link didn't work for me. Here is another one: PDF link
Much of the paper discusses battlefield tempo and how commanders can achieve and keep it.
Tempo is often associated with a mental process known
variously as the "decision cycle," "OODA loop," or "Boyd cycle" after John Boyd who pioneered the concept in his lecture, "The Patterns of Conflict." Boyd identified a four-step mental process: observation, orientation, decision, and action. Boyd theorized that each party to a conflict first observes the situation. On the basis of the observation, he orients; that is, he makes an estimate of the situation.
On the basis of the orientation, he makes a decision. Finally, he implements the decision — he acts.
Because his action has created a new situation, the process begins anew. Boyd argued that the party who consistently completes the cycle faster gains an advantage that increases with each cycle. His enemy's reactions become increasingly slower by comparison and therefore less effective until, finally, he is overcome by events.
It comes down to timing with better led, trained and experienced troops being quicker through their loop and thus interrupting their enemies loop and forcing them on the defensive. You generate the tempo by seizing the initiative and forcing the enemy to react to your actions.
Suppression degrades the enemy observation.
Poor leaders will be indecisive.
Fog of War and poor intel means a more difficult orientation
Poorly trained troops take longer to execute their orders and Act.
It does not mention any of the traditional game rules we normally use.
Wolfhag