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To mount = one move.
  To dismount = one move.

Artillery.

  To unlimber guns = half a move.
  To limber up guns = half a move.
  Rivers are impassable to guns.

NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE.

Royal Engineers.

  No repairs can be commenced, no destructions can be begun,
    during a move in which R.E. have changed position.
  Rivers impassable.

Transport and Supply.

  No supplies or stores can be delivered during a move if T. and S.
    have moved.
  Rivers impassable.


Next as to Supply in the Field:

All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.

These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry.

Isolated bodies of less than thirty infantry require no supplies—a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food.

N.B.—Supplies are not effective if enemy is between supplies and troops they belong to.

Men surrounded and besieged must be victualled at the following rate:—

One packet food for every thirty men for every six moves.

One packet forage every six horses for every six moves.

In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet.

In the event of supplies failing, the following consequences ensue:—

Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them).

Infantry, cavalry, R.A., and R.E. cannot move without supply—if supplies are not provided within six consecutive moves, they are out of action.

A force surrounded must surrender four moves after eating its last horse.


Now as to Destructions:

To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.

To destroy a railway culvert R.E. take one move; to repair R.E. take five moves. To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves.

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.*

[* 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.]


Rules as to Cavalry Charging:

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

If cavalry charges infantry in extended order—

If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantry-men charged, and the infantry loses one man for each sabre charging.

At less than two feet and more than one foot, the cavalry loses one man for every ten charged, and the infantry two men for each sabre charging.

At less than one foot, the cavalry loses one man for every fifteen charged, and the infantry three men for each sabre charging.

If cavalry charges infantry in close order, the result is reversed.

Thus at more than two feet one infantry-man kills three cavalry-men, and fifteen cavalry-men one infantry-man.

At more than one foot one infantry-man kills two cavalry, and ten cavalry one infantry.

At less than one foot one infantry-man kills one cavalry, and five cavalry one infantry.

However, infantry that have been charged in close order are immobile for the subsequent move.

Infantry charged in extended order must on the next move retire one foot; they can be charged again.

If cavalry charges cavalry:—

If cavalry is within charging distance of the enemy's cavalry at the end of the enemy's move, it must do one of three things—dismount, charge, or retire. If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear.

Dismounted cavalry charged is equivalent to infantry in extended order.

If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men.

If the numbers are unequal, the melee rules for Little Wars obtain if the ground is level.

If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four.

If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued—the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire.

If driven off the field or into an unfordable river, the retreating body is destroyed.

If infantry find hostile cavalry within charging distance at the end of the enemy's move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else.

If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot.

If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues.


The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed.

The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man—the infantry about an inch high—which is better adapted to Kriegspiel purposes.

We hope, if these suggestions "catch on," to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand.

We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire's decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become.

We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education.










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twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books, by H. G. Wells

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