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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. by H. G. (Herbert George) Wells
page 24 of 52 (46%)
one move of the middle line, but he may do so anywhere on his own side
of that limit--and then the loser of the toss becomes first player, and
sets out his men a move from his back line. The defender may open fire
forthwith; he need not wait until after the second move of the first
player, as the second player has to do.


COMPOSITION OF FORCES

Except in the above cases, or when otherwise agreed upon, the forces
engaged shall be equal in number and similar in composition. The methods
of handicapping are obvious. A slight inequality (chances of war) may be
arranged between equal players by leaving out 12 men on each side and
tossing with a pair of dice to see how many each player shall take of
these. The best arrangement and proportion of the forces is in small
bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a gun.
Such a force can maneuver comfortably on a front of 4 or 5 feet. Most of
our games have been played with about 80 infantry, 50 cavalry, 3 or 4
naval guns, and a field gun on either side, or with smaller proportional
forces. We have played excellent games on an eighteen-foot battlefield
with over two hundred men and six guns a side. A player may, of course,
rearrange his forces to suit his own convenience; brigade all or most of
his cavalry into a powerful striking force, or what not. But more guns
proportionally lead to their being put out of action too early for want
of men; a larger proportion of infantry makes the game sluggish, and
more cavalry--because of the difficulty of keeping large bodies of this
force under cover--leads simply to early heavy losses by gunfire and
violent and disastrous charging. The composition of a force may, of
course, be varied considerably. One good Fight to a Finish game we tried
as follows: We made the Country, tossed for choice, and then drew
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