naval war college. rules for the conduct of the war games.pdf
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7/25/2019 naval war college. rules for the conduct of the war games.pdf
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(I
NOT
FOR GENHRAL 01ST
RIBUTIO N.
N A V A
L W A R
COLLEG
E,
NEWPORT, R.
I.
RU
LES
FOR TH E
CONDUCT
OF
THE
WAR
GAMES.
\
1901 .
W .A SIIINGTON
;
n R N ~ r E N T PRl ;TlNG
ICE
1001.
D
ECI-/
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7/25/2019 naval war college. rules for the conduct of the war games.pdf
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)
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\
I
)
NoT
FOR
N E R ~
D1srR1aunoN.
NAVAL
WAR COLLEGE,
NEWPORT,
R.
I.
R U L S
FOR THE
CONDUCT OF
THE WAR GAMES
1901 .
WAS
UIXG'fON:
c:
o
vrn:-0
1r.:o· PRINTINC
OffJC
I :
. 1901.
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\
I
l
CONTE
N
TS.
S
ECTIOX
.-
Gene
ral
descr
iption
o f
the D u
el,
or
Singl
e-Ship
Gam e
. Ru
les.
Si :
C
TI
OX
II.-Ge
neral
de
scrip t
ion of
the
E
leet T
actica
l Gam
e.
Me
l
i
Se R
ules.
SE
CT1ox
III
.-Gen
eral d
escrip t
ion
o
f
the
Stra t
eg ic G
am e.
Rules
and ta
bles.
SECT
ION
IV
.
la
nk pag
es Cor
c
ri
t ic
ism a.
u
cl
sug
gestion
s. O
ffi·
ce
rs are
reques
ted to
en ler
t he r e in
cr i t
icism s
of th o
gmn e
s
anc
l of
the
methoc
l i; of p
lay
in
g
them
, and a
ny sug
gestio
ns for
t he i r i
mproY
ement
.
3
)
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·I
j
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1
RULES FOR THE WAR GAMES.
SECTION I
' .l 'HE l>UE L OR SINGLE-
SHIP GAME.
The Duel is played by two
sh
ip commanders
and an
Arbitrator. The commanders
plot
the
tracks of their own ships, keep tally for the
ir
batteries, and meas
ur
e gun fire. The Arbi-
trator
decides
all
questions
that
may arise.
H
is
decision
is
absolute for the
moment;
all
criticism and discussion
is
to
be
reserved u
ntil
the
close of the game.
Th
e scale track curves show
the
wake of a
battle
ship turning
with
~ h helm
hard
ov
e
r;
they
are marked at various
points
of the
curve
with the
corresponding times from
the
begin-
ning
of the turn. Special curves
are
pro-
vided, showing
the
track of a ba.ttle
ship
when
the
helm is shifted from hard over one way
to
hard
over
the
other
way;
this is marked
at
various points on
the
curve,
with
the corre-
sponding times from the moment of shifting
the
helm,
and
for the distance made good
duri
ng
the
first move after straightening out.
These markings
vary wit
h
th
e speed.
Small transparent cards are
us
ed to deter-
mine the relatiYe bearing of an opponent.
D
isputed questions of
bearing
are at once
dete
rmined by the Arbitrator.
Th
e score wands
ar
e
marked
with
gun
-fire
values for every weight
of fire from a single
(5)
Detail
of
Players.
Scale
Track
Cu
r
ves
Relative
Bearing.
Gun-fir e
Score
Wands.
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Speed
of
F
ire
.
Speed
of
Ships.
G
pair
of 8-
iuch
guns to a
full
broadside, and
for every
range
up
to
2,000 yards. The lesser
values on
the
score
wand
are those where the
striking
angle
is
less than
45
° ;
the
gre
ater,
where th e striking·
angl
e
is
g r
eater
than
45
°.
The rap
idity of
gun
fire
is
consi
der
ed to be a.s
foUows : 12-inch
guns
may fire every tMee min-
utes; 8-
inch
guns every two minutes; rapid-
fi
re
battery
fi
res four times every minute.
Two speeds
are permitted;
"standard speed,
wl1ich is shown upon
the
track
curve
used,
and
"slow speed, which
is half
of sta.
ndard
speed.
A ship
may
at
any
time
change speed
or
stop,
but
shall be governed
in
t.hese movements by
the
following
ru
les:
From
standard
to slow, and vice
versa,
takes
effect
the
next move
after
.
From
"standa
r
d"
to stop,
and
vice
vena tak
es effect
six
moves
after
.
From "slow" to "stop'',
and
vice versa,
takes effect
the
next move
after
.
Ramming.
Large
-sea.le cardboard curves are
prov
ided,
for
the
purpose of aiding the Arbitrator
in
making decision when collision takes place.
In
ramming, a stem to stem blow makes a
draw.
To
win,
the stem
of one ship 1nust
str
ike the side
or stern
of
the
other.
Torpe-
Four
torpedoes are a
ll
owed to each
sh
ip;
does.
two on a side,
with
arcs of tr
ain
from bow
to
quarter
. The
"torpedo card"
and special
dice
are
used
in
connection
with
them.
Torpedo
The face of the torpedo
ca
rd is a
rr
anged in
Cards "zones of chance. This
ca
rd is
ruled
verti-
and
ca
lly by five-second lines,
from
0 seconds
Dice.
to 35 seco
nds;
horizontally,
in
lines
for
each
p
oint" of
imvact, from
the striking
ang
le of
0 points to an angle of 8 points.
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7
A
p
la
ye
r w
i
sh
in
g
to
fi
re
a
to
rp
ed
o
w
il
l
d
es
-
ig
n
at
e
the
p
os
iti
on
at
th
e m
m
n
e
n
t of
f
iri
ng
,
e
x
pr
es
se
d
in
s
ec
on
d
s fr
om
t
he
be
gi
nn
in
g
o
f
th
e
mo
v
e,
an
d
th
e
a
rc
of
t
ra
in
o
f th
e
tub
e
,
e
it
he
r
to
p
or
t
01
·
st
ar
bo
ar
d ,
r e
ck
on
e
d
i
n
p
oi
n
ts
f
ro
m
ri
gh
t
ah
ea
d
.
rr
he
n
th
e l
in
e
drl l.
wn on
the
gam e
board
fr
oi
n
th
is
d
es
ig
-
n
ate
d
p
o
sit
io
n
t
th
e
ta
rg
e
t sh
o
ws
th
e
a
n
gl
e
o
f i
m
pa
ct.
in
po
in
ts
."
P
loi
Li
ug
o
n
th
e
t.o
r-
p
ed
o
ca
rt
l
w
ith
th
o
an
g
le
of
im
p
ac
t
i
n
po
in
ts
,
an
d
th
e
t
im
e
of
fi
r i
ng
in
s
ec
on
d
s,
w
ill
in
d
ic
ate
t.
h e
o
n
e
of
ch
an
ce
·
w
ith
in
w
h
ic
h t
he
s
h
ot
fa
ll
s .
T
he
d i
e
is
th
en
il1
ro
w
n
w
ith
t
he
c
ha
nc
e
of
fe
re
d
by
th
is
fo
u
nd
z
o
ne
, t
o
d
e te
r-
m
in
e
w
he
th
er
th
e
s
ho
t. is
su
cc
es
sf
ul
.
·
To beg in the game, each
player
wr ites upon
ethod
hi
s
sc
or
e
ca
r
d
tw
o
m
ov
e
s,
of
i
h
lf
n
ii
nu
te
o
e
ac
h
m
ak
in
g
us
e
o
f
t
h
e p
ro
p
er
s
ym
b
o
ls .
P
lay
·
w
hen
t
h e
se
m
o
ve
s a
e
w r
it
t
en
an
d
s
ub
m
it
te
d ,
t
he
A
rb
it
ra
to
r d
ir
ec
ts
th
e p
la
ye
rs
t
o
p l
o t
th
e
fir
st
m
o
ve
. G
u
n
fir
e i
s
th
en
s
co
re
d .
A
t th
e
ne
xt
c
al
l
fro
m
t
he
A
rb
it
ra
to
r,
e
ac
h
p l
ay
er
wr
ite
s
t
he
th
ird
m
ov
e,
a
nd
,
w
he
n t
h
is
i s s
ub
m
it
t
ed
,
t
he
se
con
d
m
o
v
e
is p
lo
tt
e
d
a
nd
pr
op
er
ly
n
um
b
e
re
d ;
and so on to
the
clos e of
t
he
ga
m
e.
n
th
is w
ay
th
e pl
y
r s
a
re
co
m
mi
Lte
cl
t
o
o
n
e
m
ov
e,
o
f
a
h
al
f
m
in
u
te
's
d
u r
a t
io
n ,
in
a
d
va
nc
e
of
w
ha
t
i
s
p
lo
tte
d.
T
hi
s
m
et
ho
d
si
m
ul
at
es
, a
s
ne
ar
a
s
m
ay
b
e,
th
a
t i
11
ter
va
l
of
t
im
e
w
h
ic
h
a
sh
ip
c
om
m
a
nd
er
re
q
u i
res
to
d
e t
ec
t th
e
pr
ob
a
b l
e
in
te
nt
io
n
of
the adversary ,
and
to
plan
a coun te r move ;
a
nd
du
r
in
g
th
is
in
t
e
rv
al
th
e s
h i
p st
an
ds
on
.
T
h
e
po
si
tio
n
a
t
th
e
cl
os
e
of
e
ver
y
m
o
ve
is
m
a
rk
ed
b
y
a
sm
a
ll
cir
cl
e
i
ncl
os
i
ng
a
fi
gu
re
in
d
ic
at
in
g
th
e
n
u
m
be
r o
f
th
o
m
ov
e
;
th
us
, (
).
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8
Limit of The game
is continued m1til
ei
ther the all
ot.
Game
. ted time agreed upon beforehand ex
pir
es,
or
until closed by
the Arbitrator. Th
e latter
usually determiues upon a certain number of
moves as
the
limit for that
game,
before com-
mencing
to play.
BULES F OR Tl lE D UEL G ~ ~
1.
The
limit
of
gun
fire is 2,000
yard
s, and
the opposing ships are placed on the board, at
the beg
inning of the game,
at
least this dis-
tance apart
.
2.
The l
eng th of
time represented by a
mov
e
is one-half minute.
3. Wh enever the
Arbi
trator calls for a move,
each player must submit his move within
on
e-h
alf minut
e
or forfe
it
that mov
e ;
in the
l
att
er case
hi
s
ship stands
on
without
change
for the next move.
4 .
All
g
uns ar
e loaded
at
the
be
ginning
of
the
gam
e.
5. W
hen
a ship changes
the
relative be
aring
of the
ta
rget four poin ts or
mo
re during any
o
ne
minute, the
wand va
lues are i:educed
50
p
er
cent
during
such change.
6. A
play
er wishing to :fire a torpedo must
write
on his
move
the
location of
the
t
ub
e,
wheth
er to sta,
rbo
a
rd
or
por
t ;
the
t i
me of
firing,
in
seconds, from
the
beginning of the
mO\
'
e;
and the arc of train of t
he tub
e,
in
"points," from righ
t
ahead
.
Then the Arbi-
trator, insp
ecting the plot
ting and
throwing
the die, will decide
the
success of the shot.
7.
The time of opening
gun
fire must be
indi
c
at
ed.
8. A
gam
e is closed, by decision of the
Arbi
-
·t rator, when e
ith
er ship runs ashore or into
ne
utral
waters,
or when either ship
is success-
fully rammed
or torp
edoed.
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SE
CT
IO
N
IL
T H
E
T C
J l
C
GA
..- \IE
T
wo fl
e
e t c
om
m an
der
s .
De
tail
T w
o u
mpi
res
w
ho
also
act
as
m o
ver
s.
o
f
Th
e
r e m
ust
b
e
a
n
A
rbi
trat
or,
w h
o ac
ts :<
ts la
yers
sc
ore
r.
A
r
ec
o
rd
er
w ho
k e
eps
th
e s
ket
ch
re
cor
d .
In
a
ldi
t io
u, o
ffic
ers
ar
c
nec
ess
a
r
y
to rep
r
e-
se
nt f
ire
com
mand
ers
w
he
n f
orts
are
con
-
sid
ere
d in th
e
p
rob
lem
und
er
c
ons
ider
atio
n;
a
ud
to re
pt e
sen
t co
m m
an
d er
s of
des
tro
yer
s , o
f
su
bmarincs,
or
of to rpedo boats
when
ever
us
ed .
Th
e
flee
t
c
omm
an
det
s h
av
e
e
nti
re
c
ontr
o l o
f
the
ir
r es
pec t
ive
fl
eets
,
a
nd
ma
neu
ve
r
th
em
un
d
e
i; t
he
L
'tlles
,
b
y
s
ign
al .
Th
ese
si
gna
ls a
rc
w
rit
ten
a
nd s
ubm
itt
ed
to
t
he A
rb
itra
tor
whe
n -
e
ve
r
c
a
ll
ed
fo1·.
Th
e
um
pir
es r
ece
ive the
sig
-
na
ls fr
om
th
e A
rb
itra
tor
, 1'n
d
m o
ve the
fle
ets
i
n ac
cor
dan
ce th
ere
wit
h,
sub
j e
c t on
ly
to th
e
cr
i
ti
cism o f
the Arbitrator.
Th
e r
eco
rde
r k
eep
s r
eco
rd in
a
s
erie
s o f
ske
tche
s, o
f the
re
lati
.
e po
i::it
ions
of th
e fl
ee
ts
at th
e
clo
se
o f
e,-e
ry m
o,·
e.
R
em
ark
o
r
c ri t
ic is
m at
ny
tim
e
dur
ing
th
e
p
rog
ress
o f the
gam
e mu
st
be
ref
ra.i
ned
fro
m .
Mem
or
and
a
w i
ll be
m
de
of
all
m o
oted
p
oin
ts
f
or
dis
cus
sion
a
nd
c
ri t ic
ism
at th
e
clo
se o
f
t
he
g
ame
.
Dut
ies
o
f
Play
ers
S
p ci a
l
D
uty
of
Pl
ayers
The Arbitrator
keeps reco rd
of
the gun
fire
S
peci
al
fo
r bot
h
s id
es.
H
e
w
ill
dec
ide
a
ll
qu
es t
ions
D
uty
and
hi
s dec
isio
n mu
st
be
ac
cep
ted
as f
ina
l Cor
of th
e
t
h
t
. b
·
Ar
bit
rato
r
e
1m
e
ern
g .
(9 )
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Game
Boar
d.
Ship
Mo
dels.
Imple
-
me
nt
s.
10
The scale of the boal <l
on
which the game
is played is 10 inches
to l mil
e; so
that
a
board
20
feet square l'epresents a sea space 24 miles
square. The face of the boal'd is divided
into
squares
by
lines 5 in°cbes apart, and is punched
with
small holes 1
inch apart in the
squa
re
and
ana.nged in quincuncial order.
The ships are
made to
the
scale
of the
board,
and furnished with metal
\v
ings carry
ing
their
numbers. 'rh
ey ate 1nunbe
red consecu-
ti ve1y
from
l
to
12.
Th
e seve
ral
classes of ships a.
re
represented
by variati
on
iu
col
oring the
mode
ls;
t
hus
-
Battleships.-·Blue orred hulls, brightmetal
wings.
ArmO? ecl oriiise1·s.-Solid colors, either blue
01
· i·ed for both hulls and wings.
P1
·oiedecl
cr1.iisers
. -Whi
te
hulls with
either
rc<l
Ol
blue wings.
The gun-fire score wands are sticks of wood
t inch squal'e in section, and
6,000 ya
rds long
on
the
scale of the boal'd. The sides
of
the
wands are ma
rk
ed
as
follows, viz :
Broadside Ji re against bro
adsid
e fMget. -
Red
against
i·ed
.Broadside
ji? e
against encl-on tcwget.-
Red
against white
.
End-onf11·e aga
inst
encl-
on
tc1 1'get.-Wbite
against wh
ite
.
Encl-on fwe ag
a1:nst
broaclsicle tcwget.-
vVhi te against red.
Colors
are
used
to
facilitate
their
use ; red
indicating
broadside,
eith
er fiTe
01·
target,
a
i1
d
w11ite
encl-on,
either fire
or target.
Thus, on the side of the
wa
nd showing
broadside fire against end-
on target,
the firing
end of
the wand is
colored l'ed,
the target
e
nd
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1
1
white
.
Th
o
b
ow
an
d qu
art
er lin
e
is
th
e
d
ivi
din
g
lin
e
fo
r di
stin
gu
ishi
ng b
etw
ee
n br
oad
-
sid
e a
nd
end
- o
n;
the
d i
ago
na l
lin
es
of
the
sm a
ll
ho
l
e
s, an
ang
ed
in
qu
inc
unx
on
t
he boa
rd ,
assi
st t
he
oyo
in de
te rm
in
ing
the
kin
d
of
fire
a
nd the
k
ind
of
t
arg
et p
res
en t
ed ,
w
he
ther
end-on or broadside.
T
he sc
a le
- tu
rn in
g
cur v
es
used
in
m
ovi
ng
th
e
sh
ips
, w
hell
a n
y
cha
ng
e of
d ire
c ti
on
is m
ad
e,
sh
ow
the
tur
nin
g c
urv
es
of
th
e ea
1
·sarg
e an
d
K e
ntu
cky
,
as
dete
rm
ine
d
d
urin
g la
st s
um
-
m
er's
c ru
ise
£>f
th
e N
or
th
Atl
ant
ic S qu
ad r
on .
· T
hes
e c
ard
s sh
ow
,
on th
e sc
ale
of
t
he bo
<trd
,
a
nd
for
an
y a
ng l
e
of
tur
n f ro
m 1
po
int to
1
6
poin ts ,
the
dis tance and direc tion
of
a s ing le
m
ove
of 2 .
5 m
inut
es .
T
he
pre
sen
t
ca
rds
a
re
co
nst
ruct
ed
for
tw
o s
pee
ds,
12
kno
ts
a
nd H A
kn
ots
.
S
cor
e c
a rd
s ar
e u
sed
f
or ch
eck
ing
u
p
po
int
s
of
g un
fi
ro
ag
ain
st s
hip
s a
s
th
e ga
me
p
ro-
gres
ses
.
M
e
tal
rings
a
re u
sed
in
ind
ica
tin
g sh
ips
w hose gu n fire has b een r
ed
uced
50
per
cen
t,
b
y
hav
ing
5
00
poi
n ts
sco
red
ag
ain
st t
hem
.
A b
attl
e
sig
na
l
c
od
e, a
nd
to r
ped
o c
ar
ds an
d
di
ce a
re
used
,
th
ou
gh the
la
tte
r n
ot ge
ne
ra
lly
in
th
is
gam
e.
The
l
imi
t o
f
g
un
-fi
re
ra
nge
use
d
i
s
6
,000
u
n Fi
re
yar
ds ,
wh
ich
is
t
he
app
rox
im
ate
l
eng
th of
the
s
cor
e w
and
.
Fir
ing
doe
s
not
b
eg i
n
un
til si
gn
al
is
ma
de
to
tha
t eff
ect
.
The
a
rrow
on
the
du
mb
c
om
pas
s f l
ies
wit
h
Win
d.
th
e
w
ind
.
Th
e d
irec
tio
n o
f
th
e w
ind
is
co
n :
sid
ere
d by
th
e
Ar
bitr
ato
r i n
m
ak
ing
de
cis
ion
s
reg
ard
ing
fo
g,
drif
t o
f s
h ips
,
or in
te r
fe re
nc
e
of g
un
fir
e b
y
smok
e.
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12
Sp
ee
r .
T
h
e sp
eed
of th
e f
leets
is l
aid
dow
n
in the
be
-
g
in n
in g
. Ch
ang
es
in
spe
ed
m
ust
be
m ad
e
acc
ord
ing
tp ih
c '
' R u
les.
D
rift
of
a Ho
ot,
stop
ped
is
at
Lhe
disc
re ti
on
of
ihe A
rbi
trato
r.
Mo
ves.
Scor
ing
tak
e s p
lac
e a
fter
eve
ry m
ov
e w
hen
the
fl
eets
ar
e w
it ,hi
n g
un-f
ire r
ang
e
of e
ach
o ther. E very m ove cove
rs
an
interval
of two
and
one
-
half
m
iuu
tes,
so t
hat
a
fle
et, m
ovi
ng
at
12
kno
ts s
peed
, co
ver
s a
spa
ce o
f 5
inc
hes
on
t
he
b
oar
d a
t eve
ry
m o
ve,
if
goin
g s
trai
ght
ahe
ad
w
ith
th
e
h
elm
am
idsh
ips
. .
V lh
ene
ver t
he
he
lm i
s m
ove
d, i
n ord
er
to
cha
nge
d
irec
tion
any
n
um
ber
of p
oin
ts, f
rom
1
to
16,
the tu
rni
ng c
ard s
ar
e u
sed
and
the
posi
tion
an
d hea
din
g
are
de
term
ine
d
by
th
e
outer
edge of
the card
.
He
im
T
he
eas
i
e
st
and
mo
st n
atu
ral h
elm
is
alw
ays
use
d.
A ll
do
ub
t as
to
w
hat is
to
be
u
sed
in
cert
ain
ca
ses
m
us
t
b
e re
m o
ved
bef
ore
beg
in -
ni
ng
a g
am e
,
by the
pl
aye
rs
stat
ing
to
the
ir
r
espe
ctiv
e
ump
ires
w
ha
t
h
elm
is t
o b
e use
d.
To
rp
Ea
ch sh
ip
can
ies
t
w o tu
bes
on e
ach
sid
e,
doe
s. w
ith
ar
cs o
f t
rain
from
b
ow
to
qu
art
er: the
y
ca
n n
ot
b
e re
load
ed
du
ring
a ga
me
; to
rpe
do
fir
e
mu
st be
ann
ou
nced
by
the
pl
aye
r; t
he
ef
fe ct
of
torp
edo
f ire
is a
t the
d
isc r
e tio
n of
the
A
t·b
itra
tor.
Sketc
h
T
he
s
ketc
h r e
co
l'd sh
o ws
gr
aph
ical
ly
the r el
a-
Re
cord.
tiv
e po
siti
ons
and
s
tren
gth
of th
o
opp
osi
ng
fl
eets
at
t
he clo
se
of ev
ery
mo
ve.
The
y are
de
sig
ned,
i
n con
nec
tion
wit
h the
s
core
c
arJ
s,
tO
af
fo1:
d a
clea
r h
isto
ry o
f a ga
me
fo
r s
ubs
e-
que
nt stu
dy.
'\V h
ene
ver
con
con
ira ti
on o
f fi
re
oc
curs
,
it sh
ould
be
note
d g
r p
hic
lly
on
t
he
sketch
b oard as we
ll
as
on
t.he
score cards .
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13
The
fleet tactical
game
is usually played in
open water,
with
free maneuvering distance
between the fleets at all times. Should the
fleets approach very close to each other, or so
as to involve actual collision between them,
the
Arbitrator
may
a
close
the
game at once
and
give a decision,
or
b)
work
out
the
situa-
tion to a finish, under the
Rul
es for the Melee.
Mined channels are named
in the particular
problem under consideration. The mines will
be
indica.ted to
the Arbitrator,
but
wi11
not
be
visible on the board; and ships will be disabled
or sunk
at
the
disc1·etion of .
the
Arbitrato1:.
Submatine torpedo boats may be used by the
defense
in the
games
for interior
waters.
I f
allowe<l by the
particular
problem under con-
sideration, they
are
maneuvered according to
the Rules for Submarines.
RULES FOR THE
FLEE ' r
TACTICAL
GAME.
1. Before
beginning the game,
each fleet
commander will indicate to the Arbitrator
which particular
ships a1·e flying
the
fla
gs
of
the commander in chief and of the second in
command.
The flag may not be shifte<l during the game
unless
the
lieet
be stopped, and then for such
time as the Arbitrator
may
decide necessary.
, 2. The speed of
the
fleets is discretionary;
usually
12 or
14.4 knots; these being most
convenient for moving on thescale of the board.
3. Evolutions may be performed only in
obedience to signal ; these,
or
signa
l
n u m b e ~ · s
must be wTitten a.nd su,bmitted to the
Arbi
-
trator
by the fieet ·commander whenever called
for.
The
exception is, change of direction of the
head
of
column when a flagship is leading.
Metee
Subma-
rine
Mi
nes.
Subma-
r i n e ~ .
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14
4. As
a
gen
eral
r
u le,
wh
en a
flee
t is
i
n
c
ol-
m
un
of
v
esse
ls,
flag
ship
lea
d
in
g
,
it
is un
de
r
-
st
ood
i
hat
a ll
ves
sels
wil
l fo l
low
t
he m o
tion
of
th
e flag
ship
as
reg
ard
s cha
rng o
of
dir
ectio
n of
h
ea.d
of
colu
m n
. S
o, w
hen
eve
r a c
all
for
sig-
na
ls i
s mad
e
by
the
Arb
itra
tor,
a
flee
t co
m-
man
der
ma
y in fo
rm
him
of
aHy
suc
h
ch
ang
e ,
an
d s
uch
chan
ge
w ill
g o
into
effe
ct
a
t
on
ce.
5 .
Exce
pt c
l an
ge
of d
irec
t ion
of
h
ead
o
f
co lumn, eve
ry
evolu tion
m/ust
be c01nvleted be
fore
an
othe
r is
beg
un. T
hat
is,
no
sig
nal m
ay
be
ma
d
e
to
a
fl
e
et
in a
s
tate
o
f
tr
ans
it io
n
f
rom
on
e f
o rm
atio
n to
an
ot
h e
r
; th
e
f
leet
m
us
t
b
e
c
om p
lete
ly f
orm
ed
up
in som
e o n
e o f
t
he st
and-
ard
f
orm
atio
ns,
or it
c
an not m
ove
in
obe
di-
l
n
ce t
o
an ev
olu t
iona
r y s
ign
al.
6 .
W
hen
tim
e
is call
ed
a
t
th
o b
egin
nin
g
o
f
a
ga
m
e
, ea
ch
fleet
com
m an
der
w il l
ba
nd
t
o
the
Arb
i
t
rat
or
a
si
gnal,
or
a
si
gna l
num
ber
, wh
ich
is
t
he s ign
a l
for
a
n ev
olu
tion to take place t w o
a
nd one
-hal
f m i
nu te
s la
ter ,
i
.e., f
or
the sec
ond
m
ov
e.
Af
ter g
un fi
re i
s sc
ored
fo r
th e
fir
st m
ove
,
an
othe
r s ig
na l i
s ca
lled
for,
w
hic
h is
the
s
ign
al
fo
r
the
e
volu
tion
of
the
thir
d
act
u
al m
ov
e .
A
nd so
on ,
u
ntil
th
e gam
e
is
c
lose
d.
7
.
W
hen
a fl
eet c
om
m an
der
s
ubmi t
s no
si
g-
n
als
wit
hin one
min
ute fro
m
th
e ti
me sig
n ls
a
re call
ed
for,
his
fle
et
stan
ds o
n
wit
hou
t
c
han
ge
in
the
ne
xt
m
ov
e .
8 .
One
ev
ol
u
t
io
nar
y s
ignal
on
ly
may
be
ma
de
at
t h
e sa
m e t
im e
;
but
sp
ecia
l si
gn l
s
in
re
gar
d to
con
ceu
trati
on
of
fir
e
ma
.y
b
e ha
nde
d
to
t
he
Ar
bitr
ntor
a
t th
e sam
e ti
me w
i
th
any
ev
olu
t ion
a ry
s
ignal s
.
9.
A
fleet
com
m a
nde
r m
ay su
spe
nd , o
r
a
nnu
l
a
s ig
na l
a l
r
e
ady
in
th
e han
ds of
t
he A
rbi
trato
r,
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15
but
not yet
given
to the umpire for execution;
in this case
the
fleet
stands on
for that move.
10. I f a flagship
is
leading, i t
is
unneces-
sary to
annu
l a
signa
l for change of direc-
tion
of head of column,
wh
en
it
is
desired to
make
a
greater or
less
change
of direction
than
that already signaled.
11
In
scoring gun fire it is assumed that a
battle ship will endure direct fire from the
broadside of
au
enemy of equal force at 2,500
yards
for fifty minutes, at the end of which
time
she will
be
destroyed. rrhe
value
of the
gun
fire thus
destroying
a vessel is calleu, for
convenience
in
sco
ring
,
1,000
points.
Upon
receiving 500 points a ship's efficiency of
gun
fire
is
reduced one-h alf,
and
thereafter her
offensive power of gun fire
is
divided
by
two
in
scoring. When n
ot
indicated by signal or
by
general
ins
tructions
at
the beginning
of
the game, concentration of :fire will
be
made
by
the
mover, but will never
be on
less
than
one-four th of
the
fleet opposed.
12
. While 1,000 points are necessary to
put
an armored
cruiser
out
of action, her gun fire
will
be
estimated
as
only
50
per
cent
of that
of a battle ship, and
the
score wand va
lu
es
will thus be divided by two.
13. When a vessel has 500 points scored
against her and her gun fire is reduced one-
half, it is indicated
by
placing a small metal
ring
upon the
vessel's mast.
14
I f a ship :finds herself
in
such a posi-
tion that enemy's targets
are
presented
on
both
sides of her, bow or white :fire may be scored
against
each of two of
the
enemy's
ships;
pro-
vided t hat one of these bears at least 2 points,
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1
6
an
d
th
e
ot
he
r
a
t
le
as
t 4
p
o in
ts
o
n
th
e
bo
w o
f
th
e
sc
or
in
g
sh
ip .
1
5
.
W
he
n a
ve
ss
el
is
su
nk
du
ri
ng
a
m
ov
e,
g
un
fir
e m
a
y
n
ot
e
sc
or
ed
ac
ro
ss
o
r o
ver
he
r
d
ur
in
g t
ha
t
mo
ve
;
at
th
e clo
se
o
f
th
e
sc
o
r in
g
fo
r th
a
t m
ov
e,
the
v
es
se
l
s
un
k is
rer
uo
ve<
l
fro
m
th
e bo
ar
d .
1
6.
C
ha
ng
e
s
in
sp
ee
d
m
ay
b
e
ma
de
as
fo
l-
lo
ws
,
v
iz:
P
ro
ce
ed
in
g
at
s
tan
da
rd
s
pe
ed
,
s
lo
w
ta
ke
s
eff
ec
t a
t n
ex
t
mo
ve
af
ter
s ig
n
a l
is
ma
de
, a
nd
is
on
e-
ha
lf
sta
nd
ar
d sp
ee
d ;
' '
sto
p
tak
es
e
ff
ec
t
th
e t.
hi
rd
m
ov
e
af
te
r s
ig
na
l is
ma
de
,
t
ha
t
is,
t
wo
s
lo
w
m
ov
es,
th
en
st
op
;
ah
ea
d
s
lo
w "
fr
om
st
op
ta
k
ese
ff
ec
ta
ton
ce
; a
he
ad
s
ta
nd
ar
d s
pe
ed
"
fro
m
slo
w
ta
ke
s e
ff
ect
at
on
ce
;
a
he
ad
s
ta
nd
ar
d
s
pe
ed
fro
m
s
to
p
t
hir
d
mo
ve
a
fte
r,
th
at
is,
tw
o
sl
ow
m
ov
es
, th
en
st
an
da
rd
s
pee
d.
17
. The sh ips of a flee
t
t
ur
ni
ng
th
ro
ug
h
an
a
rc
o
f
ov
er
4
p
oi
nt
s d
ur
in
g
a
ny
o
ne
m
ov
e,
lo
se
50
pe
r
ce
n
t of
th
ei
r
gu
n-
fir
e
sc
ore
fo
r th
at
m
o
ve
.
T
hu
s, i
n
a
s
im
u
lta
ne
ou
s
m
ov
em
e
nt
w
he
re
a l
l s
h i
ps
tu
rn
to
ge
th
er
t
hr
o
u
gh
mo
re
th
an
4
po
in t
s,
al
l l
oo
se
50
p
er
c
en
t gu
n-
fir
e
sco
re
f
or
tha
t
m
o'
e;
i
n su
cc
es
siv
e
mo
v
em
en
ts
w
he
re
on
ly
, p
er
ha
ps
, a
c
er
ta
in
n
um
b
er
o
f
t
he
s
h i
ps
of
th
e fl
ee
t h
a
ve
t u
rn
ed
t
h
ro
u
gh
m
o
re
th
an
4
po
in
ts
,
th
e gu
n-
fir
e
sco
re
o
n ly
o
f
th
ose
having made
the turn
will be reduced
50
per
ce
nt,
th
e r
em
ai
ni
ng
s
h i
p s
th
at
ha
ve
p
re
se
rv
ed
a
st
ea
dy
co
ur
se
r
et
ai
n f u
l
l va
lu
es
.
18
.
n
ac
ti
on
, a
t
di
sta
nc
es
l
es
s t
ha
n
6
00
ya
rd
s ,
t
he
s
co
re
w
an
d
m
ay
be
di
sc
ar
de
d a
t
t
he
d
isc
re
tio
n
of
th
e A
rb
itr
at
or
, w
h
o
m
ay
t
he
n
de
cid
e
a
rb
itr
ari
ly
th
e e
ff
ec
t o
f e
ac
h
mo
v
e.
1 9
.
In
ca
.s
eo
pp
os
ing
ve
ss
el
sap
p
roa
ch
w
ith
in
6
00
y
ar<
ls
of
e
ac
h
o th
er
,
th
e
A
rb
itr
at
or
m
ay
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17
d
ec id
e the
effo
cts
of t
orp
edo
f
ire, fo
llow
in
g a
s
far
as
pra
ctic
abl
e the
to
rpe
do
ru
les
o
f
the
Du
el
Ga
me.
2
0.
Th
e g
am
e m
ay b
e
st
oppod
a
nd
th
e sco
re
d
ete
rmi
ned
a
t t lt
e di
scr
etio
n o
f t
he
Ar
bitr
ato
r.
f
the
flee
ts c
om
e tog
eth
er
a
nd a
m
el
ee i
s i
m-
minent,
the
game
should
be
'closed,
as
a
general
ru
le,
at
th
e
e
nd
o
f th
e l
ast
m
ove
be
for
e
the
fle
ets
co
m e
in
c
on
tact
.
f
de
sire
d ,
the
po
si-
ti
on o
f the
vess
els
wh
en
tho
g
am
e i
s c
lose
d
m
ay
be
t
ran
s fen
ed
to
t
he ot
her
bo
ar
d
a
nd
f
oug
ht o
ut
un
d
er th
ti
Ru
l
e
s for
t
he M
ele
e
.
2
1.
The
v
alue
of
th
e fir
e o
f f
o r ts
is
s
how
n
on
t
he g
am
e b
oa
rd in
pro
pe
r arc
and
m
ulti
ple
,
and is
ex pressed
in
figures,
the
battle
ship
be
ing
the
uni
t. T
h
e bro
ad
sid
e G
re
va
lue
s of
th
e
bat
tle·
shi
p s
cor
e wa
nd
wil
l b
e us
ed
to
sco
re
t.
hei
r fi re
.
·
2
2.
The
ef
fect
of sh
ip
fi
re.
up
on for
ts w
ill
b
e
me
asu
red
a
s
fo ll
ow
s, v
iz:
f a
fo
rt r
ece
ives
3C
O po
ints
du
l'in
g
a
ny
one
m ov
e,
its
fire
for
the
su c
cee
d in
g m
ov
e is
re
du
ced
by
on
e-h
alf;
if
it
rece ives
500
poin ts,
i t
i s s
il
enced
for the
s
ucc
eed
ing
m
ov
o.
l
~ A R
T I C
U J
A l t
I tU
LE
S FO
H
' 'U
ll)f
J\.U
.JJ\'
E
S
.
1
T
he us
e
of
s
ub
mar
ine
s is l
imi
ted
to
th
e
d
efe
nse
,
bu
t
th
o fa
ct
o
nly
of
tho
i r p
os
sess
ion
,
and
no
t
of
th
eir u
se b
y
th
e de
fen
se, is
kn
ow
n
to
th
e at
tn .e
kin
g f
orc
e .
2. The
sptie<
l of a
submarine
is
7.2
knots
.
3 .
W
h
enev
er
a
s
ub
mar
ine ru
ns
a
wa
sh t
o
w
ithi
n 40
0 ya
rds
o
f t
he targ
et
wi
tho
ut
di
sco
v-
er
y,
t
he ch
anc
es
of
a
h
it m
ay
be
ta
ken
as
1 in
3
, and
th
e q
ues
tio
n
of a
hi
t w
ill
be d
eci
de<
l by
t
he A
rbi
tmt
or.
20
00'2-
2
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18
4
.
f a
subm
arin
e
be
disc
ove
red
run
nin
g
aw
ash
, b
ut tr
imm
ed
for
divin
g, w
ithi
n
1 ,
0 00
y
a
r
ds
of its t
arg
et
, b
ut di
ves an
d
fires
w
itho
ut
a
gain
ris
ing,
the
chan
ces
of
a
hi t
may
b e ta
ken
a
s in
6, a
nd th
e
q
ues t
ion o
f a hi
t w
ill
b
e d
e-
cid
ed
by th
e A
rbi
t.
r
ato
r.
5 .
One
tor
pedo
on
ly is
a llo
w ed
a sub
ma
ri
ne
f
or a s
ingl
e g
am e
.
FOl
l TH E
1 . Ea
ch m
ov
e r e
p res
en ts
ono
mi
nute
.
2
. S
igna
ls c
an not
be
m
ade
of
tene
r
tha
n
e
very
th
ird
m o
ve.
3
. Sig
nals
invo
kin
g si
mul
tane
ous
ev
olu -
t ion
s re
qui
re fi
ve mo
,es.
4.
f ves
sels
b
id fa
ir
to co
me
tog
ethe
r
so
clo
se as
to
prev
ent
ta
ctic
al
ma
neuv
ers,
the
A
rbit
rato
r d
eclar
es
Cl
ose
a
ctio
n. V
ess
e ls
are
th
en m
a.no
n ve
red
by
th
eir
cap
tain
s, irre
-
spective of
fl
e
et ta
c t ic
s .
N
o sig
nal
s can
tliei
't
b
e
und
erst
ood in
l
ess
than
fiv
e m o
ves
.
5
. Eit
her
co
mm
ande
r in
ch
ief ma
y si
gnal
Clo
se
acti
on,
whe
n
th
e
abo
ve ru
l e
will
ho ld
.
6
. V
essel
s r
eceiv
ing
5
00 po
ints
g un
£.r
e l os
e
on
e-h alf
tlie
ir fir e
pow
er.
7
. Eit
her
c
omm
and
e
r
i
n
c
hief
ma
y si
gna
l
F
ollo
w
m o
,·om
ent
s o
f
c
om
man
der
i
n c
hief
,
pro,
idin
g th
e
lea
din
g
sl1ip
is
fl
agsh
ip .
Cha
nge
s
of d
irec
tion
ma
y th
en h
e m
ad
e at
w ill.
8
.
'lorp
edv
es m
ay
be f
lred
on a,n
y
m o
ve b
y
cap
tains
.
9.
C
apta
ins
o
f sh
ips m
a,y
oruer
Cea
se
fi
r -
i
ng
or Co
mm
enc
e
fi r
ing,
'' unl
ess
ord
ers t
o
the co
ntra
ry a
re
gi,
·en b y
com
man
der
in
c
hie
f.
1
0 . Gu
n
fir
e wi
ll b
e co
unt
ed aga
inst
nea
res t.
e nem
y's
ves
:oel o
n ·
wh
ich
g
uns
w
ill
bear
. C
on-
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19
centra tion
can be
made
on any
vessel,
if
spe-
cially ordered before t,he
game, or
afterwards
by signal.
11. Th
e commander
iu
chief of
either
side
may give in advance a plan of attack against
any position of
an
enemy's line, and concen-
tra.tiou of fire
may then
be
scored
against
that
part.
12. In all other
respects
the rules
of
the
Duel Game apply.
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SECTION' III.
TITE
H A . . l l ~ G l G A ~ C E
Representing,
as
this game does, the larger
operations of war, it requires careful prepara-
tion and study
by the
Ar
bitrato
r , his aids,
the
ump
ires,
and the players.
Char
ts
of the
theater
of operations
are
neces-
sary, oue for the central, or Arbitrator's,
room;
on
e for ea,c;h fleet comma.
nder
in chief, and one
for each commander of a detached force.
The A
l
bitrator, attencle<l
b ~
his aids, keeps
record, upon the chart before him, of all move-
ments a.
ncl
positions of the forces of
both
sides.
He 1tnno11nces, in accordance
with
the rules,
the
time and duration of e ~ t c h move. He notes
and recoTds ihe information
brought
by
the
umpires
:for
each side and issues
such
informa-
tion and
makes su
ch
decisions as
he
deems
proper.
His decision is absolute.
U pou
the charts
of
the
fleet commander of
each side,
as
well as
upon
those of
any
com-
manders of forces detached from the Flag, are
plotted
the
positions of
the
various forces at
the end of every move or at
any
other t i
me
, as
may
be diredecl by t.
he Arbitrator
. These
positions are
traced
and transferred
to
the
Arbitrator's chart by
the
umpires
for
the
respective sides. The courses of ships, or
groups
of ships,
must be
drawn on the tracing
paper in full.
(21)
Prepara-
tion.
Charts .
Arbitra-
tor.
Fleet
Com-
manders
and
Umpires.
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22
Th
e
ump
ir
es,
o ne
for
each
s id
e, are
the
s
ole
m
ean
s o
f co
m m
unic
atio
n b
etw
een th
e
A rb
i-
t
ra to
l ' and
t
ho p
laye
rs. 'r
hey
a
re care
ful
t
o
ref
ra in
fr
om
com
me
nt
or
cr i t
icis
m at an
y t
ime
du
ring
t
he
ga
m e.
T
hey
shou
ld d
eter
m in
e
th
o
co
rrec
tnes
s a n
d a
ccur
acy
of
plot
ted
posi
tion
s
a
nd of
a,
ll o th
er in
fo r
ma t i
on s
ent
to t
~ A
rbi
-
tra
tor.
To
thi
s en
d th
ey a1·e
e
xpe
cted
t.o
read
ord
ers,
t el
og l'a
rns, an
d
all
r e p o
rts
of w
ha te
ve ·
nature
passing
through th
oil' hands,
and
to
plo t
pos
itio
ns w
h en
ev er
th e
y m
ay
be in
do
n
b
t
rega
rd in
g th
o c
orre
ctne
ss o
f th
em.
Fr
aming
Sp
ec
ia l ca
re
sho
uld
b e o
bse
rved
by th
e fl
ee
t
of
co
mm
ande
r s n
ot o
nly
in w
r i t i
ng t
h e p
lan s ub
-
ord
ers.
r
oitte
d to
th
e
Arb
it ra
tor
b ef
ore the
g
am
e,
b
ut
in
the
f
mrn
ing
of a
ll o
rcl
ers
to sub
o rd
in a t
es ,
ivh
ethe
1· p
1·ep
ar
ecl
bef
ore
hand
cts
p
ctrt
of
the
p
l n or
m itt
en
clti1
·in g t
hep 1 ·
og
1·ess
of t
he ga
m e.
Th
o or
der
s s
h
ould
be c
orre
ct,
n
ot
o
nly
in su
h-
stance,
but
in fo rm .
l
mpte
- A
t
th e
A
rbi
trato
r' s
tab
le ar
e k
ept ,
for
refe
r-
men
ts,
enc
e u s
e, a
reco
rd b
oar
d , sh
ow
ing the
m
un be
r
Weat
her f
h
l
.
]
t
' o
t
e m
ove an
d o
t ie
r
clata
co
ncer
m n
g t
le
e
c
ga
m e,
a ca
ble
a
nd
con
su l
a te m
ap
, a c
lock
a
nd
a
spin
n in
g a r
row
,
t
he
las
t t
o
c
letAr
mi11
e
t
he
di
r
ecti
on o
f
th
e win
d an
d
the kin
d
of w
eat
h er
,
w
hich
sha
ll be
e st
abli
shed
by th
e Arb
itra
tor
.
R
U LE
' l tO
R
TIT E
S
~
I E
Moves
1
The
length
of t ime r epresente<l
by
a m ove
is
a
t
th
e
disc
re t i
o n o
f the
A
l'bit
ra to
r.
Th
e
A
rb
it rat
or
d
ecid
es w
he
n ea
c h
m o
ve
s
hall
be
gin
. W
hen
r e
ady ,
h o rin
g
s a
bel
l to
cal
l atte
ntio
n;
the
t i
me
r ep
rose
nted
b
y
t
he
m ov
e
a
nd t
he
sta t
e o
f se
a
a
nd w
ea
ther
a,
re th
en
a
nn o
u nced
.
\Vith
in
five
m
inut
e
s ea
ch pl
aye
r
mus
t p
lot
on
h
is
cha
rt th
e
ch
a
nge
o
f po
sitio
n
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23
of his forces. I f the required positions be not
plotted in
the
five minutes allowed, such posi-
tions remain
uncha
nged.
W
hen
vessels sight each
oth
er,
th
e moves
for
these pa1·ticul
ar
vessels
will
be r educed
to
fifteen minutes,
at
th
e option of
the
Arbitra-
tor, u
nt
il a decision
l
e
gardin
g them is made.
2 .
I f
armored vessels come
within 2,000 Duels.
yards,
or unarm
ored
within ·±,000 ya
rds, of
each other, and rema
in
within these distances
for more
than
an hour,
the acti
on will be de-
cided, at the option of the Arbitrator, by the
re
lative
number
of points
at
which each vessel
is
valued.
3. In case a vessel wishes to transmit a tele-
Tele-
graphic message through a consul or friendly
gr
aphic
agent, such a message \vill reach
it
s destina-
Messages.
tion
in
one
hour in
daytime
and
one hour
and
a half
at night
fo r each 1,000 miles,
from
the
time
·of receip t
by
opera.tor, provided the
lin
es
do not pass
th
rough
the
enemy's
territ
ory.
Time of transfer
by boat and other
delays will
be decided by
th
e
Arbitrator
.
All
telegraphic
and other
messages s
hould
be
written in
full, with the pencil correspond-
ing in color to the sending side, s
ubject
to
the
scrutiny of the
umpir
e.
4. The employment of tugs,
:fish
ing, or other Emp loy-
vessels, cable steamers, or coUiers, not stated
in
the conditions of the problem, is not allowed.
I f
such vessels
ar
e desired, they
must
be fitted
out after the game has commenced, the Arbi-
trator deciding upon the exact time
wh
en they
may be considered as
:fitte<l
out and ready for
service.
6. Torpedo boats
can not
be used as scouts
at sea. T
hey
may be used for carrying dis-
patches
or
for scouting along shore b
et
we
en
me
nt of
Fishing
Vessels.
Destroy-
ers
and
Torpedo
Boats.
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the fleet ancl a
squadron
or fleet
base
. Tor-
pe<lo
gunboats,
however, may be
nse<l
for
carrying dispatches at sea, within their radii
of action
as
pr
esc
ribed
in the
Tabl
es of
Vallles
.
The use of destroyers
is limited
to an absence
of
fi
ve days from t.he fieet or base..
Cable 6. In cutting cables, an allowance of six
Cutting.
hours
shall be made for cutting
n
ear
cable
stations and
in
less
than
100
fathoms
of wa te r.
In
dragging
for
deep-sea cables, success slrn.
11
be
determined
by the Arbitrator
in
1,000 fath-
oms or less. I f unsuccessful the first day,
chances may be
ta.
ken for the
second, and so
on until finally successful.
Fleet 7. Two forces meeting, with odds of 2 to 1,
Actions. t1e inferior
will be
remqve
cl
from
the
game.
With
odds of 3
to
2,
th
e
inferior one-half
his force, the
superior
remaining as before the
action. 'Wi th oclcls of 4 to 3,
the
s u p r ~ o r is
crippled in defeating his adversary
1-tnd must
'vithclraw tempora.rily, that is, he has crippled
himself for
any
large operations d'nring
the
limit of
th
e game in progress. T he
time
occu-
pied
by any of
these
actions is d ecided by the
Arbitrator.
Speed
of·
8. T he maximum speed of three or
more
Groups.
detach<:)d
sh
ips up to six, is 2 knots less
than
the
maximum
speed of the slowest class in the
group.
Speed. 9. The speed of
large
.squadrons is assumed
to
be 10 knots. ·when accompanied
by con
-
voy,
the
sustained
sea
speed may be less than
10
knots, at
the
discretion of
the
Arbitrator.
Summa
ry
10. I f
at
any time the
Arbitrator finds
that
Decisions.
accurate pl
otti11g w i delay
him
mor e
than
. usual,
he
will .exercise his discretion in decid-
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25
ing
summarily
the question before him in
order to announce the next move
prompt
ly.
11
After
the
game
is
finished complaints
may
be
made
and criticisms offered.
TAB:T E
OF
V A L U li:S,
S
TilATEGIC
G A ~ f F
TABLE I.
llow
ing c l a : s s ~ f i c a t i o n
maximiwn .speecls,
:fig
hting v
etht
e s, and clistances
?·ecognizabl
e
of
vm·ioits
types of
ships.
[The maximum speed he
re
given may ,.: lt Y i11
flpccin
l
pl
oblcms.]
g
§
Dislanco
stance
Q
recog-
c .
'•
';;
Yisil>le.
nizablc.
E
=
·=
:
I
gj
fo
I
To
,:.
:::
"
«
5
i;;
z
"'
A
i ; A
- -
- - - - - -
Ba,
ttle
ships _
__
__
------ A 14
20
lO
1- 2
4
1
Armored c
rui
sers -
____
B 18
s 10
1-2
4 1
Protected cruisers._. __
c
15 5 10
1-2
. 4
1
Gunboats_ --- --
D
12 2
)
1- 2 3 1
Fa
st
scouts - ---- ----- -
E
20 3 10
1-2
4
1
D t > ~ y , , .
. ......
...
. ·1
v
25
2
5
2
a
1
Torpedo boats. -
---
----
t
20 1
5
1- 2 3 1
Torpedo gunboats _ ._.
'
20 2
5
1-2
3
1
b
T.illL:& II.-Sllo.wing the
<:oal
encliwcmce of the
va1·io11s
types
of
.ships
at
e e n t
s1J
eecls.
Coal
ondtn nncc_. in
tlny
s.
10 12 14 15 18 20
25
knots. kuo1s. knots. knots. knots. knots. knots.
A
--
-----
22
18
10
__
___
_____ __ ------·
----
--
B . . . __ __
30 24
15
12 7 -
---·· ·---··
c
-·-
----
15
11
9 7
·----
- ------
------
D -·----- lfi5 11
·-----
-----·
------
----- - ------
E - . -- - - - 32 22 18 15 7 6
v -
--- --- --- ---
-·---- --
-- --
6 5 2
t ·------· -
-----
· - · - - ·
·-
·
·-
- 5 3
g
·-·
. --· . . . . . . ·---·· -- --
-- 5 3
Criticism
After-
wards.
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26
T
B
LE
.
.
l l i s
c e l l
a n e o u
irel
ess
sig
nal
ing
is
at
the
d
isc
re ti
on
o f
the
A
rbi
tra
tor
; t
he nH
ix im
um
lim
it
o
f
s
uch
si
gn
al in
g is
30
mi
l
es .
T
h
e spe
ed
o
f h
om
ing
p
ig e
on
s is
5
0 m i
le s
p
er
h
our
;
th
o
m
a
xim
um
l
imi
t of
rau
go
is
50
m il
es
o
ve r
w
at.e
r, 3
00
o v
e r l
and
.
W
he
n
d
isp
a tc
hed
in
gro
up
s 50
pe
r
ce
nt m
ay
b
e :-i
llow
ed
su
c-
c
ess
fu l;
a l
l a
t
th
e
d
isc
re t
ion
o f
the
Ar
b
i
t
rat
or
T
he
l i
m i t
of s
ea r
ch -
l ig
h t
s
ign
ali
ng i
s
3
m
iles
,
a
t
th
o d
isc
re ti
oJJ
o
f
th
e Ar
bit
rat
or.
V
is ib
il i
t,y
o f
sm
oke
: Of
a
sin
gle
s
h ip
, 15
m
ile
s ;
o f
a s
q n
ad r
o n
, 20
m
ile
s ;
o f
a f
iee
t o
f
ov
er
th
i
r
ty sh
ips
,
30
m il
es ;
al
l
at
the
di
s-
cr
e ti
on
o f
t h e
N
ig
ht
s ig
nal
s , V
el
y C
od
e,
m
ay
be
r
ead
up
to
6
m i
le s
;
An
loi
s Co
de,
fro
m 3
to
l
m
il
es.
D
a
y s ig
nal
s , .
Arm
y
an
d N
av
y Cod
e,
3
m il
es.
C
an
no
nad
ing
m
ay
b
e
h
ea
rd 10
m
iles
.
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SECTION IV.
CHIT CISi\IS .A.XD
SUGGES
T l().NS.
(27)
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8
l
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3
.
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3
3
2
000
2
3
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4
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:35
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36
•
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J 0
-3 C
A
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