Manual of Military Training Second, Revised Edition

Chapter 41

Chapter 413,467 wordsPublic domain

THE COMPANY IN SCOUTING[13] AND PATROLLING

=1081.= The general principles of patrolling are explained in Par. 959; so we need not repeat them here.

Many of the principles of scouting are, in reality, nothing but the fundamentals of patrolling, and the main function of scouting, _reconnoitering_, is also the function of a certain class of patrols. So, we see that scouting and patrolling are inseparably connected, and the importance of training the members of the company in the principles of scouting is, therefore, evident.

=1082. Requisites of a good Scout.= A man, to make a good scout, should possess the following qualifications:--

Have good eyesight and hearing; Be active, intelligent and resourceful; Be confident and plucky; Be healthy and strong; Be able to swim, signal, read a map, make a rough sketch, and, of course, read and write.

=1083. Eyesight and Hearing.= To be able to use the eye and the ear quickly and accurately is one of the first principles of successful scouting. Quickness and accuracy of sight and hearing are to a great extent a matter of training and practice. The savage, for instance, almost invariably has quick eyesight and good hearing, simply from continual practice.

Get into the habit of seeing, _observing_, things--your eyesight must never be resting, but must be continually glancing around, in every direction, and _seeing_ different objects. As you walk along through the country get into the habit of noticing hoof-prints, wheel-ruts, etc., and observing the trees, houses, streams, animals, men, etc., that you pass.

Practice looking at distant objects and discovering objects in the distance. On seeing distant signs, do not jump at a conclusion as to what they are, but watch and study them carefully first.

Get into the habit of listening for sounds and of distinguishing by what different sounds are made.

=1084. Finding your Way in a strange Country.= The principal means of finding one's way in a strange country are by map reading, asking the way, the points of the compass and landmarks.

_Map Reading._ This, of course, presupposes the possession of a map. The subject of map reading is explained in Pars. 1859 to 1877.

_Asking the Way._ In civilized countries one has no trouble in finding his way by asking, provided, of course, he speaks the language. If in a foreign country, learn as soon as you can the equivalent of such expressions as "What is the way to ----?" "Where is ----?" "What is the name of this place?," and a few other phrases of a similar nature. Remember, however, that the natives may sometimes deceive you in their answers.

_Points of the Compass._ A compass is, of course, the best, quickest and simplest way of determining the directions, except in localities where there is much iron, in which case it becomes very unreliable.

For determining the points of the compass by means of the North Star and the face of a watch, see Par. 1096.

The points of the compass can also be ascertained by facing the sun in the morning and spreading out your arms straight from the body. Before you is east; behind you, west; to your right, south; to your left, north.

The points of the compass can be determined by noting the limbs and bark of trees. The bark on the north side of trees is thicker and rougher than that on the south side, and moss is most generally found near the roots on the north side. The limbs and branches are generally longer on the south side of the trees, while the branches on the north are usually knotty, twisted and drooped. The tops of pine trees dip or trend to the north.

=1085. Lost.= In connection with finding your way through strange country, it may be said, should you find you have lost your way, do not lose your head. Keep cool--try not to let your brains get into your feet. By this we mean don't run around and make things worse, and play yourself out. First of all, sit down and think; cool off. Then climb a tree, or hill, and endeavor to locate some familiar object you passed, so as to retrace your steps. If it gets dark and you are not in hostile territory, build a good big fire. The chances are you have been missed by your comrades and if they see the fire, they will conclude you are there and will send out for you. Also, if not in hostile territory, distress signals may be given by firing your rifle, but don't waste all your ammunition.

If you find a stream, follow it; it will generally lead somewhere--where civilization exists.

The tendency of people who are lost is to travel in a circle uselessly.

Remember this important rule: _Always notice the direction of the compass when you start out, and what changes of direction you make afterwards._

=1086. Landmarks.= Landmarks or prominent features of any kind are a great assistance in finding one's way in a strange country. In starting out, always notice the hills, conspicuous trees, high buildings, towers, rivers, etc. For example, if starting out on a reconnaissance you see directly to the north of you a mountain, it will act as a guide without your having to refer to your compass or the sun. If you should start from near a church, the steeple will serve as a guide or landmark when you start to make your way back.

When you pass a conspicuous object, like a broken gate, a strangely shaped rock, etc., try to remember it, so that should you desire to return that way, you can do so by following the chain of landmarks. On passing such landmarks always see what they look like from the other side; for, that will be the side from which you will first see them upon the return, trip.

_The secret of never getting lost is to note carefully the original direction in which you start, and after that to note carefully all landmarks._ Get in the habit of doing this in time of peace--it will then become second nature for you to do it in time of war.

It may sometimes be necessary, especially in difficult country, such as when traveling through a forest, and over broken mountains and ravines, for you to make your own landmarks for finding your way back by "blazing" (cutting pieces of bark from the trees), breaking small branches off bushes, piling up stones, making a line across a crossroad or path you did not follow, etc.

=1087. Concealment and Dodging.= Both in scouting and patrolling it must be remembered not only that it is important you should get information, but it is also fully as important that the enemy should not know you have the information--hence, the necessity of hiding yourself. And remember, too, if you keep yourself hidden, not only will you probably be able to see twice as much of what the enemy is doing, but it may also save you from being captured, wounded or killed.

Should you find the enemy has seen you, it is often advisable to pretend that you have not seen him, or that you have other men with you by signaling to imaginary comrades.

As far as possible, keep under cover by traveling along hedges, banks, low ground, etc. If moving over open country, make your way as quickly as possible from one clump of trees or bushes to another; or, from rocks, hollows or such other cover as may exist, to other cover. As soon as you reach new cover, look around and examine your surroundings carefully.

Do not have about you anything that glistens, and at night be careful not to wear anything that jingles or rattles. And remember that at night a lighted match can be seen as far as 900 yards and a lighted cigarette nearly 300 yards. In looking through a bush or over the top of a hill, break off a leafy branch and hold it in front of your face.

In selecting a tree, tower or top of a house or other lookout place from which to observe the enemy from concealment, always plan beforehand how you would make your escape, if discovered and pursued. A place with more than one avenue of escape should be selected, so that if cut off in one direction you can escape from the other. For example, should the enemy reach the foot of a tower in which you are, you would be completely cut off, while if he reached a house on whose roof you happened to be, you would have several avenues of escape.

Although trees make excellent lookout places, they must, for the same reasons as towers, be used with caution. In this connection it may be remarked unless one sees foot marks leading to a tree, men are apt not to look up in trees for the enemy--hence, be careful not to leave foot marks. When in a tree, either stand close against the trunk, or lie along a large branch, so that your body will look like a part of the trunk or branch.

In using a hill as a lookout place, do not make the common mistake of showing yourself on the skyline. Reach the top of the hill slowly and gradually by crouching down and crawling, and raise your head above the crest by inches. In leaving, lower your head gradually and crawl away by degrees, as any quick or sudden movement on the skyline is likely to attract attention. And, remember, just because you don't happen to see the enemy that is no sign that he is not about. At maneuvers and in exercises soldiers continually make the mistake of exposing themselves on the skyline.

At night confine yourself as much as possible to low ground, ditches, etc. This will keep you down in the dark and will enable you, in turn, to see outlined against the higher ground any enemy that may approach you.

At night especially, but also during the day, the enemy will expect you along roads and paths, as it is easier to travel along roads and paths than across country and they also serve as good guides in finding your way. As a rule, it is best to use the road until it brings you near the enemy and then leave it and travel across country. You will thus be able better to avoid the outposts and patrols that will surely be watching the roads.

Practice in time of peace the art of concealing yourself and observing passers-by. Conceal yourself near some frequented road and imagine the people traveling over it are enemies whose numbers you wish to count and whose conversation you wish to overhear. Select a spot where they are not likely to look for you, and which has one or more avenues of escape; choose a position with a background that matches your clothes in color; keep quiet, skin your eyes; stretch your ears.

A mounted scout should always have wire cutters when operating in a country where there are wire fences.

=1088. Tracking.= By "tracking" we mean following up footmarks. The same as the huntsman tracks his game so should we learn how to track the enemy. One of the first things to learn in tracking is the pace at which the man or horse was traveling when the track was made.

A horse walking makes pairs of footmarks, each hind foot being close to the impression of the forefoot. At a trot the tracks are similar, but the pairs of footmarks are farther apart and deeper, the toe especially being more deeply indented than at the walk. At a canter there are two single footmarks and then a pair. At a gallop the footmarks are single and deeply indented. As a rule, the hind feet are longer and narrower than the forefeet.

In case of a man walking, the whole flat of the foot comes equally on the ground, the footmarks usually about 30 inches apart. If running, the toes are more deeply indented in the ground, and the footmarks are considerably farther apart than when walking. Note the difference between footmarks made by soldier's shoes and civilian's shoes, and those made by men and those made by women and children.

Study the difference between the tracks by a gun, a carriage, an escort wagon, an automobile, a bicycle, etc., and the direction in which they were going.

In addition to being able to determine the pace of tracks, it is most important that you should be able to tell how old they are. However, ability to do this with any degree of accuracy, requires a vast amount of practice. A great deal depends on the kind and the state of the ground and the weather. For example, if on a dry, windy day you follow a certain track over varying ground, you will find that on light sandy soil, for instance, it will look old in a very short time, because any damp earth that may have been kicked up from under the surface will dry very quickly to the same color as the rest of the surface, and the edge of the footmark will soon be rounded off by the breeze blowing over the dry dust. The same track in damp ground will look much fresher, and in damp clay, in the shade of trees, a track which may be a day old will look quite fresh.

The following are clues to the age of tracks: Spots of rain having fallen on them since they were made, if, of course, you know when the rain fell; the crossing of other tracks over the original ones; the freshness or coldness of the droppings of horses and other animals (due allowance being made for the effect of the sun, rain, etc.), and, in the case of grass that has been trodden down, the extent to which it has since dried or withered.

Having learned to distinguish the pace and age of tracks, the next think to do is to learn how to follow them over all kinds of ground. This is a most difficult accomplishment and one that requires a vast amount of practice to attain even fair proficiency.

In tracking where it is difficult to see the track, such as on hard ground, or in the grass, note the direction of the last foot-print that you can see, then look on ahead of you a few yards, say, 20 or 30, in the same direction, and, in grass, you will probably see the blades bent or trodden, and, on ground, you will probably see stones displaced or scratched--or some other small sign which otherwise would not be noticed. These indistinct signs, seen one behind the other, give a track that can be followed with comparative ease.

If you should lose the track, try to find it again by placing your handkerchief, hat, or other object on the last footmark you noticed, and then work around it in a wide circle, with a radius of, say, 30, 50, or 100 yards, choosing the most favorable ground, soft ground, if possible. If with a patrol, only one or two men should try to find the onward track; for, if everyone starts in to find it, the chances are the track will be obliterated with their footmarks. In trying to find the continuation of a track this way, always place yourself in the enemy's position, look around the country, imagine what you would have done, and then move out in that direction and look for his tracks in soft ground.

PRACTICE

In order to learn the appearance of tracks, get a suitable piece of soft ground, and across this have a man walk and then run, and have a horse walk, trot, canter and gallop. The next day make similar tracks alongside the first ones and then notice the difference between the two. Also, make tracks on ordinary ground, grass, sand, etc., and practice following them up. Finally, practice tracking men sent out for the purpose. The work will probably be very difficult, even disheartening at first, but you will gradually improve, if you persevere.

Above all things, get into the habit of seeing any tracks that may be on the ground. When out walking, when going through exercises at maneuvers, and at other times, always notice what tracks are on the ground before you, and study them.

The following exercises in scouting and patrolling afford excellent practice and training:

=1089. The Mouse and Cat Contest.= 1. A section of country three or four miles square, with well-defined limits, is selected. The boundaries are made known to all contestants and anyone going outside of them will be disqualified.

2. Two patrols of eight men each are sent out as "mice." They occupy any positions they may wish within the boundaries named, and conceal themselves to watch for hostile patrols.

3. Half an hour later two other squads, wearing white bands around their hats, or having other distinguishing marks, are sent out as "cats" to locate, if possible, and report upon the position of the "mice."

4. An hour is fixed when the exercise shall end, and if within the given time the "cats" have not discovered the "mice," the "mice" win.

5. The "cats" will write reports of any "mice" patrols they may see.

_Rules_

1. An umpire (officer or noncommissioned officer) goes with each patrol and his decisions as to capture and other matters are the orders of the company commander. The umpires must take every possible precaution to conceal themselves so as not to reveal the position of the patrols with which they are.

Each umpire will carry a watch, all watches being set with that of the company commander before the exercise commences.

2. Any "cat" patrol coming within 50 yards of a "mouse" patrol, without seeing the "mice," is considered captured.

3. When the time is up, the umpires will bring in the patrols and report to the company commander.

=1090. Flag-Stealing Contest.= 1. A section of country of suitable size, with well-defined limits, is selected, the boundaries being made known to the contestants.

2. The contestants are divided into two forces of about 20 men each, and each side will establish three Cossack posts along a general line designated by the company commander, the two positions being selected facing each other and being a suitable distance apart. The men not forming part of the Cossack posts will be used as reconnoitering patrols.

3. About three quarters of a mile in rear of the center of each line of outposts four flags will be planted, in line, about 30 yards apart.

4. The scouts and patrols of each force will try to locate the outposts of the other force, and then to work their way around or between them, steal the flags and bring them back to their own side. They will endeavor to prevent the enemy from doing the same.

5. One scout or patrol will not carry away more than one flag at a time, and will have to return to their side safely with the flag before they can come back and capture another.

6. Scouts may work singly or in pairs. Any scout or patrol coming within 80 yards of a stronger hostile party, or Cossack post, will be considered as captured, if seen by the enemy, and if carrying a captured flag at the time, the flag will not count as having been captured. Of course, if a scout or patrol can pass within 80 yards of the enemy without being discovered, it may do so.

7. An umpire (officer or noncommissioned officer) will be with each Cossack post, each patrol, and at the position of the flags.

8. The hour when the exercise ends will be designated in advance and at that hour the umpires will bring in the Cossack posts and patrols. The same requirements regarding watches obtains as in the Mouse and Cat Contest.

9. At the conclusion of the contest the commander of each side will hand in to the company commander all sketches and reports made by his men.

10. Points will be awarded as follows:

Each flag captured, 5.

For each sketch and hostile report of the position of a Cossack post, 3.

For each report of movements of a hostile patrol, 2.

The side getting the greatest number of points will win.

11. Umpires may penalize the contestants for a violation of the rules.

The same contest may be carried out at night, substituting lighted Japanese lanterns for the flags.

FOOTNOTES:

[13] The best book on scouting that the author has ever seen, is Baden-Powell's "Aids to Scouting," which was consulted in the preparation of this chapter.