Part 3
"And now Red was seized with that most fatal disease of generals, indecision. He would neither abandon his lost gun nor adequately attack it. He sent forward a feeble little infantry attack, that we cut up with the utmost ease, taking several prisoners, made a disastrous demonstration from the church, and then fell back altogether from the gentle hill on which Hook Farm is situated to a position beside and behind an exposed cottage on the level. I at once opened out into a long crescent, with a gun at either horn, whose crossfire completely destroyed his chances of retreat from this ill-chosen last stand, and there presently we disabled his second gun. I now turned my attention to his still largely unbroken right, from which a gun had maintained a galling fire on us throughout the fight. I might still have had some stiff work getting an attack home to the church, but Red had had enough of it, and now decided to relieve me of any further exertion by a precipitate retreat. My gun to the right of Hook's Farm killed three of his flying men, but my cavalry were too badly cut up for an effective pursuit, and he got away to the extreme left of his original positions with about 6 infantry-men, 4 cavalry, and 1 gun. He went none too soon. Had he stayed, it would have been only a question of time before we shot him to pieces and finished him altogether."
So far, and a little vaingloriously, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a little more exactly with the help of the photographs. The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation.
Figure 1 shows the country of the battlefield put out; on the right is the church, on the left (near the centre of the plate) is the farm. In the hollow between the two is a small outbuilding. Directly behind the farm in the line of vision is another outbuilding. This is more distinctly seen in other photographs. Behind, the chalk back line is clear. Red has won the toss, both for the choice of a side and, after making that choice, for first move, and his force is already put out upon the back line. For the sake of picturesqueness, the men are not put exactly on the line, but each will have his next move measured from that line. Red has broken his force into two, a fatal error, as we shall see, in view of the wide space of open ground between the farm and the church. He has 1 gun, 5 cavalry, and 13 infantry on his left, who are evidently to take up a strong position by the church and enfilade Blue's position; Red's right, of 2 guns, 20 cavalry, and 37 infantry aim at the seizure of the farm.
Figure 2 is a near view of Blue's side, with his force put down. He has grasped the strategic mistake of Red, and is going to fling every man at the farm. His right, of 5 cavalry and 16 infantry, will get up as soon as possible to the woods near the centre of the field (whence the fire of their gun will be able to cut off the two portions of Red's force from each other), and then, leaving the gun there with sufficient men to serve it, the rest of this party will push on to co-operate with the main force of their comrades in the inevitable scrimmage for the farm.
Figure 3 shows the fight after Red and Blue have both made their first move. It is taken from Red's side. Red has not as yet realised the danger of his position. His left gun struggles into position to the left of the church, his centre and right push for the farm. Blue's five cavalry on his left have already galloped forward into a favourable position to open fire at the next move--they are a little hidden in the picture by the church; the sixteen infantry follow hard, and his main force makes straight for the farm.
Figure 4 shows the affair developing rapidly. Red's cavalry on his right have taken his two guns well forward into a position to sweep either side of the farm, and his left gun is now well placed to pound Blue's infantry centre. His infantry continue to press forward, but Blue, for his second move, has already opened fire from the woods with his right gun, and killed three of Red's men. His infantry have now come up to serve this gun, and the cavalry who brought it into position at the first move have now left it to them in order to gallop over to join the force attacking the farm. Undismayed by Red's guns, Blue has brought his other two guns and his men as close to the farm as they can go. His leftmost gun stares Red's in the face, and prevents any effective fire, his middle gun faces Red's middle gun. Some of his cavalry are exposed to the right of the farm, but most are completely covered now by the farm from Red's fire. Red has now to move. The nature of his position is becoming apparent to him. His right gun is ineffective, his left and his centre guns cannot kill more than seven or eight men between them; and at the next move, unless he can silence them, Blue's guns will be mowing his exposed cavalry down from the security of the farm. He is in a fix. How is he to get out of it? His cavalry are slightly outnumbered, but he decides to do as much execution as he can with his own guns, charge the Blue guns before him, and then bring up his infantry to save the situation.
Figure 5a shows the result of Red's move. His two effective guns have between them bowled over two cavalry and six infantry in the gap between the farm and Blue's right gun; and then, following up the effect of his gunfire, his cavalry charges home over the Blue guns. One oversight he makes, to which Blue at once calls his attention at the end of his move. Red has reckoned on twenty cavalry for his charge, forgetting that by the rules he must put two men at the tail of his middle gun. His infantry are just not able to come up for this duty, and consequently two cavalry-men have to be set there. The game then pauses while the players work out the cavalry melee. Red has brought up eighteen men to this; in touch or within six inches of touch there are twenty-one Blue cavalry. Red's force is isolated, for only two of his men are within a move, and to support eighteen he would have to have nine. By the rules this gives fifteen men dead on either side and three Red prisoners to Blue. By the rules also it rests with Red to indicate the survivors within the limits of the melee as he chooses. He takes very good care there are not four men within six inches of either Blue gun, and both these are out of action therefore for Blue's next move. Of course Red would have done far better to have charged home with thirteen men only, leaving seven in support, but he was flurried by his comparatively unsuccessful shooting--he had wanted to hit more cavalry--and by the gun-trail mistake. Moreover, he had counted his antagonist wrongly, and thought he could arrange a melee of twenty against twenty.
Figure 5b shows the game at the same stage as 5a, immediately after the adjudication of the melee. The dead have been picked up, the three prisoners, by a slight deflection of the rules in the direction of the picturesque, turn their faces towards captivity, and the rest of the picture is exactly in the position of 5a.
It is now Blue's turn to move, and figure 6a shows the result of his move. He fires his rightmost gun (the nose of it is just visible to the right) and kills one infantry-man and one cavalry-man (at the tail of Red's central gun), brings up his surviving eight cavalry into convenient positions for the service of his temporarily silenced guns, and hurries his infantry forward to the farm, recklessly exposing them in the thin wood between the farm and his right gun. The attentive reader will be able to trace all this in figure 6a, and he will also note the three Red cavalry prisoners going to the rear under the escort of one Khaki infantry man.
Figure 6b shows exactly the same stage as figure 6a, that is to say, the end of Blue's third move. A cavalry-man lies dead at the tail of Red's middle gun, an infantry-man a little behind it. His rightmost gun is abandoned and partly masked, but not hidden, from the observer, by a tree to the side of the farmhouse.
And now, what is Red to do?
The reader will probably have his own ideas, as I have mine. What Red did do in the actual game was to lose his head, and then at the end of four minutes' deliberation he had to move, he blundered desperately. He opened fire on Blue's exposed centre and killed eight men. (Their bodies litter the ground in figure 7, which gives a complete bird's-eye view of the battle.) He then sent forward and isolated six or seven men in a wild attempt to recapture his lost gun, massed his other men behind the inadequate cover of his central gun, and sent the detachment of infantry that had hitherto lurked uselessly behind the church, in a frantic and hopeless rush across the open to join them. (The one surviving cavalry-man on his right wing will be seen taking refuge behind the cottage.) There can be little question of the entire unsoundness of all these movements. Red was at a disadvantage, he had failed to capture the farm, and his business now was manifestly to save his men as much as possible, make a defensive fight of it, inflict as much damage as possible with his leftmost gun on Blue's advance, get the remnants of his right across to the church--the cottage in the centre and their own gun would have given them a certain amount of cover--and build up a new position about that building as a pivot. With two guns right and left of the church he might conceivably have saved the rest of the fight.
That, however, is theory; let us return to fact. Figure 8 gives the disastrous consequences of Red's last move. Blue has moved, his guns have slaughtered ten of Red's wretched foot, and a rush of nine Blue cavalry and infantry mingles with Red's six surviving infantry about the disputed gun. These infantry by the definition are isolated; there are not three other Reds within a move of them. The view in this photograph also is an extensive one, and the reader will note, as a painful accessory, the sad spectacle of three Red prisoners receding to the right. The melee about Red's lost gun works out, of course, at three dead on each side, and three more Red prisoners.
Henceforth the battle moves swiftly to complete the disaster of Red. Shaken and demoralised, that unfortunate general is now only for retreat. His next move, of which I have no picture, is to retreat the infantry he has so wantonly exposed back to the shelter of the church, to withdraw the wreckage of his right into the cover of the cottage, and--one last gleam of enterprise--to throw forward his left gun into a position commanding Blue's right.
Blue then pounds Red's right with his gun to the right of the farm and kills three men. He extends his other gun to the left of the farm, right out among the trees, so as to get an effective fire next time upon the tail of Red's gun. He also moves up sufficient men to take possession of Red's lost gun. On the right Blue's gun engages Red's and kills one man. All this the reader will see clearly in figure 9, and he will also note a second batch of Red prisoners--this time they are infantry, going rearward. Figure 9 is the last picture that is needed to tell the story of the battle. Red's position is altogether hopeless. He has four men left alive by his rightmost gun, and their only chance is to attempt to save that by retreating with it. If they fire it, one or other will certainly be killed at its tail in Blue's subsequent move, and then the gun will be neither movable nor fireable. Red's left gun, with four men only, is also in extreme peril, and will be immovable and helpless if it loses another man.
Very properly Red decided upon retreat. His second gun had to be abandoned after one move, but two of the men with it escaped over his back line. Five of the infantry behind the church escaped, and his third gun and its four cavalry got away on the extreme left-hand corner of Red's position. Blue remained on the field, completely victorious, with two captured guns and six prisoners.
There you have a scientific record of the worthy general's little affair.
V
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.
VI
ENDING WITH A SORT OF CHALLENGE
I COULD go on now and tell of battles, copiously. In the memory of the one skirmish I have given I do but taste blood. I would like to go on, to a large, thick book. It would be an agreeable task. Since I am the chief inventor and practiser (so far) of Little Wars, there has fallen to me a disproportionate share of victories. But let me not boast. For the present, I have done all that I meant to do in this matter. It is for you, dear reader, now to get a floor, a friend, some soldiers and some guns, and show by a grovelling devotion your appreciation of this noble and beautiful gift of a limitless game that I have given you.
And if I might for a moment trumpet! How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster--and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind--splendid cities, open ways, more knowledge and power, and more and more and more--and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable "patriots," and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers--tons, cellars-full--and let them lead their own lives there away from us.
My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am _prepared_. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be.
Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but--the available heads we have for it, are too small. That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do.
APPENDIX
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.