Full Text - Section 2

Should all of the figures of a side be taken except the Artillery, that side loses the game, as Artillery cannot take the Citadel or Wagon.

Light Infantry, Infantry of the Line, or Cavalry, can take the Citadel or Wagon.

The capture of the Citadel or Wagon will decide the game.

REMARKS

ILLUSTRATING THE POWER OF THE FIGURES IN THE GAME, AS COMPARED WITH THAT OF TROOPS IN THE FIELD.

The inventor has endeavored to give to the figures of his game a relative power which would, as nearly as practicable, accord with that of the arms represented.

It will be observed that the Infantry of the Line moves one or two squares in any direction, and can take either Infantry, Cavalry, or Artillery; while the Cavalry can move one, two, or three squares, in any direction, and can take either Cavalry, Infantry, or Artillery. We know that in a country comparatively level, such as the board represents, and presenting no obstacle except the river, Infantry or Cavalry can move in any direction, and under some circumstances either of those arms is good against the other. It is, of course, necessary that there should be some distinction in the moves of the different figures; and as Cavalry can move more rapidly than Infantry, it has power to move three squares, while the Infantry of the Line moves but two.

Perhaps it will be said by some that the Cavalry has the advantage of the Infantry; but on placing a piece of Cavalry and a piece of Infantry on the board, by cautious playing, it will be found almost impossible to capture the Infantry with the single piece of Cavalry.

In the field, a regiment of Infantry, attacked by a regiment of Cavalry, might easily escape altogether, or may repulse and capture the regiment of Cavalry. The reverse may happen, and the Cavalry, well handled, may defeat and capture the regiment of Infantry.

The Light Infantry moves one, two, or three squares, directly forward, right or left obliquely, and one or two squares in any other direction. The object of this is, chiefly, that there shall be a distinguishing power between it and the Infantry of the Line.

Light Infantry in the field does, or should, have the advantage in moving more rapidly; besides, it often has arms of a longer range, and can be used more successfully when a sudden and rapid movement is necessary.

The Artillery moves diagonally, and has a range of three squares on the diagonals. It cannot move perpendicularly or laterally, therefore has no power in those directions.

The Artillery can attain any position on the board, but cannot always reach it directly, as does the Infantry and Cavalry, but, in many instances, must make a detour to the right or left.

This distinguishing move is proper, inasmuch as a carriage cannot always follow the course of a man or horse, yet it may reach any point that they can in a country such as is represented by the board.

“Infantry or Cavalry cannot move in range of Artillery of the opposing side, except when protected by Artillery of their side,” etc. Artillery in the field may occupy a position, several approaches to which it may so thoroughly command that it would be impracticable for Infantry or Cavalry to take it, unassisted by Artillery, by either of those approaches. Artillery would have to be brought up in order to operate on the first-named Artillery, or some other line of attack must be sought.

In the game, when one piece of Artillery is not protected by another, there are four other points at which it may be assailed, namely, the angles of the square. But when one piece of Artillery is supported by another, neither can be taken by Cavalry or Infantry without the aid of their Artillery.[C]

If a battery in the field occupied a position commanding thoroughly all of the approaches to it, and another battery of the same side was placed a short distance behind it, say in easy range, and commanded the first battery, it would be very difficult for Cavalry or Infantry to take the first-mentioned battery; and if they succeeded in taking it, they could not easily, if at all, hold it while under the fire of the supporting battery.

It may appear that the Artillery in the game has too much power; but it must be remembered that a piece of Artillery of one side can always take a piece of Artillery of the other side that is placed in its range.

It often occurs in the field that one battery is brought up close under the fire of another, to dislodge it; and if both are well served, one must soon give way. See Plate 4, Figure 1.

The Wagon,[D] representing the Supply Train, moves diagonally, like the Artillery, but only one or two squares at a time; for it should not move so rapidly, therefore it does not move so far.

The player should be careful to guard the Wagon, for if it is captured he loses the game.

An invading army entering a country where supplies cannot be procured, must necessarily carry them with him; and should his train be captured, with a good army in his front, he would be in great danger of destruction.

SUGGESTIONS TO PLAYERS.

The attacking party should first determine upon a plan of attack. Then proceed to arrange his figures in proper order for the accomplishment of his plan. He should guard his lines, by throwing forward Light Infantry and Cavalry; but will endeavor to avoid an engagement until his order of attack is formed.

Unless to secure a very decided advantage, when once put in operation his first plan should not be abandoned. The time lost in arranging a new plan may be taken advantage of by the defending party, who might assume the offensive and win the game.


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