Murphy's Laws

arnabmit

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Murphy's laws origin

Murphy's Law ("If anything can go wrong, it will") was born at Edwards Air Force Base in 1949 at North Base.

It was named after Capt. Edward A. Murphy, an engineer working on Air Force Project MX981, (a project) designed to see how much sudden deceleration a person can stand in a crash.

One day, after finding that a transducer was wired wrong, he cursed the technician responsible and said, "If there is any way to do it wrong, he'll find it."

The contractor's project manager kept a list of "laws" and added this one, which he called Murphy's Law.

Actually, what he did was take an old law that had been around for years in a more basic form and give it a name.

Shortly afterwards, the Air Force doctor (Dr. John Paul Stapp) who rode a sled on the deceleration track to a stop, pulling 40 Gs, gave a press conference. He said that their good safety record on the project was due to a firm belief in Murphy's Law and in the necessity to try and circumvent it.

Aerospace manufacturers picked it up and used it widely in their ads during the next few months, and soon it was being quoted in many news and magazine articles. Murphy's Law was born.

The Northrop project manager, George E. Nichols, had a few laws of his own. Nichols' Fourth Law says, "Avoid any action with an unacceptable outcome."

The doctor, well-known Col. John P. Stapp, had a paradox: Stapp's Ironical Paradox, which says, "The universal aptitude for ineptitude makes any human accomplishment an incredible miracle."

Nichols is still around. At NASA's Jet Propulsion Lab in Pasadena, he's the quality control manager for the Viking project to send an unmanned spacecraft to Mars.

The Laws

  1. If anything can go wrong, it will
  2. If there is a possibility of several things going wrong, the one that will cause the most damage most damage will be the one to go wrong
  3. If anything just cannot go wrong, it will anyway
  4. If you perceive that there are four possible ways in which something can go wrong, and circumvent these, then a fifth way, unprepared for, will promptly develop
  5. Left to themselves, things tend to go from bad to worse
  6. If everything seems to be going well, you have obviously overlooked something
  7. Nature always sides with the hidden flaw
  8. Mother nature is a bitch
 
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W.G.Ewald

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50 Rules of Combat

You are not Superman
Recoiless rifles aren't.
Suppressive fire won't.
If it's stupid & it works, it ain't stupid
Never draw fire, it irritates everyone around you.
When in doubt empty the magazine.
Never share a foxhole with someone braver then you are.
Your weapon was made by the lowest bidder.
If you can't remember, the claymore is pointed toward you.
All five-second grenade fuses are three seconds.
Try to look unimportant--they may be low on ammo.
If you are forward of your position, the artillery will be short.
The enemy diversion you are ignoring is the main attack.
The important things are always simple.
The simple things are always hard.
If you're short of everything except the enemy, you're in combat.
Incoming fire has the right of way.
No combat-ready unit was ever passed inspection.
No inspection-ready unit has ever passed combat.
Teamwork is essential. It gives them other people to shoot at.
If the enemy is in range, so are you.
Tracers work both ways.
The only thing more accurate than incoming enemy fire is incoming friendly fire.
Radios will fail as soon as you need fire support.
When both sides are convinced that they are about to lose ... they are both right.
All weather close support doesn't work in bad weather.
The bursting radius of a grenade is always one foot greater than your jumping range.
The only terrain that is truely controlled is the terrain upon which you are standing.
The law of the bayonet says the man with the bullet wins.
REMF's (Rear Echelon Mother Fraggers) are everywhere.
The best tank killer is another tank. Therefore tanks are always fighting each other ...& have no time to help the infantry.
Precision bombing is normally accurate to within +/- one mile (...or so).
Don't look conspicuous, it draws fire.
Cluster bombing from B-52s and C130s is very very accurate. The bombs always hit the ground.
Perfect plans aren't.
Friendly fire isn't.
The easy way is always mined.
The side with the fanciest uniforms loses.
Professionals are predictable--it's the amatures that are dangerous.
Armored vehicles are bullet magnets; a moving foxhole that attracts attention.
No plan survives the first few seconds of combat.
Expending material in combat is easier than filling out Graves Registration forms -- Ammo is cheap; your life isn't.
Just because you can't see the enemy; don't for a minute believe they can't see you.
Final Protective Fire doesn't.
The enemy invariably attacks on two occasions:
When you're ready for them.
When you're not.
A "sucking chest wound" is nature's way of telling you to slow down.
If your attack is going well, you've just walked into an ambush.
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.
When you have secured an area, don't forget to tell the enemy.
 

W.G.Ewald

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I have posted these before:



The true Plan of Discipline, extracted from Major Rogers's journal and intended for his Rogers' Rangers in 1759, follow:
All Rangers are to be subject to the rules and articles of war; to appear at roll-call every evening, on their own parade, equipped, each with a Firelock, sixty rounds of powder and ball, and a hatchet, at which time an officer from each company is to inspect the same, to see they are in order, so as to be ready on any emergency to march at a minute's warning; and before they are dismissed, the necessary guards are to be draughted, and scouts for the next day appointed.
Whenever you are ordered out to the enemies forts or frontiers for discoveries, if your number be small, march in a single file, keeping at such a distance from each other as to prevent one shot from killing two men, sending one man, or more, forward, and the like on each side, at the distance of twenty yards from the main body, if the ground you march over will admit of it, to give the signal to the officer of the approach of an enemy, and of their number, &c.
If you march over marshes or soft ground, change your position, and march abreast of each other to prevent the enemy from tracking you (as they would do if you marched in a single file) till you get over such ground, and then resume your former order, and march till it is quite dark before you encamp, which do, if possible, on a piece of ground which that may afford your sentries the advantage of seeing or hearing the enemy some considerable distance, keeping one half of your whole party awake alternately through the night.
Some time before you come to the place you would reconnoitre, make a stand, and send one or two men in whom you can confide, to look out the best ground for making your observations.
If you have the good fortune to take any prisoners, keep them separate, till they are examined, and in your return take a different route from that in which you went out, that you may the better discover any party in your rear, and have an opportunity, if their strength be superior to yours, to alter your course, or disperse, as circumstances may require.
If you march in a large body of three or four hundred, with a design to attack the enemy, divide your party into three columns, each headed by a proper officer, and let those columns march in single files, the columns to the right and left keeping at twenty yards distance or more from that of the center, if the ground will admit, and let proper guards be kept in the front and rear, and suitable flanking parties at a due distance as before directed, with orders to halt on all eminences, to take a view of the surrounding ground, to prevent your being ambuscaded, and to notify the approach or retreat of the enemy, that proper dispositions may be made for attacking, defending, &c. And if the enemy approach in your front on level ground, form a front of your three columns or main body with the advanced guard, keeping out your flanking parties, as if you were marching under the command of trusty officers, to prevent the enemy from pressing hard on either of your wings, or surrounding you, which is the usual method of the savages, if their number will admit of it, and be careful likewise to support and strengthen your rear-guard.
If you are obliged to receive the enemy's fire, fall, or squat down, till it is over; then rise and discharge at them. If their main body is equal to yours, extend yourselves occasionally; but if superior, be careful to support and strengthen your flanking parties, to make them equal to theirs, that if possible you may repulse them to their main body, in which case push upon them with the greatest resolution with equal force in each flank and in the center, observing to keep at a due distance from each other, and advance from tree to tree, with one half of the party before the other ten or twelve yards. If the enemy push upon you, let your front fire and fall down, and then let your rear advance thro' them and do the like, by which time those who before were in front will be ready to discharge again, and repeat the same alternately, as occasion shall require; by this means you will keep up such a constant fire, that the enemy will not be able easily to break your order, or gain your ground.
If you oblige the enemy to retreat, be careful, in your pursuit of them, to keep out your flanking parties, and prevent them from gaining eminences, or rising grounds, in which case they would perhaps be able to rally and repulse you in their turn.
If you are obliged to retreat, let the front of your whole party fire and fall back, till the rear hath done the same, making for the best ground you can; by this means you will oblige the enemy to pursue you, if they do it at all, in the face of a constant fire.
If the enemy is so superior that you are in danger of being surrounded by them, let the whole body disperse, and every one take a different road to the place of rendezvous appointed for that evening, which must every morning be altered and fixed for the evening ensuing, in order to bring the whole party, or as many of them as possible, together, after any separation that may happen in the day; but if you should happen to be actually surrounded, form yourselves into a square, or if in the woods, a circle is best, and, if possible, make a stand till the darkness of the night favours your escape.
If your rear is attacked, the main body and flankers must face about to the right or left, as occasion shall require, and form themselves to oppose the enemy, as before directed; and the same method must be observed, if attacked in either of your flanks, by which means you will always make a rear of one of your flank-guards.
If you determine to rally after a retreat, in order to make a fresh stand against the enemy, by all means endeavour to do it on the most rising ground you come at, which will give you greatly the advantage in point of situation, and enable you to repulse superior numbers.
In general, when pushed upon by the enemy, reserve your fire till they approach very near, which will then put them into the greatest surprise and consternation, and give you an opportunity of rushing upon them with your hatchets and cutlasses to the better advantage.
When you encamp at night, fix your sentries in such a manner as not to be relieved from the main body till morning, profound secrecy and silence being often of the last importance in these cases. Each sentry therefore should consist of six men, two of whom must be constantly alert, and when relieved by their fellows, it should be done without noise; and in case those on duty see or hear any thing, which alarms them, they are not to speak, but one of them is silently to retreat, and acquaint the commanding officer thereof, that proper dispositions may be made; and all occasional sentries should be fixed in like manner.
At the first dawn of day, awake your whole detachment; that being the time when the savages choose to fall upon their enemies, you should by all means be in readiness to receive them.
If the enemy should be discovered by your detachments in the morning, and their numbers are superior to yours, and a victory doubtful, you should not attack them till the evening, as then they will not know your numbers, and if you are repulsed, your retreat will be favoured by the darkness of the night.
Before you leave your encampment, send out small parties to scout round it, to see if there be any appearance or track of an enemy that might have been near you during the night.
When you stop for refreshment, choose some spring or rivulet if you can, and dispose your party so as not to be surprised, posting proper guards and sentries at a due distance, and let a small party waylay the path you came in, lest the enemy should be pursuing.
If, in your return, you have to cross rivers, avoid the usual fords as much as possible, lest the enemy should have discovered, and be there expecting you.
If you have to pass by lakes, keep at some distance from the edge of the water, lest, in case of an ambuscade or an attack from the enemy, when in that situation, your retreat should be cut off.
If the enemy pursue your rear, take a circle till you come to your own tracks, and there form an ambush to receive them, and give them the first fire.
When you return from a scout, and come near our forts, avoid the usual roads, and avenues thereto, lest the enemy should have headed you, and lay in ambush to receive you, when almost exhausted with fatigues.
When you pursue any party that has been near our forts or encampments, follow not directly in their tracks, lest they should be discovered by their rear guards, who, at such a time, would be most alert; but endeavour, by a different route, to head and meet them in some narrow pass, or lay in ambush to receive them when and where they least expect it.
If you are to embark in canoes, battoes, or otherwise, by water, choose the evening for the time of your embarkation, as you will then have the whole night before you, to pass undiscovered by any parties of the enemy, on hills, or other places, which command a prospect of the lake or river you are upon.
In paddling or rowing, give orders that the boat or canoe next the sternmost, wait for her, and the third for the second, and the fourth for the third, and so on, to prevent separation, and that you may be ready to assist each other on any emergency.
Appoint one man in each boat to look out for fires, on the adjacent shores, from the numbers and size of which you may form some judgment of the number that kindled them, and whether you are able to attack them or not.
If you find the enemy encamped near the banks of a river or lake, which you imagine they will attempt to cross for their security upon being attacked, leave a detachment of your party on the opposite shore to receive them, while, with the remainder, you surprise them, having them between you and the lake or river.
If you cannot satisfy yourself as to the enemy's number and strength, from their fire, &c. conceal your boats at some distance, and ascertain their number by a reconnoitering party, when they embark, or march, in the morning, marking the course they steer, &c. when you may pursue, ambush, and attack them, or let them pass, as prudence shall direct you. In general, however, that you may not be discovered by the enemy upon the lakes and rivers at a great distance, it is safest to lay by, with your boats and party concealed all day, without noise or shew; and to pursue your intended route by night; and whether you go by land or water, give out parole and countersigns, in order to know one another in the dark, and likewise appoint a station every man to repair to, in case of any accident that may separate you.
 

W.G.Ewald

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Roger's Rules, edited and simplified.

All Rangers are subject to the rules of war.
In a small group, march in single file with enough space between so that one shot can't pass through one man and kill a second.
Marching over soft ground should be done abreast, making tracking difficult. At night, keep half your force awake while half sleeps.
Before reaching your destination, send one or two men forward to scout the area and avoid traps.
If prisoners are taken, keep them separate and question them individually.
Marching in groups of three or four hundred should be done in three separate columns, within support distance, with a point and rear guard.
When attacked, fall or squat down to receive fire and rise to deliver. Keep your flanks as strong as the enemy's flanking force, and if retreat is necessary, maintain the retreat fire drill.
When chasing an enemy, keep your flanks strong, and prevent them from gaining high ground where they could turn and fight.
When retreating, the rank facing the enemy must fire and retreat through the second rank, thus causing the enemy to advance into constant fire.
If the enemy is far superior, the whole squad must disperse and meet again at a designated location. This scatters the pursuit and allows for organized resistance.
If attacked from the rear, the ranks reverse order, so the rear rank now becomes the front. If attacked from the flank, the opposite flank now serves as the rear rank.
If a rally is used after a retreat, make it on the high ground to slow the enemy advance.
When laying in ambuscade, wait for the enemy to get close enough that your fire will be doubly frightening, and after firing, the enemy can be rushed with hatchets.
At a campsite, the sentries should be posted at a distance to protect the camp without revealing its location. Each sentry will consist of 6 men with two constantly awake at a time.
The entire detachment should be awake before dawn each morning as this is the usual time of enemy attack.
Upon discovering a superior enemy in the morning, you should wait until dark to attack, thus hiding your lack of numbers and using the night to aid your retreat.
Before leaving a camp, send out small parties to see if you have been observed during the night.
When stopping for water, place proper guards around the spot making sure the pathway you used is covered to avoid surprise from a following party.
Avoid using regular river fords as these are often watched by the enemy.
Avoid passing lakes too close to the edge, as the enemy could trap you against the water's edge.
If an enemy is following your rear, circle back and attack him along the same path.
When returning from a scout, use a different path as the enemy may have seen you leave and will wait for your return to attack when you're tired.
When following an enemy force, try not to use their path, but rather plan to cut them off and ambush them at a narrow place or when they least expect it.
When traveling by water, leave at night to avoid detection.
In rowing in a chain of boats, the one in front should keep contact with the one directly astern of it. This way they can help each other and the boats will not become lost in the night.
One man in each boat will be assigned to watch the shore for fires or movement.
If you are preparing an ambuscade near a river or lake, leave a force on the opposite side of the water so the enemy's flight will lead them into your detachment.
When locating an enemy party of undetermined strength, send out a small scouting party to watch them. It may take all day to decide on your attack or withdrawal, so signs and countersigns should be established to determine your friends in the dark.
If you are attacked in rough or flat ground, it is best to scatter as if in rout. At a pre-picked place you can turn, allowing the enemy to close. Fire closely, then counterattack with hatchets. Flankers could then attack the enemy and rout him in return.
 

W.G.Ewald

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Rogers also formulated the following Standing Orders, which are distinct from the 28 Rules listed above. These orders are placed just after the Ranger Creed in every edition of the Ranger Handbook.

Don't forget nothing.
Have your musket clean as a whistle, hatchet scoured, sixty rounds powder and ball, and be ready to march at a minute's warning.
When you're on the march, act the way you would if you was sneaking up on a deer. See the enemy first.
Tell the truth about what you see and what you do. There is an army depending on us for correct information. You can lie all you please when you tell other folks about the Rangers, but don't never lie to a Ranger or officer.
Don't never take a chance you don't have to.
When we're on the march we march single file, far enough apart so one shot can't go through two men.
If we strike swamps, or soft ground, we spread out abreast, so it's hard to track us.
When we march, we keep moving till dark, so as to give the enemy the least possible chance at us.
When we camp, half the party stays awake while the other half sleeps.
If we take prisoners, we keep 'em separate till we have had time to examine them, so they can't cook up a story between 'em.
Don't ever march home the same way. Take a different route so you won't be ambushed.
No matter whether we travel in big parties or little ones, each party has to keep a scout 20 yards ahead, 20 yards on each flank, and 20 yards in the rear so the main body can't be surprised and wiped out.
Every night you'll be told where to meet if surrounded by a superior force.
Don't sit down to eat without posting sentries.
Don't sleep beyond dawn. Dawn's when the French and Indians attack.
Don't cross a river by a regular ford.
If somebody's trailing you, make a circle, come back onto your own tracks, and ambush the folks that aim to ambush you.
Don't stand up when the enemy's coming against you. Kneel down, lie down, hide behind a tree.
Let the enemy come till he's almost close enough to touch, then let him have it and jump out and finish him up with your hatchet.
 

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