Monday, August 29, 2005

If

An old adaptation I managed to dig up to fill the blog until my next article:

If you can keep your command unit when all about you
Are losing theirs and blaming it on you;
If you can trust yourself when your doubles partner doubts you
But make allowance for his doubting too;
If you can wait and not be tired by waiting,
Or being cheated, don't deal in loaded dice;
Or give up a couple of weekend of dating;
And don't look too good, nor talk too wise:

If you can plan - and not make plans your master;
If you judge distances - and not be too far off aim,
If you can meet with Triumph and Disaster
And treat those two imposters just the same;
If you can bear to see the tactics you have taken
Twisted by opponents to your woes,
Or watch the figurines you gave life to, shaken,
And stoop to build'em up with rally rolls:

If you can make one heap of all your troops (Guard and Line);
And risk them in one melee, one die-toss,
And lose, and start again at your base-line
And never breathe a swear-word about your loss;
If you can force your Foot and Gun and Horse
To serve your turn long after they are gone,
And so hold on when there is nothing left in your force
except the Will which says to them: "Hold on!"

If you can talk with Magic-card players and keep your virtue,
Or walk with 7th Edition players - nor lose the common touch,
If neither foes nor bungling partners can hurt you,
If the casualty count's with you, and not too much;
If you can fill the unforgiving minute
With sixty seconds' worth of fun,
Yours is the game and everything that's in it,
And - which is more - you'll be a Wargamer, my son!

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