Wednesday, July 1, 2009

Kargil War and Murphy's Combat Laws

It will be ten years since Kargil War took place. It was a war that should have never happened and raised a lot of questions on our approach to war as a nation. Have things improved? It is difficult to say unless another Kargil tests the nation and all of us. In this context Murphy's Combat Laws comes to mind because Kargil validated it. I am reproducing this collection from unknown authors here for your reading; its reproduced not only for humour but underlying truth. Ask any guy who had participated in a war not only in India, but Pakistan, Aghanistan, Iraq or anywhere he will agree with me.

Murphy's Combat Laws

Friendly fire - isn't.
Recoilless rifles - aren't.
Suppressive fires - won't.

A sucking chest wound is Nature's way of telling you to slow down.

If it's stupid but it works, it isn't stupid.

Try to look unimportant; the enemy may be low on ammo and not want to waste a bullet on you.

If at first you don't succeed, call in an air strike.

If you are forward of your position, your artillery will fall short.

Never share a foxhole with anyone braver than yourself.

Never go to bed with anyone crazier than yourself.

Never forget that your weapon was made by the lowest bidder.

If your attack is going really well, it's an ambush.

The enemy diversion you're ignoring is their main attack.

The enemy invariably attacks on two occasions: when they're ready. & when you're not.

No Op Plan ever survives initial contact.

There is no such thing as a perfect plan.

Five second fuses always burn three seconds.

There is no such thing as an atheist in a foxhole.

A retreating enemy is probably just falling back and regrouping.

The important things are always simple; the simple are always hard.

The easy way is always mined.

Teamwork is essential; it gives the enemy other people to shoot at.

Don't look conspicuous; it draws fire. For this reason, it is not at all uncommon for aircraft carriers to be known as bomb magnets.

Never draw fire; it irritates everyone around you.

If you are short of everything but the enemy, you are in the combat zone.

When you have secured the area, make sure the enemy knows it too.

Incoming fire has the right of way.

No combat ready unit has ever passed inspection.

No inspection ready unit has ever passed combat.

If the enemy is within range, so are you.

The only thing more accurate than incoming enemy fire is incoming friendly fire.

Things which must be shipped together as a set, aren't.

Things that must work together; can't be carried to the field that way.

Radios will fail as soon as you need fire support.

Radar tends to fail at night and in bad weather, and especially during both.

Anything you do can get you killed, including nothing.

Make it too tough for the enemy to get in, and you won't be able to get out.

Tracers work both ways.

If you take more than your fair share of objectives, you will get more than your fair share of objectives to take.

When both sides are convinced they're about to lose, they're both right.

Professional soldiers are predictable; the world is full of dangerous amateurs.

Military Intelligence is a contradiction.

Fortify your front; you'll get your rear shot up.

Weather isn’t neutral.

If you can't remember, the Claymore is pointed towards you.

Air defence motto: shoot them down; sort them out on the ground.

Flies high, it dies; low and slow, it'll go.

Mines are equal opportunity weapons

Sniper's motto: reach out and touch someone.

The one item you need is always in short supply.

Interchangeable parts aren't.

It's not the one with your name on it; it's the one addressed "to whom it may concern" you've got to think about.

When in doubt, empty your magazine.

The side with the simplest uniforms wins.

Combat will occur on the ground between two adjoining maps.

If you can keep your head while those around you are losing theirs, you may have misjudged the situation.

If two things are required to make something work, they will never be shipped together.

Anything you do can get you shot, including nothing.

Whenever you lose contact with the enemy, look behind you.

The most dangerous thing in the combat zone is an officer with a map.

The quartermaster has only two sizes, too large and too small.

If you really need an officer in a hurry, take a nap.

There is nothing more satisfying than having someone take a shot at you, and miss.

If your sergeant can see you, so can the enemy.

You'll only remember your hand grenades when the sound is too close to use them.

Close only counts in horseshoes and hand grenades.

Well .. It could be worse: It could be raining .. and we could be out in it.

So he said, "Cheer up: it could be worse!" So we cheered up. And it got worse.

The side with the simplest uniform wins...

The spare batteries for the PRC-whatever your troops have been carrying are either nearly dead or for the wrong radio.

How come you are on one frequency when everyone else is on another?

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