THE BATTLE OF HOOK'S FARM 4






Category: The Battle Of Hook's Farm

Figure 5a shows the result of Red's move. His two effective guns have
between them bowled over two cavalry and six infantry in the gap between
the farm and Blue's right gun; and then, following up the effect of his
gunfire, his cavalry charges home over the Blue guns. One oversight he
makes, to which Blue at once calls his attention at the end of his move.
Red has reckoned on twenty cavalry for his charge, forgetting that
by the rules he must put two men at the tail of his middle gun. His
infantry are just not able to come up for this duty, and consequently
two cavalry-men have to be set there. The game then pauses while the
players work out the cavalry melee. Red has brought up eighteen men to
this; in touch or within six inches of touch there are twenty-one Blue
cavalry. Red's force is isolated, for only two of his men are within a
move, and to support eighteen he would have to have nine. By the rules
this gives fifteen men dead on either side and three Red prisoners to
Blue. By the rules also it rests with Red to indicate the survivors
within the limits of the melee as he chooses. He takes very good care
there are not four men within six inches of either Blue gun, and both
these are out of action therefore for Blue's next move. Of course Red
would have done far better to have charged home with thirteen men only,
leaving seven in support, but he was flurried by his comparatively
unsuccessful shooting--he had wanted to hit more cavalry--and by the
gun-trail mistake. Moreover, he had counted his antagonist wrongly, and
thought he could arrange a melee of twenty against twenty.

Figure 5b shows the game at the same stage as 5a, immediately after
the adjudication of the melee. The dead have been picked up, the three
prisoners, by a slight deflection of the rules in the direction of the
picturesque, turn their faces towards captivity, and the rest of the
picture is exactly in the position of 5a.

It is now Blue's turn to move, and figure 6a shows the result of his
move. He fires his rightmost gun (the nose of it is just visible to
the right) and kills one infantry-man and one cavalry-man (at the tail
of Red's central gun), brings up his surviving eight cavalry into
convenient positions for the service of his temporarily silenced guns,
and hurries his infantry forward to the farm, recklessly exposing them
in the thin wood between the farm and his right gun. The attentive
reader will be able to trace all this in figure 6a, and he will also
note the three Red cavalry prisoners going to the rear under the escort
of one Khaki infantry man.

Figure 6b shows exactly the same stage as figure 6a, that is to say, the
end of Blue's third move. A cavalry-man lies dead at the tail of Red's
middle gun, an infantry-man a little behind it. His rightmost gun is
abandoned and partly masked, but not hidden, from the observer, by a
tree to the side of the farmhouse.

And now, what is Red to do?

The reader will probably have his own ideas, as I have mine. What Red
did do in the actual game was to lose his head, and then at the end of
four minutes' deliberation he had to move, he blundered desperately. He
opened fire on Blue's exposed centre and killed eight men. (Their bodies
litter the ground in figure 7, which gives a complete bird's-eye view of
the battle.) He then sent forward and isolated six or seven men in a
wild attempt to recapture his lost gun, massed his other men behind the
inadequate cover of his central gun, and sent the detachment of infantry
that had hitherto lurked uselessly behind the church, in a frantic and
hopeless rush across the open to join them. (The one surviving cavalry-
man on his right wing will be seen taking refuge behind the cottage.)
There can be little question of the entire unsoundness of all these
movements. Red was at a disadvantage, he had failed to capture the farm,
and his business now was manifestly to save his men as much as possible,
make a defensive fight of it, inflict as much damage as possible with
his leftmost gun on Blue's advance, get the remnants of his right across
to the church--the cottage in the centre and their own gun would have
given them a certain amount of cover--and build up a new position about
that building as a pivot. With two guns right and left of the church he
might conceivably have saved the rest of the fight.




Next: THE BATTLE OF HOOK'S FARM 5

Previous: THE BATTLE OF HOOK'S FARM 3



Add to Informational Site Network
Report
Privacy
ADD TO EBOOK


Viewed 2624

Game Sources

School, Church, And Home Games
The Book Of Sports
Games For The Playground, Home, School And Gymnasium
What Shall We Do Now?: Five Hundred Games And Pastimes
Games For All Occasions
Games Without Music For Children
Ciphers For The Little Folks
Games For Halloween
Games And Play For School Morale
Indian Games
Games For Everybody
Outdoor Sports And Games

Game Categories

Games For Adults
Games For Special Days.
Thanksgiving
Feats And Forfeits
Eighth Grade
Quiet Games
Zigzag Games
Group Games For Adults
Ball Games
Washington's Birthday
Games For The Home
Pets
Ball Games
Thinking, Guessing, And Acting Games
Easter
Games For A Story Play Hour
Outdoor Games For Boys
Lincoln's Birthday
Gardening
Schoolroom Games For Intermediate Pupils
Balls And Bean Bags
Fourth Grade
Games For Children
Second Grade
Playhouses Of Other Peoples
Games With Marbles.
Outdoor Games For Boys
Games For Adults
Rainy-day Games
Suggestion For Conducting Play Leaders' Training Class
Schoolroom Games For Advanced And High School Pupils
Games For Cold Weather.
Table And Card Games
Guessing Games
Writing Games
Games For The Playground
Schoolyard Games For Intermediate Pupils
One Hundred Outdoor Games
First Grade
Picnic Games
Swimming.
Christmas
Outdoor Games For Older Boys And Young Men
Sociable Games For Young People
Bean Bag And Oat Sack Games
St. Valentine's Day
Games For The Schoolroom
Keeping Poultry.
Sports
Hazard Games
Carpentering.
Fifth Grade
In The Train Or During A Wait At A Railway Station
After Dinner Games For Christmas
Bees.
Graded Games For Schools And Community Recreation
In The Country
Trick Games For Sociables
Dangerous Games.
New Year's Day
Singing Games
Out For A Walk
Hallow-e'en
Third Grade
Competitive Stunts
Outdoor Games For Girls
Fourth Of July
Stunt Athletic Meet
Schoolyard Games For Primary Pupils
April Fool's Day
Schoolyard Games For Advanced And High School Pupils
Dolls' Houses
Counting-out; Choosing Sides
Dolls' Houses And Dolls Of Cardboard And Paper
Miscellaneous Active Games
Playing Alone, And Games In Bed
At The Seaside
Seventh Grade
Candy-making
Sixth Grade
Schoolroom Games For Primary Pupils
Ice Breakers For Sociables
Games At The Dining Table
A County Fair Play Festival
Woodcraft
Gymnastics.
May Day
Games Of Strength
Games For A Party
Gardening.
Sociable Games For Grownups
Cricket.
Drawing Games
Games And Pastimes For Washington's Birthday
Games For Tiny Tots
Racing Games For Picnics
Indoor Occupations And Things To Make
For The Younger Children
An Indoor Sports Fair