Campaigning and Pathfinding
Practices (see p. ).—Mountain Climbing, Boat Management, Barometer and Thermometer Reading, Find the North, pp. -194; Judging Heights and Distances, pp. -188, , ; Semaphore and Morse Signalling, pp. -202; Drill Signals, p. ; Hiding Dispatches, Campaigning Tests, p. ; Exploration, pp. -176.
Games.—Night Patrolling, p. ; Whale Hunt, p. ; Mountain Scouting, p. ; Star-gazing, p. ; Judging Distance, p. ; Finding North, p. ; Dispatch Running, pp. , ; Arctic Expedition, p. ; Siberian Man Hunt, .
Scouting Race.—Instructor stations three individuals or groups, each group differently clothed as far as possible, and carrying different articles (such as stick, bundle, paper, etc.) at distances from 300 to 1,200 yards from starting point. If there are other people about, these groups might be told to kneel on one knee, or take some such attitude to distinguish them from passers-by. He makes out a circular course of three points for the competitors to run, say about 1/4 mile, with a few jumps if possible.
The competitors start and run to No. 1 point. Here the umpire tells them the compass-direction of the group they have to report on. Each competitor on seeing this group writes a report showing—
1. How many in the group.
2. How clothed or how distinguishable.
3. Position as regards any landmark near them.
4. Distance from his own position.
He then runs to the next point and repeats the same on another group, and so on; and finally he runs with his report to the winning post.
Marks.—Full marks, 5 for each correct and complete description of a group—that is an aggregate of 15 marks for the course. One mark deducted for every ten seconds later than the first boy handing in his report at the winning post. Marks or half marks deducted for mistakes or omissions in reports.
On Trek.—Make a trek through Central Africa—each scout carrying his kit and food packed in a bundle on his head; walk in single file with scout 200 yards out in front and find the way; he makes scout signs as to the road to follow; make bridge over stream or raft over lake: corduroy or faggots in boggy ground: leave signs and notes for any parties who may follow by day or night.
To teach your scouts, individually, ideas of time and distance, send each out in a different direction on some such order as this. "Go two miles to North-north-east. Write a report to show exactly where you are (with sketch map if possible, to explain it.) Bring in your report as quickly as possible."
Then test by ordnance maps or otherwise to see how far he was out of the distance and direction ordered.
Send out Scouts in pairs, to compete each pair against the other. Each pair to be started by a different route to gain the same spot, finding the way by map, and to reach the goal without being seen by the others on the way.
This develops map reading, eye for country, concealment, look-out, etc.
For judging time. Send out scouts in different directions, each with a slip of paper, to say how long he is to be away, say seven minutes for one, ten for another, and so on.
Note down his exact time of starting, and take it again on his return. Scouts must be put on their honour not to consult watches or clocks.
N.B.—Many of these games and practices can be carried out in town just as well as in the country.
Books to Read.—In addition to those mentioned in Chap. V., "Heroes of Pioneering," E. Sanderson, (Seely & Co.) "Boys' Book of Exploration" by Tudor Jenks.