Except in the above cases, or when
otherwise agreed upon, the forces engaged 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 maneuver comfortably on a front of
4 or 5 feet. Most of our games have been played
with about 80 infantry, 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 proportionally 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—because of the
difficulty of keeping large bodies of this force under
cover—leads simply to early heavy losses
by gunfire and violent and disastrous charging.
The composition of a force may, of course, be varied
considerably. One good Fight 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 1 each, cavalry as 1-1/2, 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 110
infantry with 4.
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