5. Maneuver
Position your platoons to achieve the Objective. Maneuver in and of itself can produce no decisive results but if properly employed it makes decisive results possible through the application of the principles of the Offensive, Mass, Economy of Force, and Surprise. It is by maneuver that a superior player defeats a stronger opponent. Sometimes, ceding the maneuver Battle, especially when in a superior defensive position, may be acceptable. This is PERSONAL JUDGEMENT call though. Even a counter-attacking/counterpunch strategy involves maneuver on both sides, in one case though it is limited, but no less significant.
6. Unity of Effort
Also known as Unity of Command, Unity of Effort is a form of coordination and control each player should desire to achieve. It is very hard to do so, but that does not diminish it’s importance. Unity of effort, distilled to its base, is a common purpose and direction through Unity of Command, Coordination, and Cooperation, and is the operational function that is the prerequisite to success. Without unity of effort on your part, any other players tabletop play can negate the advances you make. Unity of effort is the function require for success in any tabletop game; Unity of Command is the “form” you should seek to attain it. The operational principle is Unity of Effort.
7. Security
8. Surprise
These two go hand in hand, like Mass and Economy of Force they are the two opposite sides of the same coin. With regards to Surprise, every game has a couple. Sometimes it’s “mostly” random...good dice rolls, bad dice rolls when good ones are needed. Other times it’s because you mis-measured and are in range of that PakFront. Be prepared to take advantage that results from surprise. Tactical or strategic surprise does not always mean open-mouthed amazement (although this is a common result, accompanied by cursing). A unit may be "surprised" by an attack it has seen coming for several turns if this attack is too powerful for it to resist by itself and if no other unit is within SUPPORTING DISTANCE.
The principle of war known as "Security" may be defined as all measures taken to avoid "Surprise." At a minimum, Security means “Keep an eye on all things at all times.” Make sure you’ve moved all the troops you’ve wanted to. Make sure you’ve fired everything you need to fire. Make sure you’ve made any other rolls (Morale or otherwise) that you need to make. Yes, there is a time limit. No, you do not get “Extra Credit” for finishing the game early. Now, I am not advocating a slow, overly cautious approach, but it’s wise to have a checklist, mental or otherwise, to go through when playing. That way you don’t forget to move that platoon of tanks back so it won’t get flanked the next turn.
9. Simplicity.
Also known as the K.I.S.S. method. Keep your plans simple. The more complex they are, the more things can go wrong. The more things that go wrong, the more chances you have to lose. The more chances you have to lose; the more likely you are going to lose.
When you take into account no Plan Survives contact with the enemy, the obverse it true, it’s often easier to recover from a simple plan gone wrong, than a complex plan gone wrong.
10. Exploitation
This is a hard Principle to pigeonhole, as several other principles apply to it, but having seen instances, both in my own games and others, where this was ignored or missed, I think it’s necessary to consider. The principle of exploitation, is to "take advantage of and make lasting the temporary effects of battlefield success.” Exploitation is subordinate to the principles of Maneuver and Objective for exploitation as a type of offensive operation is a function of other principles. However, the concept of exploitation here has a much broader scope. It pertains to capitalizing on all successes, and planning to do so even before achievement of success. Too often players plans for worst-case scenarios; they too rarely plan for greater success than might normally be expected. The cumulative effects of multiple sequential or simultaneous successes are also seldom taken advantage of. More players are looking for whats going to go wrong, rather than whats going to go right.
The principle of exploitation encourages momentum. It makes it possible for your units to expand and consolidate gains, keeping the enemy off balance and on the defensive. Good Strategists will try and follow the lines of least resistance that lead to vital o b j e c tives, pour on the pressure when opponents falter, reinforce successes, and abandon failures. These observations apply with equal validity at the operational and tactical levels, and should not be overlooked.
Last, but certainly not least, is
11. MORALE
No, not your troops. Yours. Your morale, and outlook towards the game, has a great affect and effect. Your morale impacts your play on the tabletop, and your opponents as well. If you have a good morale, chances are your opponent will as well, and you’ll both have and enjoyable game. If either of you has poor morale, the games going to be a drag. A Fun drag perhaps, but still a drag. If both of you have bad morale, you might be better off rolling a die to see who wins and walk away before anything bad happens.
If you doubt this, consider the words of George C. Marshall, who knew a thing or two about morale and fighting men in General:
“Morale is a state of mind. It is steadfastness, courage and hope. It is confidence and zeal and loyalty. It is élan, esprit de corps, and determination. It is staying power, the spirit which endures to the end--the will to win. With it, all things are possible, without it everything else, planning, preparation, production, count for naught."
Quelle