from twelve years of age to one hundred and fifty and for that more intelligent sort of girls who likes boys' games and books
Including an Appendix on Kriegspiel
With marginal drawings by J. R. Sinclair and photographs by Amy Catherine Wells.
“Little Wars” is the game of kings—for players
in an inferior social position. It can be played by boys of
every age from twelve to one hundred and fifty—and even
later if the limbs remain sufficiently supple,—by girls of
the better sort, and by a few rare and gifted women. This is to
be a full History of Little Wars from its recorded and
authenticated beginning until the present time, an account of
how to make little warfare, and hints of the most priceless sort
for the recumbent strategist. …
But first let it be noted in passing that there were prehistoric
“Little Wars.” This is no new thing, no crude
novelty; but a thing tested by time, ancient and ripe in its
essentials for all its perennial freshness—like spring.
There was a Someone who fought Little Wars in the days of Queen
Anne; a garden Napoleon. His game was inaccurately observed and
insufficiently recorded by Laurence Sterne. It is clear that
Uncle Toby and Corporal Trim were playing Little Wars on a scale
and with an elaboration exceeding even the richness and beauty
of the contemporary game. But the curtain is drawn back only to
tantalise us. It is scarcely conceivable that anywhere now on
earth the Shandean Rules remain on record. Perhaps they were
never committed to paper. …
And in all ages a certain barbaric warfare has been waged with
soldiers of tin and lead and wood, with the weapons of the wild,
with the catapult, the elastic circular garter, the peashooter,
the rubber ball, and such-like appliances—a mere setting
up and knocking down of men. Tin murder. The advance of
civilisation has swept such rude contests altogether from the
playroom. We know them no more. …
The beginning of the game of Little War, as we know it, became
possible with the invention of the spring breechloader gun.
This priceless gift to boyhood appeared somewhen towards the
end of the last century, a gun capable of hitting a toy soldier
nine times out of ten at a distance of nine yards. It has
completely superseded all the spiral-spring and other makes of
gun hitherto used in playroom warfare. These spring
breechloaders are made in various sizes and patterns, but the
one used in our game is that known in England as the
four-point-seven gun. It fires a wooden cylinder about an inch
long, and has a screw adjustment for elevation and depression.
It is an altogether elegant weapon.
It was with one of these guns that the beginning of our war game
was made. It was at Sandgate—in England.
The present writer had been lunching with a friend—let me
veil his identity under the initials J. K. J.—in a room
littered with the irrepressible debris of a small boy's
pleasures. On a table near our own stood four or five soldiers
and one of these guns. Mr J. K. J., his more urgent needs
satisfied and the coffee imminent, drew a chair to this little
table, sat down, examined the gun discreetly, loaded it warily,
aimed, and hit his man. Thereupon he boasted of the deed, and
issued challenges that were accepted with avidity. …
He fired that day a shot that still echoes round the world. An
affair—let us parallel the Cannonade of Valmy and call it
the Cannonade of Sandgate—occurred, a shooting between
opposed ranks of soldiers, a shooting not very different in
spirit—but how different in results!—from the
prehistoric warfare of catapult and garter. “But
suppose,” said his antagonists; “suppose somehow one
could move the men!” and therewith opened a new world of
belligerence.
The matter went no further with Mr J. K. J. The
seed lay for a time gathering strength, and then began to
germinate with another friend, Mr W. To Mr W. was broached the
idea: “I believe that if one set up a few obstacles on the
floor, volumes of the British Encyclopœdia
and so forth, to make a Country, and moved these soldiers and
guns about, one could have rather a good game, a kind of
kriegspiel.” …
Primitive attempts to realise the dream were interrupted by a
great rustle and chattering of lady visitors. They regarded the
objects upon the floor with the empty disdain of their sex for
all imaginative things.
But the writer had in those days a very dear friend, a man too
ill for long excursions or vigorous sports [he has been dead now
these six years], of a very sweet companionable disposition, a
hearty jester and full of the spirit of play. To him the idea
was broached more fruitfully. We got two forces of toy
soldiers, set out a lumpish Encyclopædic land upon the carpet,
and began to play. We arranged to move in alternate moves:
first one moved all his force and then the other; an
infantry-man could move one foot at each move, a cavalry-man
two, a gun two, and it might fire six shots; and if a man was
moved up to touch another man, then we tossed up and decided
which man was dead. So we made a game, which was not a good
game, but which was very amusing once or twice. The men were
packed under the lee of fat volumes, while the guns, animated by
a spirit of their own, banged away at any exposed head, or
prowled about in search of a shot. Occasionally men came into
contact, with remarkable results. Rash is the man who trusts
his life to the spin of a coin. One impossible paladin slew in
succession nine men and turned defeat to victory, to the extreme
exasperation of the strategist who had led those victims to
their doom. This inordinate factor of chance eliminated play;
the individual freedom of guns turned battles into scandals of
crouching concealment; there was too much cover afforded by the
books and vast intervals of waiting while the players took aim.
And yet there was something about it. … It was a game
crying aloud for improvement.
Improvement came almost simultaneously in several directions.
First there was the development of the Country. The soldiers
did not stand well on an ordinary carpet, the Encyclopædia
made clumsy cliff-like “cover,” and more
particularly the room in which the game had its beginnings was
subject to the invasion of callers, alien souls, trampling
skirt-swishers, chatterers, creatures unfavourably impressed by
the spectacle of two middle-aged men playing with “toy
soldiers” on the floor, and very heated and excited about
it. Overhead was the day nursery, with a wide extent of smooth
cork carpet (the natural terrain of toy soldiers), a large box
of bricks—such as I have described in Floor
Games,—and certain large inch-thick boards.
It was an easy task for the head of the household to evict his
offspring, annex these advantages, and set about planning a more
realistic country. (I forget what became of the children.) The
thick boards were piled up one upon another to form hills; holes
were bored in them, into which twigs of various shrubs were
stuck to represent trees; houses and sheds (solid and compact
piles of from three to six or seven inches high, and broad in
proportion) and walls were made with the bricks; ponds and
swamps and rivers, with fords and so forth indicated, were
chalked out on the floor, garden stones were brought in to
represent great rocks, and the “Country” at least of
our perfected war game was in existence. We discovered it was
easy to cut out and bend and gum together paper and cardboard
walls, into which our toy bricks could be packed, and on which
we could paint doors and windows, creepers and rain-water pipes,
and so forth, to represent houses, castles, and churches in a
more realistic manner, and, growing skilful, we made various
bridges and so forth of card. Every boy who has ever put
together model villages knows how to do these things, and the
attentive reader will find them edifyingly represented in our
photographic illustrations.
There has been little development since that time in the
Country. Our illustrations show the methods of arrangement, and
the reader will see how easily and readily the utmost variety of
battlefields can be made. (It is merely to be remarked that a
too crowded Country makes the guns ineffective and leads to a
mere tree to tree and house to house scramble, and that large
open spaces along the middle, or rivers without frequent fords
and bridges, lead to ineffective cannonades, because of the
danger of any advance. On the whole, too much cover is better
than too little.) We decided that one player should plan and lay
out the Country, and the other player choose from which side he
would come. And to-day we play over such landscapes in a
cork-carpeted schoolroom, from which the proper occupants are no
longer evicted but remain to take an increasingly responsible
and less and less audible and distressing share in the
operations.
We found it necessary to make certain general rules. Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor upon which they stood.
Showing a Country Prepared for the War Game
The houses are made of wall-paper with painted doors and windows, the roofs are cut out of packing paper, and the houses are filled with wooden toy bricks to make them solid. The castle and the church are made from brown cardboard. There is a river chalked across the centre of the battlefield, which widens to flow past the great rocks in the centre. A ford is marked near the church.
And while we thus perfected the
Country, we were also eliminating all sorts of tediums, disputable
possibilities, and deadlocks from the game. We decided that
every man should be as brave and skilful as every other man, and
that when two men of opposite sides came into contact they would
inevitably kill each other. This restored strategy to its
predominance over chance.
We then began to humanise that wild and fearful fowl, the gun.
We decided that a gun could not be fired if there were not
six—afterwards we reduced the number to four—men
within six inches of it. And we ruled that a gun could not both
fire and move in the same general move: it could either be fired
or moved (or left alone). If there were less than six men within
six inches of a gun, then we tried letting it fire as many shots
as there were men, and we permitted a single man to move a gun,
and move with it as far as he could go by the rules—a
foot, that is, if he was an infantry-man, and two feet if he was
a cavalry-man. We abolished altogether that magical freedom of
an unassisted gun to move two feet. And on such rules as these
we fought a number of battles. They were interesting, but not
entirely satisfactory. We took no prisoners—a feature at
once barbaric and unconvincing. The battles lingered on a long
time, because we shot with extreme care and deliberation, and
they were hard to bring to a decisive finish. The guns were
altogether too predominant. They prevented attacks getting
home, and they made it possible for a timid player to put all
his soldiers out of sight behind hills and houses, and bang away
if his opponent showed as much as the tip of a bayonet.
Monsieur Bloch seemed vindicated, and Little War had become
impossible. And there was something a little absurd, too, in
the spectacle of a solitary drummer-boy, for example, marching
off with a gun.
But as there was nevertheless much that seemed to us extremely
pretty and picturesque about the game, we set to work—and
here a certain Mr M. with his brother, Captain M., hot from the
Great War in South Africa, came in most helpfully—to
quicken it. Manifestly the guns had to be reduced to manageable
terms. We cut down the number of shots per move to four, and we
required that four men should be within six inches of a gun for
it to be in action at all. Without four men it could neither
fire nor move—it was out of action; and if it moved, the
four men had to go with it. Moreover, to put an end to that
little resistant body of men behind a house, we required that
after a gun had been fired it should remain, without alteration
of the elevation, pointing in the direction of its last shot,
and have two men placed one on either side of the end of its
trail. This secured a certain exposure on the part of concealed
and sheltered gunners. It was no longer possible to go on
shooting out of a perfect security for ever. All this favoured
the attack and led to a livelier game.
Our next step was to abolish the tedium due to the elaborate
aiming of the guns, by fixing a time limit for every move. We
made this an outside limit at first, ten minutes, but afterwards
we discovered that it made the game much more warlike to cut the
time down to a length that would barely permit a slow-moving
player to fire all his guns and move all his men. This led to
small bodies of men lagging and “getting left,” to
careless exposures, to rapid, less accurate shooting, and just
that eventfulness one would expect in the hurry and passion of
real fighting. It also made the game brisker. We have since
also made a limit, sometimes of four minutes, sometimes of five
minutes, to the interval for adjustment and deliberation after
one move is finished and before the next move begins. This
further removes the game from the chess category, and
approximates it to the likeness of active service. Most of a
general's decisions, once a fight has begun, must be made in
such brief intervals of time. (But we leave unlimited time at
the outset for the planning.)
As to our time-keeping, we catch a visitor with a stop-watch if
we can, and if we cannot, we use a fair-sized clock with a
second-hand: the player not moving says “Go,” and
warns at the last two minutes, last minute, and last
thirty seconds. But I think it would not be difficult to
procure a cheap clock—because, of course, no one wants a
very accurate agreement with Greenwich as to the length of a
second—that would have minutes instead of hours and
seconds instead of minutes, and that would ping at the end of
every minute and discharge an alarm note at the end of the
move. That would abolish the rather boring strain of
time-keeping. One could just watch the fighting.
Moreover, in our desire to bring the game to a climax, we
decided that instead of a fight to a finish we would fight to
some determined point, and we found very good sport in supposing
that the arrival of three men of one force upon the back line of
the opponent's side of the country was of such strategic
importance as to determine the battle. But this form of battle
we have since largely abandoned in favour of the old fight to a
finish again. We found it led to one type of battle only, a
massed rush at the antagonist's line, and that our arrangements
of time-limits and capture and so forth had eliminated most of
the concluding drag upon the game.
Our game was now very much in its present form. We considered at various times the possibility of introducing some complication due to the bringing up of ammunition or supplies generally, and we decided that it would add little to the interest or reality of the game. Our battles are little brisk fights in which one may suppose that all the ammunition and food needed are carried by the men themselves.
But our latest development has been in the direction of killing
hand to hand or taking prisoners. We found it necessary to
distinguish between an isolated force and a force that was
merely a projecting part of a larger force. We made a
definition of isolation. After a considerable amount of trials
we decided that a man or a detachment shall be considered to be
isolated when there is less than half its number of its own side
within a move of it. Now, in actual civilised warfare small
detached bodies do not sell their lives dearly; a considerably
larger force is able to make them prisoners without difficulty.
Accordingly we decided that if a blue force, for example, has
one or more men isolated, and a red force of at least double the
strength of this isolated detachment moves up to contact with
it, the blue men will be considered to be prisoners.
That seemed fair; but so desperate is the courage and devotion
of lead soldiers, that it came to this, that any small force
that got or seemed likely to get isolated and caught by a
superior force instead of waiting to be taken prisoners, dashed
at its possible captors and slew them man for man. It was
manifestly unreasonable to permit this. And in considering how
best to prevent such inhuman heroisms, we were reminded of
another frequent incident in our battles that also erred towards
the incredible and vitiated our strategy. That was the charging
of one or two isolated horse-men at a gun in order to disable
it. Let me illustrate this by an incident. A force consisting
of ten infantry and five cavalry with a gun are retreating
across an exposed space, and a gun with thirty men, cavalry and
infantry, in support comes out upon a crest into a position to
fire within two feet of the retreating cavalry. The attacking
player puts eight men within six inches of his gun and pushes
the rest of his men a little forward to the right or left in
pursuit of his enemy. In the real thing, the retreating
horsemen would go off to cover with the gun, “hell for
leather,” while the infantry would open out and retreat,
firing. But see what happened in our imperfect form of Little
War! The move of the retreating player began. Instead of
retreating his whole force, he charged home with his mounted
desperadoes, killed five of the eight men about the gun, and so
by the rule silenced it, enabling the rest of his little body to
get clean away to cover at the leisurely pace of one foot a
move. This was not like any sort of warfare. In real life
cavalry cannot pick out and kill its equivalent in cavalry while
that equivalent is closely supported by other cavalry or
infantry; a handful of troopers cannot gallop past well and
abundantly manned guns in action, cut down the gunners and
interrupt the fire. And yet for a time we found it a little
difficult to frame simple rules to meet these two bad cases and
prevent such scandalous possibilities. We did at last contrive
to do so; we invented what we call the mêlée, and our
revised rules in the event of a mêlée will be found set
out upon a later page. They do really permit something like an
actual result to hand-to-hand encounters. They abolish Horatius
Cocles.
We also found difficulties about the capturing of guns. At
first we had merely provided that a gun was captured when it was
out of action and four men of the opposite force were within six
inches of it, but we found a number of cases for which this rule
was too vague. A gun, for example, would be disabled and left
with only three men within six inches; the enemy would then come
up eight or ten strong within six inches on the other side, but
not really reaching the gun. At the next move the original
possessor of the gun would bring up half a dozen men within six
inches. To whom did the gun belong? By the original wording of
our rule, it might be supposed to belong to the attack which had
never really touched the gun yet, and they could claim to turn
it upon its original side. We had to meet a number of such
cases. We met them by requiring the capturing force—or,
to be precise, four men of it—actually to pass the axle of
the gun before it could be taken.
All sorts of odd little difficulties arose too, connected with
the use of the guns as a shelter from fire, and very exact rules
had to be made to avoid tilting the nose and raising the breech
of a gun in order to use it as cover. …
We still found it difficult to introduce any imitation into our
game of either retreat or the surrender of men not actually
taken prisoners in a mêlée. Both things were possible by
the rules, but nobody did them because there was no inducement
to do them. Games were apt to end obstinately with the death or
capture of the last man. An inducement was needed. This we
contrived by playing not for the game but for points, scoring
the result of each game and counting the points towards the
decision of a campaign. Our campaign was to our single game
what a rubber is to a game of whist. We made the end of a war
200, 300, or 400 or more points up, according to the number of
games we wanted to play, and we scored a hundred for each battle
won, and in addition 1 for each infantry-man, 1½
for each cavalry-man, 10 for each gun, ½ for each man
held prisoner by the enemy, and ½ for each prisoner held
at the end of the game, subtracting what the antagonist scored
by the same scale. Thus, when he felt the battle was hopelessly
lost, he had a direct inducement to retreat any guns he could
still save and surrender any men who were under the fire of the
victors' guns and likely to be slaughtered, in order to minimise
the score against him. And an interest was given to a skilful
retreat, in which the loser not only saved points for himself
but inflicted losses upon the pursuing enemy.
At first we played the game from the outset, with each player's
force within sight of his antagonist; then we found it possible
to hang a double curtain of casement cloth from a string
stretched across the middle of the field, and we drew this back
only after both sides had set out their men. Without these
curtains we found the first player was at a heavy disadvantage,
because he displayed all his dispositions before his opponent
set down his men.
And at last our rules have reached stability, and we regard them
now with the virtuous pride of men who have persisted in a great
undertaking and arrived at precision after much tribulation.
There is not a piece of constructive legislation in the world,
not a solitary attempt to meet a complicated problem, that we do
not now regard the more charitably for our efforts to get a
right result from this apparently easy and puerile business of
fighting with tin soldiers on the floor.
And so our laws all made, battles have been fought, the mere
beginnings, we feel, of vast campaigns. The game has become in
a dozen aspects extraordinarily like a small real battle. The
plans are made, the Country hastily surveyed, and then the
curtains are closed, and the antagonists make their opening
dispositions. Then the curtains are drawn back and the hostile
forces come within sight of each other; the little companies and
squadrons and batteries appear hurrying to their positions, the
infantry deploying into long open lines, the cavalry sheltering
in reserve, or galloping with the guns to favourable advance
positions. In two or three moves the guns are flickering into
action, a cavalry mêlée may be in progress, the plans of
the attack are more or less apparent, here are men pouring out
from the shelter of a wood to secure some point of vantage, and
here are troops massing among farm buildings for a vigorous
attack. The combat grows hot round some vital point. Move
follows move in swift succession. One realises with a sickening
sense of error that one is outnumbered and hard pressed here and
uselessly cut off there, that one's guns are ill-placed, that
one's wings are spread too widely, and that help can come only
over some deadly zone of fire.
So the fight wears on. Guns are lost or won, hills or villages
stormed or held; suddenly it grows clear that the scales are
tilting beyond recovery, and the loser has nothing left but to
contrive how he may get to the back line and safety with the
vestiges of his command. …
But let me, before I go on to tell of actual battles and campaigns, give here a summary of our essential rules.
Here, then, are the rules of the perfect battle-game as we play
it in an ordinary room.
The Country
(1) The Country must be arranged by one player, who, failing any other agreement, shall be selected by the toss of a coin.
(2) The other player shall then choose which side of the field he will fight from.
(3) The Country must be disturbed as little as possible in each
move: Nothing in the Country shall be moved or set aside
deliberately to facilitate the firing of guns. A player must not
lie across the Country so as to crush or disturb the Country if
his opponent objects. Whatever is moved by accident shall be
replaced after the end of the move.
The Move
(1) After the Country is made and the sides chosen, then (and not
until then) the players shall toss for the first move.
(2) If there is no curtain, the player winning the toss, hereafter called the First Player, shall next arrange his men along his back line, as he chooses. Any men he may place behind or in front of his back line shall count in the subsequent move as if they touched the back line at its nearest point. The Second Player shall then do the same. But if a curtain is available both first and second player may put down their men at the same time. Both players may take unlimited time for the putting down of their men; if there is a curtain it is drawn back when they are ready, and the game then begins.
(3) The subsequent moves after the putting down are timed. The
length of time given for each move is determined by the size of
the forces engaged. About a minute should be allowed for moving
30 men and a minute for each gun. Thus for a force of 110 men
and 3 guns, moved by one player, seven minutes is an ample
allowance. As the battle progresses and the men are killed off,
the allowance is reduced as the players may agree. The player
about to move stands at attention a yard behind his back line
until the timekeeper says “Go.” He then proceeds to
make his move until time is up. He must instantly stop at the
cry of “Time.” Warning should be given by the
timekeeper two minutes, one minute, and thirty seconds before
time is up. There will be an interval before the next move,
during which any disturbance of the Country can be rearranged
and men accidentally overturned replaced in a proper attitude.
This interval must not exceed five or four minutes, as may be
agreed upon.
(4) Guns must not be fired before the second move of the first
player—not counting the “putting down” as a
move. Thus the first player puts down, then the second player,
the first player moves, then the second player, and the two
forces are then supposed to come into effective range of each
other and the first player may open fire if he wishes to do so.
(5) In making his move a player must move or fire his guns if he
wants to do so, before moving his men. To this rule of
“Guns First” there is to be no exception.
(6) Every soldier may be moved and every gun moved or fired at each move, subject to the following rules:
Mobility of the Various Arms
(Each player must be provided with two pieces of string, one two
feet in length and the other six inches.)
(1) An infantry-man may be moved a foot or any less distance at each move.
(2) A cavalry-man may be moved two feet or any less distance at each move.
(3) A gun is in action if there are at least four men of its own
side within six inches of it. If there are not at least four men
within that distance, it can neither be moved nor fired.
(4) If a gun is in action it can either be moved or fired at
each move, but not both. If it is fired, it may fire as many as
four shots in each move. It may be swung round on its axis (the
middle point of its wheel axle) to take aim, provided the
Country about it permits; it may be elevated or depressed, and
the soldiers about it may, at the discretion of the firer, be
made to lie down in their places to facilitate its handling.
Moreover, soldiers who have got in front of the fire of their
own guns may lie down while the guns fire over them. At the end
of the move the gun must be left without altering its elevation
and pointing in the direction of the last shot. And after
firing, two men must be placed exactly at the end of the trail
of the gun, one on either side in a line directly behind the
wheels. So much for firing. If the gun is moved and not fired,
then at least four men who are with the gun must move up with it
to its new position, and be placed within six inches of it in
its new position. The gun itself must be placed trail forward
and the muzzle pointing back in the direction from which it
came, and so it must remain until it is swung round on its axis
to fire. Obviously the distance which a gun can move will be
determined by the men it is with; if there are at least four
cavalry-men with it, they can take the gun two feet, but if
there are fewer cavalry-men than four and the rest infantry, or
no cavalry and all infantry, the gun will be movable only one
foot.
(5) Every man must be placed fairly clear of hills, buildings,
trees, guns, etc. He must not be jammed into interstices, and
either player may insist upon a clear distance between any man
and any gun or other object of at least one-sixteenth of an
inch. Nor must men be packed in contact with men. A space of
one-sixteenth of an inch should be kept between them.
(6) When men are knocked over by a shot they are dead, and as many men are dead as a shot knocks over or causes to fall or to lean so that they would fall if unsupported. But if a shot strikes a man but does not knock him over, he is dead, provided the shot has not already killed a man. But a shot cannot kill more than one man without knocking him over, and if it touches several without oversetting them, only the first touched is dead and the others are not incapacitated. A shot that rebounds from or glances off any object and touches a man, kills him; it kills him even if it simply rolls to his feet, subject to what has been said in the previous sentence.
Hand-to-Hand Fighting and Capturing
(1) A man or a body of men which has less than half its own
number of men on its own side within a move of it, is said to be
isolated. But if there is at least half its number of men
of its own side within a move of it, it is not isolated;
it is supported.
(2) Men may be moved up into virtual contact (one-eighth of an
inch or closer) with men of the opposite side. They must then be
left until the end of the move.
(3) At the end of the move, if there are men of the side that
has just moved in contact with any men of the other side, they
constitute a mêlée. All the men in contact, and any other
men within six inches of the men in contact, measuring from any
point of their persons, weapons, or horses, are supposed to take
part in the mêlée. At the end of the move the two players
examine the mêlée and dispose of the men concerned
according to the following rules:—
Either the numbers taking part in the mêlée on each side are equal or unequal.
(a) If they are equal, all the men on both sides are killed.
(b) If they are unequal, then the inferior force is
either isolated or (measuring from the points of contact)
not isolated.
(b1) If it is isolated (see 1 above), then as many men
become prisoners as the inferior force is less in numbers than
the superior force, and the rest kill each a man and are killed.
Thus nine against eleven have two taken prisoners, and each side
seven men dead. Four of the eleven remain with two prisoners.
One may put this in another way by saying that the two forces
kill each other off, man for man, until one force is double the
other, which is then taken prisoner. Seven men kill seven men,
and then four are left with two.
(b2) But if the inferior force is not isolated (see 1 above), then each man of the inferior force kills a man of the superior force and is himself killed.
And the player who has just completed the move, the one who has
charged, decides, when there is any choice, which men in the
mêlée, both of his own and of his antagonist, shall die
and which shall be prisoners or captors.
All these arrangements are made after the move is over, in the interval between the moves, and the time taken for the adjustment does not count as part of the usual interval for consideration. It is extra time.
The player next moving may, if he has taken prisoners, move
these prisoners. Prisoners may be sent under escort to the rear
or wherever the capturer directs, and one man within six inches
of any number of prisoners up to seven can escort these
prisoners and go with them. Prisoners are liberated by the death
of any escort there may be within six inches of them, but they
may not be moved by the player of their own side until the move
following that in which the escort is killed. Directly prisoners
are taken they are supposed to be disarmed, and if they are
liberated they cannot fight until they are rearmed. In order to
be rearmed they must return to the back line of their own side.
An escort having conducted prisoners to the back line, and so
beyond the reach of liberation, may then return into the
fighting line.
Prisoners once made cannot fight until they have returned to
their back line. It follows, therefore, that if after the
adjudication of a mêlée a player moves up more men into
touch with the survivors of this first mêlée, and so
constitutes a second mêlée, any prisoners made in the
first mêlée will not count as combatants in the second
mêlée. Thus if A moves up nineteen men into a
mêlée with thirteen of B's—B having only five in
support,—A makes six prisoners, kills seven men, and has
seven of his own killed. If, now, B can move up fourteen men
into mêlée with A's victorious survivors, which he may be
able to do by bringing the five into contact, and getting nine
others within six inches of them, no count is made of the six of
B's men who are prisoners in the hands of A. They are disarmed.
B, therefore, has fourteen men in the second mêlée and A
twelve, B makes two prisoners, kills ten of A's men, and has ten
of his own killed. But now the six prisoners originally made by
A are left without an escort, and are therefore recaptured by B.
But they must go to B's back line and return before they can
fight again. So, as the outcome of these two mêlées,
there are six of B's men going as released prisoners to his back
line whence they may return into the battle, two of A's men
prisoners in the hands of B, one of B's staying with them as
escort, and three of B's men still actively free for action. A,
at a cost of nineteen men, has disposed of seventeen of B's men
for good, and of six or seven, according to whether B keeps his
prisoners in his fighting line or not, temporarily.
(4) Any isolated body may hoist the white flag and surrender at any time.
(5) A gun is captured when there is no man whatever of
its original side within six inches of it, and when at least
four men of the antagonist side have moved up to it and have
passed its wheel axis going in the direction of their
attack. This latter point is important. An antagonist's gun may
be out of action, and you may have a score of men coming up to
it and within six inches of it, but it is not yet captured; and
you may have brought up a dozen men all round the hostile gun,
but if there is still one enemy just out of their reach and
within six inches of the end of the trail of the gun, that gun
is not captured: it is still in dispute and out of action, and
you may not fire it or move it at the next move. But once a gun
is fully captured, it follows all the rules of your own guns.
Varieties of the Battle-Game
You may play various types of game.
(1) One is the Fight to the Finish. You move in from any points
you like on the back line and try to kill, capture, or drive
over his back line the whole of the enemy's force. You play the
game for points; you score 100 for the victory, and 10 for every
gun you hold or are in a position to take, 1½ for
every cavalry-man, 1 for every infantry-man still alive and
uncaptured, ½ for every man of yours prisoner in the
hands of the enemy, and ½ for every prisoner you have
taken. If the battle is still undecided when both forces are
reduced below fifteen men, the battle is drawn and the 100
points for victory are divided.
Note.—This game can be fought with any sized force, but if it is fought with less than 50 a side, the minimum must be 10 a side.
(2) The Blow at the Rear game is decided when at least three men
of one force reach any point in the back line of their
antagonist. He is then supposed to have suffered a strategic
defeat, and he must retreat his entire force over the back line
in six moves, i.e. six of his moves. Anything left on the
field after six moves capitulates to the victor. Points count as
in the preceding game, but this lasts a shorter time and is
better adapted to a cramped country with a short back line. With
a long rear line the game is simply a rush at some weak point in
the first player's line by the entire cavalry brigade of the
second player. Instead of making the whole back line available
for the Blow at the Rear, the middle or either half may be
taken.
(3) In the Defensive Game, a force, the defenders, two-thirds as
strong as its antagonist, tries to prevent the latter arriving,
while still a quarter of its original strength, upon the
defender's back line. The Country must be made by one or both of
the players before it is determined which shall be defender. The
players then toss for choice of sides, and the winner of the
toss becomes the defender. He puts out his force over the field
on his own side, anywhere up to the distance of one move off the
middle line—that is to say, he must not put any man within
one move of the middle line, but he may do so anywhere on his
own side of that limit,—and then the loser of the toss
becomes first player, and sets out his men a move from his back
line. The defender may open fire forthwith; he need not wait
until after the second move of the first player, as the second
player has to do.
Composition of Forces
Except in the above cases, or when otherwise agreed upon, the
forces engaged shall be equal in number and similar in
composition. The methods of handicapping are obvious. A slight
inequality (chances of war) may be arranged between equal
players by leaving out 12 men on each side and tossing with a
pair of dice to see how many each player shall take of these.
The best arrangement and proportion of the forces is in small
bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a
gun. Such a force can maneuver comfortably on a front of 4 or 5
feet. Most of our games have been played with about 80 infantry,
50 cavalry, 3 or 4 naval guns, and a field gun on either side,
or with smaller proportional forces. We have played excellent
games on an eighteen-foot battlefield with over two hundred men
and six guns a side. A player may, of course, rearrange his
forces to suit his own convenience; brigade all or most of his
cavalry into a powerful striking force, or what not. But more
guns proportionally lead to their being put out of action too
early for want of men; a larger proportion of infantry makes the
game sluggish, and more cavalry—because of the difficulty
of keeping large bodies of this force under cover—leads
simply to early heavy losses by gunfire and violent and
disastrous charging. The composition of a force may, of course,
be varied considerably. One good Fight to a Finish game we tried
as follows: We made the Country, tossed for choice, and then
drew curtains across the middle of the field. Each player then
selected his force from the available soldiers in this way: he
counted infantry as 1 each, cavalry as 1½, and a
gun as 10, and, taking whatever he liked in whatever position he
liked, he made up a total of 150. He could, for instance,
choose 100 infantry and 5 guns, or 100 cavalry and no guns, or
60 infantry, 40 cavalry, and 3 guns. In the result, a Boer-like
cavalry force of 80 with 3 guns suffered defeat at the hands of
110 infantry with 4.
Size of the Soldiers
The soldiers used should be all of one size. The best British makers have standardised sizes, and sell infantry and cavalry in exactly proportioned dimensions; the infantry being nearly two inches tall. There is a lighter, cheaper make of perhaps an inch and a half high that is also available. Foreign-made soldiers are of variable sizes.
And now, having given all the exact science of our war game,
having told something of the development of this warfare, let me
here set out the particulars of an exemplary game. And suddenly
your author changes. He changes into what perhaps he might have
been—under different circumstances. His inky fingers
become large, manly hands, his drooping scholastic back
stiffens, his elbows go out, his etiolated complexion corrugates
and darkens, his moustaches increase and grow and spread, and
curl up horribly; a large, red scar, a sabre cut, grows lurid
over one eye. He expands—all over he expands. He clears
his throat startlingly, lugs at the still growing ends of his
moustache, and says, with just a faint and fading doubt in his
voice as to whether he can do it, “Yas, Sir!”
Now for a while you listen to General H. G. W., of the Blue
Army. You hear tales of victory. The photographs of the
battlefields are by a woman war-correspondent, A. C. W., a
daring ornament of her sex. I vanish. I vanish, but I will
return. Here, then, is the story of the battle of Hook's Farm.
“The affair of Hook's Farm was one, of those brisk little
things that did so much to build up my early reputation. I did
remarkably well, though perhaps it is not my function to say so.
The enemy was slightly stronger, both in cavalry and infantry,
than myself¹; he had the choice of
position, and opened the ball. Nevertheless I routed him. I had
with me a compact little force of 3 guns, 48 infantry, and 25
horse. My instructions were to clear up the country to the east
of Firely Church.
“We came very speedily into touch. I discovered the enemy advancing upon Hook's Farm and Firely Church, evidently with the intention of holding those two positions and giving me a warm welcome. I have by me a photograph or so of the battlefield and also a little sketch I used upon the field. They will give the intelligent reader a far better idea of the encounter than any so-called ‘fine writing’ can do.
“The original advance of the enemy was through the open
country behind Firely Church and Hook's Farm; I sighted him
between the points marked A A and B B, and his force was divided
into two columns, with very little cover or possibility of
communication between them if once the intervening ground was
under fire. I reckoned about 22 to his left and 50 or 60 to his
right.² Evidently he meant to seize both
Firely Church and Hook's Farm, get his guns into action, and
pound my little force to pieces while it was still practically
in the open. He could reach both these admirable positions
before I could hope to get a man there. There was no effective
cover whatever upon my right that would have permitted an
advance up to the church, and so I decided to concentrate my
whole force in a rush upon Hook's Farm, while I staved off his
left with gun fire. I do not believe any strategist whatever
could have bettered that scheme. My guns were at the points
marked D C E, each with five horsemen, and I deployed my
infantry in a line between D and E. The rest of my cavalry I
ordered to advance on Hook's Farm from C. I have shown by arrows
on the sketch the course I proposed for my guns. The gun E was
to go straight for its assigned position, and get into action at
once. C was not to risk capture or being put out of action; its
exact position was to be determined by Red's rapidity in getting
up to the farm, and it was to halt and get to work directly it
saw any chance of effective fire.
“Red had now sighted us. Throughout the affair he showed a
remarkably poor stomach for gun-fire, and this was his undoing.
Moreover, he was tempted by the poorness of our cover on our
right to attempt to outflank and enfilade us there. Accordingly,
partly to get cover from our two central guns and partly to
outflank us, he sent the whole of his left wing to the left of
Firely Church, where, except for the gun, it became almost a
negligible quantity. The gun came out between the church and the
wood into a position from which it did a considerable amount of
mischief to the infantry on our right, and nearly drove our
rightmost gun in upon its supports. Meanwhile, Red's two guns on
his right came forward to Hook's Farm, rather badly supported by
his infantry.
“Once they got into position there I perceived that we
should be done for, and accordingly I rushed every available man
forward in a vigorous counter attack, and my own two guns came
lumbering up to the farmhouse corners, and got into the wedge of
shelter close behind the house before his could open fire. His
fire met my advance, littering the gentle grass slope with dead,
and then, hot behind the storm of shell, and even as my cavalry
gathered to charge his guns, he charged mine. I was amazed
beyond measure at that rush, knowing his sabres to be slightly
outnumbered by mine. In another moment all the level space round
the farmhouse was a whirling storm of slashing cavalry, and then
we found ourselves still holding on, with half a dozen
prisoners, and the farmyard a perfect shambles of horses and
men. The mêlée was over. His charge had failed, and,
after a brief breathing-space for my shot-torn infantry to come
up, I led on the counter attack. It was brilliantly successful;
a hard five minutes with bayonet and sabre, and his right gun
was in our hands and his central one in jeopardy.
“And now Red was seized with that most fatal disease of
generals, indecision. He would neither abandon his lost gun nor
adequately attack it. He sent forward a feeble little infantry
attack, that we cut up with the utmost ease, taking several
prisoners, made a disastrous demonstration from the church, and
then fell back altogether from the gentle hill on which Hook
Farm is situated to a position beside and behind an exposed
cottage on the level. I at once opened out into a long crescent,
with a gun at either horn, whose crossfire completely destroyed
his chances of retreat from this ill-chosen last stand, and
there presently we disabled his second gun. I now turned my
attention to his still largely unbroken right, from which a gun
had maintained a galling fire on us throughout the fight. I
might still have had some stiff work getting an attack home to
the church, but Red had had enough of it, and now decided to
relieve me of any further exertion by a precipitate retreat. My
gun to the right of Hook's Farm killed three of his flying men,
but my cavalry were too badly cut up for an effective pursuit,
and he got away to the extreme left of his original positions
with about 6 infantry-men, 4 cavalry, and 1 gun. He went none
too soon. Had he stayed, it would have been only a question of
time before we shot him to pieces and finished him
altogether.”
So far, and a little vaingloriously, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a little more exactly with the help of the photographs. The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation.
Fig. 1—Battle of Hook's Farm.
General view of the battlefield and the Red Army.
Figure 1 shows the country of the battlefield put out; on the
right is the church, on the left (near the centre of the plate)
is the farm. In the hollow between the two is a small
outbuilding. Directly behind the farm in the line of vision is
another outbuilding. This is more distinctly seen in other
photographs. Behind, the chalk back line is clear. Red has won
the toss, both for the choice of a side and, after making that
choice, for first move, and his force is already put out upon
the back line. For the sake of picturesqueness, the men are not
put exactly on the line, but each will have his next move
measured from that line. Red has broken his force into two, a
fatal error, as we shall see, in view of the wide space of open
ground between the farm and the church. He has 1 gun, 5 cavalry,
and 13 infantry on his left, who are evidently to take up a
strong position by the church and enfilade Blue's position;
Red's right, of 2 guns, 20 cavalry, and 37 infantry aim at the
seizure of the farm.
Fig. 2—Battle of Hook's Farm.
A near view of the Blue Army.
Figure 2 is a near view of Blue's side, with his force put down.
He has grasped the strategic mistake of Red, and is going to
fling every man at the farm. His right, of 5 cavalry and 16
infantry, will get up as soon as possible to the woods near the
centre of the field (whence the fire of their gun will be able
to cut off the two portions of Red's force from each other), and
then, leaving the gun there with sufficient men to serve it, the
rest of this party will push on to co-operate with the main
force of their comrades in the inevitable scrimmage for the
farm.
Fig. 3—Battle of Hook's Farm.
Positions of both armies after their first move. The Red Army
is in the foreground.
Figure 3 shows the fight after Red and Blue have both made their
first move. It is taken from Red's side. Red has not as yet
realised the danger of his position. His left gun struggles into
position to the left of the church, his centre and right push
for the farm. Blue's five cavalry on his left have already
galloped forward into a favourable position to open fire at the
next move—they are a little hidden in the picture by the
church; the sixteen infantry follow hard, and his main force
makes straight for the farm.
Fig. 4—Battle of Hook's Farm. The affair is developing rapidly.
Figure 4 shows the affair developing rapidly. Red's cavalry on
his right have taken his two guns well forward into a position
to sweep either side of the farm, and his left gun is now well
placed to pound Blue's infantry centre. His infantry continue to
press forward, but Blue, for his second move, has already opened
fire from the woods with his right gun, and killed three of
Red's men. His infantry have now come up to serve this gun, and
the cavalry who brought it into position at the first move have
now left it to them in order to gallop over to join the force
attacking the farm. Undismayed by Red's guns, Blue has brought
his other two guns and his men as close to the farm as they can
go. His leftmost gun stares Red's in the face, and prevents any
effective fire, his middle gun faces Red's middle gun. Some of
his cavalry are exposed to the right of the farm, but most are
completely covered now by the farm from Red's fire. Red has now
to move. The nature of his position is becoming apparent to him.
His right gun is ineffective, his left and his centre guns
cannot kill more than seven or eight men between them; and at
the next move, unless he can silence them, Blue's guns will be
mowing his exposed cavalry down from the security of the farm.
He is in a fix. How is he to get out of it? His cavalry are
slightly outnumbered, but he decides to do as much execution as
he can with his own guns, charge the Blue guns before him, and
then bring up his infantry to save the situation.
Fig. 5a—Battle of Hook's Farm. Red
Cavalry charging home over the Blue guns.
Figure 5a shows the result of Red's move. His two
effective guns have between them bowled over two cavalry and six
infantry in the gap between the farm and Blue's right gun; and
then, following up the effect of his gunfire, his cavalry
charges home over the Blue guns. One oversight he makes, to
which Blue at once calls his attention at the end of his move.
Red has reckoned on twenty cavalry for his charge, forgetting
that by the rules he must put two men at the tail of his middle
gun. His infantry are just not able to come up for this duty,
and consequently two cavalry-men have to be set there. The game
then pauses while the players work out the cavalry mêlée.
Red has brought up eighteen men to this; in touch or within six
inches of touch there are twenty-one Blue cavalry. Red's force
is isolated, for only two of his men are within a move, and to
support eighteen he would have to have nine. By the rules this
gives fifteen men dead on either side and three Red prisoners to
Blue. By the rules also it rests with Red to indicate the
survivors within the limits of the mêlée as he chooses.
He takes very good care there are not four men within six inches
of either Blue gun, and both these are out of action therefore
for Blue's next move. Of course Red would have done far better
to have charged home with thirteen men only, leaving seven in
support, but he was flurried by his comparatively unsuccessful
shooting—he had wanted to hit more cavalry—and by
the gun-trail mistake. Moreover, he had counted his antagonist
wrongly, and thought he could arrange a mêlée of twenty
against twenty.
Fig. 5b—Battle of Hook's Farm. After the cavalry mêlée.
Figure 5b shows the game at the same stage as 5a, immediately after the adjudication of the mêlée. The dead have been picked up, the three prisoners, by a slight deflection of the rules in the direction of the picturesque, turn their faces towards captivity, and the rest of the picture is exactly in the position of 5a.
Fig. 6a—Battle of Hook's Farm. The
three Red Cavalry prisoners are being led to the rear.
It is now Blue's turn to move, and figure 6a shows the
result of his move. He fires his rightmost gun (the nose of it
is just visible to the right) and kills one infantry-man and one
cavalry-man (at the tail of Red's central gun), brings up his
surviving eight cavalry into convenient positions for the
service of his temporarily silenced guns, and hurries his
infantry forward to the farm, recklessly exposing them in the
thin wood between the farm and his right gun. The attentive
reader will be able to trace all this in figure 6a, and
he will also note the three Red cavalry prisoners going to the
rear under the escort of one Khaki infantry man.
Fig. 6b—Battle of Hook's Farm.
Position of armies at the end of Blue's third move.
Figure 6b shows exactly the same stage as figure 6a, that is to say, the end of Blue's third move. A cavalry-man lies dead at the tail of Red's middle gun, an infantry-man a little behind it. His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse.
And now, what is Red to do?
Fig. 7—Battle of Hook's Farm.
Showing the frantic rush of Red's left wing across the open to
join the main body.
The reader will probably have his own ideas, as I have mine.
What Red did do in the actual game was to lose his head, and
then at the end of four minutes' deliberation he had to move, he
blundered desperately. He opened fire on Blue's exposed centre
and killed eight men. (Their bodies litter the ground in figure
7, which gives a complete bird's-eye view of the battle.) He
then sent forward and isolated six or seven men in a wild
attempt to recapture his lost gun, massed his other men behind
the inadequate cover of his central gun, and sent the detachment
of infantry that had hitherto lurked uselessly behind the
church, in a frantic and hopeless rush across the open to join
them. (The one surviving cavalry-man on his right wing will be
seen taking refuge behind the cottage.) There can be little
question of the entire unsoundness of all these movements. Red
was at a disadvantage, he had failed to capture the farm, and
his business now was manifestly to save his men as much as
possible, make a defensive fight of it, inflict as much damage
as possible with his leftmost gun on Blue's advance, get the
remnants of his right across to the church—the cottage in
the centre and their own gun would have given them a certain
amount of cover,—and build up a new position about that
building as a pivot. With two guns right and left of the church
he might conceivably have saved the rest of the fight.
Fig. 8—Battle of Hook's Farm.
The Red Army suffers heavy losses.
That, however, is theory; let us return to fact. Figure 8 gives
the disastrous consequences of Red's last move. Blue has moved,
his guns have slaughtered ten of Red's wretched foot, and a rush
of nine Blue cavalry and infantry mingles with Red's six
surviving infantry about the disputed gun. These infantry by the
definition are isolated; there are not three other Reds
within a move of them. The view in this photograph also is an
extensive one, and the reader will note, as a painful accessory,
the sad spectacle of three Red prisoners receding to the right.
The mêlée about Red's lost gun works out, of course, at
three dead on each side, and three more Red prisoners.
Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and—one last gleam of enterprise—to throw forward his left gun into a position commanding Blue's right.
Fig. 9—Battle of Hook's Farm.
Complete victory of the Blue Army.
Blue then pounds Red's right with his gun to the right of the
farm and kills three men. He extends his other gun to the left
of the farm, right out among the trees, so as to get an
effective fire next time upon the tail of Red's gun. He also
moves up sufficient men to take possession of Red's lost gun. On
the right Blue's gun engages Red's and kills one man. All this
the reader will see clearly in figure 9, and he will also note a
second batch of Red prisoners—this time they are infantry,
going rearward. Figure 9 is the last picture that is needed to
tell the story of the battle. Red's position is altogether
hopeless. He has four men left alive by his rightmost gun, and
their only chance is to attempt to save that by retreating with
it. If they fire it, one or other will certainly be killed at
its tail in Blue's subsequent move, and then the gun will be
neither movable nor fireable. Red's left gun, with four men
only, is also in extreme peril, and will be immovable and
helpless if it loses another man.
Very properly Red decided upon retreat. His second gun had to be
abandoned after one move, but two of the men with it escaped
over his back line. Five of the infantry behind the church
escaped, and his third gun and its four cavalry got away on the
extreme left-hand corner of Red's position. Blue remained on the
field, completely victorious, with two captured guns and six
prisoners.
There you have a scientific record of the worthy general's little affair.
Now that battle of Hook's Farm is, as I have explained, a
simplification of the game, set out entirely to illustrate the
method of playing; there is scarcely a battle that will not
prove more elaborate (and eventful) than this little encounter.
If a number of players and a sufficiently large room can be got,
there is no reason why armies of many hundreds of soldiers
should not fight over many square yards of model country. So
long as each player has about a hundred men and three guns there
is no need to lengthen the duration of a game on that account.
But it is too laborious and confusing for a single player to
handle more than that number of men.
Showing the War Game in the Open Air.
The soldiers stand quite well on carefully mown grass. The paper houses are loaded with wooden toy bricks as in the indoor game. Twig trees are quite easily stuck into the ground, but none are shown in these pictures. As space is less restricted, one can double the length of the moves and play with a more open country.
Moreover, on a big floor with an extensive country it is
possible to begin moving with moves double or treble the length
here specified, and to come down to moves of the ordinary
lengths when the troops are within fifteen or twelve or ten feet
of each other. To players with the time and space available I
would suggest using a quite large country, beginning with treble
moves, and, with the exception of a select number of cavalry
scouts, keeping the soldiers in their boxes with the lids
on, and moving the boxes as units. (This boxing idea is a
new one, and affords a very good substitute for the curtain; I
have tried it twice for games in the open air where the curtain
was not available.) Neither side would, of course, know what the
other had in its boxes; they might be packed regiments or a mere
skeleton force. Each side would advance on the other by double
or treble moves behind a screen of cavalry scouts, until a scout
was within ten feet of a box on the opposite side. Then the
contents of that particular box would have to be disclosed and
the men stood out. Troops without any enemy within twenty feet
could be returned to their boxes for facility in moving. Playing
on such a scale would admit also of the introduction of the
problem of provisions and supplies. Little toy Army Service
waggons can be bought, and it could be ruled that troops must
have one such waggon for every fifty men within at least six
moves. Moreover, ammunition carts may be got, and it may be
ruled that one must be within two moves of a gun before the
latter can be fired. All these are complications of the War
Game, and so far I have not been able to get together sufficient
experienced players to play on this larger, more elaborate
scale. It is only after the smaller simpler war game here
described has been played a number of times, and its little
dodges mastered completely, that such more warlike devices
become practicable.
But obviously with a team of players and an extensive country,
one could have a general controlling the whole campaign,
divisional commanders, batteries of guns, specialised brigades,
and a quite military movement of the whole affair. I have (as
several illustrations show) tried Little Wars in the open air.
The toy soldiers stand quite well on closely mown grass, but the
long-range gun-fire becomes a little uncertain if there is any
breeze. It gives a greater freedom of movement and allows the
players to lie down more comfortably when firing, to increase,
and even double, the moves of the indoor game. One can mark out
high roads and streams with an ordinary lawn-tennis marker,
mountains and rocks of stones, and woods and forests of twigs
are easily arranged. But if the game is to be left out all night
and continued next day (a thing I have as yet had no time to
try), the houses must be of some more solid material than paper.
I would suggest painted blocks of wood. On a large lawn, a wide
country-side may be easily represented. The players may begin
with a game exactly like the ordinary Kriegspiel, with scouts
and boxed soldiers, which will develop into such battles as are
here described, as the troops come into contact. It would be
easy to give the roads a real significance by permitting a move
half as long again as in the open country for waggons or boxed
troops along a road. There is a possibility of having a toy
railway, with stations or rolling stock into which troops might
be put, on such a giant war map. One would allow a move for
entraining and another for detraining, requiring the troops to
be massed alongside the train at the beginning and end of each
journey, and the train might move at four or five times the
cavalry rate. One would use open trucks and put in a specified
number of men—say twelve infantry or five cavalry or half
a gun per truck,—and permit an engine to draw seven or
eight trucks, or move at a reduced speed with more. One could
also rule that four men—the same four men—remaining
on a line during two moves, could tear up a rail, and eight men
in three moves replace it.
I will confess I have never yet tried over these more elaborate
developments of Little Wars, partly because of the limited time
at my disposal, and partly because they all demand a number of
players who are well acquainted with the game on each side if
they are not to last interminably. The Battle of Hook's Farm
(one player a side) took a whole afternoon, and most of my
battles have lasted the better part of a day.
I could go on now and tell of battles, copiously. In the memory
of the one skirmish I have given I do but taste blood. I would
like to go on, to a large, thick book. It would be an agreeable
task. Since I am the chief inventor and practiser (so far) of
Little Wars, there has fallen to me a disproportionate share of
victories. But let me not boast. For the present, I have done
all that I meant to do in this matter. It is for you, dear
reader, now to get a floor, a friend, some soldiers and some
guns, and show by a grovelling devotion your appreciation of
this noble and beautiful gift of a limitless game that I have
given you.
And if I might for a moment trumpet! How much better is this
amiable miniature than the Real Thing! Here is a homeopathic
remedy for the imaginative strategist. Here is the
premeditation, the thrill, the strain of accumulating victory or
disaster—and no smashed nor sanguinary bodies, no
shattered fine buildings nor devastated country sides, no petty
cruelties, none of that awful universal boredom and
embitterment, that tiresome delay or stoppage or embarrassment
of every gracious, bold, sweet, and charming thing, that we who
are old enough to remember a real modern war know to be the
reality of belligerence. This world is for ample living; we want
security and freedom; all of us in every country, except a few
dull-witted, energetic bores, want to see the manhood of the
world at something better than apeing the little lead toys our
children buy in boxes. We want fine things made for
mankind—splendid cities, open ways, more knowledge and
power, and more and more and more,—and so I offer my game,
for a particular as well as a general end; and let us put this
prancing monarch and that silly scare-monger, and these
excitable “patriots,” and those adventurers, and all
the practitioners of Welt
Politik, into one vast Temple of War, with cork carpets
everywhere, and plenty of little trees and little houses to
knock down, and cities and fortresses, and unlimited
soldiers—tons, cellars-full,—and let them lead their
own lives there away from us.
My game is just as good as their game, and saner by reason of
its size. Here is War, done down to rational proportions, and
yet out of the way of mankind, even as our fathers turned human
sacrifices into the eating of little images and symbolic
mouthfuls. For my own part, I am prepared. I have nearly
five hundred men, more than a score of guns, and I twirl my
moustache and hurl defiance eastward from my home in Essex
across the narrow seas. Not only eastward. I would conclude this
little discourse with one other disconcerting and exasperating
sentence for the admirers and practitioners of Big War. I have
never yet met in little battle any military gentleman, any
captain, major, colonel, general, or eminent commander, who did
not presently get into difficulties and confusions among even
the elementary rules of the Battle. You have only to play at
Little Wars three or four times to realise just what a
blundering thing Great War must be.
Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but—the available heads we have for it, are too small. That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do.
This little book has, I hope, been perfectly frank about its
intentions. It is not a book upon Kriegspiel. It gives merely a
game that may be played by two or four or six amateurish persons
in an afternoon and evening with toy soldiers. But it has a very
distinct relation to Kriegspiel; and since the main portion of
it was written and published in a magazine, I have had quite a
considerable correspondence with military people who have been
interested by it, and who have shown a very friendly spirit
towards it—in spite of the pacific outbreak in its
concluding section. They tell me—what I already a little
suspected—that Kriegspiel, as it is played by the British
Army, is a very dull and unsatisfactory exercise, lacking in
realism, in stir and the unexpected, obsessed by the umpire at
every turn, and of very doubtful value in waking up the
imagination, which should be its chief function. I am
particularly indebted to Colonel Mark Sykes for advice and
information in this matter. He has pointed out to me the
possibility of developing Little Wars into a vivid and inspiring
Kriegspiel, in which the element of the umpire would be reduced
to a minimum; and it would be ungrateful to him, and a waste of
an interesting opportunity, if I did not add this Appendix,
pointing out how a Kriegspiel of real educational value for
junior officers may be developed out of the amusing methods of
Little War. If Great War is to be played at all, the better it
is played the more humanely it will be done. I see no
inconsistency in deploring the practice while perfecting the
method. But I am a civilian, and Kriegspiel is not my proper
business. I am deeply preoccupied with a novel I am writing, and
so I think the best thing I can do is just to set down here all
the ideas that have cropped up in my mind, in the footsteps, so
to speak, of Colonel Sykes, and leave it to the military expert,
if he cares to take the matter up, to reduce my scattered
suggestions to a system.
Now, first, it is manifest that in Little Wars there is no
equivalent for rifle-fire, and that the effect of the gun-fire
has no resemblance to the effect of shell. That may be altered
very simply. Let the rules as to gun-fire be as they are now,
but let a different projectile be used—a projectile that
will drop down and stay where it falls. I find that one can buy
in ironmongers' shops small brass screws of various sizes and
weights, but all capable of being put in the muzzle of the
4·7 guns without slipping down the barrel. If, with such
a screw in the muzzle, the gun is loaded and fired, the wooden
bolt remains in the gun and the screw flies and drops and stays
near where it falls—its range being determined by the size
and weight of screw selected by the gunner. Let us assume this
is a shell, and it is quite easy to make a rule that will give
the effect of its explosion. Half, or, in the case of an odd
number, one more than half, of the men within three inches of
this shell are dead, and if there is a gun completely within the
circle of three inches radius from the shell, it is destroyed.
If it is not completely within the circle, it is disabled for
two moves. A supply waggon is completely destroyed if it falls
wholly or partially within the radius. But if there is a wall,
house, or entrenchment between any men and the shell, they are
uninjured—they do not count in the reckoning of the effect
of the shell.
I think one can get a practical imitation of the effect of rifle-fire by deciding that for every five infantry-men who are roughly in a line, and who do not move in any particular move, there may be one (ordinary) shot taken with a 4·7 gun. It may be fired from any convenient position behind the row of live men, so long as the shot passes roughly over the head of the middle man of the five.
Of course, while in Little Wars there are only three or four
players, in any proper Kriegspiel the game will go on over a
larger area—in a drill-hall or some such place,—and
each arm and service will be entrusted to a particular player.
This permits all sorts of complicated imitations of reality that
are impossible to our parlour and playroom Little Wars. We can
consider transport, supply, ammunition, and the moral effect of
cavalry impact, and of uphill and downhill movements.
We can also bring in the spade and entrenchment, and give scope
to the Royal Engineers. But before I write anything of Colonel
Sykes' suggestions about these, let me say a word or two about
Kriegspiel “country.”
The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 × 3 × ½ feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course the stabler the heavier the wood used. The rest of the country as in Little Wars.
Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available. Each side will be under the supreme command of a General, who will be represented by a cavalry soldier. The player who is General must stand at or behind his representative image and within six feet of it. His signalling will be supposed to be perfect, and he will communicate with his subordinates by shout, whisper, or note, as he thinks fit. I suggest he should be considered invulnerable, but Colonel Sykes has proposed arrangements for his disablement. He would have it that if the General falls within the zone of destruction of a shell he must go out of the room for three moves (injured); and that if he is hit by rifle-fire or captured he shall quit the game, and be succeeded by his next subordinate.
Now as to the Moves.
It is suggested that:
Infantry shall move one foot.
Cavalry shall move three feet.
The above moves are increased by one half for troops in twos or fours on a road.
Royal Engineers shall move two feet.
Royal Artillery shall move two feet.
Transport and Supply shall move one foot on roads, half foot across country.
The General shall move six feet (per motor), three feet across country.
Boats shall move one foot.
In moving uphill, one contour counts as one foot; downhill, two contours count as one foot. Where there are four contours to one foot vertical the hill is impassable for wheels unless there is a road.
Infantry.
To pass a fordable river = one move.
To change from fours to two ranks = half a move.
To change from two ranks to extension = half a move.
To embark into boats = two moves for every twenty men embarked at any point.
To disembark = one move for every twenty men.
Cavalry.
To pass a fordable river = one move.
To change formation = half a move.
To mount = one move.
To dismount = one move.
Artillery.
To unlimber guns = half a move.
To limber up guns = half a move.
Rivers are impassable to guns.
Neither Infantry, Cavalry, nor Artillery can Fire and Move in One Move.
Royal Engineers.
No repairs can be commenced, no destructions can be begun, during a move in which R.E. have changed position.
Rivers impassable.
Transport and Supply.
No supplies or stores can be delivered during a move if T. and S. have moved.
Rivers impassable.
Next as to Supply in the Field:
All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.
These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry.
Isolated bodies of less than thirty infantry require no supplies—a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food.
N.B.—Supplies are not effective if enemy is between supplies and troops they belong to.
Men surrounded and besieged must be victualled at the following rate:—
One packet food for every thirty men for every six moves.
One packet forage every six horses for every six moves.
In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet.
In the event of supplies failing, the following consequences ensue:—
Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them).
Infantry, cavalry, R.A., and R.E. cannot move without supply—if supplies are not provided within six consecutive moves, they are out of action.
A force surrounded must surrender four moves after eating its last horse.
Now as to Destructions:
To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.
To destroy a railway culvert R.E. take one move; to repair R.E. take five moves. To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves.
To destroy a river road bridge R.E. take one move; to repair R.E. take five moves.
A supply depot can be destroyed by one man in two moves, no matter how large (by fire).
Four men can destroy the contents of six waggons in one move.
A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.³
Next as to Constructions:
Entrenchments can be made by infantry in four moves.³ They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high. Two men may make an inch of entrenchment.
Epaulements for guns may be constructed at the rate of six men to one epaulement in four moves.³
Rules as to Cavalry Charging:
No body of less than eight cavalry may charge, and they must charge in proper formation.
If cavalry charges infantry in extended order:—
If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantry-men charged, and the infantry loses one man for each sabre charging.
At less than two feet and more than one foot, the cavalry loses one man for every ten charged, and the infantry two men for each sabre charging.
At less than one foot, the cavalry loses one man for every fifteen charged, and the infantry three men for each sabre charging.
If cavalry charges infantry in close order, the result is reversed.
Thus at more than two feet one infantry-man kills three cavalry-men, and fifteen cavalry-men one infantry-man.
At more than one foot one infantry-man kills two cavalry, and ten cavalry one infantry.
At less than one foot one infantry-man kills one cavalry, and five cavalry one infantry.
However, infantry that have been charged in close order are immobile for the subsequent move.
Infantry charged in extended order must on the next move retire one foot; they can be charged again.
If cavalry charges cavalry:—
If cavalry is within charging distance of the enemy's cavalry at the end of the enemy's move, it must do one of three things—dismount, charge, or retire. If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear.
Dismounted cavalry charged is equivalent to infantry in extended order.
If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men.
If the numbers are unequal, the mêlée rules for Little Wars obtain if the ground is level.
If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four.
If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued—the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire.
If driven off the field or into an unfordable river, the retreating body is destroyed.
If infantry find hostile cavalry within charging distance at the end of the enemy's move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else.
If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot.
If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues.
The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed.
The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man—the infantry about an inch high—which is better adapted to Kriegspiel purposes.
We hope, if these suggestions “catch on,” to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand.
We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire's decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become.
We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education.
This document and all of the images it contains are in the public domain.