Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books. eBook

This eBook from the Gutenberg Project consists of approximately 54 pages of information about Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books..

Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books. eBook

This eBook from the Gutenberg Project consists of approximately 54 pages of information about Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books..

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.

Copyrights
Project Gutenberg
Little Wars; a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books. from Project Gutenberg. Public domain.