CHAPTER VII

THE COMPANY IN SCOUTING[13] AND PATROLLING

=1081.= The general principles of patrolling are explained in Par.

959; so we need not repeat them here.

Many of the principles of scouting are, in reality, nothing but the

fundamentals of patrolling, and the main function of scouting,

_reconnoitering_, is also the function of a certain class of patrols.

So, we see that scouting and patrolling are inseparably connected, and

the importance of training the members of the company in the

principles of scouting is, therefore, evident.

=1082. Requisites of a good Scout.= A man, to make a good scout,

should possess the following qualifications:--

Have good eyesight and hearing;

Be active, intelligent and resourceful;

Be confident and plucky;

Be healthy and strong;

Be able to swim, signal, read a map, make a rough sketch, and,

of course, read and write.

=1083. Eyesight and Hearing.= To be able to use the eye and the ear

quickly and accurately is one of the first principles of successful

scouting. Quickness and accuracy of sight and hearing are to a great

extent a matter of training and practice. The savage, for instance,

almost invariably has quick eyesight and good hearing, simply from

continual practice.

Get into the habit of seeing, _observing_, things--your eyesight must

never be resting, but must be continually glancing around, in every

direction, and _seeing_ different objects. As you walk along through

the country get into the habit of noticing hoof-prints, wheel-ruts,

etc., and observing the trees, houses, streams, animals, men, etc.,

that you pass.

Practice looking at distant objects and discovering objects in the

distance. On seeing distant signs, do not jump at a conclusion as to

what they are, but watch and study them carefully first.

Get into the habit of listening for sounds and of distinguishing by

what different sounds are made.

=1084. Finding your Way in a strange Country.= The principal means of

finding one's way in a strange country are by map reading, asking the

way, the points of the compass and landmarks.

_Map Reading._ This, of course, presupposes the possession of a map.

The subject of map reading is explained in Pars. 1859 to 1877.

_Asking the Way._ In civilized countries one has no trouble in finding

his way by asking, provided, of course, he speaks the language. If in

a foreign country, learn as soon as you can the equivalent of such

expressions as "What is the way to ----?" "Where is ----?" "What is

the name of this place?," and a few other phrases of a similar nature.

Remember, however, that the natives may sometimes deceive you in their

answers.

_Points of the Compass._ A compass is, of course, the best, quickest

and simplest way of determining the directions, except in localities

where there is much iron, in which case it becomes very unreliable.

For determining the points of the compass by means of the North Star

and the face of a watch, see Par. 1096.

The points of the compass can also be ascertained by facing the sun in

the morning and spreading out your arms straight from the body. Before

you is east; behind you, west; to your right, south; to your left,

north.

[Illustration]

The points of the compass can be determined by noting the limbs and

bark of trees. The bark on the north side of trees is thicker and

rougher than that on the south side, and moss is most generally found

near the roots on the north side. The limbs and branches are generally

longer on the south side of the trees, while the branches on the north

are usually knotty, twisted and drooped. The tops of pine trees dip or

trend to the north.

=1085. Lost.= In connection with finding your way through strange

country, it may be said, should you find you have lost your way, do

not lose your head. Keep cool--try not to let your brains get into

your feet. By this we mean don't run around and make things worse, and

play yourself out. First of all, sit down and think; cool off. Then

climb a tree, or hill, and endeavor to locate some familiar object you

passed, so as to retrace your steps. If it gets dark and you are not

in hostile territory, build a good big fire. The chances are you have

been missed by your comrades and if they see the fire, they will

conclude you are there and will send out for you. Also, if not in

hostile territory, distress signals may be given by firing your rifle,

but don't waste all your ammunition.

If you find a stream, follow it; it will generally lead

somewhere--where civilization exists.

The tendency of people who are lost is to travel in a circle

uselessly.

Remember this important rule: _Always notice the direction of the

compass when you start out, and what changes of direction you make

afterwards._

=1086. Landmarks.= Landmarks or prominent features of any kind are a

great assistance in finding one's way in a strange country. In

starting out, always notice the hills, conspicuous trees, high

buildings, towers, rivers, etc. For example, if starting out on a

reconnaissance you see directly to the north of you a mountain, it

will act as a guide without your having to refer to your compass or

the sun. If you should start from near a church, the steeple will

serve as a guide or landmark when you start to make your way back.

When you pass a conspicuous object, like a broken gate, a strangely

shaped rock, etc., try to remember it, so that should you desire to

return that way, you can do so by following the chain of landmarks. On

passing such landmarks always see what they look like from the other

side; for, that will be the side from which you will first see them

upon the return, trip.

_The secret of never getting lost is to note carefully the original

direction in which you start, and after that to note carefully all

landmarks._ Get in the habit of doing this in time of peace--it will

then become second nature for you to do it in time of war.

It may sometimes be necessary, especially in difficult country, such

as when traveling through a forest, and over broken mountains and

ravines, for you to make your own landmarks for finding your way back

by "blazing" (cutting pieces of bark from the trees), breaking small

branches off bushes, piling up stones, making a line across a

crossroad or path you did not follow, etc.

=1087. Concealment and Dodging.= Both in scouting and patrolling it

must be remembered not only that it is important you should get

information, but it is also fully as important that the enemy should

not know you have the information--hence, the necessity of hiding

yourself. And remember, too, if you keep yourself hidden, not only

will you probably be able to see twice as much of what the enemy is

doing, but it may also save you from being captured, wounded or

killed.

Should you find the enemy has seen you, it is often advisable to

pretend that you have not seen him, or that you have other men with

you by signaling to imaginary comrades.

As far as possible, keep under cover by traveling along hedges, banks,

low ground, etc. If moving over open country, make your way as quickly

as possible from one clump of trees or bushes to another; or, from

rocks, hollows or such other cover as may exist, to other cover. As

soon as you reach new cover, look around and examine your surroundings

carefully.

Do not have about you anything that glistens, and at night be careful

not to wear anything that jingles or rattles. And remember that at

night a lighted match can be seen as far as 900 yards and a lighted

cigarette nearly 300 yards. In looking through a bush or over the top

of a hill, break off a leafy branch and hold it in front of your face.

In selecting a tree, tower or top of a house or other lookout place

from which to observe the enemy from concealment, always plan

beforehand how you would make your escape, if discovered and pursued.

A place with more than one avenue of escape should be selected, so

that if cut off in one direction you can escape from the other. For

example, should the enemy reach the foot of a tower in which you are,

you would be completely cut off, while if he reached a house on whose

roof you happened to be, you would have several avenues of escape.

Although trees make excellent lookout places, they must, for the same

reasons as towers, be used with caution. In this connection it may be

remarked unless one sees foot marks leading to a tree, men are apt not

to look up in trees for the enemy--hence, be careful not to leave foot

marks. When in a tree, either stand close against the trunk, or lie

along a large branch, so that your body will look like a part of the

trunk or branch.

In using a hill as a lookout place, do not make the common mistake of

showing yourself on the skyline. Reach the top of the hill slowly and

gradually by crouching down and crawling, and raise your head above

the crest by inches. In leaving, lower your head gradually and crawl

away by degrees, as any quick or sudden movement on the skyline is

likely to attract attention. And, remember, just because you don't

happen to see the enemy that is no sign that he is not about. At

maneuvers and in exercises soldiers continually make the mistake of

exposing themselves on the skyline.

At night confine yourself as much as possible to low ground, ditches,

etc. This will keep you down in the dark and will enable you, in turn,

to see outlined against the higher ground any enemy that may approach

you.

At night especially, but also during the day, the enemy will expect

you along roads and paths, as it is easier to travel along roads and

paths than across country and they also serve as good guides in

finding your way. As a rule, it is best to use the road until it

brings you near the enemy and then leave it and travel across country.

You will thus be able better to avoid the outposts and patrols that

will surely be watching the roads.

Practice in time of peace the art of concealing yourself and observing

passers-by. Conceal yourself near some frequented road and imagine the

people traveling over it are enemies whose numbers you wish to count

and whose conversation you wish to overhear. Select a spot where they

are not likely to look for you, and which has one or more avenues of

escape; choose a position with a background that matches your clothes

in color; keep quiet, skin your eyes; stretch your ears.

A mounted scout should always have wire cutters when operating in a

country where there are wire fences.

=1088. Tracking.= By "tracking" we mean following up footmarks. The

same as the huntsman tracks his game so should we learn how to track

the enemy. One of the first things to learn in tracking is the pace at

which the man or horse was traveling when the track was made.

A horse walking makes pairs of footmarks, each hind foot being close

to the impression of the forefoot. At a trot the tracks are similar,

but the pairs of footmarks are farther apart and deeper, the toe

especially being more deeply indented than at the walk. At a canter

there are two single footmarks and then a pair. At a gallop the

footmarks are single and deeply indented. As a rule, the hind feet are

longer and narrower than the forefeet.

In case of a man walking, the whole flat of the foot comes equally on

the ground, the footmarks usually about 30 inches apart. If running,

the toes are more deeply indented in the ground, and the footmarks are

considerably farther apart than when walking. Note the difference

between footmarks made by soldier's shoes and civilian's shoes, and

those made by men and those made by women and children.

Study the difference between the tracks by a gun, a carriage, an

escort wagon, an automobile, a bicycle, etc., and the direction in

which they were going.

In addition to being able to determine the pace of tracks, it is most

important that you should be able to tell how old they are. However,

ability to do this with any degree of accuracy, requires a vast amount

of practice. A great deal depends on the kind and the state of the

ground and the weather. For example, if on a dry, windy day you follow

a certain track over varying ground, you will find that on light sandy

soil, for instance, it will look old in a very short time, because any

damp earth that may have been kicked up from under the surface will

dry very quickly to the same color as the rest of the surface, and the

edge of the footmark will soon be rounded off by the breeze blowing

over the dry dust. The same track in damp ground will look much

fresher, and in damp clay, in the shade of trees, a track which may be

a day old will look quite fresh.

The following are clues to the age of tracks: Spots of rain having

fallen on them since they were made, if, of course, you know when the

rain fell; the crossing of other tracks over the original ones; the

freshness or coldness of the droppings of horses and other animals

(due allowance being made for the effect of the sun, rain, etc.), and,

in the case of grass that has been trodden down, the extent to which

it has since dried or withered.

Having learned to distinguish the pace and age of tracks, the next

think to do is to learn how to follow them over all kinds of ground.

This is a most difficult accomplishment and one that requires a vast

amount of practice to attain even fair proficiency.

In tracking where it is difficult to see the track, such as on hard

ground, or in the grass, note the direction of the last foot-print

that you can see, then look on ahead of you a few yards, say, 20 or

30, in the same direction, and, in grass, you will probably see the

blades bent or trodden, and, on ground, you will probably see stones

displaced or scratched--or some other small sign which otherwise would

not be noticed. These indistinct signs, seen one behind the other,

give a track that can be followed with comparative ease.

If you should lose the track, try to find it again by placing your

handkerchief, hat, or other object on the last footmark you noticed,

and then work around it in a wide circle, with a radius of, say, 30,

50, or 100 yards, choosing the most favorable ground, soft ground, if

possible. If with a patrol, only one or two men should try to find the

onward track; for, if everyone starts in to find it, the chances are

the track will be obliterated with their footmarks. In trying to find

the continuation of a track this way, always place yourself in the

enemy's position, look around the country, imagine what you would have

done, and then move out in that direction and look for his tracks in

soft ground.

PRACTICE

In order to learn the appearance of tracks, get a suitable piece of

soft ground, and across this have a man walk and then run, and have a

horse walk, trot, canter and gallop. The next day make similar tracks

alongside the first ones and then notice the difference between the

two. Also, make tracks on ordinary ground, grass, sand, etc., and

practice following them up. Finally, practice tracking men sent out

for the purpose. The work will probably be very difficult, even

disheartening at first, but you will gradually improve, if you

persevere.

Above all things, get into the habit of seeing any tracks that may be

on the ground. When out walking, when going through exercises at

maneuvers, and at other times, always notice what tracks are on the

ground before you, and study them.

The following exercises in scouting and patrolling afford excellent

practice and training:

=1089. The Mouse and Cat Contest.= 1. A section of country three or

four miles square, with well-defined limits, is selected. The

boundaries are made known to all contestants and anyone going outside

of them will be disqualified.

2. Two patrols of eight men each are sent out as "mice." They occupy

any positions they may wish within the boundaries named, and conceal

themselves to watch for hostile patrols.

3. Half an hour later two other squads, wearing white bands around

their hats, or having other distinguishing marks, are sent out as

"cats" to locate, if possible, and report upon the position of the

"mice."

4. An hour is fixed when the exercise shall end, and if within the

given time the "cats" have not discovered the "mice," the "mice" win.

5. The "cats" will write reports of any "mice" patrols they may see.

_Rules_

1. An umpire (officer or noncommissioned officer) goes with each

patrol and his decisions as to capture and other matters are the

orders of the company commander. The umpires must take every possible

precaution to conceal themselves so as not to reveal the position of

the patrols with which they are.

Each umpire will carry a watch, all watches being set with that of the

company commander before the exercise commences.

2. Any "cat" patrol coming within 50 yards of a "mouse" patrol,

without seeing the "mice," is considered captured.

3. When the time is up, the umpires will bring in the patrols and

report to the company commander.

=1090. Flag-Stealing Contest.= 1. A section of country of suitable

size, with well-defined limits, is selected, the boundaries being made

known to the contestants.

2. The contestants are divided into two forces of about 20 men each,

and each side will establish three Cossack posts along a general line

designated by the company commander, the two positions being selected

facing each other and being a suitable distance apart. The men not

forming part of the Cossack posts will be used as reconnoitering

patrols.

3. About three quarters of a mile in rear of the center of each line

of outposts four flags will be planted, in line, about 30 yards apart.

4. The scouts and patrols of each force will try to locate the

outposts of the other force, and then to work their way around or

between them, steal the flags and bring them back to their own side.

They will endeavor to prevent the enemy from doing the same.

5. One scout or patrol will not carry away more than one flag at a

time, and will have to return to their side safely with the flag

before they can come back and capture another.

6. Scouts may work singly or in pairs. Any scout or patrol coming

within 80 yards of a stronger hostile party, or Cossack post, will be

considered as captured, if seen by the enemy, and if carrying a

captured flag at the time, the flag will not count as having been

captured. Of course, if a scout or patrol can pass within 80 yards of

the enemy without being discovered, it may do so.

7. An umpire (officer or noncommissioned officer) will be with each

Cossack post, each patrol, and at the position of the flags.

8. The hour when the exercise ends will be designated in advance and

at that hour the umpires will bring in the Cossack posts and patrols.

The same requirements regarding watches obtains as in the Mouse and

Cat Contest.

9. At the conclusion of the contest the commander of each side will

hand in to the company commander all sketches and reports made by his

men.

10. Points will be awarded as follows:

Each flag captured, 5.

For each sketch and hostile report of the position of a Cossack

post, 3.

For each report of movements of a hostile patrol, 2.

The side getting the greatest number of points will win.

11. Umpires may penalize the contestants for a violation of the rules.

The same contest may be carried out at night, substituting lighted

Japanese lanterns for the flags.

FOOTNOTES:

[13] The best book on scouting that the author has ever seen, is

Baden-Powell's "Aids to Scouting," which was consulted in the

preparation of this chapter.

Manual of Military Training Second, Revised Edition · 第 8 / 23 章