Herbert Wells - Little Wars
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- Название:Little Wars
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- Год:2002
- ISBN:нет данных
- Рейтинг книги:5 / 5. Голосов: 1
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Little Wars: краткое содержание, описание и аннотация
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The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x ½ 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.
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