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 particularly 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;
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 educational
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 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 any convenient position behind the
row of live 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 transport,
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 3×3 x 1/2 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 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, 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.
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.