EXTENSIONS AND AMPLIFICATIONS 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 there is no need
to lengthen the duration 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 extensive
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 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 particular box
would have to be disclosed and the men stood out.
Troops without 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 introduction
of the problem of provisions and supplies. Little
toy Army Service 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 described
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 campaign, divisional commanders,
batteries 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 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 having 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 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 players
who are well acquainted with the same 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.