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
The acme of horror in this direction is perhaps provided by submarines.
Slow moving, they have more or less to take up their positions before
the battle begins. It is not permitted me to describe exactly how they
are worked. I may say, however, that they are manoeuvred on a separate
board, and work blindly enough; for all that the player of a submarine
sees of the battlefield is what he can find reflected in a tiny mirror.
He has, in fine, to guess a great deal as to the course and distance of
the enemy from the spot corresponding to that on which he is supposed to
be, which reproduces the conditions under which a periscope is used
fairly accurately. If a submarine can get within a square (one hundred
yards) of a ship, that ship is allowed torpedoed. Nothing is allowed for
the chance of the boat being seen by the ship, the assumption being that
these chances are too small to be worth consideration; at any rate, till
such time as it is too late for the ship to do anything.
This looks like an easy time for the submarine, but it is not so
comfortable in reality, because destroyers and picket-boats may be with
the enemy. Should a destroyer at any time pass within a hundred yards of
the submarine, it is exit submarine!
In the British Navy the official home of the naval war game is at
Greenwich Naval College, where captains play it during the "war course."
In the United States the War College is its home. Its real British
head-quarters are at Portsmouth, where a voluntary society plays it
twice a week. Admiral Sir John Hopkins is the president of this
association, and Mr. Fred. T. Jane, the inventor, its secretary. Both
naval and military officers are eligible for membership, and, as far as
possible, junior officers only. At the "war course" tactics are the
principal study, but at Portsmouth tactics play a minor part. "Tactics
cannot be taught by naval war game, save in a very general way," is the
dictum of the inventor. "The Portsmouth Naval War-Game Society exists
for quite different objects. It aims chiefly at teaching the guns and
armour of possible enemies; and for the rest tries to train officers to
think out war problems, to train them to think things quickly, and to
exhibit resource, to learn the value of all the vital side issues of
war, such as international law or the keeping up of communications, and
so forth. There is no such thing as the abstract right or wrong move in
war; to do a more or less wrong thing at once may often be better than
doing a better thing a little later. 'Act' is the motto that the society
strives to inculcate."
Public-domain text, read in full here on John Shaqi.
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