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PAGE 20

Little Wars
by [?]

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.