War Game Rules for The Great War of 1894 employing Captain H.R. Gall s Tactical Model

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War Game Rules for The Great War of 1894 employing Captain H.R. Gall s Tactical Model OR rules to fight imaginary battles based on future wars literature published before the First World War such as The Great War of 189- by Colomb, Maurice, Maude, et al., (published in book form in 1892 after appearing as a serial in Black and white Magazine) The Great War in England 1897, (1894) by Le Quex. Despite predictions after the Franco Prussian War that the rise of Germany may threaten Britain (see The Battle of Dorking by Chesney), the main feature of these works was the threat of a Franco-Russian Alliance, with Britain as a supporter of the Triple Alliance between Germany, Austria-Hungary and Italy. The Great War of 189- was written by, or contributed to, by prominent British military writers of the time. This gives the cause of the war as the attempted assassination of a European aristocrat in the Balkans, with Austria intervening against Serbia and the rest of Europe being dragged in through alliance commitments and mobilisation plans. Germany launches offensives in the East against Russia and west against France through Belgium, but there the similarity with the First World War, the real Great War, ends. In terms of a war game it provides a ready-made what if scenario, and an outline of a campaign with up to a dozen battles in various theatres described. These include the German campaigns in France and Poland, the Italian attack on the Riviera and British actions in Bulgaria, Vladivostok and Egypt. The timing of the war also provides an attraction as it was a time of transition in terms of armament and tactics with the introduction of magazine rifles, smokeless powder and small numbers of more effective machine guns. However it was before the internal combustion engine brought motorised transport and aeroplane. Calculations of time and space therefore still relied on foot, and horsed cavalry and transport speeds. Tactics and even uniforms were beginning to change in response to the new conditions, though remained almost as colourful as their Napoleonic and Crimean predecessors. The British Army uniform on home service was similar to that worn in the Zulu War (but with a dark blue/black helmet with spike), while on colonial service it varied from Indian Army khaki to grey in the Soudan, or a mix of all three. The German and French armies were, at the beginning of the decade, wearing uniforms very similar to those worn in their earlier war, with regional colour variations in the German uniform, while Russians wore dark green(white summer smocks) and Austrian the blue-grey uniform that they wore in 1914. In fact all but the uniforms of the British were similar, but more colourful to 1914 and the rifles carried were similar, if not the same The Lebel, Mosin Nagant, Mauser, Manllicher and Lee. (see Armies of Europe, von Koppen, illustrated by Knotel, 1890 and The Armies of Today, Merritt, 1893).

The rules have been developed with reference to various other sets, and will therefore be a little derivative. Those sets include HFG, La Belle Epoque, various colonial sets, and others available on freewargamesrules.co.uk. However, the main reference throughout has been tactical manuals of the time such as Wagner s Organization and Tactics, Home s Precis of Tactics and Dykes Lectures on Tactics as being of the time. Later critical studies on the development of tactics in the wake of the Boer War and the Russo-Japanese War like Machine Gun Tactics, Captain Applin DSO (14 th kings Hussars), 1905 have given some retrospective. Weapons and Tactics The infantry tactics of the time sought to provide a sufficiently strong firing line, supported by field artillery, to shake the enemy enough for the closed bodies of troops following in the second line to be able to cross the zone of fire and defeat them with shock action. The third line troops would then be available as a formed reserve to secure the victory by holding the ground won against counter attack. The key determinants of the tactics were the firepower of the weapons then available, and that is why the advent of smokeless powder, magazine rifles and machine guns caused debate. We may look back and say that the Russo-Japanese War showed the power of the defence backed by machine guns and assume that the war in the trenches of 1914-18 was its inevitable outcome. However, it was not that clear in 1894, and still disputed after 1905 when the Japanese victory was taken to show the power of taking the offensive. By 1890 the German army had rearmed all its cavalry with the lance as the most effective weapon for shock action on the battlefield, though they were later to attach machine gun batteries to cavalry divisions. The Russians in contrast emphasised dismounted fire action for their cavalry, issuing them with magazine rifles. The British were untypically ahead and had two machine guns to each brigade of four battalions in 1891, but were convinced of the need for mounted infantry to support their cavalry, who were reluctant to give up l arme blanche. The French were working on the first quick firing guns for the next war (the 75mm Model 1897), but were still dressed for the last war. The Austrians were ahead in adopting the box magazine rifle the Mannlicher and also a recognisably modern and utilitarian military uniform, like the Russians. Estimates of the effectiveness and best use of machine guns varied; with some contemporary (pre Boer War and Russo-Japanese War) estimates put the firepower of one machine gun firing regulated bursts at equivalent to 30 to 60 rifles rapid fire, though German estimates were later said to put it at equivalent to about 100 rifles. The Maxim machine guns in British service were either carried in General Service Wagons or were on wheeled carriages drawn by one or two horses, even into the Boer War. The single shot breechloader, like the Martini-Henry, would still have made an appearance on the mid-90s battlefield in the hands of reservists and volunteers and as the carbine for the cavalry, artillery and engineers. If the projected invasion of Le Quex s imagination took

place, there could have been Gatling s fired in the battle for Manchester, while the Russian elite troops might be armed with the new (1892) Mosin-Nagant bolt action rifle, though others would still have the Berdan breechloader. (Photos in the NYPL collection dated as late as 1898 show line infantry with Berdans). The impact of increasing infantry firepower on the other arms was a key concern of tactical treatises. The idea that cavalry could not live in front of the new weapons was disputed with some seeing a role for formed cavalry charging even unshaken infantry if they could just take them by surprise. Others maintained a role for cavalry in strategic reconnaissance by whole divisions, corps even, and therefore the advent of great cavalry battles as in The Great war of 189- near Ligny. Artillery tactics revolved around the field gun, a breech loading gun firing common shell, shrapnel or case shot, from massed battery positions just like its Napoleonic predecessors, only further. The limit on range was taken to be how far the battery commander could see, though in practice long range fire was discouraged. The idea was to get within effective range without getting within effective range of the enemy rifles. Tricky to judge, particularly with the new conditions as Long found at Colenso in 1899. French s artillery at Elaandslagte the same year however was textbook in terms of its application: Long range reconnaissance by fire from 4,000 yards, then moving up to a first position to bring the enemy guns under fire from 2,250 yards, and finally to a position to support the infantry attack just out of effective rifle range at 1,950 yards. At the beginning of the decade in which the French introduced the modern artillery piece as we recognise it, the British still had heavy batteries of muzzle loading guns, and even in the Boer War muzzle loading 7 pounders were used by a Natal volunteer battery. Finally, the apparent anachronism of volley firing. In the fictional battle of Kosulji near Varna the British fire a withering volley followed by magazine fire to break the Russians. Volley firing was used in the Boer War. At Elaandsgaate the Devonshires firing line of three companies halted at 1,200 yards from the enemy and opened fire, then continued the advance firing a few volleys executed at the halt (Wisser, the Boer War 1899-1900) and moved on to within 750 yards of the enemy where they lay down under fire to await the order for a final assault. The theory behind volley firing even with magazine rifles was based on conserving ammunition, ensuring correct sighting for range, and exploiting the cone of fire produced by a body of troops firing together and inflicting casualties almost simultaneously. The effect of a sudden loss of casualties on a body of troops was considered logically to have more impact on their moral than gradual, though continuous losses, particularly if they were advancing. The cone of fire was also to be exploited against suitable targets at long range like limbered artillery, or close columns of infantry reserves. The idea that magazine rifles made rapid aimed fire possible or even desirable was disputed. The tactical manuals of the day laid down a rate of fire of around three to four rounds a minute being desirable at normal rate to give aimed volleys. Independent rapid firing was to be reserved for the final assault or defence at point blank range before contact.

This is not to say that such tactics weren t questioned in some quarters, even British, or supported in others, even non-british. The point is that the ballistics of breechloading rifles supported the theory of volley firing at suitable distant targets, just as the ballistics of a Brown Bess supported volley firing in close order ranks. Whether it was appropriate tactically in particular circumstances is a different matter. NOTE ON SOURCES All sources mentioned (plus plenty not mentioned) are freely available through openlibrary.org and archive.org SCENARIOS For alternate scenarios using Moltke s Tactical Problems provides real staff problems from around the time that can provide the basis for divisional to corps battles FEEDBACK I d be grateful for feedback if you try the rules. Send to greatwarof1894@yahoo.co.uk. THE RULES Tactical Units (Unit depiction and frontages) A tactical unit is any body of troops trained and ready to march, manoeuvre and fight under one superior. For example an Army Corps is a tactical unit under a general officer, and a mere section of 40 men detached under a subaltern for the defence of a house is also a tactical unit Dykes. This statement was to clarify the British position, as compared to the German which seemed to want to define the Company as the tactical unit. The size of unit represented by a tactical unit in the game has been standardised as about 200-250 men. This equates to a company in Continental armies or a double company in British and US armies of the time. For cavalry the tactical unit is half a regiment (2 squadrons) and for artillery a battery. Time and Space (Scales) The actual size of the stand/base/element of figures that go to make up tactical units remains constant at about 2 x1 for infantry and cavalry and 1 square for deployed artillery with another base of 1 square representing the gun teams etc. An Infantry battalion is made up of four bases, a cavalry regiment by two bases and artillery battery of one base of guns and one for limbers, teams and

ammunition wagons at 1 =100 Yards. Machine guns should be based on half an inch per section of 2 guns, so can be based per section, or combinations of section depending on numbers. Tactical Unit Approx Size Ground Action Time Game time Coy/2 Sqn/Bty 250 1 = 100yds 1 turn = 5 min 1 turn =10 min Unit frontages are based on the fairly standard allowance of 30 per man. 1,000 men in close order double line would therefore occupy about 400 yards. This would be represented by placing two bases of the battalion in contact behind the other two. This gives an unrealistic depth, but the close order line was not seriously advocated by many (and they were British). The standard formation for a battalion would be half a battalion in extended line (about 1 man per yard of front) as the firing line, with another body (supports) 300 yards behind one flank and a reserve about 500 yards behind the other flank. This constituted the First line of an attack which in the German tactics would have another battalion of the regiment formed in columns of companies or similar as a Second Line further back, and the third battalion in half or battalion column as the Third line. Moral /Morale The main effect of Fire or Shock action is taken to be on the morale of a unit whether it continues doing what it is ordered, stops, retires or is shattered by a combination of casualties and men skulking away. A number of markers are needed to indicate units that are demoralised, shaken, retiring, following up, pursuing or charging under compulsory combat results. Turn Sequence: Alternate between sides each in turn: 1. Command (Dice to Rally or Charge) 2. Manoeuvre 3. Fire Action 4. Shock action Command 1. Rally one throw of 1d6 per base to step down moral markers 4/5/6 for D, 5/6 for S, 6 RTR. (optional can also dice in manoeuvre phase if a friendly unit with no morale markers moves through it from the rear) 2. Keep the troops in hand dice to cancel compulsory follow up, charge or pursue results as above, on a 4/5/6; a 5/6 or a 6 for pursuit. 3. Declare Charges and dice for reaction time of target 1d6. 1,2 = caught without moving, 3,4= can change formation or move ½ slowest pace, 5 or 6 can do both Manoeuvre Distance (in yards) based on standards of the time for foot, mounted and artillery and transport movement

Pace Rushes Move & Fire March Quick Double Foot 100 200 400 500 700 Pace Walk Trot Gallop Full Charge gallop Mount 600 1200 1800 2400 1400 ed Artiller All Field & Horse Horse Only y Train All Lt. Ammo/Amb Only Artillery can move half and unlimber or vice versa, or move ¼ and unlimber and fire that turn with a negative modifier. Same for Mounted to dismount and reverse. Gallop and Double should incur fatigue penalty in action if used without a rest before going into action i.e. if infantry double and then fire or fight, or cavalry gallop to reach enemy rather than charge which is executed at the trot for most of the distance. If two bases are in long edge contact they are in close order. Movement across disordering terrain or obstacle reduces move speed by half. Fire Action: Firer\Range Close to Effective to Long to Extreme to BL Rifles 400 800 1200 2400 Mag Rifles 600 1200 1800 3600 Machine as BL for Gardner & Gatling, etc. or Mag Rifles for Maxims etc Guns Arty (BLR) 800 2000 3600 To limit of MLR Field 500 1000 2500 sight Arty Heavy MLR 700 1500 3000 Carbine ranges are 200, 400, 900 for BL, 300,800, 1400 for mag. Point Blank = ½ close range To fire designate target (one sub-unit/base of the enemy) and throw 2d6 for each base firing, add tactical factors to the basic factor and consult results table BL Rifles or carbines Mag Rifles or carbines Hvy Field Art Field Art Early (Gardner etc) MG per 2 Later(Maxim) MG per 2 0 1 2 1 0 1 Tactical factors: (Can add moral factors of -1/-2 to reflect steadiness of target troops if wished) +1 target mounted and moved at walk or less in open; target infantry moving more than 100yds in open, target enfiladed, target (not arty) has no rear support within 300yds; close range; target in close order/limbered artillery -1 if firing unit is disordered ; if beyond effective range; if arty and moved this turn; target in light buildings, woods or hasty shelter trenches; if doubled this turn

-2 if firing unit that is shaken; target at extreme range; target entrenched; target in stone buildings (small arms only); if firing from the saddle. Shock Action - dice for each sub-unit in contact (of the player whose turn it is) using 2d6 Tactical Factors: (Can add moral factors of +/-1 if wished) Factor is plus if circumstance favourable to dicer minus if the unfavourable or it applies to the enemy. Combatant s Cav vs Cav Cav vs Others Infantry ALL Factor Circumstance +1/-1 Charged downhill Heavier or Lance armed vs those without Enemy Caught halted In Close order vs enemy in extended order +/-1 Charged Uphill Charged in extended order vs troops not in CO -1 always Charged artillery or magazine armed infantry in front -2 always Attacking enemy in entrenchments or cover +/-1 Charged at quickstep/pas de charge, -1 if at double Fighting downhill In close order vs infantry or cavalry, -1 if v artillery -1 always Enemy defending entrenchments/obstacle -2 always Charged artillery firing case shot in front (each battery can use once only in game) +/-1 Demoralised Caught in flank +/-2 Shaken Caught in rear -1 always Charged at Double or at the Gallop Results of Fire and Shock Action: Less than 0 A: RTR D: Pursue/Follow UP 7 A: No Effect D: No effect Less than 2 A: Shaken D: Charge/Follow up 8 A: No Effect D: Demoralised 2 A: Demoralised 9 A: No Effect

D: Charge/Follow up D: Demoralised 3 A: /Demoralised D: Follow Up 10 A: Follow Up D: Shaken 4 A: No Effect D: Follow Up 11 A: Charge D: Shaken 5 A: No Effect D: No Effect 12 A: Pursue D: Retire 6 A: No Effect D: No Effect More than A: Pursue D: Shattered 12 Note 2xD=Shaken, Shaken +D = Retire, S+S or R + any = shattered Compulsory results apply only to the attacker subunit and defender subunit and can be removed in the command phase by dicing Charge Pursue Follow up Demoralis ed Shaken Retire Shattered move into contact next manoeuvre phase foot at quick or double if in reach, mounted at charge or gallop Inf at quick pace, cav at gallop Must advance firing or by rushes if within effective, or at ½ a trot for mounted Carry on but with D marker, -1 in action S marker (-2 in action) and halt if moving, fall back if halted (fire & move/rushes if within effective range or trot for cavalry). Can pass through friends without demoralising them. RTR marker and move directly to the rear at double or full gallop for 1 st move, then quick march/trot until rallied. Any unit passed through takes a D marker for demoralisation. Remove from play ENDNOTE Captain Gall s Tactical Model was exhibited to the RUSI in May 1883 and was simply a wargames terrain formed by laying a green cloth over contours, using lichen for trees, etc and a penny box of toy soldiers cemented to cardboard bases to illustrate tactical principles and conduct minor war games, all to a scale of 18 inches to one mile, or about 1 inch to 100 yards. The writer recommended the use of measures to show the regulation distances troops moved in 5 minutes. I discovered this after finishing the rules and deciding the scale from the size of table available to me. Captain Gall recommended use of barrack room trestle tables which were 6 foot by 2 ½ foot, representing over 6 square miles, with two or more joined to represent larger areas. A billiard table would also be convenient.