. That is why it is so much more than just a job.
ABOUT TACTICS
Tactics are about winning a ght. It means that at the end of a battle you
have survived and that your enemy has, at least, been disabled. It does not
prove you have won the battle or the war, it only means that you cancon-
tinue ghting.
To win battles, you must achieve your operational objectives. Winning
battles gives control of speci c areas, even if it is only temporary. The art
of operational warfare is not explained in this book, it calls for another
volume.
If you continue to win battles, eventually you may win a war, orsome-
times, more critically, not lose the war. To succeed in combat, you must
have a clear and achievable strategy. Again this will call for at least another
volume to explain. I would suggest reading history to understand thecom-
plexity.
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INTRODUCTION 25
ABOUT FIGHTING
Know when not to ght. Maybe even more important than knowing how
to ght is knowing when to ght or, even more speci cally, when not to
ght at all. The most important job of the commander of a ship is to keep
his ship ready to ght. Combat is never possible if your ship has been sunk
or destroyed, your crew is too exhausted to think or if you are out of fuel
or ammunition.
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