ILLUSTRATING THE POWER OF THE FIGURES IN THE GAME, AS COMPARED WITH
THAT OF TROOPS IN THE FIELD.
The inventor has endeavored to give to the figures of his game a
relative power which would, as nearly as practicable, accord with that
of the arms represented.
It will be observed that the Infantry of the Line moves one or two
squares in any direction, and can take either Infantry, Cavalry, or
Artillery; while the Cavalry can move one, two, or three squares, in
any direction, and can take either Cavalry, Infantry, or Artillery.
We know that in a country comparatively level, such as the board
represents, and presenting no obstacle except the river, Infantry or
Cavalry can move in any direction, and under some circumstances either
of those arms is good against the other. It is, of course, necessary
that there should be some distinction in the moves of the different
figures; and as Cavalry can move more rapidly than Infantry, it has
power to move three squares, while the Infantry of the Line moves but
two.
Perhaps it will be said by some that the Cavalry has the advantage of
the Infantry; but on placing a piece of Cavalry and a piece of Infantry
on the board, by cautious playing, it will be found almost impossible
to capture the Infantry with the single piece of Cavalry.
In the field, a regiment of Infantry, attacked by a regiment of
Cavalry, might easily escape altogether, or may repulse and capture
the regiment of Cavalry. The reverse may happen, and the Cavalry, well
handled, may defeat and capture the regiment of Infantry.
The Light Infantry moves one, two, or three squares, directly forward,
right or left obliquely, and one or two squares in any other direction.
The object of this is, chiefly, that there shall be a distinguishing
power between it and the Infantry of the Line.
Light Infantry in the field does, or should, have the advantage in
moving more rapidly; besides, it often has arms of a longer range,
and can be used more successfully when a sudden and rapid movement is
necessary.
The Artillery moves diagonally, and has a range of three squares on the
diagonals. It cannot move perpendicularly or laterally, therefore has
no power in those directions.
The Artillery can attain any position on the board, but cannot always
reach it directly, as does the Infantry and Cavalry, but, in many
instances, must make a detour to the right or left.
This distinguishing move is proper, inasmuch as a carriage cannot
always follow the course of a man or horse, yet it may reach any point
that they can in a country such as is represented by the board.
“Infantry or Cavalry cannot move in range of Artillery of the opposing
side, except when protected by Artillery of their side,” etc. Artillery
in the field may occupy a position, several approaches to which it may
so thoroughly command that it would be impracticable for Infantry
or Cavalry to take it, unassisted by Artillery, by either of those
approaches. Artillery would have to be brought up in order to operate
on the first-named Artillery, or some other line of attack must be
sought.
In the game, when one piece of Artillery _is not_ protected by another,
there are four other points at which it may be assailed, namely, the
angles of the square. But when one piece of Artillery is supported by
another, neither can be taken by Cavalry or Infantry without the aid of
their Artillery.[C]
If a battery in the field occupied a position commanding thoroughly
all of the approaches to it, and another battery of the same side was
placed a short distance behind it, say in easy range, and commanded the
first battery, it would be very difficult for Cavalry or Infantry to
take the first-mentioned battery; and if they succeeded in taking it,
they could not easily, if at all, hold it while under the fire of the
supporting battery.
It may appear that the Artillery in the game has too much power; but
it must be remembered that a piece of Artillery of one side can always
take a piece of Artillery of the other side that is placed in its range.
It often occurs in the field that one battery is brought up close under
the fire of another, to dislodge it; and if both are well served, one
must soon give way. See Plate 4, Figure 1.
The Wagon,[D] representing the Supply Train, moves diagonally, like the
Artillery, but only one or two squares at a time; for it should not
move so rapidly, therefore it does not move so far.
The player should be careful to guard the Wagon, for if it is captured
he loses the game.
An invading army entering a country where supplies cannot be procured,
must necessarily carry them with him; and should his train be
captured, with a good army in his front, he would be in great danger of
destruction.