Chapter 11

  • Art of War Chapter – 11.8

    Block passes and cut enemy envoys before war, devise thorough court plans. Strike swiftly at enemy gaps and seize their vital assets. Stay quiet as a maiden to lull guards, then dash like a hare to catch foes unprepared.

  • Art of War Chapter – 11.7

    Three military prerequisites are stressed: grasping rival plots, terrain and local guides. A dominant army relies on its own strength, uses special rewards, drives troops into deadly straits, feints compliance and concentrates forces to slay enemy generals far away.

  • Art of War Chapter – 11.6

    It defines nine battlefield grounds and tailored tactics for each, such as forming alliances on intersecting ground and securing provisions deep in enemy territory. It also explains soldiers’ natural instincts: resisting when encircled and fighting desperately under pressure.

  • Art of War Chapter – 11.5

    Generals stay calm and conceal all battle plans to confuse troops. Cut off soldiers’ retreat to push them into combat. Commanders must master nine terrains, tactical flexibility and soldiers’ mental states to lead armies into danger.

  • Art of War Chapter – 11.4

    A capable general commands troops like the mountain serpent Shuairan, whose head and tail coordinate instantly. Shared danger unites foes, while smart governance rather than rigid restraints ensures the whole army acts as one.

  • Art of War Chapter – 11.3

    Troops grow united when marching deep into enemy lands. Cut off retreat to stir desperate bravery. Sustain soldiers, hide stratagems, ban doubts and superstitions; trapped troops will fight fearlessly without strict commands.

  • Art of War Chapter – 11.2

    Skilled generals split enemy forces to break their coordination. Act only when beneficial. Against organized large foes, seize their critical assets first, launching swift surprise assaults on unprepared routes and vulnerable spots.

  • Art of War Chapter – 11.1

    Sun Tzu defines nine battlefield grounds based on location and terrain, each with exclusive tactics. Rules cover combat, marching, alliances, supplies and stratagems; generals must adopt matching strategies for each ground type to survive and prevail.