Destruction of the Battery
Translation details
Model:mistral-medium-2604.Translated text
Section titled “Translated text”Game marked with an asterisk in the book: more suitable for older scouts.
In this exercise, of the same type as the previous one, the Reds have a more difficult task to accomplish. The terrain is similar, the procedure and meeting conditions are the same, but in this case, the Whites’ outposts form part of a chain encircling the besieged camp of the Reds, rather than their own forces as before. Additionally, behind each outpost, at a distance of 400–800 paces, flags are planted in visible locations. These are, let us assume, batteries, each guarded by 1–2 scouts.
The Reds must break through the line of outposts and reach one of the batteries to destroy it. The Whites guard the line, and in case of an alarm, they rush to the flag to repel the attacker.
The Reds, therefore, divide into patrols of 2–4 scouts and agree among themselves on which flag the attack will be directed, by which route they will sneak through, and at what time the attack will take place. They must also establish signals for communication. Finally, they slip between the outposts in the manner described in the previous exercise, with the possible additional rule that the outposts are farther apart, and at least two scouts must always move together.
Some Reds are discovered and forced to retreat, some are captured, but the rest manage to sneak through to the designated flag. Now, the goal is to take the guard captive so that he cannot report the attack. This is done by touching him with a hand. Therefore, the attackers must surround the guard (or guards) so that he cannot slip through the gaps. If this succeeds, all remain hidden around the flag for a predetermined time (as many minutes as it takes to reach the outpost and return), and then, after removing the flag as proof of their presence, they disperse to sneak back to their own camp. If, after toppling the flag, at least three return to the camp within the specified time (e.g., within 2 hours), the Reds win. If they fail to attack the flag or are captured during the retreat, the Whites win.
The Whites know what threatens them, so they guard the line of outposts carefully and search the area between the outposts with the help of dispatched patrols. If these patrols cannot capture a Red due to the great distance, at least a few men move toward him to force a retreat. Additionally, they must have a plan for coming to the aid of the flag in case of an alarm: how many people, from where, and to where. The guard (or guards), forced to retreat from the flag by the attack, cannot take anyone captive, as he himself would risk capture; he is also not allowed to give any signals. He must simply retreat before the attack and hurry with the news to the nearest outpost. The designated men then rush to assist and force the Reds to retreat, driving them back beyond the line of outposts (according to the previously given rules, only the Whites can take prisoners). In this way, the attack is thwarted because the flag is not removed after the prescribed time has elapsed.
The Reds can prepare two attacks on two flags. They can also exploit the confusion caused by the alarm and sneak through a less-guarded section to launch a second attack elsewhere after the first is repelled, etc. The more cunning the plan, the greater the chances of success.
If one wishes to make the task easier for the Reds, only the first part of the exercise is carried out: the attack on the flag and remaining there for a certain time, without requiring a return to the camp.
As before, the outer boundaries of the outposts are marked, beyond which it is not permitted to sneak.
A larger number of scouts can participate in the exercise. The more scouts there are, the larger the arc of outposts and the more flags, but the Reds are always far fewer in number than the Whites.
At the flags, there are neutral observers with white armbands who monitor the time the Reds spend at the flag.
Source scan: Polona / National Library of Poland, marked “Public domain”. View scan — PDF pages 228–230.
Metadata
Section titled “Metadata”- Type: game
- Traits: Not stated in the source
- Source: Zygmunt Wyrobek, Harcerz w polu: zabawy i gry terenowe (1946)
- Printed pages: 222–224 / PDF 228–230
- Digital edition: Digital edition · Source record
- Open the edition at the relevant page: p. 222
- Read the source text: hwp-111