UF 450 C44) ID16. Cornell Mniversity Library FROM THE UNITED STATES GOVERNMENT THROUGH THE SUPERINTENDENT OF DOCUMENTS ~” A.36e543 a LAT é 506 Rev. Stat. prohibits the withdrawal of this book for home use. 4005 Hiatt “| aLwid WAR DEPARTMENT OFFICE OF THE CHIEF OF STAFF COAST ARTILLERY WAR GAME BY MAJ. WILLIAM CHAMBERLAINE Coast Artillery Corps, U. S. Army PRINTED UNDER LICENSE OF THE GRANTEE OF THE COPYRIGHT FOURTH EDITION WASHINGTON GOVERNMENT PRINTING OFFICE 1916 \3eu543 War DEPARTMENT. Document No. 540. OFFICE OF THE CHIEF OF STAFF. ; War DEPARTMENT, OFFICE OF THE CHIEF OF STAFF, Washington, June 26, 1916. The Coast Artillery War Game, prepared under the direction of the Chief of Coast Artillery, by Maj. William Chamberlaine, Coast Artillery Corps, is published for use as a textbook in the postgraduate course, garrison school for officers, under paragraph 45 (a), General Orders, No. 70, War Department, 1910, and for the information of the Regular Army and Organized Militia of the United States. By order of the Secretary of War: \ H. L. Scort, Major General, Chief of Staff. 3 5 PREFACE. The Coast Artillery War Game, which is now installed in practically all Coast Artillery posts, has by a gradual process been brought to its present state of develop- ment. It provides a means of training for officers, noncommissioned officers, and certain enlisted men in the tactical duties which they will be called upon to perform in time of action. Among them are the tactical use of the armament, use of proper commands, correct telephone messages, and rapid and accurate indication and iden- tification of targets. When it is necessary for a battery (or higher commander) to assign targets to observers, gun pointers, or others, delays in promptly selecting and tracking the proper targets will have a direct and immediate effect on the rate of fire. Every proper method of reducing the ‘‘dead time” (i. e., the time between the receipt of assignment by battery commander and time of firing first shot) should be encouraged. The great dependence which must be placed upon the observers, particularly on those at outlying base-end stations, is not always fully appreciated. A failure to rapidly grasp the battery commander’s wishes as to assignment of targets will have a very serious effect upon the course of an action. In many defenses the personnel have but little opportunity to see naval vessels and when they do so the men-of-war are seldom available for vessel tracking. Con- sequently recourse must be had to such desultory commercial craft as may happen to be in the battle area during drill. Since such craft are at best few and are never in. naval formation it may safely be said that no opportunity presents itself for practicing fire control under approximately service conditions. The Coast Artillery War Game offers a substitute for this difficulty, and permits of a fairly good fire-command drill or tactical exercise. It gives each commander an opportunity to immediately supervise the execution of his orders by his juniors, an opportunity which is not possible at artillery drill, since the individual officers and men are widely separated; and it also permits of tactical exercises, involving the use of the various elements of the defense. It does not afford a means of arriving at a definite decision as to the result of an engagement between ships and forts, and any such conclusions drawn from its operations may be entirely erroneous. The methods of scoring gunfire, which have been adopted after many trials, are at the best only approximate and are probably susceptible of improvement. The game in its present state is largely due to the assistance and encouragement given by the present Chief of Coast Artillery, and to the assistance of many officers who have been identified with its development during the past four years. Among others should be mentioned Capt. Harry C. Barnes, Capt. A. H. Sunderland, Capt: James Totten, Capt. A. L. Rhodes, First Lieut. Robert Arthur, and First Lieut. Sanderford Jarman, Coast Artillery Corps, to whom acknowledgment is hereby made. WILLIAM CHAMBERLAINE, Major, Coast Artillery Corps. Coast ARTILLERY War INSTRUCTION, : Fort Andrews, Mass., May 1, 1916. CONTENTS. CuapTer I. Coast Artillery War Instruction—Description of Apparatus...............-..- CHapTer II. Battery, Fire, and Fort Commanders’ Courses ........ Battery commanders’ course....-..--.-------+---- Fire commanders’ course............2.02---22--0-- Fort commanders’ course ............------.--.--- CHapter III. Method of Conducting the Game.............--..-..- General information.........................---- CHaPTerR IV The: Fall (of DuraZZ0. wiscce oie see vince sles sedeoensses CHAPTER VY. Notes on Armament and Accessories...........-.-..- Location of fortifications............-2-..--++---- Location of batteries of the major armament.................------------- Location of guns of the intermediate armament.... Reserve ammunition............----.----------- Tactical use of searchlights............--.--2..---- CHapTer VI. Type Forms of Naval Attack Against a Coast Defense Command............. Cuapter VII. Estimating the Situation....................--..---- Cuapter VIII. Definitions: Ships in General................-.-.-..- CuaPrer IX General Information...............--------.--------- Flags, signals, lights, etc.........--.--..--------- Fleet formations.................- 20-20-2222 ee eee Classification of ships.............---------------- Symbols for warships............----+-+---+-+-+- Silhouettes of warships...........---.-.--.---+--- 7 CHAPTER X. Outline of Fire Command Drill—General Instructions 27 27 34 36 38 42 45 51 61 53 54 54 54 56 59 62 66 66 70 70 7 val 79 8 CONTENTS. CHaPTer XI. Page. Requisitions and Returns for Coast Artillery War-Game Property............ 84 APPENDICES. I. List of Coast Guard cutters, harbor service and Artillery boats, and light- house tend ere jauss -eudeesicchekiacivles sv cine da gaidd dhaace hoot ede eeea es 85 II. List of warships lost and damaged during the bombardment of the Darda- nelles, from August 1, 1914, to June 1, 1915....-....-.-----.--------- 88 III. Table showing effects of fire against modern vessels........-.---------+ 90 COAST ARTILLERY WAR GAME. CHAPTER I. COAST ARTILLERY WAR INSTRUCTION. DESCRIPTION OF APPARATUS. The war-game board consists of a relief map showing the land and water areas of the harbor in question, mounted on a substantial table. The horizontal scale of the map is 1 inch equals 100 yards. The area of the map should be such as to include the ex- treme range of the present armament, over land as well as over water. The vertical scale is 1 inch equals 100 feet. The table-—In building the table to hold the relief map, it is important that it be carefully and securely put together in such a way that the upper surface will not warp. After constructing several boards, experience has indicated that the table should be built on a truss similar to that shown in figure 1. In order to prevent warping, the truss should be constructed of clear, seasoned, straight, dressed 2 by 4 inch cypress, white or yellow pine. It should be bolted together with 34 inch iron bolts. As soon aa it is put together, several coats of linseed oil should be applied to keep out moisture and prevent warping. The surface should be laid of tongue-and-grooved 3 by 14-inch dressed, clear, straight, seasoned white or yellow pine, and put down with the care usually applied to flooring. As soon as laid it should be given several coats of linseed oil to prevent warping. Land areas.—The land features are cut from clear, seasoned 1/,-inch white pine (vertical scale 1 inch equals 100 feet) and fastened with glue and small brads to the surface of the board. The geological survey map (or if available, the coast defense commander’s map) should be raised to a horizontal scale of 1 inch equals 100 yards, and each 20-foot contour cut out of the 3-inch white pine by means of a scroll saw, which is furnished as a part of the war-game equipment. The enlargement of the map can be done by cutting it into small sections about 3 inches square, placing the squares in the balopticon and reflecting the enlarged section on a screen, on which a sheet of paper has been fas- tened. By moving the balopticon back and forth until the proper magnification has been obtained and tracing the topographical features with a soft pencil, the enlarge- ment can be maderapidly. Each 20-foot contour is then transferred by means of car- bon paper to a }-inch white-pine board and cut out by means of the scroll saw as indicated above. The proper contours are superimposed and fastened by glue and brads, and the rough edges smoothed off by a carving tool and sandpapered until a smooth surface is obtained. As soon as a contour is finished it should be given a coat of linseed oil to prevent warping. The contoured map should be given several additional coats of linseed oil, and then the land areas painted to give a realistic effect. All batteries, roads, villages, cables, telegraph, railroads, and other features of a military value should be represented by small models, as the land area affords a valuable map for working out land-defense problems in conjunction with the seaward defense. ; 9 T Gyno i aor (uopsr0fedg anbiy90) 2 bp £ s £ J EE w/DIS SEW IW) LVM 404 ALYOM INVES = —A FA 10 COAST ARTILLERY WAR GAME. 11 Water areas.—The water areas should be painted a light blue. All lighthouses, buoys, beacons, lightships, are represented by small models. Cables are represented by copper telephone wire. The outlines of shoals and reefs should be represented. Background.—In order to increase the scenic effect of the ship models when seen through a telescope, the seaward horizon of the board, when viewed from the battery commander’s station, is provided with a background. This background consists of a board about 12 inches high, fastened in a vertical position to the extreme seaward edges of the board. It should be painted so as to give a cloud effect, and will mate- rially increase the realistic effect of the marine landscape, causing the models to stand out more prominently. If desirable this background can be made reversible, one side being painted for the day phases to represent clouds, and the reverse side war color (i. e., gray) for use in night phases. Compass.—A dumb compass about 18 inches in diameter, cut out of 12 by 1 inch board, should be constructed and placed in a convenient position on the board, to be used to facilitate the determination of direction. Searchlights.—The searchlight beams used in the night phases of the War Game are obtained by projecting, from a source of light under the board, a small pencil of light against a mirror inclined at an angle of about 45° with the plane of the table. The miniature searchlights are so arranged that a motion in azimuth can be given by means of a cord and pulley (controller) located on the front of the board. The angle of the mirror with the plane of the board can be changed by means of a similar arrangement, thus altering the range of the beam. The concentration or dispersion of the beam is effected by moving the source of light up or down in the lamp box until the proper width and intensity are obtained. When properly adjusted, the beam should give a well-defined spot of light from 6 to 8 inches at a distance of 10 feet. The reflecting mirror is mounted on trunnions attached to the mirror support, which can be removed during day phases. Figures 2 and 3 show the details of construction, the methods of assembly, and the nomenclature of the parts. In mounting the miniature searchlights great care should be taken to get the axis of the shaft vertical, otherwise much trouble will be had in keeping the beam hori- zontal during motion in azimuth. A snap switch is provided for turning the power on or off at the commands ‘‘In action” or ‘‘Out.”’ The searchlights are operated (in accordance with the commands of the officer controlling the lights) by operators seated on low stools at the controllers at the front of the board. (See fig. 4.) It should be noted that there are two controllers for each light, i. e., one for azimuth and one for elevation. One searchlight is supplied for each actual or projected searchlight included in the board in question, and they should be mounted on the board as near their actual position as the construction of the board will permit. War-game room.—For the proper installation of the Coast Artillery war-instruction apparatus a suitable well-lighted room of not less than 25 by 40 feet is desirable. It is necessary that power be available for use in connection with the searchlights, as well as for interior lighting. The room is divided into two parts by means of a suitable curtain, one end of the room containing the board and the players conducting the attack and the other for those connected with the defense. The accompanying figure 4 shows a convenient arrangement of the material. Shades.—During night phases it is necessary to darken the room, and for this pur- pose opaque shades are supplied. The method of installing them so as to exclude all light around the edges is shown in figure 5. Curtains.—A curtain is hung from a wire in front of the board, so as to conceal the board from view of the battery commanders. The curtain is drawn at the conclusion of each move by an assistant to the umpire. ° 12 COAST ARTILLERY WAR GAME. MIMIAT URE SEARCHLIGHT ® & ross Secriord (52) 7 ET = - AS @ 0) “N 2 @) @ t Y 94) @LI t 00 WD 0 QL 63 : 5) & 4 rc 2 62 45) (76) eH | _f @ aa Gy St e/ a : x q LIGHT e AN N (ev 3ce PS land INST LAMPY * 8! 3 3, ¥ : nN S = FLEET x OFFICERS ROOM = az ee 9 RAVES LGHT Ov ran ar anrsannly PASSAGE Way LANDSCAPE COVERED WITH SAWDUST OYEO OR STAINED GREEN. QO 1H i? Psp) ce: 200k - ANE eM, Tal XN fe |g Nevarmpnedyhe cram ienr ee & § SNAP SWITCHES CONTROLLERS S 58 ey 5 y S 58 AZIMUTA, gk 4. MENT OF” APY TU (NS TAUMEN? x c i g se WAR CAME Boom Fork Andrews, Mass, BATTERY COMMANDERS Poom, 4/10" 228" LOCBLIZEA FLAGS Wer Gare Board 24X20" BATTERY BATTEAY CLOCKS CLOCKS DAS ff Ee or er o or & o & =; q = 9 £.8 P DESH FOR BATTERY COMMANDERS BATTERY NAMES Loge! 7 x 3 q g ier a 7 tr or => VANES 4/GH ena SHIPS 8 OLSKS FPR FORT ANB FIRE COAt Liiloems FOR OW FOR SHADOW PROQE SHADES BLACK BOARD RANGE BSOARD FIELD CLASSES rp FIGURE 4. COAST ARTILLERY WAR GAME. 15 [ \ i \ \ Ore x Win dow Fr —7o i yee i LLEVATIONATA., WATT TZ) ei) Usual Shade c SLCET/ION _B-O | NY LZLLVLATION Diorenstoras fo Susrt. . : if 4—4 1 of I ; [ IZ aan MOUWLOIING Bvif{p op or Grooved WINDOW. SHADE MIOUN TING —7o Su/r—_+ Lule for AAAE NING WALA G. Z. FIGURE 5. 48393°—16——2 ‘9 CUNO SSP- “2WVI YWM AYFTTHLYY LSYO? SOLES SY ION CHMOD AYILLG ONY Ftd 1407 ub X, 16 COAST ARTILLERY WAR GAME. 17 The object of the curtain is to conceal the players moving the ships during night phases as well as to mark definitely the conclusion of each move. Another small curtain of green material is fastened on the front end of the war- game board, so as to hide from view the truss and floor underneath the board, there- by increasing the realistic effect of the marine view of the water area. It also serves to cut off any fugitive beams escaping from the lamp box of the searchlights. Fort, fire, and battery commander’s tables.—Battery commanders are grouped by fire commands in one end of the war-game room. Each sits on a revolving stool at speci- ally designed table, so that when the elbows rest on the top of the table, the field glasses of the players will be at the proper height above the plane of the war-game table. Each table is provided with a shelf for holding notebooks, field-glass cases, hit bags, etc. In front of each battery commander’s position is mounted a battery commander’s clock and a small flag for indicating when the battery is in action. (See fig. 6.) The fire commander’s tables shown in figure 6 are higher than those of battery commander’s, permitting the fire commander to look over them. The fire commander is located approximately in the center of and behind his battery commanders. The fort commander’s desk is of same height as fire commander’s and is located approximately at the center of the line of battery commander’s. Field glasses—Azimuth instruments.—Each artillery commander is equipped with a pair of field glasses capable of being focused so as to clearly define the ship models when viewed at a distance of about 25 feet. Signal Corps glass, type E, six power (or a similar glass), is well adapted for this use. - When observers are used, as in battery or fire commander’s courses (see p. 29), azimuth instruments are mounted on tripods on each side of the board and near the. battery commander’s tables. (See fig. 4.) Range board.—The purpose of the range board is to keep track of the assignment of targets, the number of hits obtained on each, and to permit the battery commanders to know the range to targets under fire. It consists of an ordinary blackboard about 4 by 6 feet, ruled as indicated, and is placed so as to be visible to the battery com- manders. The first five columns are filled in before the phase begins. When a target is assigned to a particular battery an assistant to the umpire enters the range to the nearest even-thousand yards in the sixth column, and the name or symbol of the target in the seventh column. In the eighth column a brief record is kept of the hits or misses scored at each move. Range board. ‘| _| Battery Fort commander. oe ane Battery. No. | Range. Target. Hits. The range board is usually placed in front and to right of battery commanders and is kept posted by the assistant who draws the curtain at the conclusion of each move. This assistant also spins the localizer for shore batteries and moves the master clock referred to on page 20. Range tapes.—Each fort is provided with a range tape by means of which the ap- proximate range of a target from that group of batteries can be quickly determined. The range tapes are strips of tracing linen, one-half inch wide, graduated in thousands of yards to the scale of the board (1 inch equals 100 yards). 18 COAST ARTILLERY WAR GAME. One end of the tape is pivoted, by means of a thumb tack, on that portion of the board representing water, as near the batteries as possible. The zero of the gradua- tion is under the thumb tack, and each thousand yards is numbered in ink from the pivot out to the extreme range at which the batteries of the group can fire. When a target is assigned to a battery, the range tape for that battery is extended to the target and the range indicated to the range-board operator. The range to the target is thereafter measured for each move. The use of the range tapes will be necessary or desirable only during the initial stages of the instruction, as the director by use of a single graduated wand (10 feet by i by t inch graduated to each 1,000 yards) can easily and rapidly determine the range to any target. Hit bags.—Hit bags are provided for each shore battery and for each ship, and are used in the determination of hits, as explained under methods of scoring gun fire. It is a simple bag of cloth, white for day firing and black for night firing, measuring about 4 by 8 inches, furnished with a draw string at one end, and should be plainly marked to indicate caliber of gun or type of ship for which intended. Each hit bag con- tains 100 half-inch wooden cubes, which are marked as indicated in tables of ‘‘ Prob- ability of hitting.” The percentage of hits to be expected at the different ranges is based on the result of target practice, upon a theoretical discussion of the various types of guns, the probability of finding the accurate rangé, probability of a misfire, upon a moral factor for mental stress under fire. The best attainable information has been used and nu- merous authorities consulted. | : If more reliable data be available the numbering of the cubes in the hit bags should be changed to correspond. Probability of hitting. ONE HIT IN PIT SALVO, 12-INCH B. L. MORTARS. Day firing. Night firing. Marks on cubes. Per cent | Number | Per cent | Number : hits. cubes. hits. cubes. 66.6 4 38.5 8 62.7 6 31.3 5 57.2 6 25.5 5 51.2 5 20.9 4 45.6 6 17.2 3 40.3 4 14,2 2 35.5 5 12.0 2 30. 9 4 10.0 10 26.8 4). me 23. 2 3]. 20. 2 3]. 17.3 2). 15.0 15 seeeeneeen 33 90 3 87 18 69 16 53 18 40 9 31 6 25 5 20 4 16 3 13 3 10 2 8 1 7 1 6 6 HG SESEe 10 COAST ARTILLERY WAR GAME. 19 Probability of hitting—Continued.' ONE HIT IN PIT SALVO, 12-INCH B. L. MORTARS—Continued. Day firing. Night firing. Marks on cubes. Per cent | Number | Per cent | Number -| hits. cubes. | hits. cunes. INTERMEDIATE ARMAMENT. 22 90 43 30 47 26 14 21 10 10 11 5 5 6 3 3 3 1 2 2 1 1 1 1 DL lnamiaaacee| edwin = ID tasnse aorevns | ocatoncroters cag 10 | Blanks. 10 100: |. .2222255 100 30 90 48 29 42 24 15 18 10 8 8 4 4 4 2 1 2 1 3 1 1 10: |scareeeeaes 10 LOO: | sve.ccerevnatescce 100 Localizers.—Two localizers are used to determine the location of hits, one for shots fired at the ships by the forts, the other for shots fired by the ships at the forts. The localizer for forts consists of wooden wheel, with numbers marked on its face from 1 to 20, and provided with four pointers. Figures 7 and 8 show details of con- struction and marking. Four pointers are provided, one for each battery in the normal fire command. of four’batteries. The object of the pointers is to scatter the hits, otherwise all batteries scoring on a given target on any given move would hit at the same place and render estimation of damage difficult for the umpire. The localizer for ship’s fire is a wooden wheel marked as shown in figures 7 and 8. On the circumference are drawn symbols for the various elements of the defense found in the particular coast-defense command. As there are usually a great number of such elements in any given coast-defense command, only one symbol for each kind is placed upon the localizer. For example, there may be ten 60-inch lights installed, but only one symbol is placed on the localizer, and when a 60-inch is hit (i. e., when this symbol stops under a pointer) the umpire decides which particular light in the area under fire is out of action. Similarly only one symbol need be had for major caliber batteries, fire commander’s or battery commander’s station, etc., the umpire specifying in case of a hit which particular station is out. Score cards.—These consist of drawings of a typical dreadnaught, battle cruiser, pattleship, armored cruiser, light cruiser, monitor, destroyer, and submarine. (See figs. 9, 10, 11, 12, 13, and 14.) Each drawing (except the submarine) has located on it 20 hits, corresponding to the numbers on the localizer. On the light cruiser, moni- tor, and destroyer only four hits are shown, but they are numbered from 1 to 20. For example, on the destroyer the hit on the stern corresponds to 16, 17, 18, 19, or 20, and similarly on the light cruiser the hit amidship aft corresponds to 11, 12, 13, 14, or 15. 20 COAST ARTILLERY WAR GAME. These drawings also show the location and thickness of armor on each class of vessel. Jane’s notation for armor is employed. The cards also contain curves of penetration (at 60° angle of impact) of K. C. armor for 6, 8, 12, and 14inch B. L. R. The score cards are printed in different-colored inks to facilitate easy recognition of the different types. These score cards are supplied to coast-defense commanders upon requisition. Clocks —A clock face (8 inches diameter and numbered from 1 to 12) is mounted on an upright support fitting in a socket on each battery commander’s desk. A larger clock fare (18 inches in diameter) is mounted on a wooden frame and is operated FIGURE 7. by the range-board operator at the conclusion of each move, as a guide to the battery commander’s clock. (See figs. 6 and 7.) These clocks are necessary to keep track of the moves of the game and to regulate the rate of fire of the batteries. At the beginning of the first move when the curtain is drawn aside the dials of all clocks are turned so as to indicate 12. Thereafter as the curtain is drawn in front of the board the dial of the master clock is advanced one number. When a battery is assigned a target its clock is set by the battery commander to the move at which the battery can have completed one minute’s firing; that is, four moves ahead of the master clock for mortar batteries, three for major-caliber batteries, COAST ARTILLERY WAR GAME, 21 and two for all others. Thus, if during move 2, a 12-inch gun battery is assigned to a target, the battery clock is set at the reading of the master clock plus 3, or at 5. When the curtain is drawn in front of the board and the master clock has been advanced to 5, the proper number of cubes are drawn from the hit bag by the battery commander. Flags —A small flag, about 2 by 4 inches, cut out of tin and mounted on a stout wire about 8 inches long, is furnished to each battery commander. When the battery is firing this flag is set upright in a hole in the battery commander’s desk in front of the battery commander, and indicates to the umpire that the battery is in action. (Fig. 6.) je” 23 —4 | goo SECTION OF BEARING, BRASS. a LOCALIZERS FOR BATTERY AND SHIP FIRE, COAST ARTILLERY WAR CAVTE. FIGURE 8. Ammunition sheets —These are blank forms mimeographed at the post and are used by battery commanders for keeping track of the expenditure of ammunition. (See “Record of Expenditure of Ammunition,’’ page 22.) Ship models.—The ship models (fig. 15) are made of wood (scale, 1 inch equals 100 feet) and are executed in sufficient detail to make distinguishable the general char- acteristics of the vessels of which they are the models. Viewed from the point of the battery commander, their appearance is that of the vessels seen with good glasses at about mid range. , For training the players for routine artillery drill, models of both war vessels and commercial craft are used. The former are painted war color and the latter the colors of the vessels they represent. Small paper flags are provided for the ship models to assist the players in determining the nationality of any ship placed upon the board 22 COAST ARTILLERY WAR GAME. ReEcorD OF EXPENDITURE OF AMMUNITION. Range. | Target. Zone. Target practice. Remarks (to include the form of attack): ...........-..----- 22-22-22 2- eee eee The models are made as follows: With the use of tracing paper, the outline of the water-line section of the ship is made to scale. A thin piece of white pine sufficiently thick to represent the hull, and uniform in size, is selected, and the outline of the section transferred toit. This outline is then cut out and the model of the hull is completed by cutting to represent the details of construction. By the use of other thin pieces of white pine, the super- structure is made in a similar way and attached to the hull. A thin sheet of lead should be attached to the underside of the hull to give stability and prevent warping. The funnels are made of wood and glued into holes in the hull made to receive them. The turrets are made of cork and glued to the hull. Pins are driven into the turrets and along the hull and superstructure where required to represent guns. The masts are made of wire mesh for models of United States ships, and of wire in two or more sections soldered together as required to represent tripod masts, etc., for models of foreign ships. Cork cylinders are glued at the proper places to represent fire control tops. ‘6 TUNDIA 120—o 8685 STHIN) N/ YP OWS IW oe 6! of “41 4 stl ete I ol 6 g: Z 9 g v ¢< 2 O000F Loy 0009/ 4 SOLS VA ~FIN VE Ps ~ rw CO 22° @’LLsas als Voth en fpf hies iii 7 —_ ON NN Ts ay ga 0 0 a, 2 Be A et ae ie eS rio *% ; EK ie anh ll » 8 q g 8 8 ei ty H PYYYPUD vpuvvnv yvuvnv pvuv ee epee eT ee ROMO AALLMMMUL ASE INES ‘Or AUNOIL m : 3GG—o8688F SZTHIN/ NM POW YD 0? 6| gI Zl qt St Vv! tl él l ol 6 g L gq G v ¢ 2 ee ee ee prin e é f 0008/ + 00 CO 0009 OF ef of = 0001 Fe ee == LIA, 2 Hea > i 0002/% [ ; a é af 0000/ : S io, 0008 k 0009 xq a\~ * 6a. Or ug ocor 8 és %, 4, 6 , 6% o2 0002 pwvvvnn pvvrvveyn pvvv puw p a $ RYE EAN a GPISINAGI FILLVEG FAAL NOILINAGLSN GVM AYSTHLYGE LSVOI I @unolt "e0—o S6E8P STHIN NI POWAY DW o2 bob! gl ai. st ot tt tt ot lb e 2 9 ¢ ¥ ey GQ L444 EL | £2 £ & 4 | ~ I Lo. lo00e/ pyvvvvnn pvvunv AIHASITLLVY EG FAAL NOLWVAL SN & WV FTULAV LSVOP 02 b! ‘tl GUNA GFIHINS NI POWYS 'IY el soi al Gl vl el al VW Oo] b ¢@ 2 9 G Ff ¢€ ¢@ TSI OT OS SALE > poupvvun DpvvY worn ppv q 2? p a ¢ “ySS—o B6ESF 000027 0009 0009 OO0F 0007 0 nv y AML Sarees A lilllINNEs SISA) OFAONWA YS IAAL WOLLIMTLISNT GVM AGITILGY LSV0? 000f / 2009/ O00f/ OO0GT 0000/ SAY FA - FINVY el Zi oY 2/ &/ qt ES GI vl "sl ZUNDIA SLHIN/ M YOWA ET '2'Y el él UW ol b G2 & 7 SISVVEIP LH9I7 FAA 4 NOULINGLS NS GEM AGILE LSVOP “9ZS—o C6E8F [400 oF OOOf/ O00 9/ 000 &/ 000 G/ 000 OF SCYVA-FIINGEY ‘tL GUNS “90S—o B6ESF eaGKicz ORL OEY +6 GPG PO F7 OLIN OL LIAOGLEFIO Ol | eS f_ SS yr te INI CNWGNIS DODDYD ODYPRUD pyvyvn yvvpo To D q 3 p 3 t ? we SLSSSLL POOOSSS GHAI SAIHS FAAL NOIZINGALSN/ GEM AGITILEGY LSVO7 COAST ARTILLERY WAR GAME. 28 It is advisable to select navies of one or more nations, as black, yellow, or red, and make several divisions of each class, as dreadnaughts, battleships, battle cruisers, armored cruisers, light cruisers, destroyers, submarines, colliers, and armed trans- ports. In addition models should be made of the principle elements of the American Navy. Ship cabinets.—A small cabinet, with lock and key, should be constructed for keep- ing the ship models. As the models are easily broken, and require considerable time and care to repair, when not in use they should be placed in their proper position in the cabinet and locked up. FIGURE 15.—SHre MoDELs. Hit bags for ships.—For purposes of scoring the effect of ship fire against the forts, hit bags for each class of ships are constructed, using the following tables of prob- abilities: 7 Probability of hitting. DREADNAUGHT, BATTLESHIP, OR ARMORED CRUISER. Day firing. Night firing. Numbers Range (yards). on Per cent | Number | Per cent | Number | cubes. ofhits. | of cubes.| of hits. | of cubes. 2,000..-.....-- 90 2 3,000. 75 3 4,000. 50 4 5,000 33 5 6,000. 22 6 7,000. 15 7 8,000. . 10 8 9,000. . 6 9 10,000... 4 10 11,000. 2 ll 12,000 1 12 13,000. 1 13 14,000. 0 14 15,000... 1 _ 15 Misses. Wotal’s sci] 2asccecieee MOD: | xecic cio eisai 100 | 2aoneetecs CRUISER, GUNBOAT, DESTROYER, OR MONITOR. 2. 50 8 51 20 2 3 42 12 31 15 3 4, 30 15 16 7 4 5 15 9 9 5 5 6 6 2 4 2 6 Th 4 2 2 1 7 8 2 0 1 1 8 9. 1 Lo esisccnases|ammsinrenses 9 10. 1 Lo Jonsscsacas|sessmsciza 10 50 49 | Misses. Totalossiclincs serves 100. . taseniasaces TOO) | araiciadirciaeisie Turning card and speed scale.—This card shows the track of a ship during one and two minutes. Itshould be made of heavy mounted drawing paper. Itis made to the scale of the war-game board; 1 inch equals 100 yards. 24 COAST ARTILLERY WAR GAME. The straight edge of the card represents the distance that a ship would travel on a straight course during two minutes, at a speed of 30 knots per hour. At speeds less than 30 knots, this distance is indicated by the underlined figures along the edge. These figures represent the speed of the ship in knots. tor ore or twe rain ye 70veS Tactical Lianarer GOO kards. Scale fi =100 Fas. 100 age sp a0 S00 se yoo Ws. se 40 i — wt i a Distances Por ane runute cnove indicated thus, AF Distances tor two rrinute rneve tedtated ths, 12 Figures represent speed ia Hinors per our FIGURE 16. The distance a ship would travel during one minute at various speeds are indicated by the figures not underlined. The circle drawn on the turning card represents the turning circle of the ship, assuming a tactical diameter of 900 yards. COAST ARTILLERY WAR GAME. 25 The lines tangent to the turning circle represent the path of a ship for changes of course ranging from 15 degrees to 180 degrees. These lines are numbered similarly to the straight edge of the card to represent the speed of the ship in knots. In using the card, the straight edge is laid in the direction of the course at the begin- ning of the move, except in cases where the move is a continuation of a change begun ina previous move. In this latter case the movement continues from the point reached at the end of the previous move. - ‘ The straight edge of the card is also used as a speed scale on a straight course. (See fig. 16.) The balopticon.—This projection machine consists of an are lamp, lamp house, dark chamber, two condensing lenses, lantern-slide carrier, lantern-slide lens, opaque _ lens, and reflecting mirror. A stand, rheostat, and inclosed knife switch are pro- vided. (Fig. 17.) MIT FOL. Lavreze HOUSE, FIGURE 17. The lamp is for 110 volt, alternating or direct current. It has a maximum capacity of 25 amperes and the connecting wire should be at least No. 10. Ifalternating current is used the upper and lower carbons should be the same size. If direct current, use large-size upper and small-size lower carbons. The arc is centered by two buttons at rear of the lamp house. Forward and backward movement is had by a button at side of lamp house. The carbons are fed by two buttons at the rear. The balopticon will project either lantern slides or opaque objects. For lantern slides the lamp house should be horizontal. Opaque objects to be projected are placed at the bottom of the dark chamber, the lamp house is tilted to 45 degrees, and light is reflected from the object through the opaque lens to the mirror, thence to the screen. One balopticon is issued to each post having a war-game installation; 200 carbons are issued with each instrument. Additional carbons can be had on requisition. 48393°—16——3 26 COAST ARTILLERY WAR GAME. Lantern slides—One hundred and eight lantern slides, contained in a suitable case, are issued with each balopticon. Additional slides will be issued from time to time as new ships are put in commission. The following slides have been issued to date: SAILING SHIPS. . Sloop. . Yawl, . Ketch. . Two-masted schooner. . Knockabout-rig fis h- erman. . Three-masted schooner . Four-masted schooner. . Six-masted schooner. : 9. Hermaphrodite brig. 10. Barkentine. 11. Bark. 12. Four-masted bark. 13. Full-rigged ship. LINERS. ok OD cowl mD 14. 15. 16. Leyland Line. United Fruit Line. American Line. FREIGHTERS. Tramp Foyle. Tramp. Coal steamer. Tank steamer. Whaleback barge. Whaleback steamer. American lake steamer. 17. 18. 19. 20. 21. 22. 23. MISCELLANEOUS. Cable ship. Steam pilot boat. Lighthouse tender. 27. Hedge Fence Lightship. 28. Boston Lightship. 29. U.S. A. T. Sedgwick. COAST GUARD CUTTERS. 30. 31. 32. 33. 34. 35. 36. 24. 25. 26. Seneca. Onondaga. Seminole. Thetis. Pamlico. Tuscarora. Itasca. NAVAL SHIPS. U.S. 8. Solace (hos- pital ship). U.S.S. Prairie. | U.S. 8. Mayflower. Fleet off Hampton Roads. 37. 38. 39. 40. 41. 42. 43. 47. 48. 49. 50. ol. 52. 53. 54. 55. 56. 57. 58. 70. 71. 72. 73. 74, dddddcdc FUEL SHIPS. U.S. 8. Neptune. U.S. 8. Vulcan. SUBMARINES. U.S. submarine No. 1. . British D-7. . U.S. 8. Narwhal. . German D-1. TORPEDO BOATS. U.S. 8. Mackenzie. U.S. 8S. Stringham. U.S.S. Blakely. ~ DESTROYERS. .8. 8. Drayton. S. S. Cassin. 8.8. Terry. dda GUNBOATS. 8. 8. Dixie. S. S. Montgomery. 8. 8. Dubuque. ° 8. 8. Nashville. 8. 8. Dolphin. S. S. Wilmington. ddddad LIGHT CRUISERS. 8. 8. Salem. . Cincinnati. . Des Moines. . Columbia. . Olympia. . Saratoga. . Brooklyn. . Milwaukee. RARNRANRNM . German Victoria Lou- ise. . Chinese Hai Chi. . British Melpomene. ARMORED CRUISERS. U.S. 8. Colorado. U.S. 8S. Tennessee Japanese Idzumo. MONITORS. U.S. 8. Amphitrite. U.8. 8. Tonopah. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100 104. 105. 106. 107. 108. BATTLESHIPS. 8. Indiana. . Iowa. . Kearsarge. . Wisconsin. Ohio. . New Jersey. . Louisiana. . Mississippi. U. 8. 8. New Hamp- shire. German Pommern. Austrian Hapsburg. Japanese Tango. Japanese Asahi. Japanese Mikasa. Japanese Tsukuba. Japanese Ibuki. dddddddd A tA TD tH TD wa Tn RARDRNANMH BATTLE CRUISERS. Japanese Satsuma. British Inflexible. German Von Der Taan. Japanese Kongo. DREADNAUGHTS. U. 8. S. South Caro- lina. S. S. Delaware. Florida. Wyoming. U. U.S.S. U.S.S. U.S. 8S. New York. . U.S. 8. Oklahoma. 101. 102. 103. German Westfalen. British Temeraire. Argentine Rividavia. BUOYS. Spar buoy. Gas buoy. Bell buoy. Whistling buoy. Combination gas and whistling buoy. CHAPTER II BATTERY, FIRE, AND FORT COMMANDER’S COURSES. The Coast Artillery war instruction is divided into two kinds, as follows: First, that which relates to the method of using the apparatus, giving the correct commands, indicating and identifying targets, and handling of searchlights. Second, that which relates to the tactical method of handling the various elements of the defense so as to meet various naval attacks. The first kind of instruction should be given to both officers and men, while the second kind is limited to the commissioned officers. The various courses, oultined in General Orders, No. 12, War Department, 1914, are as follows: - (a) For battery officers, observers, gun pointers, and telephone operators, to be conducted by the battery commander, under supervision of the fire commander, to include the following: Use of proper and uniform commands, rapid indication and identification of targets, armor and its attack, best tactical use of battery when ‘‘Bat- tery commander’s action” is ordered, use of emergency conditions, etc. (6) For fire and battery commanders, to be conducted by the fire commander, under supervision of fort commanders, to include use of proper and uniform commands, rapid indication and identification of targets, fire-command drill, armor and its attack, tactical use of elements of the defense (i. e., guns, searchlights, and submarine mines), type forms of attack for each harbor, with best method of meeting the same, etc. : (c) For fort, fire, and battery commanders, to be conducted by fort commanders, under supervision of coast-defense commanders, to include use of proper and uniform commands, rapid indication and identification of targets, fort-command drill, tactical use of the elements of the defense, estimating the situation, etc. BATTERY COMMANDER’S COURSE. For battery officers, observers, gun pointers, and telephone operators, to be con- ducted by the battery commanders, under supervision of the fire commanders, to include the following: Use of proper and uniform commands, rapid indication and identification of targets, armor and its attack, best tactical use of battery when ‘‘Bat- tery commander’s action” is ordered, use of emergency conditions, etc. (See G. O., 12, W. D., 1914.) In addition to the foregoing, the following should also attend: Plotters, gun commanders, candidates for rated positions, and other specially selected enlisted men. One hour daily four days a week during the period of indoor instruction, and on such other ocCasions as climatic conditions render desirable. FIRST WEEK. First 15 minutes: Balopticon, Characteristics of warships. Remainder of hour: Indication and identification of targets. SECOND WEEK. First 15 minutes: Balopticon, Characteristics of warships. Remainder of hour: Location of elements of defense. Hydrography of harbor. Estimation of ranges. Indication and identification of targets. ; ‘7 f 28 COAST ARTILLERY WAR GAME, THIRD WEEK. First 15 minutes: Balopticon, Characteristics of warships. Remainder of hour: Emergency conditions. Armor and its attack. Telephone drill. FOURTH WEEK. First 15 minutes: Balopticon, Characteristics of warships. Remainder of hour: Searchlight drill. Telephone drill. Battery commander’s action. I. Banopricon. Characteristics of Warships.—The object of this training is to cultivate the powers of observation, and to enable various types of warships to be easily described and rec- ognized. / The instruction should be systematic and progressive. On the first day silhouettes of simple types should be thrown on the screen and the characteristic features, such as masts, funnels, turrets, etc., pointed out and each member should draw a sketch of the silhouette, under the direction of the instructor, thus gaining familiarity with the conventional signs for indication of a turret, mast, gun, funnel, etc. When these are understood, pictures should be thrown on the screen for about 60 seconds, during which time the instructor calls attention to the important characteristics. After 60 seconds the picture is taken off, and each member is required to draw a sketch of the vessel from memory. At the beginning this may seem a little difficult to some men, who have no ability to draw. It should be borne in mind, however, that only a very moderate ability to draw is necessary, and that even this can be cultivated. Not more than six sketches should be drawn in any one session, and the remainder of the time devoted to oral description by members of the section. The following schedule gives the silhouettes and pictures which should be used each day in a progressive course: FIRST WEEK. FIRST DAY. SECOND DAY. THIRD DAY. FOURTH DAY. Sloop. Full-rigged ship. Four-masted bark. U.S. 8S. Ttasea. Two-masted schooner. Two-masted schooner. Whaleback steamer, German D-1. Bark. Whaleback steamer. U.S. 8. Mayflower. U.8.8. Vulcan. Barkentine. U.S.8. Tuscarora. U.S.S. Terry. U.S. 8S. Tennessee. Full-rigged ship. U.S.S. Prairie. U.S. S. Salem. U.S. S. Louisiana. i U.S. S. Seneca. U.S. 5S. Cassin. U.S. 5. Des Moines. Gemen Von Der Tann. U.S.S. Mayflower. U.S. 8S. Mackenzie. Japanese Idzumo. 8.8. Delaware. U.S.submarine No.1. U.S. 8. Salem, U.S. 8. Mackenzie. Shar “puoy. U.S.S. Drayton. U.S. 8. Brooklyn. Japanese Asahi. as buoy. U.S. 8S. Nashville. U. ant - Solace (hospital Japanese Kongo. Bell buoy. ship SECOND WEEK. FIRST DAY. SECOND DAY. THIRD DAY. FOURTH DAY. U.S. 8S. Mayflower. Tank steamer. Coal steamer. Barkentine. U.S. 8. Stringham. U.S. S. Prairie. Boston Lightship. Cable ship. Japanese Satsuma. U.S. 8S. Mayflower. ilmington. U.S. 8S. Pamlico. U.S8.S. New York. U.S, 5S. Pamlico. U . 8: Salem. Austrian Habsburg. U.S. 8. Tennessee. British Temeraire. U.S. S. Cassin, British Inflexible. German Westfalen. U.8. 8. New York. U.S. 8. New York. U.S. 5S. Wyoming. Japanese Kongo. Whistling buoy. U.S.S. Wyoming. U.S. S. New York. Austrian Habsburg. U.S. S. Wilmington. U. 8. 8. Louisiana. Japanese Kongo. U.S. 8. Ohio U.S.S. Terry. U.S.S. New Jersey. Japanese Satsuma. Japanese Idzumo. U.S.S. Blakely. German D-1. Combination gas and whistling buoy. COAST ARTILLERY WAR GAME. 29 THIRD WEEK. FIRST DAY. SECOND DAY. THIRD DAY. FOURTH DAY. American lake steamer. U.S. S. Milwaukee U.S. S. Wyoming. U.S. 8. Tonopah. Steam pilot boat. U.S. 5. Tennessee. Japanese Kongo. U.S. 8S. Tennessee Chinese Hai Chi. U.S.S. Tonopah. U.S. S. Terry. U.S. 8. Columbia U.S.S.New Hampshire. U.S. 8. Seneca. U.S. 8. Stringham. U.S. 8. Vulcan. German Von Der Tann. U.S.S. Vulcan. U.S. 8. Narwhal U.S. S. Mayflower. U.S. S. New York. Hedge Fence Lightship. U.S. 8S. Saratoga Japanese Tango. Japanese Kongo. American lake steamer. U.S8.S. Salem. U.S. S. Milwaukee U.S. S. Wyoming. American Line. U.S.S. Tonopah. U.S. 58. Florida. U.S. 8S. Tonopah. Hermaphrodite brig. U.S. S: Solace (hospital U.S. S. Tuscarora. Japanese Idzumo. Spar buoy. ship). Combination gas and Whistling buoy whistling buoy. As the instruction proceeds and the section becomes familiar with the different types, the drawing feature of the instruction can be gradually eliminated, and the instructor should question members of the section as to the class and size of the ves- sels, kind of masts (military, pole, fire-control, etc.), size of guns, number and loca- tion of turrets, number of searchlights, thickness of armor, nationality, etc. Asan example, when the screen shows the picture of a tank steamer, the instructor would ask the following questions, each to a different member of the section: Class? 1-3. Type? Oil-tank. Where is pilot house? Forward on forecastle. Where is engine room? In the stern. What is probable speed? Ten knots. What is the tonnage? About 3,000 tons. What is aiming point? Funnel. When a picture of Wyoming is on screen (slide 98): What class? 2-2. How many turrets? Five. What is caliber of turret guns? Twelve-inch. Thickness of belt? Nine inches thick. Turrets? Sixteen inches thick. Where is conning tower? Near base of foremast. What kind of masts? Fire-control. At anchor or under way? Under way. Nationality? American. What class? Dreadnaught. Name? Wyoming. Maximum draft? Twenty-six feet. Displacement? About 30,000 tons. Speed? About 22 knots. What is aiming point? Forward funnel. II. InpicaTIon anD IDENTIFICATION OF TARGETS. A picture is thrown on the screen, and the instructor calls at random upon any member of the section to indicate the vessel as a target, giving description and using proper commands. Example.—Slide 81, U. 8. 8. Louisiana on the screen. Instructor points to Corpl. A. to assign same as a target as if he were battery commander. Assignment.—Target, Allerton; Battleship going north; Class, 3-2; B’ vertical base; Track. The instructor then calls on Sergt. X. ‘‘B/’ describe.”’ Description.—Battleship going north; Class, 3-2; Two fire-control masts; One tur- ret forward; One turret aft; Louisiana. At first it may be necessary for the instructor to give the commands and have the members repeat them after him, but in a short time this will be unnecessary. This is followed by a course using models of various sailing vessels and commercial steamers placed on the board in the different water areas. Two or more azimuth instruments are set up in the room, and the observers at them, as well as the remain- der of the section (equipped with Signal Corps field glasses), are required to select the target assigned from the description given by the instructor. FIRST EXAMPLE. On the war-game board are placed several models of tramp steamers, sailing vessels, “and commercial liners. The instructor gives the following command: ‘‘Target, Graves; Tramp steamer, going south; Class, 1-2; Black hull, white upper works, black funnel with red band.” Then he points to any member of the section or calls on one of the observers to identify the target. There may be several tramp steamers 30 COAST ARTILLERY WAR GAME. in this one water area, and it will be found necessary for the instructor to point out some one characteristic that will differentiate it from all others therein, and the members of the section should be able to quickly locate the one referred to. After the section has become familiar with the various commercial vessels, models of war vessels, such as battle cruisers, dreadnaughts, battleships, armored cruisers, protected cruisers, destroyers, and scouts, are placed on the board in different forma- tions (line abreast, line ahead, double column). Targets are then assigned, as follows: Example.—Target, Black Rock; Destroyer division, double column; Starboard column; Ship No. 1; Emergency system; Track. Care should be taken that all observers and gun pointers select observing and aiming points, as follows: 1. For all power vessels having but one funnel, that funnel will be the observing and aiming point. 2. For all sailing vessels having but one mast, that mast will be used for the observing and aiming point. . 3. For all power vessels having two or more funnels, the forward funnel will be the observing and aiming point. 4. For all sailing vessels having two or more masts, the forward mast will be the observing point. 5. For all vessels not included above, the aiming point will be designated by the commander assigning the target. If for any reason it is impracticable to utilize the observing and aiming points speci- fied above, the battery commander will designate other points when he indicates the target, or at any time after he indicates the target that it becomes impracticable to use the prescribed points. (See par. 79, D. R. C. A.) III. Location or ELEMENTS oF THE DEFENSE. This instruction is given at the war-game board and consists in pointing out to the section the location of the various batteries, range stations, location and tactical num- ber of the searchlights, and the supporting relations of the various forts. IV. HyproGRaPHy OF THE Harpor. At the war-game board, the various navigable channels, lighthouses, channel marks, shoals, reefs, and water areas are pointed out to the section, and questions are asked as to the possible courses of approach for various types of vessels. The instruc- tion should include the following: 1. Name, location, kind, radius of illumination, and range to each lighthouse. 2. Name, location, and range to datum points, buoys, or other channel marks, 3. General direction, name, width, and depth of channel, with a statement of what classes of war vessels can navigate same. 4, Name and location of shoals, and ranges thereto. 5. Names and location of subareas. (See par. 302, D. R. C. A.) 6. Location, numerical designation, size, and approximate range of beam of all searchlights of the coast-defense command. " 7. Ranges to all prominent points and landmarks along the shore. . 8. Location of, ranges to, and general features of all practicable landing places for bodies of troops. V. Estmation or RANnceEs. Using the war-game board, members of the section are required to estimate ranges to all important points in the harbor, remembering that the scale of the board is 1 inch equals 100 yards. For example, if a certain lighthouse appears to be 5 feet from a given battery, it is actually 6,000 yards. COAST ARTILLERY WAR GAME, 31 The ranges to various ship models placed on the board can be estimated very closely by comparison with the distance to known points, such as buoys, lighthouses, promi- nent land features, etc. Questions as to whether it is possible for a certain stated battery to fire on a designated ship will not only bring out the question as to range of the target, but also the maximum range of the different calibers of guns. VI. Emercency System. Paragraph 56, Drill Regulations for Coast Artillery, requires that emergency condi- tions shall be practiced. Such practice is most important since the fire of the battery may cease or be seriously reduced unless the battery commander can promptly meet, during an action, damages to the fire-control equipment or lines of communication. The instruction consists of having the instructor assess damages such as the following: (a) Elimination of primary station only; (b) Elimination of secondary station only; (c) Elimination of battery commander’s station only; (d) Elimination of primary and secondary; (e) Elimination of primary and battery commander’s station; (f) Elimination of battery commander’s station and secondary; (g) Elimination of sight standard and gun pointer; and requiring that the proper commands be promptly given to meet the assumed dam- age by making such disposition as will best meet the emergency. For example, if the battery be tracking a given target by horizontal base, and the secondary station is declared out by the instructor, the battery commander may then decide to change to vertical base, and will order ‘‘B/ Vertical base, Track.’’ Similarly at a gun battery, if sight standard is destroyed, the command for case III would be required. It will be remembered that in time of action more or less confusion must be expected, and it is necessary to have orders given in the fewest possible words consistent with a proper understanding of what is desired. A telephone operator can more readily dis- tinguish a command with which he is familiar, and great care should be exercised in framing short commands that meet all probable emergency conditions. VII. Armor AND Its ATTACK. It is essential that not only the officers but the enlisted personnel assigned to each battery should have a general idea of the armor and its location on the various types of war vessels. Having such a general knowledge, it is then possible to determine the proper kind of projectile to be used. Slides of the different types of vessels are thrown on the screen and the section questioned as to the thickness of armor amidship, on turrets, protective deck, etc. After consulting the penetration curves the members are then questioned as to whether it is possible to penetrate with the various calibers at the stated ranges. In this man- ner a knowledge is soon acquired of the ranges at which dreadnaughts, armored cruisers, etc., can be effectively attacked by the various types of guns. Ezample.—Slide 94, Japanese battle cruiser Kongo thrown on screen: What is thick- ness of armorin belt, amidship? About 10inches. Atends? Fourinches. Deck? Three inches. Turrets? Ten inches. Extreme range at which belt would be per- forated? Eight thousand yards with normal impact. What is aiming point? For- ward funnel. VIII. TeverHone Drow. Poorly trained telephone operators are a cause of unnecessary troubles. In many instances it is not so much the operator’s fault as it is that the commands are badly given or that unnecessary or illy chosen messages, involving words which are difficult 32 COAST ARTILLERY WAR GAME. of transmission by telephone, are sent. All commands should be given clearly, distinctly, unhesitatingly, and as fast as is consistent with proper repetition by telephone. The following examples are a few of the many that will be used by a battery commander. If they are given by the instructor and the various members of the section be required to repeat after him, uniformity of commands will be obtained. The battery commander having identified a target, indicated to him by the fire com- mander, will indicate it to his observers (at B’, B’’, and E) and gun pointers as follows: Target, subarea, name (or type and class) of an isolated ship, or designation of division, formation, ship number, and at night the number or name of the covering searchlight. When the observers are on the target they report ‘“B’ (B’” or emerg- ency) on target.’? When the gun pointers are on the target they repeat ‘‘No. 1, 2, 3, or 4 on target.’’ When the battery commander is satisfied that the target has been correctly identified by the observers he will give the command, ‘‘Track.’’ Unless otherwise specified, the system normally used at the battery will be used at the com- mand ‘‘Track.’’ Dashes in commands indicate pauses to allow for transmission of the command by telephone. BATTERY COMMANDER TO BASE END STATIONS. Target—Allerton—Battle cruiser division, line ahead—Ship No. 1 (B’ on target; B” on target; B’’”’ on target; Emergency on target)—Track. TO CHANGE BASE. B’—Vertical base—Track. ’—Auxiliary base—Track. B”’—Vertical base—Track. “— Auxiliary base—Track. B/’’—Vertical base—Track. B/’—Auxiliary base—Track. Horizontal base—Track. B’/—Vertical base—Track. B/’’’—Vertical base—Track TO DETERMINE IF OBSERVERS ARE ON PROPER TARGET. B’—Describe. “Describe. “”—Describe. Emergency—Describe. IF DESCRIPTION IS SATISFACTORY, FIRE OR BATTERY COMMANDER ADDS. ’7—On target. B’’— On target. B/’—On target. Emergency—On target. BATTERY COMMANDS. Target—Allerton—Armored cruiser division, line ahead—Ship No. 2 (B’, B’, B’”, Emergency, on target)—Track. Target—Main—Gunboat division, line ahead—Ship No. 3—Track. Target—Black Rock—Anderson division—Target No, 1—B’” Vertical base, Track. Target—Broad—Coal barge division going out—Ship No. 1 (this means observe on tug)—Emergency system, Track. Target—Broad—Coal barge division going out—Barge No. 1—B’ Auxiliary base, Track. Target—Allerton—Tramp steamer, class 2-2, coming in—B’” Auxiliary base, Track. Target—Broad—Dreadnaught division, line abreast—Ship No. 1—With A. P. shot— Battery load—Commence firing. Target—Allerton—Battleship division, line ahead—Ship No. 8—Track—With A. P. shell—Fire four rounds—Commence firing. Target—Fixed target—Boston Light—B’ Report range—B” Report range. Target—Graves—Brooklyn—Track. Target—Graves—Battleship, class 2-2—Track. COAST ARTILLERY WAR GAME. 33 Target—Broad—Battle cruiser division, line ahead—Ship No. 1—B/ Vertical base ' Track. Target—Allerton—Destroyer division, double column, starboard column—Ship No. 1—Eniergency system, Track. Change target—Target—Main—Submarine awash—B” Vertical base, Track. With A. P. shot—Fire three rounds—Commence firing. With A. P. shell, No. 1 fire 2 shots—Commence firing. With D. P. shell, fire two pit salvos—Commence firing. With D.P. shell, fire four rounds—Commence firing. Plotting room—Réport range. F,—Range to target, 6,000 yards. Plotting room—Report cause of delay. Types of short messages. Plotting room—Range officer to phone. Plotting room—Report time of flight. A to phone—Report cause of delay (A, name oi emplacement officer). B to phone—Report cause of misfire. SEARCHLIGHT COMMANDS. 10 Inaction. 7 Uncover and cover 10. 10 Search. (This command signifies | 1 Uncover and search. that No. 10 light will search the | 1 Uncover and search Allerton. fire area assigned to it.) 1 Follow. 10 Search main. (This means that No.| 1 Left—halt. 10 will search the subarea, Main.) | 1 Left—slightly. 10 Follow. (This means that thesearch- | 5 Azimuth 285. light is to follow target even if |5 Elevate. target moves out of subarea as- | 5 Lower. signed to light.) 5 Spread. 7 Cover 10. 5 Focus. IX. BatreEry ComMMANDER’s ACTION. This class of instruction should be given at the war-game board by the instructor imposing penalties on the shore defenses or after arranging the attacking fleet in such a way that the battery commander must act after considering the various conditions which follow: During the last stages of an action which has been pressed to short range when the forts have suffered damage in both personnel and matériel or during the last stages of a run-by when all fire-control equipment has come under the devastating effect of the fleet’s rapid-fire armament, it may be necessary for the fire commander to place the control entirely in the hands of the battery commander. Similar conditions may result earlier in the action by the destruction of all communications between the battery commander and higher authority. Paragraph 54, Drill Regulations for Coast Artillery, recognizes such contingencies and provides certain courses of action. Upon the receipt of the order ‘‘ Battery Commander’s Action’’, the commander must rapidly estimate the existing situation and promptly form his decision. In so doing he must consider in sequence the following: (a) Previous instructions. (b) Available targets. (c) Angle of presentation and probability of hitting. (Zone in case of mortar fire.) (d) Arc of fire of battery. (e) Which ship is most menacing to the defense. (f) Location of mine fields and other batteries. 34 COAST ARTILLERY WAR GAME, (a) Previous instructions.—Before acting on his own responsibility, the battery com- mander should carefully consider instructions previously given by the fire and other superior commanders with reference to existing conditions. (0) Possible available targets.—The target selected should be appropriate to the caliber of the battery. Only in exceptional cases should it be expected that minor or intermediate batteries could have any appreciable effect upon capital ships. Their proper objectives would be cruisers, destroyers, or submarines. (c) The angle of presentation will be important if the gun be matched by the armor orif the courses of the target be such as to seriously effect by its great speed the probable error in deflection. In case of mortars the dead space (within zone 1) and the angle of passage through the zones is important. (d) Arc of fire —The arc of fire of the battery will decide the possibility of using one or more guns. (e) The most menacing ship.—This will be usually most apparant by the damage resulting from ships’ fire. (f) Location of mine field and other batteries.—These considerations may cause the battery commander to decide to leave certain ships to be dealt with by mines or by other batteries and to concentrate fire on a particular target. Having rapidly made his estimate the battery commander selects his target and, using his emergency equipment (see par. 55, D. R. ©. A.), gives orders for firing. ’ FIRE COMMANDER’S COURSE. For fire and battery commanders, to be conducted by the fire commander, under supervision of fort commander, to include use of proper and uniform commands, rapid indication and identification of targets, fire command drill, armor and its attack, tactical use of elements of the defense (i. e., guns, searchlights, and submarine mines), type forms of attack for each harbor, with best methods of meeting the same, etc. As it is essential that all officers should be thoroughly familiar with the subject matter of the battery commanders’ course, they should complete the instruction therein indicated before commencing with the fire commanders’ course. I. Proper AND UNIFORM CoMMANDS. This instruction should begin with the use of the balopticon. Pictures are thrown on the screen and the fire commander directs Capt. X. to assign the indicated target. Example.—When screen. shows U. 8. 8. Cassin (slide 51), fire commander points to Capt. X., who then says: ‘‘Target—Allerton—Destroyer division, line ahead, going north (formation and direction being assumed at random, since picture shows but a single destroyer)—Ship No. 3—Track,”’ or ‘“Plunkett—Target—A llerton—Destroyer division, line ahead, coming in—Ship No. 3—No. 1, Fire one shot—Commence firing.” Or when screen shows U. 8. 8. New Hampshire (slide 83): ‘‘Target—Graves—Battle- ship division, line abreast, coming in—Ship No. 2 (formation assumed since photo- graph but a single ship), B’ Vertical base—Track—B’ Describe.’’ (B’ replies: Graves—Battleship division, coming in, ship No. 3, class 2-3.) ‘‘Change target— Same division, ship No. 2—-Whitman—Fire four pit salvos—Commence firing.’’ Other commands simulating the conditions of an action can be given. This practice should be continued until all officers can give commands without the slightest hesitation. The instruction should then be continued by placing models on the war-game board. II. Firr Commanp Dri. This instruction is given at the war-game board. Each officer takes his designated station. If a night drillisintended the searchlight operators should be at the control- Jers of the miniature searchlights. In the immediate vicinity of the fire commander should stand the telephone operator from fire commander to the battery commanders. COAST ARTILLERY WAR GAME. 85 Similarly near each battery commander should stand the telephone operator from battery commander to battery. Two azimuth instruments should be set up near the end of the room with an observer at each. On the board in the various subareas of the battle area should be placed models of various commercial craft peculiar to the harbor as well as a few naval targets. At the beginning it is best to have but few models until the procedure is thoroughly understood. The fire commander should then conduct a fire command drill, using the telephone operators to transmit messages and orders from his station to battery commanders (and searchlights if a night drill) and from battery commanders to battery and observers. The following outline is suggested : Fire commander commands: ‘‘All batteries report” (repeated by fire commander’s telephone operator). Commanding Officer Whitman reports: ‘‘Whitman in order” (repeated by Whitmans’ operator to fire commander’s operator, who repeats the order to fire commander). Commanding Officer Cushing reports: ‘‘Cushing in order,’ similarly repeated to fire commander; and in succession each battery and searchlight reports. Fire commander then commands: “‘All batteries prepare to take time 10.10” (repeated by telephone operators to battery commanders, who prepare to synchronize their watches with that of fire commander)—‘‘10 seconds, 5 seconds—Take’”’ (the latter command being given at the proper instant). The fire commander, desiring to assign a tramp steamer coming in main channel to Whitman, orders: “ Whitman—Target—Main—Tramp steamer, coming in—Class 1-2— Report range at 10.25.’ This command being transmitted to battery commander, that officer gives proper commands for tracking, and the two observers at the azimuth instruments select the target indicated. The battery commander after estimating the range (or an assistant to the umpire can measure it if considered necessary), reports back at the proper time to the fire commander as follows: ‘‘F; range 4,400 yards at 10.25.”” Ina similar manner the drill should proceed employing other commands appropriate to the situation on the board. After the routine of day drill is understood and can be conducted without confusion or unnecessary interruption, night drill employing the searchlights should be tried. III. Armor anp Its Arrack. This instruction is begun by employing the pictures thrown on the screen, the instructor asking individual officers questions as to the location, kind, and thickness of armor on various positions of typical warships. The officers should be encouraged to look up in Jane’s Fighting Ships for such information as may be necessary. It must be borne in mind that the penetration obtained from the penetration curves is for a 60- degree angle of impact. IV. Tacrica, Use oF ELEMENTS OF THE DEFENSE. This instruction is given at the war-game board and consists in a tactical study by the fire and battery commanders as to the best method of employing the elements of the defense to meet various attacks. It involves the mutually supporting relations which may be expected of each battery, the batteries best adapted to attacking various types of ships, and a consideration of the armor and angle of presentation of various possible targets, the cooperation between guns and mine fields, a careful consideration of the field of fire of each battery, the particular battery or base line best suited to attack a given target, the best searchlights for use in certain given circumstances for illuminat- ing and searching lights, the location and organization of the Coast Artillery supports, the emergency stations to be employed to control fire of secondary armament in attack by land, etc. 36 COAST ARTILLERY WAR GAME. V. Type Form or Atrack with Best Way or MEETING SAME. This instruction is given at the war-game board. Using the different types of war- ships, each of the type forms of attack should be rehearsed until they are familiar to all. The instruction should begin with day phases, and, in succession, the different forms of reconnoissance, raids, blockades, bombardments, blocking-channel attempts, and run-bys should be employed. After the different forms of day attacks are thor- oughly understood and quickly recognized, the same should be repeated in night phases employing the searchlights. The instruction should now proceed along the lines of deciding the method of meet- ing each type form of attack, with the best tactical assignment of each element of the defense. For the night phases it is often a complicated question to determine as to the proper assignment and use of the searchlights. This instruction should be coordinated with such night drills as may be practicable in the coast-defense command. Using models of such craft as may be available for night drill, the drill can be rehearsed at the war-game board with profit to all concerned. Such instruction will be of great assistance in estimating the situation for any given attack. FORT COMMANDER’S COURSE. For fort, fire, and battery commanders, to be conducted by fort commanders under supervision of coast-defense commanders, to include use of proper and uniform com- mands, rapid indication and identification of targets, fort-command drill, tactical use of the elements of the defense, estimating the situation, etc. I. Usr or PRoPpER AND UNIFoRM COMMANDS. This instruction has been covered under similar headings in the battery and fire commander’s courses. It need only be added that as many of the telephone operators as possible should be present, and great stress should be laid on the transmission of such messages as are liable to be used in drill or action. II. INDICATION AND IDENTIFICATION OF TARGETS. This instruction has been outlined in the battery and fire commander’s courses. A greater variety of models should be employed than in either of the preceding courses. III. Fort-Commanp Dritt. This is conducted on lines similar to the fire-command drill, the fort commander deciding upon the sequence in which orders should be given by fire, mine, and battery commanders. To avoid confusion the following sequence is suggested: After all battery, fire, and mine commanders have reported, the fort commander gives such orders as he may desire to F,; F, then gives the necessary orders to Bat- teries A, B, C, D. When he has completed, the commanding officer, Battery A, gives his orders and at the conclusion raps on the desk to indicate the conclusion. Simi- larly for commanding officer, Batteries B, C, and D. The fort commander then gives his commands for F,, and so on. IV. TacricaL UsE or ELEMENTS OF THE DEFENSE. Paragraph 289, Drill Regulations for Coast Artillery, requires that— He (the fort commander) will study the battle area, and will consider the location and strength of the elements of the defense under his command, and will rehearse the forms of attack liable to be adopted by an enemy. While it is "not practicable to an- ticipate all of the conditions of attack that may arise during an engagement, nor all of the methods of attack that may be employed by an adversary of initiative and resource, there are certain type forms which may be anticipated and which will be frequently rehearsed. COAST ARTILLERY WAR GAME, 37 This subject involves the best combination of the guns, mortars, mine fields, and searchlights in any tactical situation which may be assumed. It is one of great im- portance, and in many coast-defense commands the war-game board furnishes the only means of studying it. Joint maneuvers with the Navy have been most valuable in developing the tactics of coast defense, but it is seldom that they can be held, and at best the opportunities of any phase are but limited and mistakes made can not be remedied before their conclusion. In this instruction a general situation involving a naval attack on the coast-defense command should be assumed, and different phases involving attacks by various types of naval vessels be prepared. No fixed rules can be given, but each coast defense must be studied first on the war-game board and later at drill. Artillery Notes No. 37, Digest of Reports, Joint Naval and Coast Defense Exercises, August 3-9, 1913, contains much useful information as a guide in preparing orders for different phases. Cooperation of the fort commanders with the coast-defense commander is necessary to a proper defense of any harbor. It is therefore necessary to have an exchange of ideas on the various points that may develop during the attack by a hostile fleet. It is realized that it is an impossibility to imagine all the contingencies that may arise, but, by carefully playing a game where it is assumed that a naval attack is being made on the harbor, many of the points can be cleared up. These points should be brought out at this time, and a clear understanding on the part of the fort commanders as to. the wishes and plans of the coast-defense commander will save time and confusion in time of action. There will be many questions that must of necessity be decided by the coast-defense commander on the spur of the moment, and if by drill, exchange of ideas, and an agreed policy the number of these questions submitted for decision can be lessened, the efficiency of each fort is increased that amount. CHAPTER IIT. METHOD OF CONDUCTING THE GAME. Object of instruction.—It is most important that all officers participating in the Coast Artillery War Game should thoroughly understand the purpose and object of the instruction, and particularly that no claim is made that by means of the appara- tus provided it is possible to definitely decide the result of an engagement between ships and forts. The methods of scoring gunfire are merely contributory to the gen- eral development of the action, indicating relative weaknesses of the attack and defense. In framing these rules it has been the endeavor to avoid as far as possible fixed and complicated rules, which are usually fatal to the development of any war game. All discussions, questions in dispute, and damages resulting from gunfire should be set- tled by the umpire, whose decisions are final. Arrangement of room.—The general arrangement and matériel is shown in figure 4. Umpire.—The game is conducted by the umpire, who has general charge, deciding all questions at issue, as well as the effect of gunfire. He is assisted by one or more assistants, who draw the curtain at the termination of each move, who keep the range board posted, and spin localizers. Moves.—Each move represents one minute, and at its conclusion and after the cur- tain has been drawn the ship models should be moved accordingly. At the end of each move the attendant draws the curtain, advances by one number the master clock, and spins the localizers (both for ships and forts). The umpire, before the first move, should assign to each battery and to each ship a pointer on the proper localizer. Orders.—Before the commencement of the exercises a general and special situation should have been prepared by the umpire and issued to all concerned. The officer in charge of the attack, assisted by one or more officers, should be required to prepare in advance his plan of attack, accompanied by a sketch showing the move- ments of each group of ships. He should write the orders necessary for the phase. The mission of the fleet should be clearly stated. Artillery Notes No. 37, Digest of Reports, Joint Naval and Coast Defense Exercises, will serve as a guide in drawing up the fleet orders. The umpire announces the state of the wind, weather, tide, and the maximum searchlight range for the phase, if a night engagement is contemplated. Placing models on board.—For a day phase, the ships should be placed on the board in the desired formation, at or beyond maximum range of the shore guns, or at the maximum range of visibility in case of haze, fog, or rain. One officer should be in charge of each group of ships, who should be required by the umpire to rigidly follow his written orders. For a night phase, no models should be placed on the board until the conclusion of the third move. For the fourth move, such ships as are within the maximum search- light range for the atmospheric conditions assumed should be put on the board—the other ships are put on the board in subsequent moves as they become visible. Opening move.—The exercise opens by the coast-defense commander calling the players to “Attention” and ordering: ‘‘ Andrews, report”’ (repeated by coast-defense commander’s telephone operator and by fort commander’s telephone operator at Fort Andrews). The fort commander, Fort Andrews, orders: ‘‘Whitman, report” 38 COAST ARTILLERY WAR GAME. 39 (repeated by fort commander’s telephone operator and battery commander’s tele- phone operator). The battery commander replies: ‘‘Whitman in order’’ (repeated by his telephone operator and fort commander’s telephone operator). This reply means that the commander of Battery Whitman has the following articles: One pair field glasses. One pencil. One hit bag (day or night). One set of score cards, consisting of battle cruiser, dreadnaught, battleship, armored cruiser, light cruiser, monitor, destroyer, and submarine. After ‘‘Whitman”’ has reported, each battery commander at the fort reports to his fort commander. The fort commander then calls on each searchlight to report; as, “5, report.’’? The operator at the controller replies: *‘5 in order,’’ meaning thereby that he knows the number of his light and that it is in order. In cases where the batteries are grouped into fire commands, the fort commander calls upon the fire commander to report, and the latter calls upon his battery commanders; as, ‘“‘F,, report,’’ etc. When all batteries, searchlights, fire, and mine commanders have reported in suc- cession to the fort commander, that officer reports to his coast-defense commander: as, -‘ Andrews in order.’’ In a similar manner the coast-defense commander calls upon each fort in turn to report. When all forts have reported in order, the coast-defense commander raps on his desk as a signal to the umpire he is ready to proceed. The umpire then reads the general and special situation and signals for the attend- ant to draw the curtain, who then sets the master clock at one. After the curtain has been drawn if the engagement be a day phase, the coast-defense commander should carefully study the approaching ships and estimate the situation, as is described in a succeeding chapter. Having done this, he forms his decision and issues his orders. Sequence of orders—To avoid confusion, the orders should be given in the following sequence: (1) Coast defense commander. (2) Fort commander, Fort A. (3) Fire commander, first fire command, Fort A. (4) Battery commander, Battery A. Battery commander, Battery B. Battery commander, Battery C. Battery commander, Battery D. (5) Fire commander, second fire command, Fort A. Battery commander, Battery E. Battery commander, Battery F. Etc. (6) Fort commander, Fort B. Fire commander, first fire command, Fort B. Battery commander, Battery A. Battery commander, Battery B. Ete. The duration of each move is one minute, and when the umpire decides that that period has elapsed, he should give the signal for the termination of the move. This may be done by ringing a bell or by knocking on the table. It is possible that during some move no commander will desire to give any orders. If this be the case the coast-defense commander inquires of each fort in turn, as, *‘ Andrews, any orders?” In case there be none, the fort commander raps three times on his desk. Similarly for each of the other forts in turn, and the umpire gives the signal for the next move. As soon as the curtain is drawn the officer in charge of 40 COAST ARTILLERY WAR GAME. each division causes his ships to be moved the proper distance, using the speed scale for that purpose. Rate of fire—The rate of sustained fire for the different types of armament in the fixed defenses are assumed to be as follows: Mortars, one salvo per pit every two minutes. Primary, one round per gun per minute. Intermediate, four rounds per gun per minute. Secondary, eight rounds per gun per minute. To allow for the time required for indicating and identifying the target, making first: observations, checking the plotting, and adjusting the data, batteries are permitted to open fire as follows: Mortars open fire at full rate during the fourth move after assignment to a target. Guns of the primary armament open fire at full rate during the third move after assionment to a target. If emergency system is to be used, fire is opened during the second move. Guns of the intermediate and secondary armaments open fire at half rate during the second move after assignment to a target. Thereafter they fire at full rate. Changing targets——When the fire of a primary gun or mortar battery is changed from one ship to another in the same division, hits may not be scored until the second move after the command to change target. If the new target is in a different division full time must elapse as in an original assignment of targets. Ifany change of targets, intermediate and secondary batteries open fire as in an original assignment. When a battery is firing, no time need be lost in changing from one system of range finding to another. Scoring gunfire—Hits are scored by drawing cubes from the proper hit bag. For mortars a single cube is drawn. each move for each pit salvo; for all guns a single cube is drawn, each move for each gun. The numbers marked on the cubes indicate thousands of yards of range. To score a hit itis necessary to draw a number equal to or greater than the range to the target as posted on the range board. After exam- ining the cube it should be returned to the bag before drawing for the next gun. After the elapse of the proper number of moves after receipt of assignment the battery commander draws cubes from his hit bag as indicated in the preceding para- graph. The procedure of scoring the effect of gun fire is as follows: Mortar battery —Glancing at range board, the battery commander sees from column 6 that the range to his target (Kongo) is 10,000 yards. He draws from his hit bag one cube for each pit salvo. If he draws a cube No. 10, 11, 12, 18, 14, or 15 (i. e., 10 or greater), it scoresasa hit. He then glances at the localizer and sees that his pointer (12 o’clock) points to No. 7. Turning to his score card of a type battle cruiser he marks on deck plan (since it is a mortar hit) a pencil circle around hit No. 7 (conning tower) and holds the score card over his shoulder so his fire commander can see and note the hit made. Gun battery —Glancing at the range board, the battery commander sees from col- umn 6 that the range to his target (Arkansas) is 9,000 yards. Te has fired two shots, hence he draws one cube from his hit bag, notes its number, returns the cube to the bag, and draws another cube, notes its number and returns it to the bag (two cubes drawn in succession). If the number on either cube be a 9, 10, 11, 12, 18, 14, or 15 (i, e., 9 or greater) it scores a hit. He then glances at the localizer and sees that his pointers (3 and 6 o’clock, since he has two guns) point to No.5 and No. 12. Turning to his score card of a type dreadnaught, he marks on broadside section (since it is a gun hit) pencil circles around hits No. 5 and No. 12. No. 5 isa hit in the turret base (aaa—- 10-inch—12-inch) and by consulting his penetration curve he sees that at 9,000 yards a 12-inch gun can just get through that amount of armor. No. 12 isa hit on‘the broad- side belt (aaaa—12 and greater), and since a 12-inch gun at 9,000 yards can penetrate COAST ARTILLERY WAR GAME. 41 less than 12 inches, his hit is not effective. He holds his score card over his shoulder so his fire commander can note the result of the hits he has made. The fire commander by noting on his score card the hits obtained by his batteries is able to form an opinion as to when sufficient damage is done to justify him shifting the fire of his batteries to other targets. From time to time as hits are made on ships the umpire awards penalties. The first -penalty for capital ships is usually a reduction in speed by one-fourth, then by one- half, then by three-fourths. The following table, adopted from that used in the Naval War Game, will assist the umpire in awarding damages: : Destruction table. Number of hits required for destruction of— Superdreadnaught. Dreadnaught. | Battle cruiser. 14” } 12” | 107 | 6” | 3” | 147 1 427 | 107 | 6 | 3” | 14] 12” | 107! 6 | 377 15] 18 10] 13 7 9 17] 20 12] 15 8} 10 19 | 22 14] 17 -9) 21 | 24 16} 19 10 | 12 23} 26 18) 21 12{| 14 25) 28 20| 23 14] 16 Monitor-armored cruiser. Cruiser first class. Cruiser-scout destroyer. 14” | 127 | 10” | 6” | 3” J 14” | 12” | 107 | 6” | 3” | 147 | 12” | 107" | 6” | 3” 4 5 7 2 3 4 1 1 1 5 6 8 2 3 5 1 1 1 5 7 9 2 3 5 1 1 2 6 8; 10}. 2 3 5 1 2 2 7 9) The 3 4 6 1 2 2 8} 10] 12}. 3 4 6 1 2 2 Scoring ship fire —Hit bags for scoring ship’s fire are described on page 18. For purpose of assigning land targets the shore line, as viewed from the sea, should be divided into well-defined areas. These areas should be such as to be readily recog- nized and defined from the ships. At Fort Monroe, for example, these areas are as follows: 1. Fort Wood. 2. The stretch of beach from the engineer dock to north end of the old fort. 3. The low land between the old fort and the south end of the woods near Battery Church. 4. The south end of the woods near Battery Church, etc. To allow for transmission of orders, identification of targets, ranging shots, etc., ships can open fire two moves after the assignment of a target. The officer in charge of the fleet (or of each subdivision thereof) designates the area selected asa target, and notifies the umpire. One cube is drawn each move for each ship firing. When a hit is drawn, that element whose symbol stops at the pointer (assigned by the umpire to the ship) is credited with being hit. 1f there be more than one of these elements in the area under fire, the umpire arbitrarily decides which one is hit. Ifthere be no such element in the area a miss is scored. For example, if the pointer for ship No. 2, dreadnaught division, stops at B’, the umpire would decide which B’ in the area was struck. The ships in a division are assigned to different pointers of the localizer, so that hits scored by two or more ships in the same move will not be on the same element. 48393°—16——4 49 COAST ARTILLERY WAR GAME. During a night phase only areas containing searchlights in action or those illumi- nated by searchlights can be fired upon. Ships that are firing indicate this fact to the shore defenses by having a small ** *: (}-inch) whisp of white cotton placed on the forward gun. Mine fields —The umpire causes the mine commander to draw on a chart (1 inch equals 100 yards) the assumed location of each mine field, showing the assumed posi- tion of each cable, distribution box, and each mine case. If during any phase, it appears that a vessel is to pass over a mined area, the umpire, by consulting this chart and the course of the ship on the war game board, decides whether the ship will hit the mine or miss it. He also considers such orders as the mine commander may have pre- viously given. Ifa ship hits a mine set for contact firing, it is considered to have an even chance of sinking. If it does not sink, its mobility and gun fire are reduced 50 per cent. Land defense.—The war-game board is very useful for solving problems involving the use of the Coast Artillery supports, and for instructing officers and noncommis- sioned officers in problems in minor tactics. These exercises employ the usual kreigspiel methods, and may be conducted by the umpire so as to be simultaneous with an attack from the sea front by warships. GENERAL INFORMATION. Sustained speed of vessels other than torpedo craft.—A vessel may maintain maximum speed for 12 hours. A vessel may maintain 2 knots less than maximum speed until coal is exhausted or uatil the umpire declares a breakdown. Maximum formation speed is 2 knots less than maximum speed of slowest vessel. The above rules are for fair weather and clean bottoms. The umpire will decide on reductions of speed to fit other conditions. Sustained speed of destroyers.—A destroyer may maintain maximum speed for four hours; it must then slow to 5 knots less than maximum speed for six hours. A destroyer may maintain 5 knots less than maximum speed until coal is exhausted or until the umpire declares a breakdown. Maximum formation speed for destroyers is 2 knots less than maximum speed of slowest vessel. Sustained speed of torpedo boats.—A torpedo boat may maintain maximum speed for two hours; it must then slow to 5 knots less than maximum speed for three hours. A torpedo boat may maintain 5 knots less than maximum speed until coal is ex- hausted or until the umpire declares a breakdown. Estimates for fuel supply to fleet. Knots per hour..... 10 | 12 | 14] 15 | 16 | 17} 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27] 28 | 29] 30 Class, Daily coal expenditure in per cent of bunker capacity. area ne - ae 3] 3] 5] 5] 6] 7] 8 ttleshi irs Pee Al 4/4] 6] 7] 8} 10] 13 ttleship, second Pees N| 5 7] 12] 13] 35 |. 5a Battle cruiser 1.B Armored cruiser.B | 4} 6] 8] 10) 11] 13] 15 Monitor......... M } 10] 13 |. toes Cruiser, first ee 5] 6] 8] 10] 12; 14} 17 i secon Flea | 6 | 7 ).19 [12] 8) 19] 17) 19 | 2b |e fccwcleoe fese-{eoes{onne[oene|seec|eaeeloaee Scout, naval...... S|} 5] 7] 9] 10) 11] 12) 14) 15 | 18] 20) 23) 27} 31 ]....)....].-2 2/2220)... feo Destroyer 2 iaieaiet VV} 10] 11] 12 | 14 | 24 | 16 | 18 | 20 | 22 | 25 | 29 | 33 | 37; 42 | 47 | 53 | 60 | 68 Destroyer 3...... 11 | 13 | 17 | 20 | 23 | 27 | 31 | 37 | 43 | 51 | 60 | 69 | 80 | 93 |108 |126 |148 |.... Torpedo boat....T | 10] 15 | 22] 27] 32] 39 | 48 | 58 | 70 | 82] 94 /107 |126 |135 |151 ]167 |183 |201 Scout, merchant.E | 3} 3] 3] 3) 4) 5| 6] 7] Q9)....}....J.... etal tell edeval| sisieelliss sil sions 1 Estimated. 2 Over 700 tons. 3 Less than 700 tons, COAST ARTILLERY WAR GAME, 438 The rate of consumption of coal by the fleet and train for 10 knots speed based upon average conditions of hull and machinery and average steaming efficiency: Battleships......... Armored oruisers.... ; ’ H Cruisers, first class... . Four-ninths of a ton per mile per ship. Naval scouts........- Cruisers, second class Gunboats..........-. Merchant scouts... .- }One-sixth of a ton per mile per ship. Auxiliaries. ........ Transports.........-- Destrovers............One-tenth of a ton per mile per ship. The daily fuel consumption in port is equivalent to the amount consumed in steam- ing 70 miles at sea at 10 knots speed. One ton of fuel is equivalent to 1.4 tons of coal. Naval mine layers.—A ship struck by a mine will be given an even chance to sink or float. If afloat, she will be considered as having lost one-half of her floatability. Her remaining effective gunfire will be reduced one-half. Mine layers will be assumed to carry 300 mines, 150 on deck and 150 in the hold, but to have capacity for carrying all on deck and to be able to lay them at a rate of one every five seconds. The spacing of mines will ordinarily be assumed to be 50 yards, unless elected to the contrary, and the danger space of the mine 10 feet. The depth of the water may not exceed 200 feet for controlled mines and 100 feet for con- tact mines. The strength of the current shall not exceed 2 knots when the mine may be laid, except in the case of ground or dormant mines. The depth of water for ground or dormant mines shall not exceed 35 feet. The speed of the mine layer may not exceed 19 knots, and her life shall be the life of that type of ship used for the purpose, less 10 per cent penalty imposed on that life on account of duty upon which she is employed. Torpedo craft.—Torpedo craft may be used as mine-laying vessels as follows: (1) The time for laying each mine shall be 10 seconds and the number of mines carried 12. (2) Floating mines may be towed by torpedo crait, but the number towed shall not exceed three, and the speed of the towing vessel shall not exceed 12 knots. (3) Dummy mines and objects to resemble the periscope of a submarine may be towed, floated, or planted. Submarines.—Mines may be towed by submarines awash and in submerged condi- tion with periscope up, but the number shall not exceed three. Dummy mines may be towed, floated, or planted. Other vessels.—Scouts, cruisers, mine layers, converted merchant ships, and de- stroyers may perform the same function as mine layers, as regards mines, dummy mines, etc., and the conditions will be the same as laid down for torpedo craft. The speed shall not exceed 12 knots when towing floating mines. Dragging. —The time for clearing a mine field by dragging shall be the time taken for a ship fitted for dragging to cover that particular portion designed to be cleared, at a speed of 6 knots. When a field has been supposed to be cleared of mines by dragging, it will be assumed as an even chance that one-sixth of the mines have not been entirely cleared away. Submarines in addition to their regular use may be allowed to work subsurface in creeping for the cables of controlled mines. : Owing to the dangers involved in creeping and working on a field of mines, the danger of detection and destruction by surface craft while operating in this way below surface, the submarine will be assumed to stand a one-third chance of destruction while engaged in this work. Fish nets and booms may be used to protect a mine field, and the chances will be assumed as even as to whether they protect or not. 44 COAST ARTILLERY WAR GAME. Submarines—A submarine may go from the light to the awash condition in three minutes. From the awash to submerged condition in three minutes. The same time will be used in reversing the process. Each boat carries four submerged tubes. Eight torpedoes are carried. The tor- pedoes have a range of 4,000 yards at 30 knots. Each submarine is fitted with a radio set that can be used only when in the light condition. Maximum radio range, 50 miles. Fifteen minutes are required to dismantle the radio set, previous to submerging, and 30 minutes to get it up after resuming the light condition. All boats are fitted with the submarine bell and receiver. The maximum range for signaling by this method will be considered as 7 mile. 7 When making an attack at night, except at stationary targets, submarines will be treated as surface boats. Limit of vision through conning tower lenses, 1 mile. The submerged radius of action will be considered as follows: 11 miles at 11 knots speed. 13 miles at 10 knots speed. 18 miles at 9 knots speed. 32 miles at 8 knots speed. 75 miles at 5 knots speed. Miscellaneous.—Limit of vision from a ship, 15 miles; from an aeroplane, 30 to 40 miles in clear weather. Aeroplanes.—Extreme limit of duration in air for an aeroplane will be four hours. No aeroplane may make more than two flights of two hours each per day, or one flight of four hours and one of two. In each case two hours must elapse between flights. The speed allowed will be 60 miles per hour. Radio limits— Day. Night. Battleships: 0 segalieeGnnse vas) 22 deaa ecaanggaatead miles.. 400 1,000 Destroyers... .....--------- +2222 2222 cece eee eee eee eee eee do..-. 75 150 Colliers and auxiliaries...........-.--------------------+ do.... 150 300 Shore ‘station@s GENERAL INFORMATION. I. FLAGS, SIGNALS, LIGHTS, ETC. President’s flag.—The flag of the President shall be of blue bunting, with the official coat of arms of the United States of suitable size in the center, and shall be 10.20 feet hoist, 14.40 feet fly. (Par. 217, A. R., 1913.) Secretary of War's flag —The flag of the Secretary of War shall be of scarlet bunting, measuring 12 feet fly and 6 feet 8 inches hoist. In each of the four corners shall be a five-pointed white star with one point upward. * * * In the center of the flag shall be the official coat of arms of the United States, of suitable size. (Par. 219, A.R., 1913.) Assistant Secretary of War's flag —Same as the Secretary of War’s flag, except that the field is white and the stars are scarlet. (Par. 221, A. R., 1913.) Secretary of the Navy’s flag —Rectangular flag of blue bunting, with white vertical foul anchor in center and four white stars, one in each corner. Assistant Secretary of the Navy’s flag —Rectangular flag of white bunting, with blue anchor in center, with four blue stars, one in each corner. Flag of a Rear Admiral, United States Navy —Rectangular blue flag, with two white stars on the vertical central line. When two or more flag officers of the same grade meet, the senior only flies the blue flag; all others fly a red flag. Flag of Chief of Coast Artillery or brigadier general—Rectangular flag of scarlet bunting, with one white star in center. Flag of major general has two stars on the central horizontal line. (Par. 240, A. R., 1913.) Coast-defense commander’s flag.—Rectangular flag of scarlet bunting, with Coast Artillery Corps device in yellow. (Par. 240, A. R., 1913.) Fort commander’s flag.—Small triangular pennant of bunting, the third nearest staff blue with 13 stars, remaining two-thirds scarlet. District engineer officer's flag —Rectangular flag of scarlet bunting, with Engineer Corps device in white at center. Naval Militia flag—Blue rectangular flag with blue anchor on yellow lozenge at center. Battle efficiency pennant.—Red triangular pennant with black ball in center flown from foremast. Coast-Guard cutter flag —Rectangular flag, consisting of 16 red-and-white vertical stripes, with a red stripe next to the flagstaff, the union bearing the coat of arms of the United States in dark blue on a white field. This flag is flown from the fore of all revenue cutters. Storm signals are displayed by the United States Weather Bureau at 141 stations, situated along the Atlantic and Gulf coasts, and at 27 stations, situated along the Pacific coast of the United States. Storm-warning flags —A red flag with a black center indicates that a storm of marked violence is expected. The pennants displayed with the flags indicate the direction of the wind; red easterly (from northeast to south); white, westerly (from southwest to north). The pennant above the flag indicates that the wind is expected to blow from the northerly quadrants; below, from southerly quadrants. By night, 66 COAST ARTILLERY WAR GAME, 67 a red light indicates easterly winds, and a white light above a red light westerly winds. . Hurricane warnings.—Two red flags with black centers, displayed one above the other, indicate the expected approach of tropical hurricanes, and also of those ex- tremely severe and dangerous storms which occasionally move across the Lakes and northern Atlantic coast. Hurricane warnings are not displayed at night. Colors in United States Navy.—At morning ‘‘colors,”’ at 8 a. m., the band plays the Star-Spangled Banner, at the beginning of which the ensign is started up and hoisted smartly to the peak or truck. All officers and men face the ensign and stand at attention, and the guard of the day and sentries under arms come to the position of ‘‘present” while the national air is being played. At the end of the national air, all officers and men salute, ending the ceremony. When no band is available, the field music sounds the “‘colors”’ call in place of the national air. Honors to foreign ensigns are rendered in the same manner, substituting the appropriate national air. The same ceremonies are observed at sunset ‘“‘colors,’’ the ensign being started from the peak or truck at the beginning of the Star-Spangled Banner. The ensign is not lowered hurriedly. Upon hoisting the ensign at sunrise the usual honors and ceremonies are paid, and they are not repeated at 8 a. m. NAVAL NOTES. A ship of the Navy entering port at night hoists her ensign at daylight for a short period to enable the authorities of the port and ships of war present to determine her nationality. It is customary for other ships of war to show their colors in return. At night when approaching an anchorage where men-of-war are likely to be found, all ships hoist at the peak two white lights in a vertical line. The ships at anchor reply by hoisting the same signal. The distinctive mark of a ship of the Navy in commission, other than the national ensign, is a flag or pennant at a masthead. The distinctive flag of the senior officer on board is displayed day and night, and is carried at the main, except the flag of a rear admiral and pennant of a senior officer present, which are carried at the aftermast and starboard afteryard arm, respectively. When in a port of the United States, a flag officer is absent from his command afloat for a period exceeding 24 hours, his flag is hauled down, and the command devolves upon the line officer next in rank present in the fleet, squadron, or division, subject to any directions from the flag officer. If a flag officer is absent from his flagship at night with the intention of returning within 24 hours, his absence is indicated by three white lights displayed at the peak in a vertical line. Every fiagship, when in port or when at sea in company with other ships, carries two white lights in a horizontal line on the afterside of the -aftertop from sunset to sunrise. These lights are not, however, carried at the same time as the lights indi- cating the absence of a flag officer. To half-mast the ensign.—In half-masting the ensign it is, if not previously hoisted, first hoisted to the peak or truck with the usual ceremonies, and then lowered to half- mast. Before lowering from half-mast it is first hoisted to the truck or peak and then lowered with the usual ceremonies. Dipping the flag.—This is a form of salute or courtesy, sanctioned by international usage, and employed by ships of commerce toward other ships and between such ships and the shore. No ship of the Navy lowers her sails or dips her ensign unless in return for such compliments. 68 COAST ARTILLERY WAR GAME. When any vessel salutes a ship of the Navy by dipping her national ensign, it is returned dip for dip. If before 8 a. m. or after sunset the colors are hoisted, the dip returned, and, after a suitable interval, the colors hauled down. The flag of a military post is not dipped by way of salute or compliment. Position of ensign to denote vf ship is at anchor or under way.—Vessels of the United States Navy at anchor display the national ensign at the after staff and the union jack at the bow between 8 a. m. and sunset; also between sunset and 8 a. m., when coming to anchor or getting under way or when it becomes necessary to return the dip of a com- mercial ship. Vessels of the United States Navy under way display the national ensign at the gaff on the rear mast. The union jack.—When at anchor the union jack is flown from the jack staff from morning to evening colors. The jack hoisted at the fore is a signal for a pilot. A gun may le fired to call atten- tion to it. The jack hoisted at the mizzen, or at a yardarm, denotes that a general court- martial or court of inquiry is in session. It is hoisted (and, if in port, a gun fired) when the court meets and hauled down when the court adjourns. Meal pennant.—A red pennant is hoisted at the yardarm during the time the crew is at meals on board vessels at anchor, whether or not the colors are hoisted. This pennant is shown for this purpose without reference to the flagship. At sea or under way, in formation, it is used as reserve-speed pennant. This pennant is of interest to the Coast Artillery as showing when not to make boarding visits. Speed cones—Speeds for division and fleet maneuvers are ‘‘full,’’ ‘‘standard,”’ two- thirds (standard), and one-third (standard). The “‘standard” speed is fixed by the admiral’s order for the ships to get under way. ‘‘Full” speed is one knot greater than “standard.” During the day, wlien under way, the speed of each ship is indicated by a colored black, yellow, or red cone, 214 feet at base and 3 feet in height. The meanings of the various positions of the speed cones are as follows: (1) Hoisted at starboard (or port) yardarm, apex up—‘‘Starboard (or port) engine going ahead at standard speed.” (2) Hoisted one-third (or two-thirds) of the way to starboard (or port) yardarm, apex up—‘‘Starboard (or port) engine going ahead at one-third (or two-thirds) of standard speed.’’ (3) Lowered out of sight—“ Engine stopped.” (4) Hoisted part way to starboard (or port) yardarm, apex down—‘‘Starboard (or port) engine backing at a speed proportional to height of cone.” (5) Hoisted at starboard (or port) yardarm, apex down—‘“‘Starboard (or port) engine backing at full speed.” (6) The reserve-speed (meal) pennant hoisted at the yard next to the speed cone (apex up), indicates ‘‘Going ahead at full speed, or more than full speed.” Whistle signals for vessels passing or crossing. —(1) One short blast means that the port sides of the two vessels are to pass each other. (2) Two short blasts mean that the starboard sides of the two vessels are to pass each other. Notr.—This rule can be remembered by the fact that one blast means one syllable (port), two blasts two syllables (starboard). The vessel that whistles first has the right of way. Steam vessels.—A steam vessel when under way shall carry. (a) Masthead light —On or in front of the foremast, or if a vessel without a foremast, then in the fore part of the vessel, a bright white light so constructed as to show an unbroken lighi over an arc of the horizon of 20 points of the compass, so fixed as to COAST ARTILLERY WAR GAME. 69 throw the light 10 points on each side of the vessel, namely, from right ahead to 2 points abaft the beam on either side, and of such a character as to be visible at a distance of at least 5 miles. (b) Side lights.—On the starboard side a green light so constructed as to show an unbroken light over an arc of the horizon of 10 points of the compass, so fixed as to throw the light from right ahead to 2 points abaft the beam on the starboard side, and of such a character as to be visible at a distance of at least 2 miles. On the port side a red light so constructed as to show an unbroken light over an arc of the horizon of 10 points of the compass, so fixed as to throw the light from right ahead to 2 points abait the beam on the port side, and of such a character as to be visible at a distance of at least 2 miles. The said green and red side lights shall be fitted with inboard screens projecting at least 3 feet forward from the light so as to prevent these lights from being seen across the bow. (c) Range lights—A seagoing steam vessel when under way may carry an additional white light similar in construction to the light mentioned above in subdivision (a). These two lights shall be so placed in line with the keel that one shall be at least 15 feet higher than the other, and in such a position with reference to each other that the lower light shall be forward of the upper one. The vertical distance between these lights shall be less than the horizontal distance. . Steam vessels when towing.—A steam vessel when towing another vessel shall, in addition to her side lights, carry two bright white lights in a vertical line, one over the other, not less than 3 feet apart, and when towing more than one vessel shall carry an additional bright white light 3 feet above or below such lights, if the length of the tow measured from the stern of the towing vessel to the stern of the last vessel towed ex- ceeds 600 feet. Each of these lights shall be of the same construction and character, and shall be carried in the same position as the white masthead light or the after range light mentioned above. \ Such steam vessel may carry a small white light abaft the funnel or aftermast for the vessel towed to steer by, but such light shall not be visible forward of the beam. Lights for sailing vessels and vessels in tow.—A sailing vessel under way or being towed shall carry the same lights as are prescribed for a steam vessel under way, with the exception of the white lights mentioned, which they shall never carry. Anchor lights.—A vessel under 150 feet in length when at anchor shall carry forward, where it can best be seen, but at a height not exceeding 20 feet above the hull, a white light in a lantern so constructed as to show a clear, uniform and unbroken light visible all around the horizon at a distance of at least 1 mile. A vessel of 150 feet or upward in length when at anchor shall carry in the forward part of the vessel, at a height of not less than 20 and not exceeding 40 feet above the hull, one such light, and at or near the stern of the vessel, and at such a height that it shall be not less than 15 feet lower than the forward light, another such light. The length of a vessel shall be deemed to be the length appearing in her certificate of registry. Sound signals for fog —All signals prescribed by this article for vessels under way shall be given: 1. By steam vessels on the whistle or siren. 2. By sailing vessels and vessels towed, on the fog horn. The words ‘‘prolonged blast” used in this article shall mean a blast of from four to six seconds’ duration. : A steam vessel shall be provided with an efficient whistle or siren, sounded by steam or some substitute for steam so placed that the sound may not be intercepted by any obstruction, and with an efficient foghorn; also with an efficient bell. A sailing vessel of 20 tons gross tonnage or upward shall be provided witha similar fog- horn and bell. 70 COAST ARTILLERY WAR GAME. In fog, mist, falling snow, or heavy rainstorm, whether by day or night, the signals described in this article shall be used as follows, namely: (a) Steam vessel underway.—A steam vessel underway shall sound, at intervals of not more than one minute, a prolonged blast. (b) Sail vessel underway.—A sailing vessel underway shall sound, at intervals of not more than one minute, when on the starboard tack, one blast; when on the port tack, two blasts in succession; and when with the wind abait the beam, three blasts in suc- cession. (c) Vessels at anchor or not underway.—A vessel, when at anchor shall, at intervals of not more than one minute, ring the bell rapidly for about five seconds. (d) Vessels towing or towed.—A steam vessel, when towing, shall, instead of the signals prescribed above (‘‘steam vessel underway”’), at intervals of not more than one minute, sound three blasts in succession, namely, one long blast followed by two short blasts. A vessel towed may give this signal, and she shall not give any other. Speed in fog.—Every vessel shall, in a fog, mist, falling snow, or heavy rainstorm, go at a moderate speed, having careful regard to the existing circumstances and con- ditions. Steam vessel shall keep out of the way of sailing vessel.—When a steam vessel and a sailing vessel are proceeding in such directions as to involve risk of collision, the steam vessel shall keep out of the way of the sailing vessel. Narrow channels.—In narrow channels every steam vessel shall, when it is safe and practicable, keep to that side of the fairway or mid-channel which lies on the starboard side of such vessel. Distress signals.—When a vessel is in distress and requires assistance from other vessels or the shore, the following shall be the signals to be used or displayed by her, either together or separately, namely: ‘ In the daytime— A continuous sounding with any fog-signal apparatus, or firing a gun. At night— (1) Flames on the vessel as from a burning tar barrel, oil barrel, etc. (2) A continuous sounding with any fog-signal apparatus, or firing a gun. International code signals of distress are: (1) The International Code signal of distress indicated by NC. (2) The distant signal, consisting of a square flag, having either above or below it a ball, or anything resembling a, ball. (3) The distant signal, consisting of a cone point upward, having either above it or below it a ball, or anything resembling a ball. The provisions of the Berlin International Radiotelegraphic Convention, pro- claimed by the President on May 25,1912, prescribe that ships in distress use the signal ‘‘- - - — — — ..” (SOS in the Morse International Code) repeated at brief intervals. II. FLEET FORMATIONS. The diagram facing this page shows the various formations of a squadron of eight ships: ; IJ. CLASSIFICATION OF SHIPS. Vessels may often be identified by description, using the number of funnelsand masts as basis of classification as, e. g., class ‘‘1-2,”’ where the first digit ‘‘1” indicates the number olf funnels, and the second digit ‘‘2” the number of masts. Other examples are given in figure 20. — i 900 YOS. ' te sd ' ' le — - - 400re8— — —- - x C LINE DOUBLE COLV/IN, ECHELON-LIWE OF BEARING $ PTS. LINE ABREAST) INDENTED LINE DOVE&LE LINE OOUBLE ECHELON: RETREAT. LINE OF SECTIONS IN COLUIIN. EXACT COLUPIN, OOUBLE ECHELON-~CHASE Give AarEAoO) 48393°—16. (Toface page 70.) FIGURE 19.—FLEET FoRMATIONS. COAST ARTILLERY WAR GAME. 71 IV. SYMBOLS FOR WARSHIPS. The following table gives abbreviations used to indicate the various vessels. By employing the method, time and labor in writing orders, etc., can be saved. Table of types. Type. Name. Dreadnaug) fe Battleship distidlase: .-| Battleship, second class. .-| Battle cruiser. -| Armored cruiser. Monitor. : --| Cruiser, first-class. ois Cruiser, second class. --| Scout, Naval. ie Destroyer. .-| Torpedo boat. -| Merchant scout. Submarine. CLASS // CLASS /I2 CLASS 13 hth tit itl CLASS 14% CLASS 2/ CLASS 22 CLASSES CLASS FL CLASS F2 FIGURE 20.—CLASSIFICATION OF SHIPS. Vv. SILHOUETTES OF WARSHIPS. The following silhouettes give the characteristics of various types of warships, and will be found useful in the preliminary instruction given with the balopticon as out- lined in the battery commander’s course: 73 COAST ARTILLERY WAR GAME, «QISSVHVTIVL »» MOLINOK ‘8S “11—'FS AUNDIA 48393°—16—6. COAST ARTILLERY WAR GAME. 74 «VIAHAIO,, UISMAD ATLOALOA *§ “A—9% AANOVIA .YNITOUVO HLUON,, WASINUD adUoWAy ‘§ “O—'Se AUNVIA = 4 ee COAST ARTILLERY WAR GAME. ly dt aN eS eee —— ——————— — nn — ee FIGURE 27.—U. 8S. Scout CRUISER “SALEM.” FIGURE 28.—U. S. GunBoaT “DENVER.” “| ae ——> == ——————— LS OEE ———————— = FIGURE 29.—U. 8. Destroyer ‘“TERRY.”’ cq d a? 6 —————— — ne ay FIGURE 30.—U. 8. SUBMARINE “K-1.” 76 COAST ARTILLERY WAR GAME. =~. —_—_—_——— sof — eee FIGURE 31.—PRESIDENTIAL YACHT ‘“MAYFLOWER.” a ee a FIGURE 32.—U. 8S. CoLuieR “ HEcTOR.” eee FIGURE 33.—U. 8. Coast GUARD CUTTER “ONONDAGA.” COAST ARTILLERY WAR GAME. 77 a FIGURE 34.—U. S. MINE PLANTER “ MILLS.” FIGURE 35.—U. 8. LigHTHOUSE TENDER ‘“‘MAPLE.”’ FIGURE 36.—TRAMP STEAMER. FIGURE 37.—TANK STEAMER. 78 COAST ARTILLERY WAR GAME. FIGURE 41.—Barx. CHAPTER X. OUTLINE OF FIRE-COMMAND DRILL. GENERAL INSTRUCTIONS. 1. The following outline of fire-command is given as illustrative drill of the meth- ods by means of which the war-game instruction may be coordinated with the instruc- tion given at the batteries. Obvious changes will adopt the outline given to that necessary for fort or coast- defense drill. ‘ 2. A record of all commands given, and messages sent or received, with time of sending and receiving each, will be kept at all F’ and all B. C. stations. At the conclusion of the drill this record will be examined by the fire commander with a view to correcting errors, to reducing time of transmission, and to causing greater care to be exercised by officers in limiting their messages to those words best adapted to the means of communication. FIGURE 42.—BaRKENTINE. 3. The guns will not be tripped during the drill unless special instructions are given. 4. Drill primers will be used. 5. Timepieces will be synchronized at the beginning of the drill. 6. Each battery will be provided with a hit bag. Classes of warships will be repre- sented by various types of commercial craft, which may be common to the locality, as follows: Four-masted schooner... ... Battle cruiser. Three-masted schooner. ..-. Dreadnaught. Two-masted schooner....... Battleship. Tramp steamer...........-. Armored cruiser. Commercial liner.........-.. Destroyer. Etc. 79 80 COAST ARTILLERY WAR GAME. FIGURE 43.—Bric. FIGURE 44,—BRIGANTINE. =, FIGURE 45.—CuTTER. FIGURE 46.—SLoop, COAST ARTILLERY WAR GAME. 81 Lists showing the classes of warships to be simulated by various commercial craft will be posted in each fire, battery, and mine-command station, in each observing station, and at each emplacement and pit. 7. Usually no stated number of rounds will be ordered, but by use of the hit bags sufficient damage, in the judgment of the battery commander, will be put on the target to disable the class of warship it is assumed to represent. 8. Casualty lists will be prepared as indicated below and posted in each fire, battery, and mine-command station, in each observing station, and at each emplacement and pit. The casualties will be numbered, and when it is desired to consider a particular casualty as having occurred, orders for same will be given as follows: Casualty 1, or Casualty 2, etc. faa en oe ra FIGURE 47.—BEaM TRAWLER. 9. The following is given as a list of casualties that should be assumed: Casualty 1. Primary station out. Casualty 2. Secondary station out. Casualty 3. Battery commander’s station out, except fire-commander’s phone. Casualty 4. Primary and secondary out. Casualty 5. Primary and battery commander’s station out. Casualty 6. Battery commander’s station and secondary out. Casualty 7. Gun No. 1, gun pointer out. Casualty 8. Gun No. 2, gun pointer out. Casualty 9. Gun No. 1, Nos. 1 and 2 breech detail out. Casualty 10. Gun No. 2, Nos. 1 and 2 breech detail out. Casualty 11. Battery commander out. Casualty 12. Gun No. 1, range keeper’s phone out. Casualty 13. Gun No. 2, range keeper’s phone out. Casualty 14. Telescopic sights out. Declaring a casualty off means that the particular casualty is no longer in force; as, Casualty 1, off. Casualties once given will remain in force until declared off. THE DRILL. ‘The fire commander enters his station after the detail. The noncommissioned officer in charge will command, ‘‘Section attention,’’ and salute. Men remain at their proper stations and cease talking. Timepieces will be synchronized. ‘‘All batteries, prepare to take 8.05—10 sec.—5 sec.—Now—8.05.”” 82 COAST ARTILLERY WAR GAME. The message for the day will be sent. ‘‘All batteries, daily message—Barometer, 29.95—Thermometer, 70—Atmosphere, 23.5—Wind—Azimuth, 275—Velocity, 20— Tide, plus 2.” Notr.—In some coast-defense commands this message is sent direct to batteries from meteorological station. Battery reports are received, as, ‘‘Parrott, In Order.’”’ If defects that can not be quickly remedied exist, that fact will be reported. 3 From his own station the fire commander will receive the report from communica- tion officer (or noncommissioned officer acting as such), ‘‘Sir, F’ In Order.”’ Fire commander will assign his station to target, as, ‘Section, attention—Target— Horseshoe—Mine planter, coming in—Class 1-2, track.”’ The fire commander will cause two or more fixed targets to be located on plotting board of each battery. He will command, ‘‘All batteries—Target—Tixed target— Datum point No. 2; Report range;”’ similarly for any other fixed target. He then commands, ‘‘All batteries—Target—Lynnhaven—Tramp steamer—Class 1-2—Coming in.’”? When all observers of a battery have identified the target the battery commanders will report, ‘Parrott, On target (description) Tramp—Class 1-2,” ete. ‘ “All batteries, change target-—Target—Buckroe—Two-masted schooner—Coming in.’’ Reports are received from batteries as above. Nore.—The object of these preliminary assignments is to assure the fire com- mander that the communications are in order, to steady the personnel, and to have common reference points on all track sheets. The fire commander then selects a target and commands, ‘“‘All batteries—Target— Lynnhaven—Three-masted schooner—Coming in.’’ It is seen that the schooner will give satisfactory track for drill purposes. The fire commander calls for ranges, as, “All batteries—Three ranges—At eight-twenty.’’ This command calls for three successive actual ranges from primary arm of plotting board, first range given to be the actual range at eight-twenty. The fire commander will then order, ‘‘Change target—All batteries—Target—Lynn- haven—Three-masted schooner—Going out—-Casualty 2—ComMENCE FIRING.”’ Battery commanders will report the results of firing as follows: “ Parrott—Target disabled, 10 rounds;” ‘‘Church—Target disabled, 15 rounds.” The report of firing having been received, the fire commander will order, ‘Casualty 4”—and later, ‘‘Three ranges at eight-thirty.”” Again, ‘‘All batteries, Casualties 2 and 4—Off; Casualty 3—Commencr ririnc.’’ Reports being received, ‘‘All bat- teries—All casualties off—Rest.”’ Rest should be given from three to five minutes. In the meantime, the fire commander will select another target which promises a good track; he will call batteries to attention by the command, ‘‘All batteries— Attention.” “All batteries—Target—Ocean View—Old Dominion steamer—Class 1-1—Coming out.” “All batteries—Casualties 7 and 8—Commence firing Rest.”” Reports are received from battery commanders as indicated above. To put batteries on different targets, fire commander will command, “Parrott and De Russey—Target—Horseshoe—Coal barge division—Coming in—Barge No. 1— CoMMENCE FIRING.” “Eustis and Church—Target—Horseshoe—Coal barge division—Coming in—Barge No. 2—ComMMENCE FIRING.”’ “Parrott and De Russey—Change target—Target—Same division—Barge No. 3”— “Eustis and Church—Change target—Target—Same division—Barge No. 4.” “All batteries—Three ranges at eight forty-five.” COAST ARTILLERY WAR GAME. 83 Similarly other targets will be assigned to the different batteries and other commands given. Relocation by range and azimuth by the fire commander’s range section will be practiced. ‘Section attention—Target—Horseshoe—Three-masted schooner—Com- ing in—Track—Relocate for Parrott.”’ “Parrott, prepare to identify target-—Target—Azimuth 155—Range 6.500.” “Now” is called by F’ observer and repeated over phone to Parrott as target crosses vertical wire. Parrott reports, as, ‘‘ Parrott, On target.’”’ Fire commander orders, ‘‘Parrott— Describe.’”? Parrott describes target, and, if correct, fire commander responds, “Target, OQ. K.”’ If not correct, he answers, ‘‘Wrong target,’’ and gives orders for second relocation of target. Fire commander directs all plotting to be turned in to his office by 12.30 o’clock and orders, ‘‘Close station.”’ CHAPTER XI. REQUISITIONS AND RETURNS FOR COAST ARTILLERY WAR GAME PROPERTY. Requisitions for material for construction or supplies for maintenance of the Coast Artillery War Game are prepared by the Artillery Engineer on Requisition for Engi- neer Property (Form No. 39, Office Chief of Engineers), and after approval by the com- manding officer are forwarded to the commanding officer of the Coast Artillery district concerned. After being acted upon by the latter officer the requisition is forwarded to the Coast Artillery War Instruction, Fort Andrews, Mass. When skilled labor is neces- sary and competent extra-duty labor is not available, the requisition should so state. The approximate cost of all material in local market should be stated. The property will be invoiced by the disbursing officer of the Coast Artillery War Instruction appropriation to the Artillery Engineer, and will be carried, accounted for, and expended in accordance with the existing rules and regulations for property sup- plied by the Engineer Department. (See letter No. 2220/12-29, 0. C.8., C. A. D., Dec. 4, 1914.) 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