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» Sun Tzu's Art of War
» Murphy's Laws
» Golf theory
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Murphys Laws
Murphys Law. The
law that simply states that everything always gets worse, and good always turns
bad, when you least expect it. To some extent, I find this to be extremly true.
So, read up and be prepared, knowing the laws might help. It's not likely though,
but it could. Nature will ofcourse adjust anyhow and find some way of screwing
you over, no matter how prepared you might be. The first 13 laws are the Basic
Laws of Murhpy's, the other ones, The Laws of Combat, are probably not Murphys
but they are in the highest keepings and traditions of the true Murphy Spirit.
General
- If anything can go wrong
it will.
- Nothing is ever as simple as it seems.
- Everything
takes longer than you expect.
- If there is a possibility of several
things going wrong, the one that will do the most damage will go wrong first.
- Left to themselves, all things go from bad to worse.
- If
you play with something long enough, you will surely break it.
- If
everything seems to be going well, you have obviously overlooked something.
- If
you see that there are four possible ways in which a procedure can go wrong, and
circumvent these, then a fifth way, unprepared for, will promptly develop.
- Nature always sides with the hidden flaw.
- Mother Nature
is a bitch.
- It is impossible to make anything foolproof, because
fools are so ingenious.
- If a great deal of time has been expended
seeking the answer to a problem with the only result being failure, the answer
will be immediately obvious to the first unqualified person.
- If
anything just cannot go wrong, it will anyway. After things have gone from bad
to worse, the cycle will repeat itself.
Combat
- If the enemy is in range, so are you.
- Incoming
fire has the right of way.
- Don't look conspicuous; it draws fire.
( For this reason aircraft carriers have been called "Bomb Magnets")
- There
is always a way.
- The easy way is always mined.
- Try
to look unimportant, they may be low on ammo. ( Trivia devotees will recall
the sudden disappearance of rank and distinctive caps on the uniforms worn by
Soviet officers in Afghanistan)
- Professionals are predictable,
it's the amateurs that are dangerous.
- The enemy invariably attacks
on two occasions: A. when you're ready for them. B. when you're not ready for
them.
- Teamwork is essential, it gives them someone else to shoot
at.
- If you can't remember, then the claymore is pointed at you.
- The enemy diversion you have been ignoring will be the main attack.
- A "sucking chest wound" is nature's way of telling you to slow down.
- If your attack is going well, you have walked into an ambush.
- Never draw fire, it irritates everyone around you.
- Anything
you do can get you shot, including nothing.
- Make it tough enough
for the enemy to get in and you won't be able to get out.
- Never
share a foxhole with anyone braver than yourself.
- If you're short
of everything but the enemy, you're in a combat zone.
- When you have
secured an area, don't forget to tell the enemy.
- Never forget that
your weapon is made by the lowest bidder.
- Friendly fire isn't.
- If the sergeant can see you, so can the enemy.
- Never stand
when you can sit, never sit when you can lie down, never stay awake when you can
sleep.
- The most dangerous thing in the world is a second lieutenant
with a map and a compass.
- There is no such thing as an atheist in
a foxhole.
- A grenade with a seven second fuse will always burn down
in four seconds.
- Remember, a retreating enemy is probably just falling
back and regrouping.
- If at first you don't succeed call in an air-strike.
- Exceptions prove the rule, and destroy the battle plan.
- Everything
always works in your HQ, everything always fails in the colonel's HQ.
- The
enemy never takes notice until you make a mistake.
- One enemy soldier
is never enough, but two is entirely too many.
- A clean (and dry)
set of BDU's is a magnet for mud and rain.
- Whenever you have plenty
of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad
side of a barn.
- The more a weapon costs, the farther you will have
to send it away to be repaired.
- Field experience is something you
don't get until just after you need it.
- Interchangeable parts aren't.
- No matter which way you have to march, its always uphill.
- If
enough data is collected, a board of inquiry can prove ANYTHING.
- For
every action, there is an equal and opposite criticism. (in boot camp)
- The
one item you need is always in short supply.
- The worse the weather,
the more you are required to be out in it.
- The complexity of a weapon
is inversely proportional to the IQ of the weapon's operator.
- Airstrikes
always overshoot the target, artillery always falls short.
- When
reviewing the radio frequencies that you just wrote down, the most important ones
are always illegible.
- Those who hesitate under fire usually do not
end up KIA or WIA.
- The tough part about being an officer is that
the troops don't know what they want, but they know for certain what they DON'T
want.
- To steal information from a person is called plagiarism. To
steal information from the enemy is called gathering intelligence.
- The
weapon that usually jams when you need it the most is the M60.
- The perfect
officer for the job will transfer in the day after that billet is filled by someone
else.
- When you have sufficient supplies & ammo, the enemy takes 2 weeks
to attack. When you are low on supplies & ammo the enemy decides to attack that
night.
- The newest and least experienced soldier will usually win
the Medal Of Honor.
- A Purple Heart just goes to prove that were you
smart enough to think of a plan, stupid enough to try it, and luck enough to survive.
- Murphy was a grunt.
- You aren't Superman. (Freshly
graduated recruits from Marine boot camp, and all fighter pilots, especially,
take note)
- Suppressive fire - won't.
- If it's stupid
but it works, it isn't stupid.
- When in doubt empty the magazine.
- No plan survives the first contact intact.
- If you are forward
of your position, the artillery will fall short.
- The important things
are always simple.
- The simple things are always hard.
- No-combat
ready group has passed inspection.
- Beer Math -> 2 beers time 37
men equals 49 cases.
- Body count math -> 3 guerrillas plus 1 probable
plus 2 pigs equals 37 enemies killed in action.
- Things that must
be together to work, usually can't be shipped together.
- Radios will
fail as soon as you need fire support desperately. (Corollary: Radar tends to
fail at night and in bad weather, and especially during both)
- Tracers
work both ways.
- The only thing more accurate than incoming enemy
fire is incoming friendly fire.
- If you take more than your share
of objectives, you will have more than your fair share to take.
- When
both sides are convinced they are about to lose, they're both right.
- The
enemy never monitors your radio traffic until you broadcast on an unsecure channel.
- Whenever you drop your equipment in a fire-fight, your ammo and grenades
always fall the farthest away, and your canteen always lands at your feet.
- As soon as you are served hot chow in the field, it rains.
- Never
tell the platoon Sergeant you have nothing to do.
- The seriousness
of a wound is inversely proportional to the distance to the nearest form of cover.
- Walking point = sniper bait.
- Your bivouac for the
night is the spot where you got tired of marching that day.
- If only
one solution can be found for a field problem, then it is usually a stupid solution.
- Recoiless weapons aren't.
- Suppressive fire works on
everything but the enemy
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