rules for the conduct of the wargame 1884

35
8/17/2019 Rules for the Conduct of the Wargame 1884 http://slidepdf.com/reader/full/rules-for-the-conduct-of-the-wargame-1884 1/35 RULES F0T~ THE / / i6 CONDUCT OF THE WAR-GA~fE. /4 1~~8~’41~;:’ ~ ?: ~::•~i ~:‘ ,.~ / ~ LONDON: Printed nnder tlse Saperintendence o f’ Her Majesty’s Stationery Office, ~ND SOLD ~Z W. UL0WES  Sons, Limited, 13, Charing Cross; HABRISON  Sons, 59, Pall Mall; W. II. ALLEN  Co., 13, Waterloo Place; W. MITCIIBLL 39, Charing Cross; L0XOMANB  Co., Paternoster Row; TitUBNER  Co., 57  59, Ludgate Hill; S~n~’oiw, haring Cross; and KF.nAN PAUL TRENCH Co., 1, Paternoster So~uare; Also by GRIi’Fxn  Co., The [lard, Portsea; A.  C. BLACK, Edinburgh; ALEX.. ThoM  Co., Limited, Abbey Street, and E. PONSONBY Grafton Street, Dublin. Price One SJ~illing.

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Page 1: Rules for the Conduct of the Wargame 1884

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RULES

F0T~

THE

/ /

i 6

C O N D U C T O F T H E W A R - G A ~ f E .

/4

1 ~ ~ 8 ~ ’ 4 1 ~ ; : ’~ ?:~::•~i ~:‘

,.~/

~

LONDON:

Printed nnder tlse Saperintendence of’ HerMajesty’s Stationery Office,

~ND SOLD ~Z

W. UL0WES   Sons, Limited, 13, Charing Cross; HABRISON   Sons, 59, Pall Mall;

W. II. ALLEN   Co., 13, Waterloo Place; W. MITCIIBLL 39, CharingCross;

L0XOMANB   Co., Paternoster Row;

Ti tUBNER   Co., 57   59, Ludgate Hill;

S~n~’oiw,haring Cross; and KF.nAN PAUL TRENCH Co., 1, Paternoster So~uare;

Also by

GRIi’Fxn   Co., The [lard, Portsea;

A.   C. BLACK, Edinburgh;

ALEX..ThoM   Co., Limited,AbbeyStreet, andE.PONSONBY GraftonStreet, Dublin.

Price

One

SJ~illing.

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 \Vt. 10051 750 9 84—H   S 834~

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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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6

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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7

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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8

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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9

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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10

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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12

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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13

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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14

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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23

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25

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26

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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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