rules for the conduct of the wargame 1884
TRANSCRIPT
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RULES
F0T~
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C O N D U C T O F T H E W A R - G A ~ f E .
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PREFACE.
The present Rules for theWame are revised from thç
original Rules published ip 872~ty.~c~ni of H.R.II. the
Field M arshal Commandin it -Clii ~
The revision has beeh\4ad~by~,aCommittee of Officers
assembled at Aldershot under tli~fé~idencyf Major-General
F.Willis, C.B. In carrying out their instructions, the Com-
mittee have aimed at consolidating the Rules, and making them
more easy of reference, rather than at devising a new Code.
The changes~n War
Material and organization which hav~
taken place
in
the twelve
years
that
have
el~psed
since
the first
issue of Rules, have necessarily led to a great manychanges in
details, in the Tables of Losses, Possibility, c.
The Committee havewritten to a large number o~’Officers
interested in~heWar Game, and have taken advantage of their
suggestions iii maii~particulars. Theywish to acknowledge
their special obligation to~ olonelLonsdale Hale for thevaluable
suggestions made. by him. .
August, 1884. . . .
w .G . ) A2
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CHAPTER I.
GENERAL DESCRIPT ION O F TH E GAME.
The War
Game is intended to
afford
a
representation of
militarymanceuvres. It is played on a map drawn to a large
scale, the troops engaged being indicated
by small metal blocks,
colouredRed for one force,Blue for the other. A description of
the maps and these blocks will
be found inAppendix I.
To carry out a game in the most complete manner possible, Detail of
it is necessary to have a sufficient number of officers to fill the Players an
following posts Umpires.
Two officers to represent the Commanders of the opposing
forces.
Subordinate
officers
to command any detachments of
impor
-
tance from the main body, e.g., the cav~lr~ a~tiigalone,
or any other body of troops not undeL
~thè-imthed~~teuper-
vision of the Commander. / ~‘. .~
The Umpire /
Two Assistant Umpires. ...
An officer to keep a journal for r~c~d tjro~r~ssof the
operations, time of the despatch and receipt~of~-thessages,osses,
c.
The game may, however, be played with a minimum
number of three
persons, one to act as
Umpire, and the other
two to command the opposing forces.
For each game a scheme must
be drawn up, if possible by
an independent person. The Umpire must be strictly im-~
partial, and therefore should not, from having drawn up the
scheme, have preconceived ideas as to its proper mode of
execution. This course, although very desirable, will seldom
be
feasible except at large stations. Great care should be taken in
framing the scheme, and the framer shouldhimself follow out on
the map the course of the operation he has originated, and thus
ascertain that it is
practicable for each side.
As a rule the contending forces should be placed a con-
~iderable distance—not less than 10miles—apart, for as soon as
the main bodies on either side are thoroughly engaged, the
operations unavoidably become unlike reality, and therefore the
interest in any further operations ceases. The scheme~must
also be free from any ambiguity of interpretation.
It
should contain a “general idea” for both sides, and a
“special idea” for each.
The “general idea” should contain the strategical concep- General Idea.
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tion*
on
which
the operations are
based,
together with the
object which each side is to endeavour to
attain, and should
not, of course, contain any special information which in actual
war would be in possession of only one of the two opposing
forces.
special idea. The “special idea” should be the natural sequence of the
“general idea,” and will obviously be different for each side.
It should contain
1. The strength and composition of the force;
2. Its distribution at the commencement of the.game;
3. The immediate object in view;
4.
The date
and hour of imaginary time
at
which operations
commence. . . . . .
5. Any information of the movements, strength, morale, and
disposition of the enemy which may be in the possession of
the Commandei~in-Chief.
The Umpire should make known before play commences
the supposed atmospheric conditions, wind, weather, c.; the
simplest plan being to say the weather is as on the day of
playing.
•Although no. absolute rule need be laid down, it will
generally be found desirable to
fix
some
hour in the evening as
the supposed time at which ‘the troops are handed over to the
Commanders of the opposing forces, and to call on each to send
to the Umpire his dispositions for that evening, and his orders
for thO followingmorning.
Memo Each Commandershould write a short memorandum
giving
randum. his view of the operation to be undertaken, and stating in general
terms the mode in which he proposes to carry itout. With this
memorandum, but on separate paper, he should forward to the
Umpire the division and brigade orders for the day of action.
The
memorandum should contain any details necessary for the
pening of the game which would not properly find a place iu~
the orders, such as distribution of outposts on the previous
evening, arrangementof camps, c., whichmay have been left to
the discretion of the players. The object of the memorandum is
to enable theCommander to realize tohimself
the actual military.
situation at the opening of the game as it would be
presented
to his mind on service by the force of circumstances. It also
assists the Umpire in the conduct of the game.
Oriers. The orders should be precisely similar, both in formand sub-
stance,
to those
that
would
be
issued
in the
field,
and should
not
áontain any points ofdetail which would be left to the discretion
of subordinate commanders.
These orders having been once issued, the players must be
held strictly to them.
A
strategical concept ion is notalways necessary; for the purposes
of the game the two opposing forces may be supposed to be operating
against each, other without introducing a larger scheme of which
such operations form part. The “general idea “ should be as simpli~
as
possible. • . .. 0
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If the Umpire finds that any order issued contravenes either
the general or the special idea, e.g., if troops are ordered to
move
on
the right hank of a river when this has been specially
forbidden, he should send the document back to the player
for revision and correction; but in no case must mistakes,
5
ueh
as omission ofmention of some body of troops, c., be brought
to the notice of the Commander. ‘ ‘ 0
These preliminaries having been duly carried out, usually
one or more days before the game is actually played, the~game
proceeds as follows :—
Three maps should be provided, either in separate rooms,
or separated from each other by screens; one for each player,
and one in the centre for the Umpire. Each player and his
subordinates will be allowed access only to their own map, the
Umpire and his assistants moving fi~om.oneside to the other.
At the commencement of the game metal blocks repre- ‘
senting the forces on either side will be arrayed on their respec-
tive maps by the Assistant Umpire, in accordance with the
dispositions and orders of the players, and on the centre, or
Umpire’s map, the forces of both sides will be similarly arranged.
During the progress of the game all actual movements of Players ,iot
to
the metal blocks will be made only by the Assistant Umpires, move lieees.
in accordance with the directions of the players and the
decisions of the Umpire.
Whenever any portion of one of the opposing forces would
come within the view of the other, the corresponding blocks
must be placed on the map of the former. But itmust be borne
in mind that these are intended to serve rather as indications
of the enemy’s presence than to show the exact force at the
spot, a question always difficult to ascertain in the field. The
Umpire should thereibre direct that
only such pieces be put on
the player’s map as will correspond with the knowledge he is
supposed to have acquired
of
the enemy’s strength, position,
c.
As events develope themselves the actual force will be shown.
It will thus be seen that at the commencement of the game
one player will have blue pieces only on his map, and his
opponent red only, all being shown on the Umpire’s map. As
the game progresses more and more red pieces will appear on
the map of the blue player, and vice versa, till at the end, of the
game the three maps will,
as a rule, present almost the same
appearance.
During the game a record must be kept of the imaginary
time, as the actual time necessary for moving the pieces,
deciding questions, c., will generally differ considerably from
Where this arrangement is impracticable from want of maps or
of players, it will be found possible to carry out the game on two or
even on due map, using small screens to prevent either Commander
seeing more of the movements of his opponent than service colt-
d itio ns would permit. At the Kriegsschule at hanover each side
uses a small scale map ~ and one set of large scale maps is
used by the Umpire. This plan shortens the game.
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the time that would be taken in the actual operations in real
warfare.
Thne to be This is best done by means of a clock face with moveable
ehowubyDial. hands, but a black board and chalk will serve. The troops will
he moved according to the rates of marching contained in
App. II; the Umpire will determine the length of imaginary)
time for each successive movement of the troops on both sides,
one minute being taken as the ‘unit of time. 1-Ic must exercise
his discretion as to the time he allows, having regard to the
chances of the opposing forces coming into collision.
Duration of Thus at the beginning of the game, when the contending
Moves,
forces
are
a
long way
apart
it
may
be possible to allow the
troops to be moved for an imaginary) hour or even more; but
when they come to close quarters it may become necessary to
allow moves of even only one minute at a time.
The Umpire. The successful conduct of the game depends pnncipally
upon the Umpire. He regulates, as already stated, the length
of moves; he determines all doubtful questions; he decides
as to what troops are supposed to be visible to the enemy; lie
gives notice of the commencement of each successive move,
after which no correction is to be allowed in the preceding one;
he determines the result
of a
collision.
In
all
respects this
decision is absolute; and should one of the players be unduly
long in deciding how to act, the Umpire may order the next
move to be carried out without further delay.
A little considerationwill show that as long as the contending
forces are out of striking distance of each other, the points to
be determined by the Umpire will not as a rule present any
difficulty, his duties being principally confined to regulating
the distance traversed by the various columns having due
regard to the nature of the road, track or open ground they are
moving over. When however any portions of the
two forces
come into collision with each other, many cases of more or
less difficultywill arise. To guide the Umpire in determining
such cases, certain rules have been laid down videChapter II)
These rules are not meant to be absolutely binding on the
Umpire, who must use his discretion whether to determine any
question on his own authority or to refer to the rules.
The Assistant TheAssistantUmpiresmust carefullyavoid anybias in favour
Umpires. of the force to which theyare attached. Theymustabstain from
giving an opinion on the operations. The Umpire will find,
his
work
much facilitated if he treats the Assistant
Umpires as
his confidential assistants. He would do well before coming to
any decision on an important matter to ask them for their
views on the subject, and it will be their duty, while avoiding
to act as partisans, to put before him any fact or circum-
stance which may tell in favour of the force to which they are
attached.
In the conduct of this game the same difficulties are ex-
perienced as at peace-mancuuvres, viz., the impossibility of
introducing the element of superior courage or training on the
part of one or other of the opposing forces; the difficulty of
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realizing the full effect of Infantry and Artillery fire; and that
of allowing for the numerous accidents and chanceswhich often
determine in reality the
issue
of
an engagement. The element
of chance has therefbre been introduced into the game by
means of the use of dice.
Dice are used in
two ways: first, to determine simple cases Uses of the
where there is nothing to guide the Umpire to a conclusion; Pie.
secondly, in conjunction with a table to settle the more
complicated questions which occur when troops come into
collision. The former case will be best understood by art
example. Suppose two scouts meet oil a road. Which must
retire? The Umpire announces that he will throw the die to
decide,
arbitrarily determining
which faces of the
die
shall
favour each side.
Thus supposing him to say odd for red, even for blue. He
throws the die; : : comes up, and the red scout must retire.
Amongst other examples of cases that may be decided by a
simple throw of the die, the following may be mentioned
1. 1s this wood passable only by the tracks and roads
through it?
2. Can Cavalry move among the trees?
3. Can an observer on the top of this hill see over the wood
on
its slopes?
4. Is this bndge ofwood or iron?
5. Did this captured orderly destroy his message before
capture?
6. Do these hedges materially ~
7. Was information obtainable frorn<’tb -‘~nbabi~tthts~’~fhis
village? °~‘ ~ °~
Cases of collision are regulated as°feh1ow~-~-~. ~ / Casesof
Whenever either player intends\ ~.zty.of~is troops’±o’openCollision.
fire or to attack, he must give notice to~he’~EJñipire;>~hoill
have
to
decide,
first,
whether he
can
attack
-‘amidç~condly,
if
this point is decided in his favour, the result of his attack. To
decide as to the possibility of the attack, reference is made to
Table A, and the die thrown. By Table C the colour against
the odds and under the face of the die denotes the winning
side. To decide the result of the attack, if allowed as possible,
the odds for or against either side are obtajned by a process
which at first sight appears rather complicated, but which a
little practice ‘will soon render simple enough.
It consists of’ compounding the odds derived from a con- Method of ob.
sideration of the various circumstances of the case. In deter— taming odds.
mining these the Umpire must be guided partly by his own •
judgment, and partly by a reference to Tables B and C. He
will have to take info account the nature of the ground, the
numerical strength of the opposing forces, and their condition,
whether fatigued or fresh, whether disordered or the contrary.
Au example will render this clearer.
A force of 5 red battalions attacks in front and in flanka force’
of 3 blue battalions posted under cover. There has been ito
preliminary fire of Infantry skirmishers or Artillery.
What are
the chances for or against red?
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Numerically the odds
are 5
:
3
on
red.
But by Table B, Case I, page 24, where troops, without a
preliminary fire of skirmishers or Artillery, for at least 10
minutes, attack other troops posted under cover, the odds are 4:
1 against the attackers.
Again, by Table B, Case 13, page 25,where a flank attack is
combined with a frontal attack, time odds are 3 2 on the
attackers.
rfherefore altogether the odds are thus
ned. Blue.
5
:
3
on
account of numbers.
: 4 on account of position, c.
3 : 2 on account of flank attack.
Multiplying together, i.e., compounding these ratios, we get
5 x x 3 = 15 for red, against 3 x 4 x 2 = 24 for blue.
The odds ara therefore 15 to 24 on red.
Take the nearest odds to those given in the table which
run from 3 : 2 up to 5: 1),andwe get 2 to 3 on red, or 3 to 2 on
blue.
The die is then cast, and Table C settles the result.
Where the
final
odds
come
out more than
5
:
against
either side, the decision must be against that side without any
reference to the die.
After a collision it must be left to the Umpire to decide what
part the beaten troops may take in the game. The blocks ot
metal representing troops out of action are turned upside down
until they are considered fit to come into action again. Certain
general rules are laid down in Chapter II for the guidance
of the Umpire in this respect. The losses sustained by either
side must be estimated by reference to Table D, but as a rule
it
will
not
be possible to
enter
into any very minute details
of losses. The Umpires must deal with the question of
losses as merely affecting the value of each unit as a fighting
force; this must be represented where the losses are sufficently
great by removing pieces from the board, and where they are
itot large enough to be so represented, anote must be taken of
the condition of the unit that has been engaged. See chap.
IV , page 19.)
The force on either side should not, as a rule, exceed O ne
division of the regulated strength and organization.*
Communica-
From the
commencement of the game
all
direct
communi
-
thin between cation between the
officers
commanding
on
either side and
their subordinates should cease, except where they would be
actually present at the same spot. All orders and questions
must pass through the Umpire, who communicates them in due
time to the person for whom they are intended, estimating the
time required for carrying the orders by App. II. But as a
chief commander at the War-Game has before him on the map
* In exceptional cases hifantry in wagons, field telegraphs, c.,
may be allowed, but the introduction of such adjuncts tends to com
plicate and lengthen
the
game.
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the
die will determine whichmust retire.
r1~he
loser retires until
he reaches a closed body of his own side. The Umpire in
allowing the victor to proceed must deduct time for the mé’lée
and resulting confusion.
If a scouting party is cut off by the enemy, a throw of the
die determines if any of the party escapes to give information.
Similar principles govern the collision of hostile troops or
squadrons. Where larger forces than a squadron on either side
come into collision, the detailed arrangements made by each
side respectively will have to be taken intoaccount.
The following example of the
mode of conducting the game
when a crisis is approaching will be found of use.
A is in a defensive position, where lie is awaiting the attack.
B is directing his forces on this point, and has learnt that it
is held. It is now 9 a.m., and by 10 n.m., by direct march, he
would be with the head of his column on the ground occupied
byA.
B, in reply to questions, has fully acquainted the Umpires
with his intentions. He says, “At 9.15 my columns begin to
debouch from the wood 3,000 yards from the enemy’s position.
No.
1
Brigade deploys in the valley in front.
No. 2 moves
under cover of the wood to the left of the enemy’s position.
It will arrive there and be ready for attack at 10 a.m. Then
both brigades will advance simultaneously to the attack. My
three batteries will at 9.30 have opened fire on the enemy’s
position, or any of his artillerytheymayhave seen from ‘
The Umpire, or assistant, goes to A and says, “At 9.15
heads of columns debouch from the wood opposite you; they.
disappear in the valley; at 9.30 18 guns at ‘— open lire
on you; what will you do?”
After having received an answer, both A ’s and Bs troops are
arranged by the Umpires at their own discretion, in accordance
with the principles ofaction stated by the Commanders.
A is then informed, “At 9.15 you feel a turning movement
on your left; what arrangement will you make?”
After the reply, A’s and B’s troops are arranged by the
Umpire as before.
The success or failure of the attack will be decided by the
Umpires, either on their own responsibility, or by reference to
the rules.
In cases of collision, the Umpire should, as a rule, before
coming to adecision, ascertain from each player what
he
the
player) considers the points in his favour.
~nd of Game. The Umpire must determine when the game is to stop.
This will usually happen either when one side has obtained a
decisive advantage over the other sufficient to justify a decision
in his favour, or when the bulk of the forces on both sides are
in such close contact as to render a decision of ~the result a
matter of too great difficulty.
The Umpire must use
his discretion as to ad~journments,but
it is undesirable to allow a game to be continued from one day
to another.
•
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CHAPTER II.
RULES
FOR
THE GUIDANCE OF TH E U M P I R E s .
Umpires will be guided in their
decisions
by
Tables
A
and
B,
Use of tables
which are described in detail in Chapter IV, but it is not by Umpires.
necessary nor desirable that constant reference should be made
to the tables.
When the collision is of such a nature, from its position,
or the size of the forces engaged, that its decision will not
greatly affect the main issue, time should not be spent in
compounding odds and calculating losses. In many cases, the
Umpire ‘will find by not taking a decision too hastily, the
matter will practically decide itself, by one force electing to
retire
or
declining the combat. And, generally,
it
should
be
borne in mind that a decision on the whole case by the Umpire
is usually preferable to one based on tables, which, of course,
cannot bemade to include all the circumstances.
Reference to the loss tables should be avoided as much
as possible, the tactical situation being the basis of the
Umpire’s decision.
The following general rules and definitions are necessary
• For the purposes of the game, as far as numerical strength is Equivalent
concerned, a battalion of infantry, a regiment of cavalry, and a forces.
battery
of artillery are assumed to be of equal value. This
is of course a purely conventional arrangement; but in com-
puting the chances of success, some such convention will be
found necessary. The respective formations of the different
troops must of course be taken into account by the Umpire.
“Fresh” troops are such as have not been engaged during Definitions.
the game.
The words “repulsed,” “defeated,” and “totally defeated,’
are used with special conventional meanings in this game,
•entailing results as follows
Troops
“repulsed”
are capable of coming
into
action
again
after 10 minutes.
Troops “defeated” are capable of coming into action again
after 20 minutes.
Troops “totally defeated” are removed from the board.
To indicate the fact of troops being repulsed or defeated,
the metal blocks can be turned upside down for the requisite
time.
If an attack be supported by an independent second line,
the first line can only be “repulsed.” The second line, in
any
case, should
not
be more
than
300
yards distant.
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Troops
of
all arms are considered as moving
with
the
ordinary precautions of warfare, i.e., with advanced guards,
scouts, and flankers. This conventional rule,which is necessary
to prevent endless discussions, and to avoid the tedious process
of representing individual scouts and flankers on the map, will
eliminate all questions of surprise when troops are marching.
But when a force is stationary, its outpost line must be mdi-
cated, and any force that has neglected to cover itself with
outposts may be surprised.
Ranges.
Ranges*
must in all cases be considered as known. Time
required for coming into and going out of action must
be
• ‘ decided by the Umpire according to circumstances.
Losses. • • Losses are determined by Table D.
As a rule the victorious side will lose ~ as many men as the
side that is “defeated” or “repulsed,” and *rd as many as the
side that is “totally defeated.”
Cavalry may be employed to act on foot if desired, but at
least ~rd of the force must be considered as employed in holding
the horses.t
When Artillery is in action, the Commander must always
state what he is
firing at, and the nature
of the projectile.
Infantry v. Infantry.
Infantry may advance to the attack of other infantry up
to
500 yards, the losses incurred being noted, if considered neces-
sary, by the Umpire. Within 500 yards reference must be
made to Table A to determine if an attack be possible, acoouut
being taken ofnumerical strength, c.
If two stationary forces of Infantry open fire on each other
• • on open ground, one side or the other must be ordered to
•
retreat
after.the
fire has continued
a
certain time, viz.
At 100—200 yards, 2 minutes.
• ,, 200300 5
., 300—400 ,, 10 ,,
- .. 400—500 ,, 15 ,,
,. 500—600 ,, 30
•,:., The question which side is to retire is decided by Table C
in the usual manner, the odds being determined with reference
to the respective strength, position, c., of the opposing forces.
IL either or both sides are under cover, the Umpire must
decide how
long the action is to
last
before reference is made to
the Table. .
Attack on a An attack on a thoroughly prepared village, wood, c.,or
prepared an entrenched position, must be preceded b
7
the fire of’
vilb~ge,wood, Artillery for ~it least thirty minutes. Table B gives . the odds
* For purposes of observation the following convention has been
•adopted. At distances over 3,000 yards, t roops although not under
cover are considered to be invisible, at 2,000 yards it is possible to
distinguish the different arms, and at 1,500 yards the strength may
be counted, the weather being favourable in all eases.
.f
See
Cavalry Regulations,
Part II,
sec. 23.
Cavalry Regulations
• allow one-half odd or even numbers) to dismount.
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15
for deciding attacks on villages, positions, c. The loss to th~
defenders during the 10
or
20
minutes of the preliminary
fire
must be calculated by Table D, and then the success or fallurQ
of the attack decided by Table C. In calculating the chanee~
of the attack only the numbers of the troops actually in the first
line, as skirmishers, support, or reserves, are to be included; the
troops in second line will be available as “fresh” troops, and
may always be used to reinforce the first line.
Infantry v. Cavalry.
Cavalry may not remain stationary under Infantry fire at a
less
distance than
800
yards.
Cavalry may ride by Infantry posted at a greater distance Cavalryrkling
than 800 yards, but never when posted at a
less distance than past Infantry.
400 yards, except in pursuit, and then oniy by the special
permission of the Umpire.
The Umpires must be careful to prevent any unreal action Cavalry
of Cavalry. Cavalry should not be allowed to attack Infantry attacking
in close order except under circumstances in which it would Infantry.
have a reasonable chance of success, or where its sacrifice may
be necessary for any important object, such as to gain
time.
Cavalrymay attack surprised, shaken, repulsed, or defeated
Infantry, and Tables B , Cases 6 to 10 , and C, will decide the
result. If the decision be in favour of the Cavalry, the
Infantry must be considered as totally. t~çl,~indemoved
from the boaid ~
• . Infantry v. illery. ~ -
If Infantry can approach witb~n~’4OO.arc~soQ gti’mi~’~otnder
cover, without corninçj under fire tkerniél~ieá,~th~-látter will be
considered to lose so many horses and”ifien during the two
minutes that immediately follow the conimencement of firing on
the part of the Infantry, that either a portion or th~whole of
the guns, according to the decision of the Umpire, must be
left on thq ground, and after a lapse of 5 minutes are to be
considered as captured, without any loss being incurred by the
Infantry. The Umpire mayuse the die if be pleases, tb~uumbcr
turning up being taken as •the number of guns per battery
•captured. • . .
It is assumed that guns can limberup as longas the enemy’s Guns
•
Infaptry is at
a
greater distance than
600
yards. Between
600
limbering up
ud 400 yards a reference to Tables A and C will determine under fire.
• ~tether they can all limber up and retire or not. lit the event
the decision being adverse to the Artillery, a throw of the
die will determine the number of guns captured; the remaind,~r
will be considered to have effected their escape.
Artillery can come into action at any distance over 600
yards from Infantry firing. Within this distance Tables ~. and
C will decide whether ~tcan do so or not.
• If a force of infantry capture a battery and remain in
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16
possession of it for ten minutes, the latter must be considered
incapable of taking any further part in the game, even if
eventually re-captured. If the batLery be re-captured within
the 10 minutes, the Umpire decides how many guns are “hors
de combat.”
Gavairy v. Gavairy.
If the officer commanding a force of Cavalry resolves to
attack
another force of the same arm, he must notify his inteii-
tion to the
Umpire, who
then communicates
it
to the other
side,
and requests the officer commanding the force about to be
• • attacked to inform him of his intentions; that is to say,whether
he will retire or advance to a counter-attack, c. If the attack
does not take place, the party which declines the engagement
must retreat. If the officer threatened with attack resolves to
accept it, he must inform the Umpire of the formation he pro-
poses to adopt. Both sides must then move for at least 300
yards in the direction each has communicated to the Umpire;
and until this is done neither side can retreat or alter its
original•
orders.
The
duration
•and
result of •the engagement
must be determined by the Umpire, aided by Tables B and C
for the result, and if he pleases by a simple cast of the die for
the duratioll.
One squadron attacking in flank is considered as producing
the same effect as two squadrons attacking in front.
Flank Cavalry which, during a flank movement, ~s attacked by
attacks. Cavalry, is considered to be defeated.
Slopes of Cavalry may not charge up•or down a slope of 150 and up-
ground. wards.
-
l~\rhereasecond
line
is in support at
a
distance not over
300
yards, the first line can only be “repulsed,” and can rally behind
the second line.
The loss during the engagement is determined by Table C,
the victors losing half as many men as “defeated” Cavalry,
one-third as many as “totally defeated” Cavalry.
- Repulsed or defeatedCavalrymust retire at a gallop straight
to their rear for the 2 minutes immediately following its repulse,
after which it may adopt its own pace, and change direction as
its leader thinks fit.
Pursuit.
If
“repulsed”
Cavalry is pursued
for
. 5
minutes by other
Cavalry, it is to be considered “defeated.”
• ‘ If “defeated” Cavalry is pursued for 10 minutes by other
Cavalry, it is to be considered “totally defeated,” and removed.
from the board.
During the pursuit the beaten side lose the same number of
men perminute as in the engagement, the victorious side *th as
many. If the beaten Cavalry encounter any considerable
- obstacle, including a rise in the ground of 20°and upwards,
during the first 2 minutes in retreat, it must be considered
“totally
defeated,” and removed
from
the board.
If
it
en
-
-counters such an obstacle after 2 or before 7 minutes its losses
• must be doubled.
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17
Squadrons acting singly
may
be allowed, when pursued,
to retire over bridges, but in doing so incur a loss double what
they originally experienced in the attack.
Engagements of Cavalry can and should be shown on tho
map with much greater accuracy than the engagements of
Infantry and Artillery.
Cavalry v. Artillery.
Artillery in motion, when overtaken by Cavalry, is to be
considered as captured.
Guns in action in the open, if attacked by Cavalry in flank,
are always to be considered as captured if the Cavalry ap-
proaches unobserved to within the charging distance, provided
the Umpire considers the Cavalry force sufficient, and the grouad
practicable.
Cavalry may attack Artillery in front if it chooses, but in
determining the result of the engagement the odds will be
taken as given in. Table B , Case 15.
The recapture of guns from Cavalry will be governed by
the same rules as those already given for Infantry.
A
question may
arise,
when guns are abandoned or captured,
whether the gunners have been able previously to disable their
guns. This is best determined by a single cast of the die.
Cavalry may ride by Artillery posted at a
greater
distance
Cavalry riding
than 1,000 yards, but never when posted at a less distance than by Artillery.
400 yards, except in pursuit, and then. only by the special
permission of the Umpire.
Artillery v. Artillery.
Artillery may always
come into
action in the open at
a
dis
-
tance of over 2,000 yards from hostile Artillery in action.
Between 2,000 and 1,000 yards Tables A and C will decide
if it can do so or not.
At less than 1,000 yards it is considered impossible for it to
do so in the open.
Where two opposing forces of Artillery are in action against
each other in the open, at ranges of less than 2,000 yards,
reference must be made after a certain interval to Table C to
decide which force must retire, the odds being computed with
reference to numerical strength, position,
c.
This interval will be for ranges—
Over 2,000 yards .. 30 minutes.
Under 2,000 yards .. 15 minutes.
Defeated Artillery follow the rules laid down in Chapter II,
page 13.
Enfilade fire, or oblique fire not exceeding 15°,is to be con-
sidered twice as effective as frontal fire.
w.o.) B
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- 18
CHAPTER III. -
RULES FOR THE GUIDANCE OF THE PLAYERS.*
1. It cannot be
too clearly understood
that it is not neces
-
sary that a Player should have any previous knowledge of the
Rules for Umpires, methods of using the tables, c.; all that is
necessary is that he should know his duty as a leader of troops
according to the position he holds h~the game.
2. All orders, ~prn~fs, c. , must be written in regular official
form. Messages should be sent on special forms provided for
the purpose.
3. No verbal communication is allowed between the Players
on a side, except when in the course of the game the pieces
which represent them respectively are within speaking distance.
All other communications, by orderlies or by signals, must be
made through the Umpires.
4. Players nmst never dispute with the Umpires during the
game; all discussions must be reserved until its close.
5. The Umpires make the movements of the metal blocks,
Players are not allowed to move them.
• 6. The duration of each move or set of moves will be given
out in minutes by the Umpire, and the supposed time shown by
the dial see page 8), or otherwise.
7. A
Player is allowed
five
minutes to make up hi~mind
about a move or set of moves; at the end of that time, if not
ready, he will lose a part or the whole of the time allowed for
the move, at the discretion of the Umpire, according to the
duration of the move.
8. Players must remember that, although the game is
necessarily divided into moves, which are reckoned by minutes,
it is impossible to be continually giving fresh orders to troops
on service. Their orders should therefore be framed so that
they may be carried on continuously, and only require to be
supplemented by slight additions of detail.
~
Some
of these
ruTes
have already been
incidental ly introduced.
For the convenience of Players they are here summarized.
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19
CHAPTER IV.
DESOflIPTION OF TABLES.
\\
T
hen an attack is proposed to be made, the possibility of
the movement must first be decided, and if it be allowed as
possible, the result of the collision is afterwards determined.
r1~ableA gives the odds as to the possibility of the case.
Table A.
This table is necessanly framed to meet the
simplest possible
cases, excluding accessory circunistances, whichmust be allowed
• for by the Umpire. It is not intended to prevent an Umpire
from forbidding an attack, or deciding on its possibility on his
own judgment, but is intended to assist him in forming that
judgment.
it is used in conjunction with the die and Table C, in the
manner explained in the description of that table.
Table B gives the odds for or against either side in deterinin-
Table B.
ing the result of collisions. These are compounded with the
numerical odds
(see
page
9), and the result is then determined
by the die and Table C.
Table C is used to determine questions of possibilities and Table C.
results of collisions in conjunction with a die.
It consists of three principal columns, headed respectively:
“Red,” “Faces of the Die,” and “Blue.” The columnsmarked
“Red” and “Blue “are for the use of the forces distinguished
by these colours respectively. They are separated by horizontal
lines enclosing spaces inwhich are given the different combina-
tions of odds that can occur in the use of one die, from 5: 1
against, to
5 :
1 on.
rho decide questions of possibility, look down the column Possibility,
under the face of the die which turns up. In the space oppo- Tadbles A
site the odds taken the colour denotes the winning side, an C.
For example, suppose it is required to decide whether a
Battery ed) can come into action in presence of a hostile
Battery Blue) at 1,200 yards. By Table A, Case 3, the odds
are 2: 1 against it~ The die is thrown, if or;: : turn up it can
do so, but if any other number appears, it cannot.
To decide the result of collisions the odds are first ascer- Res~iltsof
tamed
as
explained
on
pages
0
and
10,
by
the
Umpire,
partly
on
his own judgment and partly by reference to Table B. Then and C.
throw the die. Under the face which turns up and in the space
opposite the odds taken is found the decision. If the space so
found is of the same colour as the side favoured by the odds,
that side wins; if not, it loses unless the space is blank. If it
wins it scores a “ Total Defeat,” “Defeat” or “Repulse”
against the other side as indicated in the ~pace, and vice ver.cd
if it loses. If the space be a blank, the decision is postponed
for two minutes, after which time the die must be thrown again,
w.G.)
B
2
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20
or, if the Umpire consider it more advisable, the die may be
thrown again at once until a decision is obtained.
For example, take the case already given on page 9. Here
the odds are 3 : 2 on Blue. Suppose the die to be cast and
to turn up. Blue the colour in the space under the face
of the die) wills, and scores aDefeat against Red.
The numbers in the squares give the loss that would result
from a collision between hostile troops with the “Arme blanche.”
Table P. Table D gives the losses resulting from the fire of six guns
in the case of’ Artillery, and from the fire of two companies in
the
case
of Infantry the firing line of
a
battalion), during
one
minute on troops advancing in attack formation over open
ground. This table is compiled for the purposes of the game,
and gives losses that might probably occur in action; but they
are necessarily merely approximate, and in playing the game
recourse should be had to the
table as sparingly as Possible.
‘When the forces engaged are small, the numbers given may
prove too high, and should be reduced at the discretion of the
Umpire.
Regard should be had to the number of rounds fired pci’
man
with reference to the probable
amount of ammunition
available at the time.
With regard to the comparative effect of Infantry fire on
troops in column, and troops in line, it may be mentioned
that in the German Musketry Regulations it is pointed out that
a company) column, standing, up to about 760 yards suffers
but little more from fire than a line standing; but that from
that distance up to 1,700 yards, the effect on a column is more
than double that on a line.
On the other hand, a ompany) column, lying down, suffers
throughout
on
an average
double
or treble the
losses of
a
line,
lying down.
In deciding whether the casualties in any unit, such as a
battalion, battery, or squadron, are sufficient to put it out of
action, it should be noted that a heavy loss concentrated in a
short period of time exercises a much greater moral effect than
the same loss spread over a longer interval; and in cases ofvery
severe loss to a particular body of troops, itmay be considered
as “totally defeated,” and may be removed from the board.
But the plan of removing a company, squadron, or other unit,
when the aggregate of
losses
on
a
side
amounts to its numerical
equivalent, is obviously open to objection.
R d f A record of losses of each individual unit engaged should
be kept by the Umpires, and the piece representing it may be
considsred “totally defeated,” and removed when its losses
amount to
For a company .. .. 40 men.
,, squadron .. .. 60
,, gun .. .. .. 25 ,,
company of Engineers G O
It
is
generally supposed
that
the
loss
of about one-third
their numbers will cause troops .to retire,
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21
Against Artillery it will be found difficult in some cases to Use of lose
apply the loss table; the simplest method is for the Umpire to table against
decide on his own judgment at what point he considers guns Artillery.
would be lost, and to~decide the number to be put out of
action arbitrarily, or by throw of die.
It may be remarked that damage to the mati~rielof bat-
teries in action is comparatively slight.~
The terms “good effect,” “fair effect,” and “bad effect,”
must be decided by the Umpire. “Good effect” refers to open
ground, with little or no cover, “bad effect,” to woodland, or
very broken ground, or very close ground, or to artificial cover.
Gravelotte.
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22
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- ~‘ __________________________
I R~EL I 1 2’ rLi~’ lILA CT C A R L ‘lI~
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2
TABLE D.*
LOSSES FROM INFANTRY FIRE.
Losses per minute from the Fire of Two Compan ie s of Infantry
during
the progress
of an
Infantry
attack.
Good E f f e c t Bad E f f e c t
-so
a ’—
Range inYards. ~ -
Sc
OP
100 t o 200 .. 10 16 20 25 30 35 40 7 10 12 15 17 20
200 to 300 .. 10 13 18 23 2 7 32 36 6 9 12 14 16 18
300 t o 400 .. 7 7 11 14 16 19 21 4 6 7 8 9 11
400to500.. 578 9111315 345678
SOOto6 4678 2 4 3445 67
660to700.. 3345678 223344
700to800.. 3 2 4 5 6 6 7 2 2 3 3 4
800to900.. 32 3445 6 2223 3
900tol 000.. 3 2 3 3 4 4 5 2 3
1 000tol 100.. 3 2 2 3 3 4 5 2 2 2 3
1 lOOtol 200 3 1 2 2 a a 4 1 1 2
1 2 0 0 t o 1 3 0 0 .. 3 1 1 1 2 3 3 1 1
These numbers should be multiplied as
follows if the Infantry
fired at are in other formations :—
1.
In
line, close order,
standing
.. .. 3
times
2. In line, close order, lying down .. ..
3. Flanking fire on a column of fours .. 3
4. In column, standing .. .. - .. 4
5. In column, lying down .. .. .. 2 ,,‘
6. Under cover.. . - .. .. .. -~ ,,
Cavalry incur a loss treble that given in the table.
See
remarks
on page
20,
with
reference
to
the
use
of this
table.
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30
A Division consists of:—
2 Brigades of Infantry, each of 3 Bnttaions
1 Divisional Battalion .. .. .. ..
..
..
Battalions. Squadrons. Guns.
6
1
—
— —
1 Regiment of Cavalry .. .. ..
3 Field Batteries of Artillery.. .. ..
Total ..
..
.. —
.. 7
4
—
—
18
4 18
And, in addition, 1 Field Companyof Engineers, an Infantry
and Artillery Ammunition Reserve, Commissariat Department,
and Me’bcal Department.
An Army Corps consists of:—
3 Divisions of Infantry .. .. . - ..
1 Brigade of Cavalry—
3 i<egirnents and 1 Battery, horse Artillery..
~3 Batteries, horse Artillery ..
CorpsArtillery ~2 Field Batteries .. .. ..
L Army Corps, An,munitionReserve
fi Company and Field park
Corps Engineers~ 1 Pontoon Troop
- L k Telegraph Troop t .. ..
Total .. ..
Battalions, Squadrons. Guns.
21
—
—
—
12
12
‘—
54
6
18
12
-
21 24 9 0
With
Commissariat,
Ordnance Store, and Medical
Depart
-
ments.
*A Pontoon Troop carries the material for the construction of a bridge 120
yards long.
f ATelegraph Troop carries 80 miles of wire.
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31
APPENDIX II.
RATES OF MARCHING.
SMkLL BODIES
Yards
per
Minute.
Miles
per
Hour.
I
Proportion of Moves
allowed.
Infantry Regulation quick time .. 100 {
3 m i l e s
720ycls. }
step out) ..
(double) - .. ..
- -
110
- - 151 {
—
Smiles
275yds.
—
6 in 15. Two at a
double to be sue.
eeeded by two in
quick time.
advancing firing through a wood
Jfl
attack
formation
by
- aRernate bodies - .. - - ..
50
‘
25 —
—
—
Cavalryand Artilleryon the march, alter.
nately trotting and
--cs-alkirrg .. - ..
at awalk .. ..
- -: -
146
117
5 miles
4
—
—
~Oavalry and Horse
at a trot ..
- -
-
235 8
I Artillery limited at
-~ IJnipire’sdiscretion.
Field Artillery 5 in
~-1o.
Cavalry and Horse
-
at a gallop .. 352
- -
Orderlies and Individual Officers ..
Cavalry scouting in an unknown conntry 146
12 “
—
6
Artillery 3 in 10.
‘<
Field
Artillery 1
in
tio
—
—
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32
APPENDIX III.
LENGTH OF COLUM NS O N THE MARCH.
- Depth in
yards of
Column
formed up
ready to
March.
Battalion of Infantry, in Fours .. .. .. 320
Regimental Transport .. .. .. . - 130
Squadron of Cavalry in Fours .. .. -. .. 6 0
Sections
..
.. ..
120
hlalf.Sections .. .. ., 240
Regimental Transport for Cavalry .. . .. 153
Battery of horseArtillery, Column of Route—
Without wagons . - .. .. .. 16 7
Field Artlllery, Column of Route—
Without wagons .. .. .. .. .. .. 134
With Ammunition and ForgeWagons .. .. .. 29 0
Infantry and Artillery Ammunition Reserve—
61 carriages .. .. .. .. .. about 950
Field Company of Engineers .. .. .. .. .. 150
Pontoon Troop .. .. .. .. .. .. .. ,, 600
Telegraph Troop.. .. .. .. .. .. .. 240
Army
Corps
AmmunitionReserve Column—
99 wagons .. .. .. .. -. 1 5 0 0
Transport Department—
Of a Division .. .. ., .. .. ,, 850
Of an
Army Corps .. .. .. .. 2,880
Medical Department—
Of a Division .. ., .. .. .. 850
Of an Army C o r p s .. .. .. .. 800
Ordnance Store—
Of an Army Corps 450
,
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33
APPENDIX IV.
CONSTRUCTION A ND DESTRUCT ION OF BRIDGES .
1. Construction and Repair.
Tomake ramps to a ditch—
For passage of Infantry .. .. .. 5 minutes.
,, ,,
Guns .. .. . . 15 ,,
Repair of bridge over ditch not more than 12
feetwide, ifmaterial be at hand as trestle
of pontoon equipment) .. .. .. 10
If material has to be sought, Umpire
must
decide how long
it
would
take
to
bring and add this to above. -
Pontoon bridge the spans are 15 feet),- two
- or three spans .. .. .. -. 10 ,,
The whole, 120 yards .. .. 30 -
If under slight musketry or artillery
fire, double the times above iven.
Under effect’ ~ bridge
cannot be
made:
~Y~
2. Destruction. ~ -
The Umpire must ~ to the success or
failure of any attempt to burn, blow up, or otherwise destroy a
bridge; and also as regards the time which would be required
in carrying out any such undertaking. Cavalry Pioneers carry
only 6 ozs. of guncotton per squadron: 12 discs or 2 4 ozs. per
regiment.
H~RISo~M.D 8018 PRINTgaS IN ORDINARY TJ NIBS MA~BSTY,ST. MAITINS LAS.
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