The Strand Magazine, Vol. 27, No. 161, May 1904Various
General
The Strand Magazine, Vol. 27, No. 161, May 1904
Various
English literature -- Periodicals; Short stories, English -- Periodicals
They are struck at by "strikers," which at first sight are rather like
ping-pong bats with a pin in them.[2] This pin is nearly, but never
quite, in the centre of the striker. To ensure hitting any particular
part of a ship is, therefore, practically impossible, except at close
range, and not very often then. Nice calculation is required, and also
great coolness--too great effort after accuracy being usually as fatal
as too little. Thus, by automatic means, that great factor of modern
warfare, "moral effect," is provided for, since experience shows that no
player whose ship has been badly knocked about ever hurts the enemy very
much. One strike per gun is allowed; with reduced gun-fire he feels his
chances of hitting reduced, and tries harder to make the most of what he
has got, and the slight excitement, coupled with the extra effort that
he makes, invariably disconcerts his aim.
[2] "Strikers" will be seen on the table and in the hands of
players in the big picture of a war game.
[Illustration: "SCORER" FOR H.M.S. "KING EDWARD VII."]
To some extent the excitement of a battle always does this. When the
game was first exhibited at the Royal United Service Institution, a
certain admiral urged as a weak point in the shooting system that he
could hit the enemy every time. He took a target and did it. Yet in the
battle that ensued he never scored a single hit--the slight extra
tension upset his aim completely. And it is astonishing how many misses
are made by many players from this cause.
[Illustration: THE SAME "SCORER" AFTER A BATTLE IN WHICH THE
SHIP WAS KNOCKED ABOUT. THE DAMAGES HAVE BEEN SCORED ACCORDING
TO HITS RECEIVED ON "TARGETS."]
Hitting the enemy is, however, but half the battle. If the ship fired at
is armoured the impact may be on a cuirass that the gun represented
cannot get through, or an armour-piercing shot may hit a part where no
armour exists, and so do next to no harm. When harm is done it is scored
on the card of the ship hit on a scale corresponding to the actual
damage that would be inflicted. In a very little while the player
realizes that what will put one ship out of action will hardly hurt
another. This in theory he has, of course, always known, but between
knowing a thing and fully realizing it there is an enormous gap. He has
been firing, perhaps, at the German _Kaiser Friedrich_ and blown her to
pieces almost with big shell. He shifts his fire to the _Wittelsbach_,
hits her as often, and she comes on unhurt. These two ships have the
same armament and the same weight of armour--it is merely differently
disposed. That difference of disposition tells in naval war game as
heavily as it would in actual war.
Public-domain text, read in full here on John Shaqi.
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