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LITTLE   WARS 


BY  THE    SAME   AUTHOR 

Uniform   'with   this  volume 

FLOOR    GAMES 

With  over  ioo  Illustrations  from  Photographs  and 
Drawings  by  J.  R.  Sinclair. 

"This  book  will  arrest  the  attention  of  grown-ups  ;  it 
invests  Floor  Games  with  a  romance  and  a  reality  they 
have  never  before  possessed — will  keep  the  young  people 
absorbed  for  hours  together.  Mr  Wells  makes  a  world 
teeming  with  life  and  movement,  a  wholly  delightful 
world.  Parents  and  children  alike  should,  and  doubtless 
will,  remember  Mr  Wells  in  their  prayers.  He  has 
placed  them  heavily  in  his- debt  by  telling  them  of  the 
game  of  the  wonderful  islands,  of  the  building  of  cities, 
of  funiculars,  marble  towers  and  castles,  in  this  book  of 
books." — Birminghatn  Post. 


LITTLE    WARS 


A  GAME  FOR  BOYS 

FROM  TWELVE  YEARS  OF  AGE  TO  ONE  HUNDRED  AND  FIFTY 

AND    FOR    THAT    MORE    INTELLIGENT    SORT    OF    GIRLS    WHO 

LIKE   BOYS'  GAMES   AND   BOOKS 

WITH  AN  APPENDIX  ON  KRIEGSPIEL 


BY 

H.  G.  WELLS 

THE   AUTHOR   OF 

"FLOOR    GAMES" 

AND    SEVERAL   MINOR    AND    INFERIOR    WORKS 


WITH  MARGINAL  DRAWINGS  BY 
J.  R.  SINCLAIR 


LONDON 

frank; r  palmar 

RED        LION        COURT 


iTHE  NEW 

POBUC  LIB! 


TIL06«  POONOATI 


iC 


All  Rights  Reserved 
First  Published  July  191 3 


CONTENTS 


I.  OF  THE  LEGENDARY  PAST 

II.  THE  BEGINNINGS  OF  MODERN  LITTLE 
WARFARE  . 

III.  THE  RULES— 

The   Country 

The  Move 

Mobility  of  the   Various  Arms    . 

Hand-to- Hand  Fighting  and  Capturing 

Varieties  of  the  Battle-Game 

Composition  of  Forces     . 

Size  of  the  Soldiers 

IV.  THE  BATTLE  OF  HOOK'S  FARM 

V.  EXTENSIONS     AND     AMPLIFICATIONS 
OF  LITTLE  WAR    .... 

VI.  ENDING    WITH    A     SORT    OT? .   CHAL- 
LENGE 

APPENDIX- 
LITTLE  WARS  AND  KRIEGSPIEL 


PAGE 

7 


10 

39 

4o 

43 
47 
55 

59 

61 

63 


96 


101 


LIST    OF 
FULL-PAGE   ILLUSTRATIONS 

FACING  PAGES 

SHOWING  COUNTRIES  PREPARED  FOR 

THE  WAR  GAME   (INDOOR)    .  .         io-ii 

SHOWING    THE    WAR    GAME    IN    THE 

OPEN   AIR  .  .  .  .  .18,  19,30 

THE  BATTLE  OF  HOOK'S  FARM— 

I.      General  View  of  the  Battlefield  and  Red 

.Army  .  .  .  ■  31 

II.     A  Near  View  of  the  Blue  Army   .  40 

III.  Position  of  both  Armies  after  first  move        .  4 1 

IV.  The  Battle  developing  rapidly  .  52 
Wa.  Red  Cavalry  charging  the  Blue  Guns  .  53 
Vb.  After  the  Cavalry  Melee  ...  62 

Via.  Prisoners  being  led  to  the  rear        .  .  63 

Vlb.   Position  of  Armies  at  end  of  Blue's  third 

•   :  ■rn'on-e ' .  "..'     '.    •  .  72 

VII.     Red's    Left    Wing    attempting    to   join    the 

Main  Body;  .  \  )      .               .  .  73 

VIII.     The  Red  Armv  supers  .Heavy  Loss  .  84 

IX.     Complete  V'uicry  of. '  the.  Blue  Army  .  85 


OF  THE  LEGENDARY  PAST 

"  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  pre- 
sent time,  an  account  of  how  to  make 
little  warfare,  and  hints  of  the  most 
priceless  sort  for  the  recumbent  strate- 
gist.  .   .   . 

But  first  let  it  be  noted  in  passing 


8  LITTLE    WARS 

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.   .   .   . 


OF  THE  LEGENDARY  PAST  9 


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  cata- 
pult, 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.   .   .   . 


II 


%s& 


THE  BEGINNINGS  OF 
MODERN  LITTLE  WARFARE 

The  beginning  of  the  game  of  Little 
War,  as  we  know  it,  became  possible 
with  the  invention  of  the  spring  breech- 
loader gun.  This  priceless  gift  to 
boyhood  appeared  somewhen  towards 
the  end  of  the  last  century,  a  gun  cap- 
able 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 


**.!< 


Si    ^ 


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1-  8 


>  •~'4!  3 


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'"§■§ 
ii 


SHOWING   COUNTRIES   PREPARED    FOR   THE   WAR   GAME. 


MODERN    BEGINNINGS     n 

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  alto- 
gether 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 


12  LITTLE    WARS 

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  some- 
how 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 


MODERN    BEGINNINGS      13 


believe  that  if  one  set  up  a  few  obstacles 
on  the  floor,  volumes  of  the  British 
Encyclopaedia  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 


i4  LITTLE    WARS 

toy  soldiers,  set  out  a  lumpish  Encyclo- 
paedic 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 


MODERN    BEGINNINGS      15 


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  y^Ei 
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  im- 
provement. 

Improvement  came  almost  simul- 
taneously in  several  directions.  First 
there  was  the  development  of  the 
Country.  The  soldiers  did  not  stand 
well  on  an  ordinary  carpet,  the  Encyclo- 


mfnmwmmm- 


1 6  LITTLE    WARS 

paedia  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,  chatter- 
ers, 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.) 


MODERN    BEGINNINGS      17 


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  propor- 
tion) 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  per- 
fected war  game  was  in  existence.  We 
discovered  it  was  easy  to  cut  out  and 
bend  and  gum  together  paper  and  card- 
board 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  repre- 


i8 


LITTLE    WARS 


sent  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  repre- 
sented 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 


o  || 


2     *  a  ~ 

>     ""  ?  § 

6  f^i 


S>  El 

^  a 


so  -c  ^ 


iS 


THE  WAR  GAME  IN  THE  OPEN  AIR. 


MODERN    BEGINNINGS      19 


and  bridges,  lead  to  ineffective  cannon- 
ades, 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  land- 
scapes 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 


20  LITTLE    WARS 

necessary  to  provide  for  the  replace- 
ment of  disturbed  objects  by  chalking 
out  the  outlines  of  boards  and  houses 
upon  the  floor  or  boards  upon  which 
they  stood. 

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  re- 
stored 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  re- 


MODERN    BEGINNINGS      21 


duced  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 


22 


LITTLE    WARS 


a  long  time,  because  we  shot  with  ex- 
treme care  and  deliberation,  and  they 
were  hard  to  bring  to  a  decisive  finish. 
The  guns  were  altogether  too  predom- 
inant. 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 


MODERN    BEGINNINGS 


23 


Great  War  in  South  Africa,  came  in  most 
helpfully — to  quicken  it.  Manifestly 
the  guns  had  to  be  reduced  to  manage- 
able 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  lire  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,  point- 
ing 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  con- 
cealed and  sheltered  gunners.      It  was 


24 


LITTLE    WARS 


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  eventful- 
ness  one  would  expect  in  the  hurry  and 
passion  of  real  fighting.  It  also  made 
the  game  brisker.     We  have  since  also 


^L==r 


MODERN    BEGINNINGS      25 

made  a  limit,  sometimes  of  four  minutes, 
sometimes  of  five  minutes,  to  the  inter- 
val 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  ap- 
proximates 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 — 


26  LITTLE    WARS 

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  im- 
portance as  to  determine  the  battle. 
But  this  form  of  battle  we  have  since 


MODERN    BEGINNINGS      27 

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 


28  LITTLE    WARS 

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  isola- 
tion. 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  with- 
out 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 


MODERN    BEGINNINGS      29 

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 


«*MttH4tt«= 


3° 


LITTLE    WARS 


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 


THE    WAR    GAME    IN   THE   OPEN   AIR. 


30 


MODERN    BEGINNINGS      31 

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  melee,  and  our  revised  rules 
in  the  event  of  a  melee  will  be  found 
set  out  upon  a  later  page.  They  do 
really  permit  something  like  an  actual 


32  LITTLE    WARS 

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 


MODERN    BEGINNINGS 


33 


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  melee. 
Both  things  were  possible  by  the  rules, 
but  nobody  did  them  because  there  was 

3 


34 


LITTLE    WARS 


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  con- 
trived 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, 
i£  for  each  cavalry-man,  10  for  each 
gun,  I  for  each  man  held  prisoner  by  the 
enemy,  and  J  for  each  prisoner  held  at 
the  end  of  the  game,  subtracting  what 
the  antagonist  scored  by  the  same  scale. 


MODERN    BEGINNINGS      35 

Thus,  when  he  felt  the  battle  was  hope- 
lessly 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  cur- 
tains we  found  the  first  player  was  at  a 


3  6  LITTLE    WARS 

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  tribula- 
tion. There  is  not  a  piece  of  con- 
structive 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  extra- 


MODERN    BEGINNINGS      37 


ordinarily  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  bat- 
teries 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  milee 
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  van- 
tage, and  here  are  troops  massing  among 


38 


LITTLE    WARS 


farm  buildings  for  a  vigorous  attack. 
The  combat  grows  hot  round  some  vital 
point.  Move  follows  move  in  swift  suc- 
cession. 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. 


Ill 

THE   RULES 

Here,  then,  are  the  rules  of  the  perfect 
battle-game  as  we  play  it  in  an  ordinary 
room. 

The  Country 

(i)  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 


rStjjF  \ 


40  LITTLE    WARS 

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 

(i)  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  subse- 
quent move  as  if  they  touched  the  back 
line  at  its  nearest  point.      The  Second 


1* 


THE    RULES 


4i 


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  cur- 
tain 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  no  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 


42  LITTLE    WARS 

about  to  move  stands  at  attention  a 
yard  behind  his  back  line  until  the 
timekeeper  says  "  Go."  He  then  pro- 
ceeds 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  be- 
fore the  next  move,  during  which  any 
disturbance  of  the  Country  can  be 
rearranged  and  men  accidentally  over- 
turned 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 


THE    RULES 


43 


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. 


44  LITTLE    WARS 

(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  de- 
pressed, 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 


THE    RULES  45 

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  posi- 
tion. 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   wThich   a   gun 


46 


LITTLE    WARS 


can  move  will  be  determined  by  the 
men  it  is  with  ;  if  there  are  at  least 
four  cavalry-men  with  it,  they  can  take 
ft*  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 


THE    RULES 


47 


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  re- 
bounds 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 

(i)   A  man  or  a  body  of  men  which 
has  less  than  half  its  own  number  of 


48 


LITTLE    WARS 


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  melee.  All  the 
men  in  contact,  and  any  other  men 
within  six  inches  of  the  men  in  con- 
tact, measuring  from  any  point  of  their 
persons,  weapons,  or  horses,  are  sup- 
posed to  take  part  in  the  melee.  At 
the  end  of  the  move  the  two  players 


THE    RULES 


49 


examine  the  melee  and  dispose  of  the 
men  concerned  according  to  the  fol- 
lowing rules  : — 

Either  the  numbers  taking  part  in 
the  milee  on  each  side  are  equal  or 
unequal. 

(a)  If  they  are  equal,  all  the  men  on 
both  sides  are  killed. 

(6)  If  they  are  unequal,  then  the 
inferior  force  is  either  isolated  or 
{measuring  from  the  points  of  contact) 
not  isolated. 

(b\)  If  it  is  isolated  (see  i  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. 

4 


5o  LITTLE    WARS 

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. 

(bz)  But  if  the  inferior  force  is  not 
isolated  (see  i  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  com- 
pleted the  move,  the  one  who  has 
charged,  decides,  when  there  is  any 
choice,  which  men  in  the  melee,  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 


THE    RULES  51 

for  the  adjustment  does  not  count  as 
part  of  the  usual  interval  for  considera- 
tion.     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  re- 


52 


LITTLE    WARS 


turn  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  melee  a  player 
moves  up  more  men  into  touch  with 
the  survivors  of  this  first  melee^  and  so 
constitutes  a  second  tn&lie^  any  prisoners 
made  in  the  first  melee  will  not  count 
as  combatants  in  the  second  meke. 
Thus  if  A  moves  up  nineteen  men  into 
a  melee  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  melee  with 


THE    RULES 


53 


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  four- 
teen men  in  the  second  meke  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 
melees,  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 


54 


LITTLE    WARS 


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  im- 
portant. 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  ; 


THE    RULES  55 

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 


56  LITTLE    WARS 

for  points  ;  you  score  ioo  for  the 
victory,  and  10  for  every  gun  you  hold 
or  are  in  a  position  to  take,  11  for 
every  cavalry-man,  i  for  every  infantry- 
man still  alive  and  uncaptured,  i  for 
every  man  of  yours  prisoner  in  the 
hands  of  the  enemy,  and  i  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  ioo  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 


A        OAAW 


y^ki^ 


THE    RULES 


57 


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  ori- 


58 


LITTLE    WARS 


ginal  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  be- 
comes 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. 

/ 


THE    RULES  59 


Composition   of    Forces 

Except  in  the  above  cases,  or  when 
otherwise  agreed  upon,  the  forces  en- 
gaged 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 
manoeuvre  comfortably  on  a  front  of 
4  or  5  feet.  Most  of  our  games  have 
been    played   with   about    80   infantry, 


60  LITTLE    WARS 

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  pro- 
portionally 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 — be- 
cause of  the  difficulty  of  keeping  large 
bodies  of  this  force  under  cover — leads 
simply  to  early  heavy  losses  by  gun-fire 
and  violent  and  disastrous  charging.  The 
composition  of  a  force  may,  of  course, 
be  varied  considerably.    One  good  Fight 


THE    RULES  61 

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  i  each, 
cavalry  as  11,  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  no  infantry 
with  4. 

Size  of  the  Soldiers 

The  soldiers  used   should    be  all  of 
one    size.       The    best    British    makers 


J 

: 
- 

62 


LITTLE    WARS 


m- 


have  standardised  sizes,  and  sell 
fantry  and  cavalry  in  exactly  propor- 
tioned 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. 


& 


3 


T«^   VTm., 


; o».-- 

c i 


Sketch  Plan  of  the  Battle  of  Hook'    Farm 


IV 


THE 
BATTLE    OF    HOOK'S    FARM 

And  now,  having  given  all  the  exact 
science  of  our  war  game,  having  told 
something  of  the  development  of  this  war- 
fare, 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  ringers  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, 


64  LITTLE    WARS 

red  scar,  a  sabre  cut,  grows  lurid  over 
one  eye.  He  expands — all  over  he 
expands.  He  clears  his  throat  start- 
lingly,  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,  uYas,  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, 


BATTLE  OF  HOOK'S  FARM    65 


though  perhaps  it  is  not  my  function 
to  say  so.  The  enemy  was  slightly 
stronger,  both  in  cavalry  and  infantry, 
than  myself*  ;  he  had  the  choice  of 
position,  and  opened  the  ball.  Never- 
theless I  routed  him.  I  had  with  me 
a  compact  little  force  of  3  guns,  48 
infantry,  and  25  horse.  My  instruc- 
tions 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,  evi- 
dently 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 

*  A  slight  but  pardonable  error  on  the  part  of 
the  gallant  gentleman.  The  forces  were  exactly- 
equal. 


66  LITTLE    WARS 

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.* 
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 

*  Here   again   the   gallant   gentleman    errs  ;    this 
time  he  magnifies. 


BATTLE  OF  HOOK'S  FARM    67 


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  DCE,  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 


68  LITTLE    WARS 

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.  Through- 
out 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 


^/urm/^ 


BATTLE  OF  HOOK'S  FARM    69 


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 


*29v<D) 


^(j^^iv 


i/JTPuu-. 


7o 


LITTLE    WARS 


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  hold- 
ing on,  with  half  a  dozen  prisoners, 
and  the  farmyard  a  perfect  shambles  of 
horses  and  men.  The  melee  was  over. 
His  charge  had  failed,  and,  after  a  brief 
breathing-space  for  my  shot -torn  in- 
fantry 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 


BATTLE  OF  HOOK'S  FARM    71 


forward  a  feeble  little  infantry  attack, 
that  we  cut  up  with  the  utmost  ease, 
taking  several  prisoners,  made  a  dis- 
astrous 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  cross- 
fire completely  destroyed  his  chances 
of  retreat  from  this  ill-chosen  last  stand, 
and  there  presently  we  disabled  his 
second  gun.  I  now  turned  my  atten- 
tion 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 

ft/  ff*'. 


72 


LITTLE    WARS 


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 


<^> 


72 


BATTLE  OF  HOOK'S  FARM    73 

as    possible   in   order    to   permit    of  a 
full  and  exact  explanation. 

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  photo- 
graphs. 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  meas- 
ured from  that  line.  Red  has  broken 
his  force  into  two,  a  fatal  error,  as  we 


74 


LITTLE    WARS 


shall  see,  in  view  of  the  wide  space  of 
open  ground  between  the  farm  and 
the  church.  He  has  i  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. 

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  por- 
tions of  Red's  force  from  each  other), 
and  then,  leaving  the  gun  there  with 


BATTLE  OF  HOOK'S  FARM    75 


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. 

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  al- 
ready 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. 

Figure  4  shows  the  affair  developing 


jgli^ggcf: 


76  LITTLE    WARS 

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  in- 
fantry 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. 


BATTLE  OF  HOOK'S  FARM    77 

Some  of  his  cavalry  are  exposed  to  the 
right  of  the  farm,  but  most  are  com- 
pletely 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  in^ 
effective,  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  out- 
numbered, 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. 

Figure  5*2  shows  the  result  of  Red's 


78  LITTLE    WARS 

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  eifect  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,  for- 
getting 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  melee.  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 


BATTLE  OF  HOOK'S   FARM    79 

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  melee  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  there- 
fore 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  unsuccess- 
ful shooting  —  he  had  wanted  to  hit 
more  cavalry  —  and  by  the  gun-trail 
mistake.  Moreover,  he  had  counted 
his    antagonist    wrongly,   and    thought 


8o 


LITTLE    WARS 


he    could    arrange    a   melee    of   twenty 
against   twenty. 

Figure  $b  shows  the  game  at  the 
same  stage  as  5*2,  immediately  after  the 
adjudication  of  the  melee.  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  50. 

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 


<^s4£S 


BATTLE  OF  HOOK'S  FARM    81 

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. 

Figure  6i  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? 

The   reader   will    probably  have   his 

own  ideas,  as  I  have  mine.      What  Red 

6 


82 


LITTLE    WARS 


did  do  in  the  actual  game  was  to  lose 
his  head,  and  when  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  com- 
plete bird's-eye  view  of  the  battle.) 
He  then  sent  forward  and  isolated  six 
or  seven  men  in  a  wild  attempt  to  re- 
capture 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  tak- 
ing refuge  behind  the  cottage.)  There 
can    be    little    question    of    the    entire 


BATTLE  OF  HOOK'S  FARM    83 

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  build- 
ing as  a  pivot.  With  two  guns  right  and 
left  of  the  church  he  might  conceivably 
have  saved  the  rest  of  the  fight. 

That,  however,  is  theory;  let  us  re- 
turn to  fact.  Figure  8  gives  the  dis- 
astrous consequences  of  Red's  last  move. 
Blue  has  moved,  his  guns  have  slaugh- 
tered ten  of  Red's  wretched  foot,  and  a 


84  LITTLE    WARS 

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  reced- 
ing to  the  right.  The  mike  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 


84 


BATTLE  OF  HOOK'S   FARM    85 


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. 

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  effec- 
tive 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 


86  LITTLE    WARS 

of  the  battle.  Red's  position  is  alto- 
gether 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  help- 
less 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. 


BATTLE  OF  HOOK'S  FARM    87 

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. 


EXTENSIONS    AND   AMPLIFICA- 
TIONS  OF   LITTLE   WAR 

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 


x? 


AMPLIFICATIONS 


89 


there  is  no  need  to  lengthen  the  dura- 
tion 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. 

Moreover,  on  a  big  floor  with  an  ex- 
tensive 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 


9° 


LITTLE    WARS 


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  par- 
ticular box  would  have  to  be  disclosed 
and  the  men  stood  out.  Troops  with- 
out 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  introduc- 
tion of  the  problem  of  provisions  and 
supplies.      Little     toy     Army      Service 


AMPLIFICATIONS 


91 


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  de- 
scribed 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 


92 


LITTLE    WARS 


campaign,  divisional  commanders,  bat- 
teries 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 


AMPLIFICATIONS 


93 


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  hav- 
ing 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 


94 


LITTLE    WARS 


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 


AMPLIFICATIONS 


95 


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. 


VI 


ENDING  WITH  A  SORT  OF 
CHALLENGE 

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  dispro- 
portionate 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  grovel- 


A  SORT  OF  CHALLENGE      97 


ling  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  trum- 
pet !  How  much  better  is  this  amiable 
miniature  than  the  Real  Thing!  Here 
is  a  homeopathic  remedy  for  the  ima- 
ginative strategist.  Here  is  the  pre- 
meditation, 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  gra- 
cious, bold,  sweet,  and  charming  thing, 
that  we  who  are  old  enough  to  remem- 
ber a  real  modern  war  know  to  be  the 
reality  of  belligerence.      This  world  is 

7 


it*** 


id 


98  LITTLE    WARS 

for  ample  living;  we  want  security  and 
freedom ;  all  of  us  in  every  country,  ex- 
cept 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  prac- 
titioners 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 


A  SORT  OF  CHALLENGE      99 


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  pro- 
portions, 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  dis- 
concerting and  exasperating  sentence 
for  the  admirers  and  practitioners  of 
Big  War.      I    have    never    yet   met   in 


A109/26' 


IOO 


LITTLE    WARS 


little  battle  any  military  gentleman,  any 
captain,  major,  colonel,  general,  or 
eminent  commander,  who  did  not  pres- 
ently 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  con- 
vinced, 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  con- 
ceivable, and  Little  War  brings  you  to  it 
as  nothing  else  but  Great  War  can  do. 


APPENDIX 

LITTLE    WARS   AND    KRIEGSPIEL 

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  particu- 
larly 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  j  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  educa- 
tional 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 


102  LITTLE  WARS 

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 


APPENDIX  103 

any  convenient  position  behind  the  row  of  five  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  trans- 
port, 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  3X3XI  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 


104  LITTLE  WARS 

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, 


APPENDIX  105 

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. 


106  LITTLE  WARS 

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  j  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  con- 
secutive moves,  they  are  out  of  action. 


APPENDIX 


107 


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. 
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.* 

Next  as  to  Constructions : 

Entrenchments  can  be  made  by  infantry  in   four  moves.* 

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.* 

Rules  as  to  Cavalry  Charging : 

No  body  of  less  than  eight  cavalry  may  charge,  and  they 
must  charge  in  proper  formation. 

*  Notice  to  be  given  to  umpire  of  commencement  of  any  work  or  the  placing 
of  a  mine.  In  event  of  no  umpire  being  available,  a  folded  note  must  be  put  on 
the  mantelpiece  when  entrenchment  is  commenced,  and  opponent  asked  to  open  it 
when  the  trench  is  completed  or  the  mine  exploded. 


108  LITTLE  WARS 

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. 


APPENDIX  109 

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  meUe  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  retreat- 
ing 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  circum- 
stances will  lose  nothing.  The  infantry  will  have  to 
continue  to  retire  until  their  tormentors  have  extermin- 
ated 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. 


no  LITTLE  WARS 

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 


APPENDIX  in 

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.    / 


PRINTED    BY    NEILL   AND   CO.,    LTD.,   EDINBURGH. 


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