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 melee 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.

Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books. · 第 29 / 29 题