Deconstructed/Played with in Hunter × Hunter. The main character Gon does this, and at first it's seen as beneficial in situations where endurance is the criteria for winning rather than physical strength. (For example, an early one-on-one fight has the condition that the opponents fight until one consciously declares defeat. Killing is not allowed. Gon is paired against a stronger opponent, with the result being torture endurance rather than an actual duel. Gon wins.) However, over time this is explored more in-depth as a character flaw, since he fights recklessly in situations where it's detrimental as well.
Kouji Kabuto falls into this sometimes, when he is facing a Mechanical Beast several times stronger than his own Humongous Mecha and still he refuses retiring or playing defensive. However, he still is able to think strategically, come up with plans quickly, and every so often you can talk him into leaving the battlefield, so he is not the biggest offender in the series.
In his battle against Jeiser J1 his enemy was too sturdy to be taken down easily, his mecha was quickly running out of power, the mechanisms were so strained that the controls were giving off sparks and the cockpit was filling with smoke, and he was risking to a freefall (since they were fighting in midair)... and still he refused going back to the Home Base, waiting for a chance to nail the Beast instead.
In the Great Mazinger vs Getter Robo feature, Tetsuya tried all Great Mazinger's weapons against an Eldritch Abomination. Neither did work, and the monster ripped off his mecha's arms and melted one leg. What Tetsuya did? Trying headbutting it.
In one of the first episodes, Kenzo Kabuto had to actually threaten him with -to Tetsuya- a Fate Worse than Death: "Return to the Fortress NOW or else you will be out of Great Mazinger... permanently".
In his climatic Sword Fight with The Dragon Great General of Darkness, his mecha was damaged and running out of power and he was badly hurt after a battle when he was informed that the Great General of Darkness -the biggest villain Badass of the Mazinverse- was approaching to challenge him. Everyone exhorted him to run away. What did Tetsuya do? Picking two swords and meeting The Dragon's challenge.
In both series -plus UFO Robo Grendizer-, the only method the army is capable to think to stop the Robeasts is attacking them endlessly, and when it fails, send more troops in. They DID get one sucess in the Gosaku Ota Mazinger-Z manga, though, but they needed a nuke to achieve it. You would think that after the first few times they would learn that Giant Equals Invincible.
Let's talk about Spade. In the second chapter Kenshiro ran into him and his goons were torturing an old man to steal him a bag full of rice. When Kenshiro intervened, Spade shot an arrow at him, and Kenshiro stopped it easily. Kenshiro informed him that he would only take his eye -instead of killing him- if he tried that again. Spade tried it again with predictable consequences. Kenshiro though spared his life... and he attacked him again. Spade, lad, there are less painful ways to commit suicide!
Rurouni Kenshin has Sanosuke, a Zanbato-wielder-turned-fistfighter who has consciously chosen to build a fighting style based on nothing but attacking. After being beaten a few times by a 'rival,' said rival criticizes Sanosuke for having no defensive moves; he just keeps attacking until he wins or is too badly injured to continue. Sanosuke's response is to learn how to attack HARDER. Then there's Enishi; even before he fights Kenshin, he's already decided that he will kill Kenshin or die trying, because in the past Kenshin had killed his sister Tomoe - the only person he ever cared about - and he feels he has nothing left but vengeance.
Science Ninja Team Gatchaman: Joe "The Condor" Asakura is an aggresive, Hot-BloodedBlood Knight whose only strategy is attacking the enemy until they all are dead. Let's say that that the GodPhoenix has a button to activate the missile launcher and Joe has practically worn it down all by himself since he is always pressing it (and if the missile attack fails? He presses the button again until they have run out of missiles). Even in scouting or infiltrating missions where they must be stealth instead of not engaging the enemy, he is always asking why they are NOT blowing them up.
Adiane: If you shoot me at this range, your shells will collide. Are you humans really that stupid? Yoko: Unfortunately, we are that stupid. Attenborough: WHO CARES! FIRE! *KABOOM*
In the third Story Arc, the moon threatens to fall and crush the planet. Simon's response? Attack the moon. It works, too.
Again near the end, while in the Chouginga Gurren-Lagann. Attenborough shows just how much he loves his job... by shooting every point in space and time at the same time. Don't worry. It doesn't make much sense, even in context. The line "Near Past -8, Near Future +10" doesn't mean much either, as there's no indication whether it's minutes, days, years or even millenia they're talking about. It worked, however.
We can't forget Colonel Roy Mustang, who mercilessly killed Lust and nearly Envy out of revenge. He keeps fighting Lust even after she brutally injured him.
King Bradley, aka Wrath starts adopting this strategy by the end. His opponents have a tank? Keep fighting. Vastly outnumbered? Keep fighting. Lose an arm? Keep fighting. Lose an eye? Keep fighting. Lose both arms? Hold that sword in your teeth and keep fighting.
Kazuma in s-CRY-ed will never give up. Take a look at his badly damaged body at the end of the show, or really after any fight.
Probably the only way you can get Hikaru from Magic Knight Rayearth to give up is to beat her into unconsciousness. Its rather shocking the staggering number of injuries - and subsequent blood loss - she got from just one or two battles in the anime (that will power is really something...).
This is the default strategy of almost everyone in Bleach, especially when a character is about to suffer from The Worf Effect
Hiruma's philosophy toward football... and pretty much everything else in Eyeshield 21. Some of it is justified because of the make-up of his team, but it's mostly just because he likes it that way.
Also the Seibu Wild Gunmen, who have incredibly strong offense. They could play defensively and stop their opponents from scoring a bit more, but they prefer playing aggressively for turnovers to get more points.
And inverted by the Ojou White Knights, which rely on extremely talented defenses.
The Hakushuu Dinosaurs are another offensive oriented team, relying on the power of their centre, Gaou, to force their way down the field, and breaking other teams' quarterbacks instead of playing fairly. Oddly enough, two of their best players are their safety (who doubles as the quarterback) and their cornerback. Marco may believe in the offense, but he makes sure he's got all his bases covered.
Occurs several times in Hajime No Ippo when a fighter — most notably Ippo and Sendo — will continue to box through muscle memory even after he's been knocked unconscious.
Ippo however, actually has a phenomenal defense. This is contrasted by Sendo, who has almost no defense and doesn't mind taking hits if he can dish out something in turn. Hell, he loves boxing precisely because he likes "hitting and getting hit". He has the advantage that you can't make him retreat or step back.
In the first movie Ippo even proclaimed he will lose to his opponent, Kazuki Sanada, if he even stops assaulting him for a second as it would break his rhythm and leave him open. Hitting like a freighter train onto the defending Kazuki he thinks only about "Attack, Attack and Attack even more!"
Takamura goes completely apeshit when he get's knocked out and is forced to Muscle-Memory Box. he was trained in an extremely orthodox style of boxing, which sharply contrasted hie opponent's wild and untrained style. The scary part was Takamura was aiming for LETHAL attacks with each hit. The man was launching temple shots and liver blows like he was born to do it despite being completely out of it and barely aware of his actions.
The exorcists of D.Gray-Man don't know the meaning of the word "retreat". All of them will fight until they can no longer move, and even that won't be enough to stop some of them. As his teammates point out, Allen fights twice as many Akuma as everyone else, and will continue to attack head-on no matter how much shit is getting beat out of him (usually a lot). The fact that his Empathic Weapon is specially tailored to allow him to fight long after he should be physically capable isn't doing him many favors.
Mari Illustrious from Rebuild of Evangelion has this as her default strategy, with the effect that she completely demolishes her EVA every time she fights. She wouldn't even retreat when her EVA had an arm cut off, its skull cracked open and a large gaping hole in its side. (Keep in mind that she feels all the injuries and partially suffers them on her actual body.) Granted, if she gave up, Zeruel would've reached Terminal Dogma... and that wouldn't end well.
She also has the authority to remove the limiters that keep an Evangelion from going berserk, and this causes her feelings of aggression to go into overdrive too.
This is the modus operandi of berserker Evangelions.
The entire strategy of the U.N. armed forces appears to be "If we keep throwing more tanks, missiles, battleships and stuff at the angels, we can slow them down at least". Whether they are fulfilling their task as a "buffer" is debatable.
In Mahou Sensei Negima!, Fate's minions suffer from a rather nasty case of this; it works against Negi's partners, most of whom have no idea how to fight, but when faced with people with actual combat experience, they get their butts kicked.
Jack Rakan also acts like this, but he gets away with it because he's so powerful that there are only half a dozen people in existence who can actually hurt him.
In the "El Baile de la Muerte" arc of Black Lagoon, a bunch of mooks are hired by a hitman hired by Roberta to flush out a Special Forces outfit. They are totally outclassed and outgunned, but their leader tells them to keep fighting, because they've lost too many people for this to be pointless. He repeats it until it practically becomes a Madness Mantra.
Rock Lee from Naruto. To the point where he was knocked unconscious from the pain from a shattered leg and arm, and broken spine, and had trained himself to the point where he could still fight unconscious. While he isn't averse of actual strategy or defense, his major attack tactic really is direct damage.
A favorite tactic of Black Star in Soul Eater. He takes it up another notch with 'Speed Star' mode, and another 5 notches in 'Fey Blade' mode.
This is the philosophy that defines Guts' life in Berserk.
The trademark stratergy of the eponymous Yaiba. Of course, if this doesn't work he's more than capable of finding out a solution against his foes.
Luffy from One Piece plays this straight or averts it depending on the situation. His main strategy is to hit the other guy as much as he can and as fast as he can, and if it's a fight he feels he has to win, he does just that. That said, he's not at all opposed to running away from a pointless or unwinnable fight (and does so pretty often) so long as it doesn't mean abandoning any of his friends.
Also Ace (and mentioned his father as well), had a "never run from a fight" attitude. However it was because of this Ace died at the hands of Akainu.
in Sangatsu no Lion, this is essentially how the protagonist Rei describes his peer Issa's play style in shogi, where he focuses on offensive maneuvers and none on defensive ones.
In Gamaran, the Ichinose style (a clan of Oodachi users from which one of the main characters comes from) involves highly offensive tactics focusing on fast sweeps. According to Ranmaru, thanks to this tireless, implacable style the first Ichinose clan leader was able to emerge victorious from any battle. Specifically, Zenmaru also focused his efforts in learning the "Blazing Flame Form" of the Ogame Ryu, mixing the above mentioned fighting style with extremely strong attacks.
In Yu-Gi-Oh!, Jonouchi's duel with Kaiba was this. After Kaiba had destroyed Jonouchi's "Armored Lizard" (1500 ATK) with his "Battle Ox" (1700 ATK), Jonouchi summoned "Flame Swordsman" (1800 ATK) and attacked, but "Battle Ox" was resistent against FIRE monsters (an Early-Installment Weirdness that doesn't work in the real life game). After Kaiba fusion summoned "Rabid Horseman" (2000 ATK), Jonouchi kept summoning weaker monsters and attacking with them. He summoned only one moster in defense position ("Rock Ogre Grotto #1" (800 ATK / 1200 DEF)), and finally destroyed "Rabid Horseman" with his new "Red-Eyes Black Dragon" (2400 ATK), but Kaiba summoned "Blue-Eyes White Dragon" (3000 AK) and discreased Jonouchi's Life Points to 0.
During the final in Yami Yugi's last duel against Insector Haga, he attacks him with his monster Breaker the Magical Warrior (Haga 3700 -> 2200 Life Points). Then he activates the Quick-Play Spell Card "Berserker Soul" (that doesn't exist in real life), discarding his Hand and selecting "Breaker the Magical Warrior" as the target for "Berserker Soul". Yami can now draw cards from the top of his Deck until he reaches a Magic/Trap Card which will be added to his hand. For each drawn card that is a monster, he can discard it to the Graveyard to have "Breaker the Magical Warrior" attack an additional time. The first two cards he draws and discards are "Queen's Knight" and "Gazelle the King of Mythical Beasts". This allows "Breaker the Magical Warrior" to attack twice more. (Haga 2200 → 700 → 0 Life Points). Blinded by rage, Yami doesn't stop attacking. He continues to draw and discard six more cards, all of which turn out to be monsters. "Breaker the Magical Warrior" attacks six more times (Haga 0 → 0 → 0 → 0 → 0 → 0 → 0 Life Points). Yami draws yet another Monster Card. He is about to discard it as well when Anzu stops him, pointing out he already won. Yami then realizes that the last card he drew was "Dark Magician Girl".
The real-life Berserker Soul actually can do this. Because of the way the effect is worded, the player keeps drawing cards even if Berserker Soul has completely depleted the opponent's Life Points.
Cure Sword from Doki Doki Pretty Cure has only attacks with offensive purposes. Her teammates have at least one supporting attack, but even Cure Sword's support attack is an offensive one.
Kirito from Sword Art Online puts this trope to very good use, which favors his aggressive fighting style. Your friends and love-interest threatened by a dangerous floor boss that's already killed several others? Reveal that you have the exclusive in game ability to Dual Wield swords, and proceed to unleash a 50+ Hit Combo called Starburst Stream to inflict massive DPS damage and defeat the boss! Facing one of the best players in a different game who possesses a sword that ignores any defense you have? Create a momentary distraction, borrow someone's weapon, and proceed to dual wield without game assistance and go hard on the offensive so that your foe doesn't even have a chance to attack. Facing a constantly respawning horde of enemies as part of a supposed endgame event in an attempt to rescue his love? Go all out and charge through them! The only time this seemingly hasn't worked for Kirito, is when his opponents either cheat through some unfair advantage by say, being the Administrator of the games themselves and having in game immortality, or using blatantly game-breaking abilities, or because his foes are very defense oriented tanks.
Pyre: Y'know, I remember watching the old Superman TV series with George Reeves, and the bad guys would always shoot at Superman, when he showed up. I used to ask myself, why? They know it's not going to hurt him, at most, it'll piss him off, so why shoot at him? You know what it comes down to? The bad guys are always stupid. Dirt-stick-stone stupid.
Preacher: When the Saint of Killers is going on a rampage in Masada, the Allfather's instructions to his men is to "Rush him. Swamp his guns with your bodies". Given that the Saint is utterly unkillable and that the bullets from his guns will never inflict a wound that is less than fatal, this can only end one way.
The 2000 AD story Flesh: The Legend of Shamana plays with this.
Shamana and the dinosaurs had worked out a cunning and intricate plan to destroy the flesh factory. The frist wave would go straight in for the kill. Whereas the second wave would employ the classic tactic of going straight in for the kill. Meanwhile, the third wave would employ the saurian strategy of going straight in for the kill. Setting things up nicely for the fourth wave, who would go for the final objective — straight in for the kill.
Asgardians are prone to this in general, but Thor is one of the worst. He will NEVER run from a fight no matter how outmatched he is, and simply attacking blindly with brute force alone is the only strategy he uses most of the time. He'll fight until he's unconscious or something drags him away, which works well enough for him in his own comics, but in "What If...?" comics this attitude tends to get him killed.
Hamburger Hill: The repeated attempts to take the eponymous hill that isn't even strategically important is used to portray the War Is Hell theme.
In Seven Samurai, the bandits fight to the last man without ever considering that there might be easier places to rob. The final bandit, hiding with the women, still sees fit to shoot at the samurai and betray his position rather than simply flee. This is partially explained by the bandit leader executing a couple of men who try to flee. We never learn why the bandit leader is so gung-ho, though.
In The Magnificent Seven, The Seven wonder why the bandits keep attacking them instead of going off to find easier pickings. They learn that the bandits haven't eaten in days and if they don't get the village's food they will starve.
Godzilla: Surely, the JSDF in the films have exhausted all their soldiers and weaponry in the films from trying to defeat Godzilla after all these years.
Patton: Now there's another thing I want you to remember. I don't want to get any messages saying that "we are holding our position." We're not holding anything. Let the Hun do that. We are advancing constantly and we're not interested in holding onto anything except the enemy. We're going to hold onto him by the nose and we're going to kick him in the ass. We're going to kick the hell out of him all the time and we're going to go through him like crap through a goose!
Watchmen: That guy in the prison hallway fight scene, who makes a 'You want some of this?' gesture after Nite Owl shuts down six of his friends, while he's shutting them down like they aren't even there? What did he really think was going happen next?
The War of the Worlds In the 2005 Spielberg version, an army captain in the battle scene actually says "Attack, Attack, Attack!" ordering the tanks and humvees to advance on the approaching tripods. A few seconds later they are all wiped out, but at least they bought the civilians they were covering precious time.
The Thin Red Line: LTC Tall's repeated orders to attack the ridgeline. Somewhat subverted when Cpt Staros, refuses his orders. This is further reinforced after the battle when he literally tells a group of his men, that they ARE his sons.
In Antz, Z mentions this when he's talking to the Queen and Bala after the termite battle.
"You don't think, you just react, you have to attack! Attack! ATTACK!"
In Airplane!, there's a scene where Rex Kramer is entering the airport on his way to help land a stricken airliner and is accosted by donation-seekers. He begins beating them up in increasingly brutal ways, which only seems to attract them to him like flies. They don't stop until they're all lying on the floor, moaning in pain.
In one of the scenes deleted from the theatrical release of Aliens, the marines make good use of four drone turrets salvaged from the wreckage of the dropship and APC. They set up the machine guns along the hallway leading up to the control room and before long, the bugs are pouring into the killing field. In a tense moment, three of the guns run dry on ammo as the xenomorphs unflinchingly throw themselves into the bullets, and by the time the aliens decide to find another route into the control room, the last gun only has four rounds left.
In Van Helsing, Anna has this problem. Mere seconds after escaping Dracula's mind control, and confronted with a charging army of vampires, her idea of a sensible solution is to grab a mace mounted on the wall, and start jumping into the horde. Fortunately, the title character is there to drag her out of harm's way.
For a group of mercenaries, the MNU special forces in District 9 are extremely well motivated, given that they keep attacking, literally to the last man, despite their colleagues being turned into Ludicrous Gibs left and right.
The would-be home invaders in Straw Dogs, as well those in the Home Alone movies that Straw Dogs inspired, persist beyond all reason. Though to be fair, in the first Home Alone movie the burglars do succeed after numerous injuries only to have Kevin's neighbor stop them at the last minute.
The Lord of the Rings films featured an amusing subversion during development. In the finished product this trope is in full swing, but the AI simulation they used to generate the aerial shots actually outsmarted the filmmakers at one point. The good guys determined that one battle was hopeless and ran for the hills en masse.
Unsurprisingly, this is Blood Knight Rachel's strategy in Animorphs when she temporarily becomes team leader in The Weakness.
In Dan Abnett's Eisenhorn novel Xenos, when they are thrown into Gladiator Games, the monster that kills one of them doesn't stop to eat the corpse but jumps onto the next victim.
In Sandy Mitchell's Ciaphas Cainnote DEFENDER OF THE IMPERIUM!!! novel Duty Calls, Battle Sisters are plunging into battle without thought for their own lives, or what their deaths (or simply their reckless advance) will do to the line, until Cain sharply reminds them that if they die and let the tyranids through, the tyranids will descend on the temple and slaughter the civilians there. They back off, and later admit that their zeal had led them astray.
In William King's Warhammer 40,000: Space Wolf novel Grey Hunter, facing an ice fiend pack, Ragnar knows they will fight until their prey are dead, or they are.
In James Swallow's Warhammer 40,000: Blood Angels novel Deus Encarmine, Iskavan is furious, even after victory, because they had retreated at one point during the battle. When the tide turns, and he is ordered to withdraw, he is enraged.
The D'regs of the Discworld novel Jingo are known for this, regarding a leader as merely someone to shout "Charge!". That Carrot convinces them not to on one occasion is seen as proof of his unnatural Krisma[sic]. When the enemy general finds out he had done this and he had a commander, he surrenders instantly.
The Sauron Super Soldiers of the CoDominium universe are trained to attack at all costs; the result is that they attack until they have nothing left, and the Galactic Empire waltzes in and sterilizes their planet; the only Sauron ship to flee and survive is disregarded as impossible, since Saurons never run. But the Empire also commits the same basic mistake, attacking the Saurons with increasing fanaticism until their own forces are all but gone; only their greater numbers allow a few Imperial worlds to barely survive knocked back to barbarism.
There's also a Tairen High Lord called Weiramon, a Lord Error-Prone who figures a good cavalry charge is the best answer to all life's problems, and who routinely throws away thousands of lives at a time leading suicidal charges at unwinnable objectives.
Justified in Rand's climactic swordfight with the blademaster Turak in "The Great Hunt;" he sees that he can't win using "proper" swordfighting techniques, so instead he just throws himself at Turak with a sloppy but relentless assault that the man is completely unprepared for, and is killed by.
In Malevil, despite council to do otherwise, Vilmain decides that Malevil will be razed immediately to avenge the death of his Dragon Bčbelle. While his pride can be counted on an ill-planned attack, Malevil's defenders recognize that he won't allow it to become a suicidal one if he's losing.
In Taylor Anderson's Destroyermen series, the Grik are a race of Lizard Folk from an Alternate Universe whose sole goal in life appears to be the utter destruction of the Lemurians with We Have Reserves as the only strategy. They do possess more advanced naval tech (after studying a 17-century East Indiaman and even lob shells filled with a form of Greek fire, but they still prefer to dock with the Lemurian Homes (giant floating ships that house the entire population of the race) and attack them with swords and spears. They first time anyone has remembered the Grik retreating or showing fear was the appearance of the USS Walker with its deck cannons and machineguns.
Later, it's revealed that the Grik as a culture simply don't have a concept of defense (they understand it but believe only prey defends, while a true hunter attacks). In fact, when the Grik are faced with an overwhelming attack, they collectively turn into a "Grik rout".
From Vietnam onwards Richard Marcinko of the Rogue Warrior novels would invoke this by name, his standard strategy was to hop and pop, shoot and loot, maim, rape, pillage, slaughter and burn.
Live Action TV
Called specifically, though too old to be an Invocation in the Doctor Who serial "The Armageddon Factor".
"Base to fleet, commence attack. Attack, attack, attack."
In one episode of Star Trek: Deep Space Nine, a group of Jem'Hadar were ordered to attack the main characters by their Vorta commander before their Ketracel White supply runs out (and they go crazy and kill everyone). They were to attack across an open field against heavy cover. Even Sisko tells them they're charging into a trap. The Jem'hadar commander tells them they know, but they're doing it anyways (because their control drug is going to run out and because their ingrained loyalty requires them to obey, no matter how suicidal). Jem'Hadar in general do this, since they're genetically engineered warriors.
In the pilot episode of The Walking Dead, Rick and the other sheriffs force a car with armed bank robbers off the road. As the half-dozen sheriffs are all in view, with weapons raised, and aimed at said car, two of the robbers come out and start firing, and are gunned down in seconds. A third robber, who was on the other side of the car and thus out of sight of the sheriffs, then comes out of the car. He is entirely unnoticed and could have easily gotten a headstart in getting away...but instead decides to open fire himself, succeeding only in wounding Rick before he's killed.
In Full Metal Jousting, the jousters all wear modern versions of 16th century tournament armor. That armor is the ONLY defense there is in the sport. The only option is for rider and horse to charge in hard, aim well, strike hard, and hope for the best.
In older background, the reason is explained thus:
Griznak didn't mind the death. He was an Ork. The senseless waste of life didn't appall him. He applauded it. He lived to fight. Fighting was what life was all about. Death was part of fighting, everybody knew that, from the youngest Wildboy to the oldest Nob. Every Ork accepted death the way he accepted the possibility of a buggy accident. It was what happened to someone else. And if it did happen to you, so what? Your soul went back to Gork and Mork to be belched into another body so you could fight again. (Codex: Imperialis)
The background material explains that Orks actually grow from spores released by decaying Ork corpses. In other words, getting killed is essential to their reproduction.
Khorne Berserkers (especially the entire World Eaters Legion) and the Blood Angels Death Company... ah, well, the names of those should give a hint as to why they're examples of this trope.
Black Templars Space Marines. Most armies would run away when taking casualties...Black Templars move towards the enemy when they lose men.
GURPS has the disadvantage "On The Edge" which causes this to an almost comical degree. The example given involves using a toothbrush to fight people with guns.
Well... that's more about roleplaying a character with clinical depression that manifests in not caring whether he lives or dies. "On the Edge" means that the character does things that may appear to be courageous, to people who do not understand what's happening, but when the character stares down a street gang armed only with a toothbrush, he's actually trying to die. "On the Edge" is more a Death Seeker kind of thing, though it's certainly possible in GURPS to be both "On the Edge" and a berserker.
Background information on demons from Dungeons & Dragons usually depicts them as this. Based on their stats, they're far from stupid, but they enjoy hurting other things so much that they'll often continue fighting a losing battle just to hit you a few more times. And, to be fair, it bears mentioning that dying on the material plane is mostly a mild inconvenience for Outsiders
Inn the GURPS Martial Arts, it specifically advises against the GM doing this, citing that it wouldn't fun or realistic to do things like that. Thus, enemies who have taken a major wound to run away or surrender.
Often in RPGs the Game Master will have NPC enemies be unrealistically aggressive and unwilling to flee or surrender. Depending on your opinion and circumstances, this can be a mistake or an Acceptable Break From Reality.
The Impetuosity rule in Wargames Research Group DBM and DBMM games. Certain troop types are prone to Impetuosity, which means attacking the nearest enemy at sight without further orders. And without caring if they'd get their butts whipped or not. All Warbands and Irregular Knights are prone to this behaviour by default, and certain other types as well. All troops become Impetuous if a broken enemy is at 400 paces or closer. The player must allocate resource points to prevent his troops breaking the formation and attacking the enemy.
In Paranoia, the doberbot's primary combat tactic is "attack someone until they die, attack someone else until they die, attack someone else until they die..."
BattleTech, Clan Ice Hellion is best summarized as this, they are quick to attack their foes in lightning speed, but they tend to get into fights with Clans who wield large and more heavily armed mechs, against their light and medium mechs.
Invoked in Munchkin by the Potion of Idiotic Bravery.
In the Mouseguard and Torchbearer games, players script exactly three actions ahead, choosing from the options of Attack, Defend, Maneuver, and Feint. Of these, only Attack and Feint actually deal damage against an enemy, and Feint fails automatically if played against Attack. In complex battles there's some use to Maneuver to help set up other players, but 1v1s regularly result in players declaring, quite literally, "Attack / Attack / Attack".
Among experienced chess players, this rarely works. A good player will recognize that it is only a good idea to launch an all-out attack when the position calls for it, and often a large part of a game will be spent maneuvering to create such a position. An ill-advised and reckless attack will almost always be fended off by a skilled player, usually leaving the attacker overextended and in serious trouble.
However, before modern theory and strategy were refined, and defensive skills were not nearly as commonm many of the masters of the 18th and 19th centuries would play like this, often leading to spectacular victories. Although even back then, it would backfire a decent amount of the time. An aphorism used by the German master Adolf Anderssen was "Attack! Always attack!"
Almost every single flipping thing in Destroy The Godmodder will do this. Even the ones that are specifically stated to strategize based on their remaining health.
In Pokémon Live!, Ash has Pikachu repeatedly use Thunder and Thundershock against Mecha Mewtwo, even when it's apparent it's unaffected.
Olaf utters this exact phrase in Advance Wars on "Max Strikes."
As does Jugger in his second mission of Dual Strike, though it's justified since he's a machine.
Lampshaded somewhat in inFAMOUS 2. Towards the end of the game, the redneck militia will keep fighting Cole, but they'll beg him not to hurt them while they do it. Turns out, the Big Bad is a Bad Boss. Turns out, Cole is either a Jerkass or a walking exmaple of Good Is Not Nice. Tough break.
Sandor: That sounds pretty aggresive for 'Retreat'..
Kraal: Nnn. Actually means 'Die where you stand'. But is only battle order that doesn't mean 'Attack!'
This is how pressuring tactics tend to work in fighting games, especially rushdowns. Essentially attacking incessantly and thus keeping the opponent on the defensive at all times, so that they have no choice but to either block constantly (and suffer a slow loss by chip damage) or try finding a place to strike back and risk being hit instead - though just as important as keeping up the attack is knowing how to attack, in order to do so without opening oneself up to a counterattack. If done right, a good rush strategy can be dangerously effective at keeping the opponent from doing anything, though modern games tend to have mechanics that prevent this (such as special blocks which knock the opponent away, or parries).
Oswald in Odin Sphere packs a dangerously exhausting Super Mode instead of a blocking option, and his high movement and attack speed lends itself naturally to this sort of playstyle. Generally, Oswald is played by ramming into an enemy at high speed, chaining attacks against it, and hoping it runs out of HP before you do. His fighting style reflects his characterization: he has next to no sense of self or sense of self-preservation, and can and will pick a fight with anything without any apparent care for his own survival.
In World in Conflict, the final mission has the exhausted and heavily outnumbered Americans attacking the Soviet-held Seattle head on. This is mostly because they cannot afford to have the Soviets use the city as a beachhead for Chinese reinforcements, but partly because their commanding officer, Colonel Sawyer, feels it is necessary to redeem his failure in a previous mission. The fact that the city would be nuked by the US if Sawyer failed probably acted as a motivator too. And if the nuke hits the city, the afternotes tell that it led to an all-out nuclear war. Pretty good reasons to throw everything you got.
An effective strategy when attackers have made some progress in Team Fortress 2 is for one player on a team (often a Scout or Heavy) to throw himself on the objective and die, over and over again. As long as someone keeps tapping the cart or picking up the briefcase, the attackers won't lose their progress. He's probably not doing much fighting, even, electing to go around or just run by enemies rather than risk being too late to the objective.
Given the sheer amount of wreckage, the Alliance forces at the Battle of the Citadel at the end of Mass Effect 1 qualify. Then again, if they had retreated, Sovereign would have succeeded in bringing in a massive fleet of Reapers, so they kind of had good reason.
The Turian armed forces approach almost every military conflict like this to beat their opponent into submission. Unfortunately, their much more subtle Salarian allies did not consider this when they created a super-weapon against the Krogans that was so horrifying that just the threat of it would force them to surrender. The Turians did not get the idea why anyone would build a weapon and not use it.
Admiral Gerrel has this propensity in Mass Effect 3 when fighting over the Quarian homeworld against the Geth. He does so against a disabled Geth dreadnought. While you're still aboard it. You can express your displeasure with his deed by gut-punching him. You also need to do a lot of work beforehand in ME2 and in ME3 to talk him out of doing it again at the end of the Quarian/Geth arc.
Averted in Batman: Arkham City. Occasionally, when Batman drops in on a group of Mooks, a few will run away. Also, during the first mission of the game, Batman drops into a room with fifty of Two-Face's men, and all but a few flee in terror.
World of Warcraft's orcs fall into this a lot. Dying on the battlefield is a great honor, running away is cowardly. If they do retreat, it will usually only be to regroup and attack more effectively later - if the battle is unwinnable either way, they're staying until they die.
Often stated as the Hunter's 'strategy' in the game. "Stab it in the face with arrows until it stops being funny."
Commando and Ravager paradigm roles in Final Fantasy XIII will keep attacking and casting offensive magic even if there's someone in a blink of being knocked out. The only way to fix the problem is to manually shift the character's role to Medic or use a potion.
Gears of War. Queen Myrrah paints the Locust's fighting philosophy quite well in the epilogue of the first game.
Queen Myrrah: "They do not understand. They do not know why we wage this war. Why we cannot stop. Will not stop. Why we will fight and fight and fight. Until we win... Or we die. And we are not dead yet."
Xenon and Kha'ak ships in the X-Universe games will never, ever retreat. They'll blithely throw tiny scout ships to try and kill your 4 kilometer long destroyers. Pirate and Commonwealth ships are like this 99% of the time, though they will occasionally try to retreat, but by that point, there is usually only one scout ship left.
Despite the rapidly declining reinforcement count, this is usually the most effective tactic in Battlefield's Rush mode. Though heavy casualties are inevitable, it only takes a few stragglers to get through and act as a spawn point closer to the objective - indeed, the teams that lose are usually the ones that don't Attack! Attack! Attack! enough.
The Elder Scrolls V: Skyrim. Dual Wielding is useful because it can potentially give you the highest damage output of any fighting style in the game, but the cost is that you can't block in any way. Which leads to situations where you might need to constantly use health potions while attacking just to survive.
In Mario & Luigi: Dream Team's Giant Battle Ring, this is literally all the characters can do. The game actually disables your only form of healing, so any fight there is 'attack or die horribly'.
Turning on Rush mode in Persona 3and 4 speeds up the fight and puts the whole party on autopilot where they do nothing but spam standard physical attacks, even if they're getting their asses handed to them or the enemy is able to reflect their attacks back at them. It's still good for clearing out random encounters when you already know you'll win and just want to speed through the fight, but you still need to keep on eye on it to make sure things aren't going pear-shaped.
In Pokémon, the move Taunt forces the opponent to use only attacking moves for several turns.
Choice items give the holder a huge boost in Attack, Special Attack or Speed, but they're locked into using the first move selected. Naturally, the user should be using one of its attacks over and over again.
Pokémon X and Y introduces the Assault Vest, which raises the Special Defense by 50 percent, but prevents the use of status moves.
In Vietcong, this is the NVA/VC's only strategy when it goes to attacking US/ARVN bases and Montangard villages. Subverted in some cases, where they bring mortars and tanks with them.
Most notably in the "Unlimited Blade Works" route where it is extremely effective against Gilgamesh. Since both are owners of virtually unlimited weapons but neither are masters of any of those weapons, it becomes battle of Attack! Attack! Attack!. Even though Gil's weapons are slightly stronger than Shirou's, within the boundaries of "Unlimited Blade Works" Shirou can pull out weapons faster than Gil, allowing him the decisive blow when a frustrated Gil decides to take the extra time to try to pull out Ea.
In Goblins, Goblinslayer does this even after almost burned to death and lost his weapon.
The Order of the Stick has this for a fair number of characters here, but as Haley correctly thought, not forever. When one thief finally realizes it is certain death and runs away, it astounds her ex-boss, who invokes this trope.
Where are you going? Come back here and die for my fleeting tactical advantage!!!
When Demons from Slightly Damned go into berserk state, they will do this until they eventually die of exhaustion. If there's no one around to kill, they will proceed to Attack! Attack! Attack! themselves.
This happens to Big and his army of floating monkeys in the sprite comic Tip Of The Iceberg, and can be summed up with this quote:
Big: He Told Us to bring it! Run!
Tasakeru: This is Zero's usual tactic. It's when he enters his Tranquil Fury state that he's truly dangerous, though.
Sarge of Red vs. Blue possesses this quality, a sharp contrast to his lazy and cautious subordinates. His only goal at any given time is to find a new way to destroy the Blue Army. This is hampered by the antics of his troops and the general lazy and cautious attitude of the Blues.
Correction: His only goal at any given time is to find a way to incorporate killing Grif into the situation at hand (one of his battle plans involved Grif charging directly at the Blues in such a way that, when he was inevitably shot, his Ludicrous Gibs would clog up their weapons, leaving them vulnerable to attack by the rest of the Reds; all of their emergency response plans start with clobbering Grif, except for the one that starts with shooting him instead).
Bitch from Worm defaults to attack under almost all circumstances. This habit gets exploited by Dragon later by making Bitch fight a robot with a Healing Factor.
Invoked word for word by Starscream in the Season 2 finale of Transformers Prime as he leads an armada of Vehicon Generals in an attack on the Autobot base.
Except [[here it works. And for the Autobots,]] it's terrifying.
In The Transformers this was Galvatron's attack strategy whenever he was in his more murderous moods. It seemed to alternate between this, Colony Drop or Weapon of the Day (like his predecessor). This particular strategy was deconstructed in one episode with the Decepticons get sick of having Galvatron using this strategy to confront the Autobots (and his mental condition had lead him to assault his allies on the field).
Although he tries to seem sophisticated about it, Firelord Ozai from Avatar: The Last Airbender seems to rely on this, or twist his advisers' suggestions into this.
This seems to be the main strategy behind firebending in general, being fueled by anger and having few (if any) defensive techniques.
Earthbending similarly requires a head-on, no-hesitation strategy. While the inherent properties of earth make it quite practical for defense as well as attack, those same properties make it pretty obstinate to deal with, so a bender who isn't prepared to grab it by the metaphorical balls and make it his bitch isn't going to get very far, no matter what he plans to actually do with it.
In the episode of The Boondocks entitled "Shinin'," Riley gets his chain stolen by the neighborhood bully Butch Magnus Milosevic, who is at least a foot taller and appears to be 150 pounds (or more) heavier than Riley. Despite this, Riley confronts Butch alone, mostly out of pride. His punches have no effect on Butch, and Riley continues to get up after being knocked down, bloodied and even at one point shaking on the ground because of the pain he's in.
This seems to be a personality quirk of Riley's, because he adapts the same attitude when fighting Huey in the episode "Let's Nab Oprah." Despite Huey being bigger, smarter, and well versed in multiple forms of martial arts, he keeps attacking despite his every effort resulting in him getting soundly beaten until the fight is broken up by someone else.
The French crocodiles' chief mode of assault on The Drinky Crow Show. These exact words are even shouted during their boarding!
Zapp: [Addressing the troops] As you know, the key to any victory is the element of surprise... SURPRISE! [Pulls lever, airdropping troops onto battlefield]
Zapp: [Explaining how he defeated the Killbots] You see, Killbots have a preset kill limit. Knowing their weakness, I sent wave after wave of my own men at them, until they reached their limit and shutdown.
Megas XLR's Coop: "I stick to my strengths, and smashing stuff is my strengths." and "We tried not smashing it, and that didn't work ... I just need to find the right way to smash it!"
Although others had taken advantage of it before, Napoleon Bonaparte popularized the "cult of the offensive", that emphasized fast, all-in attacks at the enemy's weak-point. The basic logic of this is that the attacker has a significant inherent advantage over the defender, as the attacker dictates where the fighting will take place while the defender has to react to it; and furthermore, while the defender has to spread his forces everywhere necessary to Hold the Line, the attacker can concentrate everything on where he intends to break through. The greatest use of this was at the Ulm Campaign of 1805, where the French army under Napoleon departed from France in September and marched so blisteringly fast that in only 16 days, the French arrived at the rear of the Austrian army in Württemberg before the Austrians were ready to fight. The French captured 60,000 soldiers without a major confrontation. Although sometimes it fails spectacularly, in many cases a bold assault (even when out-numbered or out-gunned) can take the enemy by surprise and shatter their morale, which was a tactic used very successfully by Heinz Guderian and Erwin Rommel during the Battle of France (1940). Rommel's 7th Panzer Division moved several miles ahead of the German Army, leaving its flanks very vulnerable to counter-attack; but the Allies were in such a disorganized state that Rommel was able to rout any counter-attacks just by doing a massive frontal assault with his tanks.
The French Army's one standing order at the start of World War One was "Ataque, ataque, tojours l'ataque!" (Attack, attack, always attack!)
Scientology's stance on handling their detractors is (literally) "always attack, never defend". If you are perfect, world-changing alien divine beings any criticisms are clearly reflections of the critics' own flaws (hence "What are your crimes? What are your crimes?!" ad nauseam). This plan hasn't been working out too well for them lately, though, now that their enemy is Anonymous. This also shows the limitations of this trope - It's never worked well for them (and has gotten worse with the Internet and the Streisand Effect). "Always attack, never defend" has resulted in them shooting themselves in the foot so often that their detractors have coined the term "footbullet".
When asked to contribute to Sweden's entrance into the 30-Years War, the Estates of Yeomen famously declared that "Better to stable our horses at the house of our enemies than his in ours." IE: If you have to fight a war, might as well do it far away from home.
The Swedish army in the late 17th / early 18th century relied on offensive action and lined up a series of great victories. In 1709 the army of Tsar Peter arrived near the small town of Poltava which the Swedes were besieging. The Swedes decided to Attack, but to properly engage they needed to sneak past some redoubts in the Russians' extended defense line. The Swedish army didn't know how to sneak, however, and instead Attacked the redoubts. When the commanders finally managed to get (most of) the surviving troops to disengage and line up on the intended battlefield, the odds were very long: 4000 infantrynote There was cavalry as well, but they were still trying to reform. faced 20000 Russians. What to do? Attack! The Swedish army knocked itself out against the Russian line, disintegrated, and was annihilated.
It worked well in 1700 at Narva. The Swedes attacked in dense snowstorm with 4000 men against tenfold numbers of Russians in fortified positions - and won the day. Mainly because the Russians simply didn't believe anyone would be insane enough to attack in that weather.
Likewise, the Swedish fleet was all the time on offensive in the War of Gustavus III 1788-1790. They managed to achieve several Pyrrhic victories and catastrophic losses, but they won decisively 1790 in the battle of Rochensalm when they were on defensive.
The Swedish tactics were known as gĺ-pĺ - literally "go on".
There's a saying in kendo: "bogyo no tame no bogyo nashi" ("there's no such thing as defense for defense's sake"). Kendo practitioners are trained to respond to attacks by themselves attacking and trying to get there first, rather than focusing on defense.
The emphasis on attack is nowhere more evident than in Jigen-ryu Kenjutsu, a school of swordsmanship adopted my the Satsuma Clan and used with crushing effectiveness until swords were outlawed in Japan. Practitioners would attack by unleashing a flurry of diagonal blows alternating between left and right. Training (which continues in Kyushu even today) consists of striking a hardwood pole repeatedly with a wooden sword until, over time, it is reduced to an hourglass shape.
This is in contrast to conventional Western fencing, where the first principle is "don't get hit." If you manage to stab your opponent but get stabbed at the same time, you've still lost, making the Parry-Riposte a standard tactic. This is based on the idea that if a sword is already heading at you at high speed, it's not going to stop dead just because you stick the guy holding it.
Stop-hits are much more used in epee fencing. This is because epee is based on duels to First Blood and the weapons used were much less likely to be fatal if you got stabbed.
In Renaissance-era fencing, at least in its German tradition, offense was promoted on the principle that if you don't attack, you won't beat the other guy, and if you only defend yourself, sooner or later he'll find an opening and do this to you. It is generally easier to strike before the other guy does than to master a high-level counter-technique.
Arguably this translates equally well into real-life application, as some martial arts systems (kali or Wing Chun comes to mind) advocate 'attacking the weapon' as a defensive strategy.
Bruce Lee's Jeet Kune Do combat philosophy (by definition not a distinct style) gets it's name from the idea that every move has the potential to end the fight, so a block is a re-purposed attack, and parries are matched with a simultaneous counterattack.
The last order of battle of admiral Horatio Nelson was Engage the enemy more closely. Royal Navy has always been known of extremely aggressive tactics and doctrines.
The loss of three battlecruisers in the battle of Jutland 1916 was an example of this. The safety of handling the powder cartouches was sacrificed in order to maximize the firing speed, and the flashproof doors were kept open to enable quick delivery of the powder. It is said if the Germans had had similar doctrine that day, they would have lost eight or nine battlecruisers.
Had the Germans lost eight or nine battlecruisers at Jutland it would have certainly spelt the end for Admiral Hipper, who would have been forced to explain where he suddenly gained three or four extra ships from...
The very concept of Royal Navy battlecruiser. Regular battleships were designed to strike a rough balance between speed, armour and firepower; battlecruisers were equally massive but had reduced armour thickness in exchange for slightly more speed and even bigger guns. Distinguishing battleships from battlecruisers can be tricky as there was no formal definition of a battlecruiser and battleship/battlecruiser naval guns steadily increased in size during the interwar period (so a battleship could use larger guns than an older battlecruiser). However the relevance of the trope is demonstrated by the fact that the thickest sections of a battleships armour (which protected the most vital areas) were designed to, on paper at least, withstand a hit from the vessel's own main battery. Battlecruiser armour was not.
Royal Navy battlecruisers were never originally meant to engage battleships. As the name kind of implies, they were intended to fight other cruisers in defense of the British Empire, and other cruisers were faster than the battleships of the era (necessitating the higher speed) yet had smaller and thereby shorter-ranged guns (making armor less of a concern). It was when the need for more big guns led to their being put into action against enemy battleships anyway that they started to fall short. (It's also worth noting that the German battlecruisers of WWI were built differently from the start — carrying slightly smaller guns and having a shorter operational range instead of skimping on protection — because to help make up for the Royal Navy's superior numbers they were intended to stand in the line of battle to begin with.)
In The Vietnam War, the USA's leadership had to choose between focusing wholeheartedly on promoting economic growth in South Vietnam or invading North Vietnam and ruthlessly exterminating absolutely everybody even tangentially related to the Viet Cong in any capacity - families, villages, districts, everyone. Ideally, the USA would've done both. However, they tried to compromise (limited developmental aid to South Vietnam, limited counter-partisan operations in South Vietnam and strategic bombing of North Vietnam) between the two approaches without giving either the support it really needed. Eventually they realised they didn't want to invest any more money and effort in South Vietnam or invade North Vietnam and kill even more people, so they just gave up like the French had before them. Pity about the 800k-1.8 million dead people and 2 million maimed.
During World War II, Japanese officers were taught to try and find a chance for an attack even when being attacked, with the spirit of the offensive carefully cultivated among Japanese soldiers. Whatever advantages this had against Guomindang Militia and Guomindang-allied Warlords - whose troops lacked any kind of artillery whatsover, food (though not always to the point of fainting), ammo, and communications equipment more sophisticated and widespread than the odd heliograph (such that shifting operational and even tactical reserves was often impossible for them) - in The Pacific this eventually ended up as the 'Banzai charge' and usually went very badly facing Allied troops - particularly against Americans with their excesses of communications equipment, artillery and automatic small-arms, and ammunition.
There was also such a strong cultural imperative among the Japanese to not surrender under any circumstances that they would make such a charge knowing they would all die precisely because they would all die.
Let us not forget the bold effort put forth by the men of Taffy 3 during "The Battle off Samar" during World War II. By responding so aggressively to an obviously superior force, a small force of destroyers and aircraft held off the largest battleship ever constructed along with its battle group. http://en.wikipedia.org/wiki/Battle_off_Samar
The main reasons this resulted in victory as opposed to a "taking as many of you with me as possible" are A) Good tactics, maneuvering, and gunnery by the light destroyers and destroyer escorts (known as "tin cans" due to their lack of armor) as they charged straight into the formationless Japanese battle group, sinking a few heavy cruisers with close range torpedo runs and wrecking the (essentially unarmored) upper works of heavier ships, moving as quickly and erratically as possible to stay alive, B) the hundreds of aircraft (which were completely unequipped to be taking on any kind of ships, and thus instead flew right at/around the Japanese ships, strafing their decks with machine guns...or in some cases, with nothing at all), combined with the several light destroyers and destroyer escorts rushing a massive battlegroup and ''winning'' and an inaccurate intelligence report that a full American carrier battle group was in the area, led the Japanese officers to believe that they were facing a much larger and more powerful force than they actually were. With the tiny American ships doing massively disproportional damage and charging what should have been suicidal odds without hesitation, hundreds of aircraft attacking from everywhere, strafing their decks and dropping what seemed to be bombs and torpedoes (but were actually depth charges or fuel tanks...), causing the entire battlegroup—already disorganized by the "general attack" order given at the start of the battle by the Japanese commander—to be thrown into complete chaos, maneuvering like crazy all over the place, it very much seemed like they like were facing one. To make matters worse, smoke-screens deliberately created by the destroyers/destroyer escorts helped to conceal the fact that there were only four small escort carriers, instead of potentially several fleet carriers. The end result was that the massive, extremely powerful Center Force retreated right as it was on the verge of total victory, with most of the already-few-in-number light destroyers and destroyer escorts sinking or sunk, and no way to resupply and/or re-equip their planes until it was far too late.
Though the whole Attack! Attack! Attack! mentality was best summed up by an unidentified sailor. Having damaged practically every ship in the opposing force, left several sunk or sinking, and outclassing the American force ship-to-ship by a ridiculous margin, the Japanese force nonetheless withdraws against the unexpectedly fierce resistance.
American Sailor: Damn it, boys, they're getting away!
The Principle of the Offensive is one of the Nine Principles of War, and every military in the world teaches it to officer candidates. Only by going on the offensive is it possible to seize the initiative. The Japanese didn't have the industrial base or the resources to support large-scale mechanized warfare, and the massive banzai charges occasionally worked well in China (as the Guomindang used Warlord and Militia troops to take the brunt of Japanese offensives while they would attempt strategic encirclements) and even against some European troops. When they dug in and attempted World War I style static defensive tactics it only resulted in large-scale Last Stand type battles in places like Okinawa and Iwo Jima, because they surrendered the initiative to the Americans, who were then able to act at a time and place of their own choosing. The resulting battles were always very bloody for both sides but the final outcome was never in the slightest doubt: lose the initiative, lose the fight. And the Japanese, strategically speaking, lost the initiative when they failed to hold Guadalcanal, not even one year after Pearl Harbor.
Actually, it was their losses at Midway which effectively sealed their fate, with those four Carriers gone, they lost a lot of their ability to take war to the Americans. They also failed to use their submarines effectively.
Legendary Marine commander ChestyPuller never retreated, he merely advanced in a different direction.
"They're on our left, they're on our right, they're in front of us, and they're behind us. They can't get away this time!"
To be fair, when he said the above quote, he was completely surrounded by Chinese forces. In that case, movement in any direction really is attacking and advancing.
Field Marshall Erwin Rommel was famous (to his officers, notorious) about taking the offensive early and often, usually at risk to flanking counter attacks, and to the detriment of his supply chain.
"In the absence of any orders, go find something and kill it."
George S. Patton. The guy was famous for maxims like "Nobody ever defended anything successfully, there is only attack and attack and attack some more." He famously treated large scale advances into Italy and Germany as races against other Allied officers to get there first!
"Some goddamn fool once said that flanks have got to be secure. Since then sonofabitches all over the globe have been guarding their flanks. I don't agree with that. My flanks are something for the enemy to worry about, not me. Before he finds out Before he finds out where my flanks are, I'll be cutting the bastard's throat.
George Patton has the distinguished honor of being one of the most successful Generals in the history of warfare, in the battles he fought in World War II he captured more land, defeated more enemies, and captured more prisoners of war in a faster time than any other officer in history. It is thought that he was so successful because he utilized the momentum of his Army and kept them moving every waking hour that he could, his tactics of trying to outwit and outrace his contemporary Generals to particular objectives produced very meaningful results.
The standing orders of outdated British fighter squadrons reputedly became this during World War I. It didn't work.
This is why the assassination of SS-Obergruppenführer Reinhard Heydrich succeeded. On May 27, 1942, Heydrich was being driven on the Dresden-Prague road when a gunman ambushed him as the car slowed on a hairpin turn. The assassin's sub-machine gun jammed. Instead of having his driver, you know, drive, Heydrich ordered a complete stop so he could jump out and attack his attackers. The assassins took the opportunity to toss a bomb at the car. The resulting explosion wounded Heydrich. Instead of falling back through the smoke, Heydrich decided it would be totally awesome if he continued his charge, chasing his bicycle-mounted assassins on foot until he passed out from the shock. He slipped into a coma and died days later. Although his decision to chase the assassin's was meaningless, as, unknown to him, he had already contracted a mortal infection from horsehair car seat fibers becoming embedded inside him due to the grenade blast.
To say nothing of the dark comedy which attended the pursuit of the Heydrich assassins after the attack. Having cornered them in the cellar of a church, the SS decided they would take the partisans alive, sending a succession of soldiers through the very narrow passage which granted access to the refuge. A good many SS men were Sten-gunned to death in the killzone before the partisans were finally apprehended. And by "apprehended" we mean committing suicide to avoid capture, hammering home how pointless this all was.
In poker the most successful players are the aggressive ones. As a rule of thumb, it is better to bet/raise than to check/call in order to keep your opponent under constant pressure.
A Finnish Army guide for young officers: If you do not know what to do, attack. If you do not where to attack, outflank the enemy. If you don't know where to outflank, do it from your right side.
One of tactics to deal with close ambush is just to try and push through your enemy, straight in his face, without even basic outflank maneuver. Since you are currently sitting is what is commonly refered to as a kill-zone that makes sense.