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OTTs MANUAL OF FieLd MUsic sTANdArds, cAMp dUTy ANd , Airs. FOr The drUM. VersiON 1.6

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Page 1: OTTs MANUAL OF FieLd MUsic sTANdArds, cAMp dUTy …civilwarfieldmusic.weebly.com/uploads/7/6/4/5/7645912/ott_quick... · OTT’s MANUAL OF FieLd MUsic sTANdArds, cAMp dUTy ANd, Airs

OTT’s MANUAL OF FieLd

MUsic sTANdArds, cAMp dUTy ANd, Airs.

FOr The drUM.

VersiON 1.6

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Ott’s Manual of Field Music Standards,

Camp Duty, and Airs, for the drum.

Version 1.6

All material in this manual is, unless otherwise stated, the property of William James Ott. Copyright and other intellectual property laws protect these materials. Reproduction or retransmission of the materials, in whole or in part, in any manner, without the prior written

consent of the copyright holder, is a violation of copyright law.

©

August 2011. July 2013.

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THE CAMP DUTY FOR THE DRUM.

FIELD MUSIC STANDARDS. 4 Field Music Standards. ROLL OFFS. 8 9 Stroke Roll Off. 8 17 Stroke Roll Off. 8 Flam Roll Off. 8 Traditional Tap Off. ENDINGS. 9 Shave-and-a-Haircut. 9 Sisters. 9 Army Two Four. CAMP DUTIES. 10 Drummer’s Call. (Army.) 10 Drummer’s Call. (Navy.) 10 Assembly, The. 10 Adjutant’s Call. 11 1st Sergeant’s Call. 11 Officer’s Call. 11 To The Colours. 11 Drill Call. 11 Cease Fire. 12 Long Roll, The. 12 Rogue's March, The. 12 Roslin Castle. 12 Water Call. 12 Wood Call. 13 Pioneer’s Call or Fatigue Call. 13 Surgeons Call. 13 General, The. 14 Breakfast Call (Pea’s on the Trencher) 14 Dinner Call. (Roast Beef)

15 Three Camps. 15 Girl I Left Behind Me, The. CHURCH CALL AND THE PARLEY. 16 Church Call and The Parley. 16 First Camp. THE RETREAT. 17 Three Cheers. 17 Retreat. 17 Three Cheers. THE PREPARTIVE. 18 Prime and Load. 18 Make Ready. 18 Fire. THE BAYONETS. 19 Fix Bayonets. 19 Charge Bayonets. 19 Unfix Bayonets. ON THE MARCH. 20 Turn, or Face to the Left. 20 Turn, or Face to the Right About. 20 Halt. 20 Wheel to the Right. 21 Wheel to the Left. 21 Wheel to the Right About. 21 Wheel to the Left About. 21 March. 21 Advance by the Double Quick.

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22 Front to Halt. 22 For the Front to Advance Quicker. 22 For the Front to March Slower. SIGNALS FOR SKIRMISHERS. 23 To Recall Detachment. 23 Run, The. 23 Deploy as Skirmishers. 23 Forward. 23 March in Retreat. 24 Halt, The. 24 By the Right Flank. 24 By the Left Flank. 24 Commence Firing. 24 Cease Firing. 25 Change Directions to the Right. 25 Change Directions to the Left. 25 Lie Down. 25 Rise Up. 25 Rally by Fours. 26 Rally by Sections. 26 Rally by Platoons. 26 Rally Upon the Reserve. 26 Rally Upon the Battalion. 26 Assemble on the Battalion. THE TROOP. 27 Three Cheers. 27 Troop, The. 27 Three Cheers. 28 My Lodging Is On The Cold Ground. 28 Duke of York. THE REVEILLE. 29 Three Camps. 30 Slow Scotch. 31 Austrian. 31 Hessian.

32 Prussian. 32 The Dutch. 32 The Roll 33 Quick Scotch. 33 First Camp. 34 Three Cheers. THE TATTOO. 35 Three Taps. 35 Three Cheers. 35 Doubling, The. 35 New Tatter Jack. 36 Doubling, The. 36 Slow March. 36 Doubling, The. 37 Downfall of Paris. 37 Doubling, The. 38 My Lodging on the Cold Ground. 38 Doubling, The. 38 Quick Step. 38 Doubling, The. 39 Three Cheers. 39 Doubling, The. THE TAPS. 40 Taps. COMMON MARCHES. 41 Common Time. 41 Quick Time. 41 Long March. 41 Army Six-Eight. 42 Army Two-Four 42 Connecticut Halftime.

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Regular Duty Calls. 43 Regular Duty Calls. Irregular Calls 52 Irregular Calls. FORMATION FOR CAMP AND MARCH. 56 Formation for Camp and March. SIGNALS FOR THE MOVEMENT OF THE FIELD MUSIC BY THE DRUM MAJOR’S STAFF. 67 Signals for the Movement of the Field Music by the Drum

Major’s Staff.

TO GROUND DRUMS. 68 To Ground Drums. STICKING. 69 High Sticking. 71 POSITION OF THE STICKS DURING PRESENT ARMS. 72 POSITION OF THE STICKS DURING ATTENTION. 73 POSITION OF THE STICKS DURING PARADE REST. TROOPING THE LINE. 74 Trooping the Line.

REFERENCES. 1812 Field Musik. Acorn Book. Bread & Butter of Jamming. Bruce & Emmet. Complete Music for Fife & Drum. Fifer’s Delight. Fort Snelling. John C. Moon.

Keach Burditt & Cassidy. Liberty Hall Drum & Fife Corps. Steve Smunt, Principal Musician, The 1st Illinois Battalion. The 1st Illinois Battalion Field Music. Thomas L. Emerick, 7th Michigan Volunteer Infantry, Company B. Village Volunteers Fife & Drum Corps. Will Chappelle.

If any references were not listed and/or not used, it was by accident.

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FIELD MUSIC STANDARDS.

This document sets forth a minimum standard for fifers, drummers, and buglers, hereafter referred to as the Field Music.

Principal Musician(s): A Principal Musician is responsible for administering the Field Music program, training, and practice at a living history program or reenactment. Their principal duties are the following: 1. To maintain a Field Music roster. 2. To assign duties. 3. To schedule and coordinate rehearsals and drills. 4. To select the music manuals and music scores to be learned and used. 5. To select the appropriate airs to be played during a living history program or reenactment. 6. To take roll call at the start of the duty day, morning reports, after drummers call before a battle reenactment, and after a battle reenactment. 7. To enforce the applicable living history program or reenactment, event and Field Music standards. All Field Music must be able to identify the following Bugle Calls: 1. Know the bugle prelude for their Brigade and/or Battalion. 2. Assembly of the Buglers. 3. Recall. 4. Forward March. 5. Halt. 6. Other calls they can pick up from the buglers or officer's voiced commands. To participate in the Camp Duty, the Field Music must know the minimum from memory: 1. Drummers Call. 2. The Assembly. 3. Adjutants Call. 4. To the Colors. 5. The Long Roll. He must be able to recognize, read, and play from the appropriate music manual all other camp duty calls, including the following: 1. 1st Sergeants Calls.

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2. Breakfast (Peas on a Trencher). 3. Dinner (Roast Beef). 4. Officers Call. 5. The Retreat. 6. The Reveille. 7. The Taps. 8. The Tattoo. Fifers must be able to recognize the drum beats: 1. Drummer's Call. 2. Assembly. 3. Adjutants Call. 4. To the Colors. 5. The Taps. 6. Long Roll. To Participate in Trooping the Colors during Dress Parade, Field Music must play from memory AND ON THE MARCH the following: 1. The Three Cheers. 2. Troop 3/4 time (i.e. Duke of York) 3. Quickstep 2/4 time (i.e. Yankee Doodle, Long March) To march with in a living history program or reenactment and to play on the field during a battle scenario, Field Music must know at the minimum: 1. Army Two Four. 2. Army Six Eight. 3. Long Roll (for Cease Fire.) 4. Common Time (published in the Mississippi Valley Fife & Drum tune list.) 5. Common Time (1812 Field Music.) 6. Quickstep (published in the Mississippi Valley Fife & Drum tune list.) Field Music who fails to meet the minimum requirements will be subject to the following limitations at the discretion of a Principal Musician or Brigade Officer: 1. Drummers will muffle snares and play only the March beat. 2. To be excused from part of or all of a selected duty and prohibited from participating in that selected duty or scenario. 3. To be relieved of duty as a Field Music and reassigned to a different post.

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This document original is from the Field Musician Standards of the 1st Illinois Battalion (06/18/07). Since the 1st Illinois Battalion has set the standards for the fife, drum and bugle in the Midwest for Civil War reenactments should hold to these standards as their own with minor additions and modifications.

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ROLLOFFS.

9 Stroke Rolloff.

*xT9bnnhnnT9bnnhnnT@by,nn]nThH Pickup as required.

17 StorkeRolloff.

*xT@hbnnrnhnT@hbnnrnhnT1hT1hT1bnn]nThH Pickup as required. The stroke of the roll coincide with 32d notes.

The final roll consists of 49 strokes = (17-1) + (17+1) + 1.

Flam Rolloff.

*xfy,nnrnnhnnfy,nnrnnhnnT@hby,nnn]nThH Pickup as required.

Trational Tap Rolloff.

*xqnn]nnwnnnhnnwnn]nn]nT7hH Pickup as required.

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ENDINGS.

Shave-and-a-Haircut.

*xfy-7bSly.nnhnn]nnfnnfnn]nnhH

Sisters.

*Znnfy.y.nnfy.y.nnhnnbSlSlSlSlSlnnmnnhH

Army Two-Four.

*xfy-7by-7hbSlSly.SlSlnnmnnhH

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THE CAMP DUTY.

Drummer’s Call.

(Army.)

*xnT7Hby,y,nnT7Hby,y,nnT7Hby,y,nn]hnrn]T7Hby,y,nnT7Hby,y,nnT7Hby,y,n]nHnrn]T7H Quicker

*by,y,nnT7Hby,y,nnT7Hby,y,n]hnrn]T7HmnsMnn]T7HmnnsBnnnHnH Once Through.

Drummer’s Call.

(Navy.)

*xT9hbnnfSlSkSlnnfy-9bnnhnfSlSkSlnnfy-9bnnHnfSlSkSlnnfSlSkSlnnhnfSlSkSlnnfy-9bnn=hhfSlSkSlnnfnnH

Note: The Drummer’s Call, Navy, is Ashworth’s Drummer’s Call used in the War of 1812.

The Assembly.

*xnT7hbnnnT7bnnT7hmnnsmnnsmnT7hbnnnT7bnnnT7hmnnsmnsmn=HnH repeats 4 times.

Adjutant’s Call.

*xnmnhnfnnbnnhnblllnnby&nnhnfnnbnnhnblllnnbnnnhnmnhnfnnbnnhnblllnnby&nnhnfnnbnnhnblllnnbnnHnH

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1stSergeants Call.

*xnT%HbnnrnHnnfnnfnnnHnfnnnfnnHnT%HbnnrnHnnfnnfnnnHnfnnnfnnHnT%HbnnrnHnnfnnfnnnHnfnnfnnn$H

Officer’s Call.

*xFnT7bnnFnhnT7bnnFnnHnT7bnnFnnnFnnnFnnnFnn=$HnmnFnnmnFnnn$H

To the Colors.

*nf.lllnhnfnnn]nhnsmnnT5bnnHnfnnn]nnHnsmnT%hbnn]nnnHnnfy,y,nnHnfn]nHnH

Drill Call.

*xbnnfnT7hby.y.nnT7hmnT7mnT7hby.y.nT7=HnmnT7mnT7Hby.y.nn]nHnb\nBnnhnb\nBnn=HnH

Cease Fire.

*xvy/nnby/nnhnnby.nnfnnhnnvy/nnby/nnhnnby.nnfnnH

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The Long Roll.

*xT1bnn21bn21bn21bn21bn21bn21bn21bn21bn21bn21bn21bn21bn21bn=HnH

The Rogue’s March.

*Znnnfnn]nnfnn]nhnfnn]nfnhnfnn]fnn]nhnfnn]nfnnhh=nT7hby.|.\nf|.|.\nhnfy,nnfnT7hby.y.nnfy.y.nnHnfnnrnnfnnT7H *by.y.nnfy.y.nnhnfy,nnfnT7hby.y.nnfy.y.nnHnfnn]nnfnn]n=HnH

Roslin Castle.

(Funeral March.)

*xT0hbnnT0hBnnT!by.y.y.nnhnsmnnT0hBnnfnby.nnhnnfnby.nnhnFy(nnBy.nnhnnsmnnT!HBy.y.y.nnhnfnnT!H *By.y.y.nhnnT_t1By.y.y.nnhnnFy.y.y.nnhnT7T7hBnnHnH=nT!HBnnby.nnHnnFnnby.nnhnnFy.y.y.nnhnnfnnrnnhnnBnnby.nnH

*nnBnnby.nnhnnFy.y.y.nnhnnFnn]nn]nnFnnHFy.y.y.nnhnnfnnfy>nnhnnby.y,y.nnhnnT_t1By.y.y.nnhnnFy.y.y.nnhnT7T7hBnn=HnH

Wood Call. Water Call.

*xnbnnrnHnT0hmn]nrnn=HnH *xnby.nfnnnHnby.nnfnnn=HnH To be played three over. To be played three over.

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Pioneer’s Call or Fatigue Call.

Allegro.

*ZnnT7hby.y.nnfy.y.\nhnfnsmnfnnT7hby.y.nnfy.y.nnhnfnn]nrn=HnH=rnhby,nnFn]hnby,nnFn]nhnby,nnFy.y.nnHnFy.y.nnfn=HnH P mf > P mf > >Repeat at option.

Surgeon’s Call.

*xn)T7hBnnrnnrnn]n)nT7hBnnrnnrnn)n=HnH=n]nhnmnnT7By.nhnfSlSlSlnnfSlSlSlnnHmn]nT7By.nnhnFSlSlSlnnsmn=HnHnn]nnH *nMnnT5mnnT5mnnT9hmnnT5mnnT5mnnT9HmnT5mnnT5mnnT5mnnT9hmnnT5mnnT5mnnHnT0H *mnT5nmnnT5mnnT0hmnnT5mnnT5mnnT0HmnnT5mnnT5mnnT5mnnT5HmnnT5mnnT5mnnn]nHnH

The General.

*xnT7Hby,nnby,nnHnnfy,nnfy-7hby,nnfy,nnhnfSlSlSlnnfy-7hby,nnfy,nnHnfSlSlSlnnfy,nnh *fy-7by-7by,nnsmnn=hh=nnfnnhnnfy-%Hby-%hbSly.nnvSly.nnhnnvy/Slnnby-7H

*nbSlSlSlnnfy/nnhnnvSlSlSlnnfy,nnfy,nnhnnfy-7by-7hby,nnsmnn=HnH

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Breakfast Call. (Peas upon a Trencher.)

Allegro.

*xT7hb;nnb;nnb;nnmnT5hbSDnnb;nnb;nnmnT7hb;nnb;nnb;nnmnT5hbSDnb;nnb;nnmn=HnH *=T5B;nnb;nnb;nnmnT5hB;nnb;nnb;nnmnnT5HB;nnb;nnb;nnmnnT5hbSDnnb;nnb;nnmnn=HnH

To be played twice over.

Dinner Call.

(Roast Beef.)

*ZnnT7hby/y.\nnvy/y.nnhnvy/y.nnvnnT9hbyCnnmnvy/y.nnhnvy/y.nnvnnT9Hby/y.nnnvy/y.nnnHnnvy/y.nnvnnT9H *byCnnm\nvy/y.\nn$nvy/y.nnvnnT9Hby/y.nnvy/y.nnhnvy/y.nnvnnT9HbyCnmnnvy/y.nnhnVnnT9BnnT9Hby/y.nnvy/y.nHH

*vn]rnT9Hby/y.nnvy/y.nnhnvy/y.nnvnnT9HbyCnnmnnvy/y.nnhnVnnT9BnnT9hb/y.nnnvy/y.nnhnVnn]nrnnHnH

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Three Camps.

1st Camp

*xnmnnT5mnnT5mnnT9hmnnT5mnnT5mnnT9HmnnT5mnnT5mnnT5mnnT5mnnT5hmnnT5mnH Tap 2d Camp

*T9mn=HnHnT5mnnT5mnnT5mnT0hmnnT5mnnT5mnT0HmnnT5mnnT5mnT0H 3d Camp

*mnnT5mnnT5mnnT5mnT5HmnnT5mnnT5mnnT0=HnHmnnT5mnT5mnnhhnT0H *mnnT0mnnT0HmnnT5mnHnT5mnnT0hmnnT0mnnHnT0mnnT0hmnnT5mnnT5mnnT0HnH

*=mnT5mnT5mnhhT0HmnnT5mnHnT5mnnT0hmnnT5mnT5mnnHnT0mnnT5mnnT5mnnT5H *mnnT5mnnT5mnnT5mnnT0=HnHmnnT5mnnT5mnn]nhhnT1hT1hbnnHnH

The Girl I Left Behind Me.

*xT7hbyyqy.|y,nnHnfyyqny.y,nnHnnFLl+l\nnfy,nnhnfyyqy.y,nnhnsmnT7by,nnHnFLllnnfy,nnhnsmnT7bLllnH *fy,y,nn=Hh=nsmnnhnsmnT%T%HmT%T%hmnT7by,nhnfy-7by,nnHnfnnT7by,nhnflllnnflllnnH

*fy,y,y,nhnsmnT7bLllnhnfy,y,nn=HnH

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Church Call and The Parley.

*x]hnfnnrnnh}Hnfnrnhrn]mnhfy.y,y.\nhnfy,nnfy,nnhnfy,nnfy,nnhnfn]n=HnH=n]hnfnnrnnh}Hnfnrnhrn]mnHnfn]nmnhnfn]nmnnnH Allegro.

*nfy,nnfy,nnhnfn]n=HnH=n]hnfnnrnnh}Hnfnrnhrn]fnnhnby/nnby,nnhnby/nnby,nnhnfy.nnfy.nnhnfnnHn]n=HnHn]nhMnnT5mnnnT5mnnnT9H *mnT5mnnT5mnnT9hmnnT5mnnT5mnnT5mnnT9HmnT5mnnT5mnHT0mnnT5mnnT5mnnT0H

*mnnT5mnnT5mnnT0HmnnT5mnT5mnnT5mnnT5hmnnT5mnnHnnT5mnnHnH

Nota Bene, the 1st CAMP is to be played at the end.

First Camp.

1st Camp

*xnmnnT5mnnT5mnnT9hmnnT5mnnT5mnnT9HmnnT5mnnT5mnnT5mnnT5mnnT5hmnnT5mnHnT9m=hH Tap

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THE RETREAT.

The Three Cheers.

*xnnT%BnnrnhT%BnnrnhT%bn2%bn2%nBnnnHnH < > < > < >

The Retreat.

Moderato.

*Xnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnnrnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnrn=HnH *hh=nbnnhnvnnbnnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnnrnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnnbnnbnnhnvnrn=HnH

The Three Cheers.

*xnnT%BnnrnhT%BnnrnhT%bn2%bn2%nBnnnHnH < > < > < >

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THE PREPARATIVE.

Prime and Load.

*bnnvnnvnnbnnbnnhnT9bnnbnnbnnbnn=hH

Ready.

*by,SlnnHnnbnnrnnhH

Aim.

*T1bn21b21b21b21b21bn=hH

Fire.

*bnnnhnnbnnrnnhH

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BAYONETS.

Fix Bayonets.

*xnT1bnnfnnH

Charge Bayonets.

1st Camp

*xnmnnT5mnnT5mnnT9hmnnT5mnnT5mnnT9HmnnT5mnnT5mnnT5mnnT5mnnT5hmnnT5mnHnT9m=hH Tap

Unfix Bayonets.

*xnvnnvnnfnnH

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ON THE MARCH

Turn, or Face to the Right.

*xbnnfnnH

Turn, or Face to the Left.

*xbnnbnnfnnH

Turn, or Face to the Right About.

*xbnnbnnbnnfnnH

Halt.

*xfnnH

Wheel to the Right.

*xT1bnnbnnfnnH

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Wheel to the Left.

*xT1bnnbnnbnnfnnH

Wheel to the Right About.

*xT1bnnbnnbnnbnnfnnH

Wheel to the Left About.

*xT1bnnbnnbnnbnnbnnfnnH

March.

(Long March with a Flam.)

*xT7hby.nnby.nnhnfy.nnby.nnhnfy.nnfy.nnhnfnnfnnfy-7hby.nnfy.nnHnby/Slnnby,nnfy-7T7hbnnbSly.nnfnfnnH

Advance by the Double Quick. (British Grenadiers with a flam.)

*xT7hby,y,y,nnhnfy/SlnnmnnT7hby,y,y,nnfSlSlSlnnfSlSlSlnnhnnfy,y,y,nnnH *fy/SlnnmnnT7hby,nnfSlSlSlnnhnfnnnnH

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Front to Halt.

*xfnnfnnby/Slnnfnnnby/SlnnnH

For the Front to Advance Quicker.

(Long March.)

*xT7hby.nnby.nnhnfy.nnby.nnhnfy.nnfy.nnhnfnnfnnfy-7hby.nnfy.nnHnby/Slnnby,nnfy-7T7hbnnbSly.nnfnnH

For the Front to March Slower.

(Taps.)

*xbnnbnnbnnnH

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SIGNALS FOR SKIRMISHERS.

Recall Detachment.

*GnT5hbnn]nbnnnHnbnnT5hbnn]nbnnnHnbnn]nbnnhnbnn]nT5hbnn]nbnnnHnbnnT5bnhnbnnn]nbnnhnbn]nHnH

The Run.

*xnT4bnnnrnhfnnnrnnHnfnnfnnhnfnnrnHnnT4bnnT4bnnHnfnnnrnhnfnnrnhnfnnnrnhnnfnnrnHnH

Deploy as Skirmishers.

*zT4mnnsmnnnfnnT4mnnsmnnnfnnhnT4mnnsmnnnfnnHnT4mnnsmnnfnnT4mnnsmnnfnnHnT4mnsmnnfnn=HnH

Forward.

*znT4bnnnrnnfnnnrnnhnfnnnfnnnfnnrnhnT4bnnrnfnnrnhnT4bnnfnnfnnrnHnT4bnnnfnnnfnnrnHnT4bnnfnnfnrnnHnH

March in Retreat.

*znfnnfnnfnnT5hbnnrnfnrnhnfnnfnnfnnT5hbnnrnfnnrnhnfnnfnnfnnrnhnT5hbnnrnfnrnHnnfnnfnnfnnrnHnT5bnnrnfnnrnnHnH

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The Halt.

*xnsmnsmnnrnHnnsmnsmnnrnhnsmnsmnnrnHnnsmnsmnnfnnhnsmnsmnnfnnhnsmnsmnnfnnT4hbnnrnHnnsmnsmnnrnHnH

By the Right Flank.

*Znnfnnsmnfnnsmnhnfnn]nnfnnnsmnnhnfnnsmnnfnn]nhnfnnnsmnnfnnsmnnHnnfnn]nrn]nHnfnnsmnnfnnsmnnHnfnnn]nfnnnsmnnhnfnnsmnnfnn]nH *nfnnnsmnfnnsmnhnfn\nrn]nnHnfnnnsmnnfnnsmnhnfnnn]nnfnnnsmnnHnfnnsmnnfnn]nhnfnnsmnnfnnsmnnHnnfnn]nfnn]nnHnH

By the Left Flank.

*GnnfnnT4bnnfnnfnnhnnT4bnnfnnHnnfnnT4bnnfnnHnnfnnT4bnnfnnHnH

Commence Firing.

*znfy,y,y,nnfnnrnhnfy,y,y,nnfnnrnhnfnnfnnfnnrnhnfnnr[nHnH

Cease Firing.

*znT1bnnrnHnT1bnnrnnhnfnnrnfnrnhnT1bnnrnnHnHnT1bnnrnhnT1bnnrnnhnfnnrnfnnrnnhnT1bnnrnHnH

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Change Directions to the Right.

*nZnT%bnnbnn]nHnT%bnnbnn]nHnT5bnn]nsmnsmnsmnhnfnn]nrn]n=HnH

Change Directions to the Left.

*nZnfnn]nfnn]nhnfnn]nfnn]nHnT%bnn]nnhnfn]nrn]n=HnH

Lie Down.

*XnT4bnnrnrnhnT4bnnfnnfnnhnfnnrnT4bnhnfnrnrnhnT4bnnrnrnhnfnrnT4BnnHnfnrnrnhnT4bnnfnnfnnHnT4bnnfnnfnnH *fnrnnT4bnnhnfnrbnnrnnHnH

Rise Up.

*nZnTRmnnsmnsmfnn]nHnT7bnn]nrn]nhnbn]bn]nhnbn]nr]n=HnH

Rally by Fours.

*nxnT1nHmnn]nmn]nnnHnnmnn]nmn]nnHnnmn]nrnnHnnT1nHmnn]nrnnnHn[=HnH

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Rally by Sections.

*nxnnnT4bnn]nnT4bnn]nnHnnsmnsmnnsmnn]nhnnT4bnnn]nnT4bnnn]nnHnnsmnsmnnsmnn]nn=HnH

Rally by Platoons.

*xnsmnsmnnsmnn]nhnsmnsmnnsmnn]nhsmnsmnnsmnn]nhnT4bnnsmnnsmnn]nhsmnsmnnsmnn]nhnT4bnnrnnHnH

Rally Upon the Reserve.

* X nsmnsmnnsmnn]nhnsmnT4bnnhnsmnsmnnsmnn]nhnsmnrnrnnnHnHnfnnsmnsmnnsmnnsmnHnnfnnrnnT4bnnhnnfnnsmnsmnnsmnnsmnHnnfnnrnnrnHnH

Rally Upon the Battalion.

* X nsmnnmnnmnnnmnnHnnbnnrnnrnhnnfnnnmnnmnnfnnHnnfnnrnnrnnhnnfnnT1nHbnnrnnrnnhnfnnnfnnfnnhnnfnnrnrnnHnH

Assemble on the Battalion.

* X nnT1nHbnnnsmnnfnnsmnnhnnfnnsmnnfnnT1nHbnnT1bnnsmnnhnnfnnsmnnfnnnnHnH

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THE TROOP.

The Three Cheers.

*xnnT%BnnrnhT%BnnrnhT%bn2%bn2%nBnnnHnH < > < > < >

The Troop.

*XnT7hbnnfnnfnhnfnfnnfnnHnfnnfy.y.y.nnHnfnnT7hbnnfy.y.y.nnhnfnnfnnfnnHnfnnfy.y.y.nnHnfnnT7hbnnfnnfnnH *fnnfnnfnnHnnfnnfy.y.y.nnHnnfnnT7hbnnfy.y.y.nnHnnfnnfnnfnnHnfnnfy.y.y.nnHnfnnr=HnH=T7hbnnbnnT7hbnnb\nnT7H

*bnnfy.y.y.nnHnnfnnT7hbnnfy.y.y.nnHnfnnfnnfnnHnnfnnfy.y.y.nnnHfnnT7HbnnbnnT7hbnnbnT7hbnnfy.y.y.nnHnfnnT7H *bnnfnnfy.y.y.nnhnfnfnnfnnHnnfnnfy.y.y.nhnfnnr=HnH

The Three Cheers.

*xnnT%BnnrnhT%BnnrnhT%bn2%bn2%nBnnnHnH < > < > < >

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THE TROOP.

(Alterative Beats.)

My Lodging on the Cold Ground.

*XnT7HbnnrnvnnHnnfnnT7HbnnrnvnnHnnfnnT7bnnrnnvnhnfnnrnnvnhnfnnrnvnhnfnnrnT7hbnnvnnHnfnnT7hbnnrnvnnH *nfnnT7hbnnrnnvnnhnfnnrnvnhnfnrnvnhnfnrn=HnHnT7hbnnrnvnhnfnnT7hbnnrnvnhnnfnnT7hbnnnrnvnhnfnrnvnnH

*nfnnrnvnnhnnfnnT7hbnnrnvnhnfnnT7hbnnnrnvnhnnfnT7hbnnrnvnnHnfnrnvnhnfnrn=HnH

The Duke of York.

*XrnnT7hbnnbnnbnnhnnfnnrnnrnT7hbnnbnnbnnnhnnfnnrnnrnnT7hbnnbnnbnnhnnfnnbnnbnnHnfnnfy.y.y.nnhnnfnnrnnrnnT7hbnnbnnbnnH *nfnnrnnrnnT7hbnnbnnhnfnnnrnnrnnT7hby.y.y.nnby.nnHnfy.y.y.nnby.nnhnnfnnfnnfnnnhnfnnrnn=hh=nnrnnT7hbnnbnnbnnhnnfnnbnnbnnH *nfnnnfy.y.y.nnHnfnnfnnfnnhnnvnnvy.y.y.nnhnnvnnvy.y.y.nnhnnvnnbnnbnnhnnfnnrnnrnnT7hbnnbnnbnnhnnfnnrnnrnnT7HnbnnbnnbnnH

*nfnnrnnrnnT7hby.y.y.nnby.nnhnnfy.y.y.nnby.nnhnnfnnfnnfnnhnnfnnrnn=hH

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THE REVEILLE.

Three Camps.

1st Camp

*xnmnnT5mnnT5mnnT9hmnnT5mnnT5mnnT9HmnnT5mnnT5mnnT5mnnT5mnnT5hmnnT5mnH Tap 2d Camp

*T9mn=HnHnT5mnnT5mnnT5mnT0hmnnT5mnnT5mnT0HmnnT5mnnT5mnT0H 3d Camp

*mnnT5mnnT5mnnT5mnT5HmnnT5mnnT5mnnT0=HnHmnnT5mnT5mnnhhnT0H *mnnT0mnnT0HmnnT5mnHnT5mnnT0hmnnT0mnnHnT0mnnT0hmnnT5mnnT5mnnT0HnH

*=mnT5mnT5mnhhT0HmnnT5mnHnT5mnnT0hmnnT5mnT5mnnHnT0mnnT5mnnT5mnnT5H *mnnT5mnnT5mnnT5mnnT0=HnHmnnT5mnnT5mnn]nhhnT1hT1hbnnHnH

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Slow Scotch.

*xnT7hbnnT7hbnnrT7hbnnrT7hbnnrT7hbnnrT7hbnnrT7hbnnrT7hbnrnT7HbnnrT7hbnnrT7hbnnrnT7H

*bnnrnhnT7Hnbnnrnhnby.Slnnby.SlnnHnnmnnT7hby.Slnnby.SlnnnHmnT7hby.Slnnby.Slnnhnby.Slnnby.Slnnhnby.Slnnby.SlnnHnmnnT7H

*by.Slnnby.Slnnby.Slnnby.SlnnHnmnnT7hmnn]vy.nhnmnnT7hmn]vy.nnhmnnT7hmnn]vy.nnHnnmnn]vy.nnhnmnn]vy.nnH

*mnnT7hmnn]nvy.nnhnmnn]nvy.nnhnmnn]nvy.nnhnmnT7hmnn]nvy.nnhnnmnn]namn]nHamn]nvy.nnnmnnT7hmnn]nvy.\nH

*mnn]namn]nHnnamnn]nnvy.nnhnmnnT7hmnnby.nn]nhnamnby.nnHnamnnby.y.nnHmnnT7hmnby.nn]nHnamnnby.nn]nhnamnnby.y.nnnH

*mnT7hby.y.y.nhnmnn]namnn]nHnamnnby.y.nnnHnnmnT7nhmnnby.y.nhnmnn]namn]nhnamnnby.y.nnHnmnnT7hby.y.y.nnH

*mnnT7hby.y.y.nnnHmnnT7hmn]nmnn]nhnamn]nmn]hnamn]nmnn]hamnnT7hmn]nmn]nHnamn]nmn]nHnamn]nmn]nHamn]nH

*T1hT1hbnnHnH

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Austrian.

*xnnT7hb;nnb;nnb;nnb;nnHnnmnT5bnnT5bnnT9hb;nnb;nnmnT9hb;nnb;nnb;nnmnT5HbSd\nb;nnHnb;nnH*b;nnHnT5hb;nnb;nnb;nnb;nnHmnnT5mnnT5mnnT9hb;nnb;nnmnnT9hb;nnb;nnb;nnmnnT9H

*bDnnb;nnHnb;nmnnhh=T5hb;nnb;nnb;nnb;nnhnb;nnb;nnmnT9b;nnb;nb;nb;nnHb;nb;nnmnT9H *b;nb;nb;nb;nnHmnnnT5mnnT5mnT9Hb;nnb;nnmnT9hb;nb;nb;nnmnT5H

*bSDnnb;nnbn=HnHnT1hT1hbn]nHnH

Hessian.

*xnT7hmnnT5mnnb;nnb;nnhnmnT5mnnT5mnnT9hmnnT5mnb;nnb;nnHnmnnT5mnnT5mnnT9Hb;nnb;nnH*nb;nnnb;nnhnmnT5mnnT5mnnT9Hb;nnb;nnb;nnb;nnhnmnT5mnnT5mnnT9hb;nnb;nnb;nnHHnb;nhnT5mnnH

*T5mnnT9Hb;nnb;nnb;nnb;nnhnmnT5mnnT5mnnHnH=nT9Hb;nnb;nnb;nnb;nnhnmnnT5mnHnT5mnnT9h *bSDnnHnnby.nnT5bSDnnb;nnHmnnT5mnnT5nmnn=HnH=nT9hb;nnb;nnmnnT7hbSDnnb;nnmnHT7H

*b;nnb;nnb;nnb;nnHnmnnT5mnnT5mnn=HnHnnT1hT1hbnnHnH

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Prussian.

*xnBnnHnnbnnT9bnnT9nb;nnb;nnb;nnb;nnhnnfnnT9bnnT9hb;nnb;nnMnn]nnHfnnT9bnnT9hb;nnb;nnb;nnb;nnH *fnnT9bnnT9hb;nnb;nnmnnwnHnmnT5mnnT5mnnwnnHnnmnnT5mnnT5mnnwnnhnmnnT5mnnT5mnnwnnH

*nmnnT5mnnT5mnn]n=HnHnnT1hT1hbnnHnH

The Dutch.

*Gnn]nhnsmnnT7hmnnn]nT7hmnnfy,nnhnFSLSlSLy,nnhnsmnnT7hmnnn]nT7hmnnFSLSlSLnnhnfnn=HnH=nT7hmnnnFSLSlSLnnH *smnn]nsmnnhnsmnnFSLSlSLnnhnnsmnnT7hFSLSlSLy,nhnFSLSlSLy,nnHnsmnnT7bnhnfnn=HnH

The Roll.

HxhnT1hBnnnrnnT1hBnnnrnnT1hBnnnrnnT1hBnnnrnnT1Bnnnrnnhnb21hb21hb21hbn21hbnnHnH < > < > < > < >

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Quick Scotch.

*xT7hbnnT7hbnnrT7hbnnrT7hbnnrT7hbnnrT7hbnnrT7hbnnrT7hbnrnT7HbnnrT7hbnnrT7hbnnrnT7H *bnnrnHnby.Slnnby.SlnnhnmnT5hby.Slnnby.SlnnhnmnnT5Hby.Slnnnby.Slnnhnby.Slnnby.Slnnhnby.Slnnby.SlnnhnmnnT5H *by.Slnnby.SlnnHnby.Slnnby.SlnnHnby.Slnnby.SlnnhnmnT5hmnn]nvy.nnhnmnT5hmnn]nvy.nnhnmnT5hmn]nnvy.nnH

*mn]nnvy.nnhnmn]nvy.nnhnmnT5hmn]nnvy.nnhnmn]nnvy.nnhnmnn]nvy.nnnhnmnT5Hmnn]nvy.nnHnnmnn]nvy.nn]nHnamn]nnvy.nnH*mnT5hmn]nnvy.nnhnmn]namn]nhamn]nvy.nnnHnmnT5hby.y.nn]nhnamnby.nnhnvnnby.y.nhmnT5Hby.y.nn]nhnvnnby.n]nHn

*vnnby.y.nnnHnmnT5hby.y.y.nnmn]namn]hnamnby.y.nhnmnT5hmnby.y.nhnmn]namn]nHnamnnby.y.nnnHmnT5Hby.y.y.nnH *mn]T5hby.y.y.nhnmn]nT5hmn]nmn]nhnamn]nmn]nhnamn]nmn]nnHnamn]nT5Hmn]mn]nhnamn]nmn]hnamn]nmn]nnnHnH

*nsmn]nT5mnnT5mnT9hmnT5mnT5mnT9hmnT5mnT5mnT5mnT5HmnT5mnT5mnT0H *mnT5mnT5mnT0hmnT5mnT5mnT0HmnT5mnT5mnT5mnT5hmnT5mnT5mnn$H

First Camp.

1st Camp

*xnmnnT5mnnT5mnnT9hmnnT5mnnT5mnnT9HmnnT5mnnT5mnnT5mnnT5mnnT5hmnnT5mnHnT9m=hH Tap

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The Three Cheers.

*xnnT%BnnrnhT%BnnrnhT%bn2%bn2%nBnnnHnH < > < > < >

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THE TATTOO.

Taps.

*xnqnnrqnrnqnrnnHnH

The Three Cheers.

*xnnT%BnnrnhT%BnnrnhT%bn2%bn2%nBnnnHnH < > < > < >

The Doubling.

*xHnnT7bnnnahbnnnbnnvnnbnhnamnrnT7by&nnbnnbnnhnvnnbnnvnnrnT7hby&nnnT7by&nnhnbnrnHnH

New Tatter Jack.

*ZnT7hby,nfnnT7hby,nnfy,nnhnfy.y.nnfy.y.nnHnfy,nnfnT7hby,nnfnT7HbnnnT7by,nnHnfy.y.nnfy.y.nnH *fy,nfnn=HnH=m\nnHnnfnnT1hby,nnfy,nnHnfy.y.nnfy.y.nnHnnfy,nnfnnT7hby,nnfnnT7hbnnT7by,nnHnfy.y.\nfy.y.nnH

*fy,nnfn=HnH

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The Doubling.

*xHnnT7bnnnahbnnnbnnvnnbnhnamnrnT7by&nnbnnbnnhnvnnbnnvnnrnT7hby&nnnT7by&nnhnbnrnHnH

Slow March.

*xnT7Hbnnby&nnbnnbnnHnfnnby&nbnbnhnfy.y.y.nnfy.y.y.nnHnfnnT5bnnT5bnnT5mnT5Hbnnby.nfnnby.nnH *fnT5bnnT5bnnT7hby.y.y.nnfy.y.y.nnHnfnnT5bnnT5bn=HnH=nT7Hbnnby&nnbnnbnnHnnfnby&nnbnbnH

*fy.y.y.nnfy.y.y.nnnHnfnnT5bnnT5bnnT5mnnT5Hbnnby.nnfnnby.nnHnfnT5bnnT5bnnT7Hby.y.y.nnfy.y.y.nnnH *fnnT5bnnT5bnnT7H*bnnby&nnbnnbnnhfnby&nnbnnbnnHnfy.y.y.nnfy.y.y.nnHnfnT5bnnT5bnnT5mnT5H

*bnnby.nnfnnby.nnHfnT5bnnT5bnnT7hby.y.y.nnfy.y.y.nnHnfnT5bnnT5bnn=HnH=T7Hbnnby&nnbnnbnhnfnby&nnbnnbnnH *fy.y.y.nnfy.y.y.nnHnfnnT5bnnT5bnnT5mnnT5Hbnnbyy.nnfnnby.nnHnfnT5bnnT5bnnT7hby.y.y.nnfy.y.y.nnnH

*fnT5bnnT5bnn=HnH

The Doubling.

*xHnnT7bnnnahbnnnbnnvnnbnhnamnrnT7by&nnbnnbnnhnvnnbnnvnnrnT7hby&nnnT7by&nnhnbnrnHnH

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Down Fall of Paris.

*xnnT7hby.Slnnfy.Slnnfy,nnnFSLSlnhnfy.Slnnfy.Slnnhnfy,nnnFSLSlSlnhnfy.Slnnfy.SlnnHnfy,nnnFSLSlSlnnH *smnT7by,nnhnfSlSlSlnnfSlSlSlnhnfy.Slnnfy.Slnhnfy,nnFSLSlSlnnHnfy.Slnnfy.Slnnhnfy,nnnFSLSlSlnnH

*smn]nT7by,nnHnsmn]nT7by,nhnfSlSlSlnnfSlSlSlnnHnfy,y,nn=HnH=nsmnnHnsmnT1nHmnnT7hbyy.S;nnby/SlnnH *by/Slnnby,nhnamnT1nHnmnT7Hby/Slnnby/SlnnHnby,nnnFSLSlSlnnHnfy.Slnfy.Slnhnfy,nnnFSLSlSlnnHnfy,Slnnfy,SlnnH

*fy,nnnFSLSlSlnnHnfy,Slnnfy,Slnnfy,nnnFSLSlSlnhnfnT7by,nhnfnT7by,nnHnnfSlSlSlnnfSlSlSlnH *fy,y,nn=HnH=nT7hbSlSlSlnnfSlSlSlnhnfSlSlSlnnfSlSlSlnnHf/Sl\nnby/SlnnHnnby/SlnnmnT7hbSlSlSlnnfSlSlSlnH *fSlSlSlnnfSlSlSlnnHsmnT7bSLSlSlnhnfy,y,n=HnH=nT7hby/nnby/nnHnby/nnby/nnhby/nby/nnHfy,y,y,nnT7H

*bSlSlSlnnfSlSlSlnhnfSlSlSlnnnfSlSlSlnnHnsmnT7bSLSlSlnhnfy,y,n=HnH

The Doubling.

*xHnnT7bnnnahbnnnbnnvnnbnhnamnrnT7by&nnbnnbnnhnvnnbnnvnnrnT7hby&nnnT7by&nnhnbnrnHnH

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My Lodging on the Cold Ground.

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The Doubling.

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Quick Step.

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The Doubling.

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The Three Cheers.

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The Doubling.

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THE TAPS.

Taps.

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COMMON MARCHES.

Common Time.

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Quick Time.

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Long March.

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Army Six-Eight.

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Army Two-Four.

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Connecticut Halftime.

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REGULAR DUTY CALLS.

THE REVEILLE & MORNING DUTIES. Time: 15 minutes before the Reveille. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before the Reveille. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Parade Grounds before the colors. Musicians: Field Music. Call: The Reveille. –

Three Camps. Slow Scotch. Austrian. Hessian. Prussian. The Dutch. Quick Scotch. First Camp. Three Camps.

Signal for Troops to rise and from in the company parades. Roll call is taken by the First Sergeants superintended by a commissioned officer of the Company. Announcements will be made concerning guard duty assignments for the next 24 hours, drills for the day, &c. Also, the Sentinels are to leave off challenging.

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Time: After roll call. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Wood Call Signal for troops assigned to fuel details to commence gathering fire wood. Time: After wood call. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Water Call. Signal for troops assigned to water details to fetch water. Time: After Water Call. Location: Head Quarters Tent. Musicians: Police Drummer/Orderly Fifer. Call: Surgeon’s Call. Signal for the First Sergeants to escort sick to the Hospital (or Surgeon’s tent) and submit a written report on those unable to be moved. Time: 15 minutes after The Reveille. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Pioneer’ Call. (Fatigue Call) Signal the work details to begin policing camp, &c. Drum questionable, disorderly and idle women out of camp. BREAKFAST & AFTER DUTIES. Time: 15 minutes before Breakfast Call. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Breakfast Call.. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call)

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Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Peas upon the Trencher (Breakfast Call) Signal for troops to eat breakfast. Time: 5 minutes after Breakfast Call. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: First Sergeants Call. (Orderly Call) Signal for First Sergeants to immediately report results of the morning roll-call to the Adjutant’s at his quarters. OFFICER’S MEETING. Time: 15 minutes before Officer’s Call. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Officer’s Call. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Parade Grounds before the colors. Musicians: Drum Corps. Call: Officer’s Call. Signal for Company and Battional Officer’s to assemble the Head Quarters for meeting.

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DRILL. Time: 15 minutes before Drill. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Drill. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: After 2d Call. Location: Parade Grounds. Musicians: Field Music. Call: Drill Call. Time: Time set by the Commander. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Assembly. Signal for troops to assemble on the company parades and hold themselves in readiness to respond promptly to other signals starting in the center before the colors, drummers will march along the front of the parade grounds to the right, thence to the left, and back to the center where the beating will cease. The Field Music immediately repairs to the right of the parade grounds. Time: After Assembly. Location: Parade Grounds before the colors. Musicians: Field Music. Call: Adjutant’s Call. Quick Step(s). Signals the Adjutant to establish right and left general guides on line with the Field Music. Signal for the companies to march from company parades to the parade ground and take their position in the line of battle. The Field Music is used to establish the position on the right general guide. Quick Step(s) are played until the companies are formed into line of battle by the Adjutant.

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Time: After the general guides are established. Location: Parade Grounds on the right. Musicians: Field Music. Call: To the Color. (Optional) Played upon orders of the Colonel as the color-escort approaches the center of the parade grounds. This is only used when a formal color-escort is used to retrieve and present the color to the Battalion. If the color-escort used, refer to Casey’s Title V for duties of Field Music. DINNER. Time: 15 minutes before Dinner. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Dinner. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Parade Grounds before the colors. Musicians: Field Music. Call: Roast Beef. (Dinner Call) Signal for troops to eat dinner. THE BATTLE. Time: 15 minutes before Battle. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors.

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Time: 10 minutes before Battle. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Assembly. Signal for troops to assemble on the company parades and hold themselves in readiness to respond promptly to other signals starting in the center before the colors, drummers will march along the front of the parade grounds to the right, thence to the left, and back to the center where the beating will cease. The Field Music immediately repairs to the right of the parade grounds. Time: After Assembly. Location: Parade Grounds before the colors. Musicians: Field Music. Call: Adjutant’s Call.

Quick Step. Signals the Adjutant to establish right and left general guides on line with the Field Music. Signal for the companies to march from company parades to the parade ground and take their position in the line of battle. The Field Music is used to establish the position on the right general guide. Quick Step(s) are played until the companies are formed into line of battle by the Adjutant. Time: After the general guides are established. Location: Parade Grounds on the right. Musicians: Field Music. Call: To the Color. (Optional) Played upon orders of the Colonel as the color-escort approaches the center of the parade grounds. This is only used when a formal color-escort is used to retrieve and present the color to the Battalion. If the color-escort used, refer to Casey’s Title V for duties of Field Music. DRESS PARADE. Time: 15 minutes before Dress Parade. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call)

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Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Dress Parade. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Parade Grounds before the colors. Musicians: Drum Corps. Call: Assembly. Signal for troops to assemble on the company parades and hold themselves in readiness to respond promptly to other signals. Starting in the center before the colors, drummers will march along the front of the parade grounds to the right, thence to the left, and back to the center where the beating will cease. The Field Music immediately repairs to the right of the parade grounds. Time: After the general guides are established. Location: Parade Grounds on the right. Musicians: Field Music. Call: To the Color. (Optional) Played upon orders of the Colonel as the color-escort approaches the center of the parade grounds. This is only used when a formal color-escort is used to retrieve and present the color to the Battalion. If the color-escort used, refer to Casey’s Title V for duties of Field Music. FATIGUE. Time: 15 minutes before Fatigue. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Fatigue. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds.

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Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Pioneer’s Call. (Fatigue Call) Signal the work details to begin. RETREAT. Time: 15 minutes before Retreat. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Retreat. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Sunset or After Parade. Location: Parade Ground before the Colors. Musicians: Field Music Call: Retreat.

Three Cheers The Retreat. Three Cheers.

Signal for troops to form in company parades. Roll-call is taken by the First Sergeants superintended by a commissioned officer of the company. SUPPER. Time: 15 minutes before Supper Call. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1st Call)

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Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Supper Call. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location; Parade ground before Colors. Musicians: Field Music. Call: Peas Upon A Trencher. (Supper Call) Signal for troops to eat supper. EXTINUISH LIGHTS Time: 15 minutes before Extinguish Lights. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Drummers Call. (1at Call) Signal for the Signal Drummer and Fifer from each Regiment and Battalion to immediately repair to the Regimental or Battalion parades before their colors. Time: 10 minutes before Extinguish Lights. Location: Parade Grounds before the colors. Musicians: Signal Drummer. Call: Drummers Call. (2d Call) Signal for the remainder of the Field Music to assemble on the parade grounds. Beating commences with the Regiment on the right and is taken up immediately by all others assigned to beat the signal. Time: Time set by the Commander. Location: Parade Ground before colors. Musicians: Field Music. Call: Extinguish Lights.

Three Taps. Three Cheers. The Doublings.

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The New Tatter Jack. The Doublings. Slow March. The Doublings. The Downfall of Paris. The Doublings. My Lodgings on the Cold Ground. The Doublings. Quick Step. The Doublings. Three Cheers. The Doublings.

Signal for troops to form in company parades. Roll-call is taken by the First Sergeants superintended by a commissioned officer of the company. No person is to be out of his tent or quarters. TAPS. Time: 30 minutes past Extinguish Lights. Location: Head Quarters Tent. Musicians: Police Drummer. Call: Taps. Signal to extinguish lights within the camp and cease all activity and conversations. IRREGULAR CALLS. Time: Striking camp Location: Head Quarters Tent. Musicians: Police Drummer. Call: The General. Is to be beat only when the whole army is to march, and is the signal to strike the tents and prepare for departure. May replace the Reveille if ordered to departure that day. (If the army is to move in silence and with caution, the ‘General’ is omitted,) Time: Parley requested with the enemy. Location: Battle Line. Musicians: Field Music. Call: The Parley. Is to desire a conference with the enemy.

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Time: Church Service. Location: Parade Ground before colors. Musicians: Field Music. Call: Church Call. Signal played to assemble the troops for religious service. Time: Funeral Detail. Location: Quarts of the deceased. Musicians: Field Music. Call: Three Cheers

Funeral March No. 1 or Merry Men Home from the (War) Grave

The Escort having been drawn up in line facing the quarters of deceased, (musicians on the right,) at the word present arms’ from those in command, the music will immediately give a salute of ‘Three cheers’ and proceed to play a funeral dirge (somewhat slower than marching time) until the corpse is brought to its proper position in line. When there is more than one drum present. one portion of them will continue to roll, and the others to give the time to march by, changing off every 8 or 16 bars, alternately, (all drums muffled) until arriving at the place of burial. After having deposited the body in its final resting place, and the Escort have done firing the customary salute over the grave, the musicians will not play again until outside of the enclosure,—when they will strike up a lively air; the ‘Merry Men Home from the Grave,’ being considered the most appropriate. Time: Alarm in Camp. Location: Police Drummer. Musicians: Head Quarters Tent. Call: Long Roll. All of the drummers beat a continuous roll, signal for all troops to prepare as quickly as possible for some type of action. Time: Drumming out of Camp. Location: Police Drummer. Musicians: Call: The Rogue's March. Played when a defiant soldier is kicked out of the army. He is stripped of all the markings of a soldier and lead out of camp Time: Marching Away From Camp. Location: Musicians: Field Music Call: The Girl I Left Behind Me. Traditionally played when departing a city or camp.

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Time. These are the approximate times for activities that would have occurred while an army was in camp and not in the immediate presence of the enemy. The times fluctuated based on the season of the year, location of encampment within a specific theatre of war, and orders from headquarters. At re-enactments: The Commanding Officer (or headquarters staff) are responsible for establishing the schedule for what signals will be played when. Location. See diagram of regimental encampment for exact locations. At re-enactments: I have never observed a "Police Guard" or "Police Tent" at any event since 1988 (this is not the Provost Guard). The Commanding Officer's or headquarters tent can be substituted for all the references to the Police Tent. If the camp is not organized in the manner I illustrated, ask the Commanding Officer for direction. Musicians. The titles and duties are as defined in the period military manuals. At re-enactments: Very seldom (and you will appreciate those special times) will a full complement of Field Music be present to perform Camp Duty. Play those parts of duty you can with the personnel available, or even by yourself. This will make a better musician of you and will really show your talents when you are blessed with the presence of other musicians. Call. I hope the descriptions are straight-forward and clear. NOTES. There are three daily roll calls in each company, under the superintendence of one of its commissioned officers. The first follows immediately after reveille, the second after retreat, or evening parade, and the third immediately after tattoo. Absentees from either roll call, unless excused are usually subjected to extra tours of guard, or police duty. Immediately after reveille roll Call, the tents and quarters are put in order by the men in each company, under the superintendence of the chiefs of squads. The guard-house or tent is put in order by the guard, or when sufficiently numerous, by the prisoners. The reports of each company, signed by its Captain and First Sergeant, will be handed into the Adjutant daily, at the First Sergeant's call. At the Surgeon's call, the sick then in the companies are conducted to the hospital by one of the Sergeant's, (the First when practicable.) who will each hand to the Surgeon, in his company book, a list of all the sick of the company, on which the Surgeon will state who are to remain in, or go into hospital; who are to return to quarters as sick or convalescent; what duties the convalescent in quarters are capable of; what cases are feigned, and any other information in regard to the sick of the company he may have to communicate to the company commander. Drum Corps: Massed drummers of the Regiment or Battalion. Drum Major: Non-Commissioned Officer in charge of the Field Music. He is responsible for overseeing the training. Care of instruments. conduct. assignments. &c. for all of the Field Music.

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Field Music: Massed drummers and fifers of the Regiment or Battalion. Field Music bivouacked with their respective companies except for those assigned to Police Drummer and Orderly Fifer duties during each 24 hour period. At re-enactments: The general rule is all of the Field Music will sleep and eat with their company comrades. Leading Drummer & Fifer: Posted on the right of the Field Music for the purpose of giving necessary signals for the commencement or alteration of any beat or march. Orderly Fifer: At Guard Mounting. the Drum Major will select one fifer to accompany the Guard to the Head Quarters Tent. He will attend to the quarters of the Adjutant. or officers of the day. And deliver orders. He will then repair to the Head Quarters Tent and remain until relieved. Police Drummer: At Guard Mounting. the Drum Major will select one drummer to accompany the Guard to the Head Quarters Tent. He will remain there for the purpose of giving signals and should not under any circumstances leave his post without permission. At re-enactments: At larger events, the Commanding Officer has been known to request the Police Drummer to bivouac and take his meals with the headquarters staff. The Commanding Officer normally appreciates having a Police Drummer available should the schedule change and to assist with other staff duties. Signal Drummers & Fifers: Musicians selected from each Regiment and Battalion to beat the prescribed signals on the Regimental or Battalion parades. The Leader: The leading drummer who governs the music played by the Field Music and who receives orders from the Drum Major. In my examples he is referred to as the Principle Musician. At re-enactments: Seldom is there a Drum Major present at an event. Normally. the most experienced musician assumes the responsibilities of the Leader. Drum Major and Leading Drummer but retains his position in the ranks with the other Field Music. This sounds scary but all it means is the Field Music should elect a leader to obtain orders and schedules from the Commanding Officer and to determine what music is played when. For this position. a time-piece writing paper and pencil are necessary for recording what signals to play where per the event schedule or Commanding Officer’s orders. BIG HINT: ALWAYS set your time-piece by the time shown on the Commanding Officer’s at the beginning of the event. Signals should ALWAYS be played per the time on his time-piece.

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PLACEMENT DURING CAMP AND THE MARCH.

Formation in Line of Battle. Field Music in order of battle is posted twelve paces in rear of the file closers. The left of "their" double-rank formation is opposite to the center of the left-center company. They are formed in two ranks, fifers or buglers in the front rank with the Principle Musician two paces in front of them. The drummers form the second rank located two paces behind the front rank.

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Field Music Positions.

Regimental or Battalion Formations.

Battalion En Route In Columns Four Abreast. Field Music in column en route to the front, as well as in passage of defiles or in retreat, will march at the head of their battalions. After the battalion is faced to the right the Commanding Officer will command "Field Music To The Head Of The Column."…

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…The Principle Musician could then issue the following commands to attain that position: "Field Music, Forward March," upon the last file of the Field Music passing parallel to the Right General Guide position, "Left Oblique, March," when in front of the column, "Forward March," and finally, "Halt."

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Field Music Positions.

Regimental or Battalion Formations.

Battalion Maneuvering on Columns of Companies. Field Music in column of maneuver will march abreast of the left-center company on the reverse (rearward facing) flank. For example, when the command is given for the battalion to "By Company, Right Wheel, March," the Field Music performs the same maneuver.

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Field Music Positions.

Regimental or Battalion Formations.

Battalion en Route in Columns of Companies.

Field Music in column en route to the front, as well as in passage of defiles or in retreat, will march at the head of their battalion. After the battalion is wheeled by company to the right the Commanding Officer will command "Field Music To The Head Of The Column."

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The Principle Musician could then issue the following commands to attain that position: "Field Music, Forward March," upon passing parallel to the Right General Guide position, "Left Oblique, March," when in front of the column, "Forward March," and finally, "Halt."

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Field Music Positions.

Regimental or Battalion Formations.

Formation on Parade Ground.

Field Music on the parade ground is posted on the right (after Assembly is played) by the Adjutant. They are then used to position the Right General Guide when forming the battalion into a line of battle.

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Field Music Positions.

Independent Company Formations.

Formation in Line of Battle.

Field Music in order of battle is posted in one rank two paces in rear of the file closers opposite the left-center of the company. The Field Music will maintain this position whenever the company-front maneuvers are performed (e.g. right and left wheels, oblique marches, etc.).

Company Maneuvering in Columns Four Abreast.

Field Music in column of maneuver will march abreast of the left-center of the company on the reverse (rearward facing) flank. For example, when the command is given for the company to "Right Face," the Field Music performs the same maneuver.

Company View.

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Field Music Positions.

Independent Company Formations.

Formation on Parade Ground.

Field Music on the parade ground is posted on the right of the company.

Position Legend.

AD. Adjutant. AS. Assidtant Surgeon. C. Colonel. CN. Captain. D. Drummer. F. Fifer. SC. File Closers. FS. First Sergents. LC. Lietenant Colonel. M. Major. PD. Police Drummer. PM. Principle Musician. QM. Quartermaster. S. Surgon.

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SIGNALS FOR THE MOVEMENT OF FIELD MUSIC BY THE DRUM MAJOR STAFF.

TO MARCH BY THE RIGHT FLANK. Take the staff at the middle, and extend the arm to the right. TO MARCH BY THE LEFT FLANK. Make the same signal, extending the arm to the left. TO DIMINISH FRONT. Let the ferrule fall into the left hand, held as high as the eyes. TO INCREASE FRONT. Let the pommel of the staff fall into the left hand, held as high as the eyes. TO CHANGE DIRECTION. Turn half round to the Drummers, and indicate to them by a movement of the staff, to which side they are to wheel or turn. TO OBLIQUE TO THE RIGHT, Extend the right arm as high as the shoulder, holding the staff slantingly, and grasp the ferrule, the left hand as high as the hip. TO OBLIQUE TO THE LEFT. Make the contrary signal; the pommel of the staff will always indicate to which side the obliquing is to take place.

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TO GROUND DRUMS.

TO PUT UP DRUM STICKS. Grasp the staff under the pommel, and raise it as high as the eyes, extending the arm to the front. TO UNSLING DRUMS. Draw the pommel to the breast. TO GROUND DRUMS. The same signal as for putting up drum-sticks.

TO TAKE UP DRUMS. TO SUSPEND DRUMS. TO DRAW OUT DRUMSTICKS.

Make the same signal with the staff as putting up Drumsticks, detaching Drums, and grounding Drum

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HIGH STICKING.

High sticking shall be done during the Long March and that of Common Time in the following measures and ways.

Long March: During the second measure the three beatings following the seven froke roll, in the third measure following the flam and during the fourth after each flam. The sticks shall be raised to the level of the eyes in a quick and fluid motion. Elbows are to be bent at that of angle of ninety. Sticks not to touch the bridge of the nose. The sticks will be lowered to the level of beating in a quick and fluid motion. During the second measure the left stick is to be brought to the level of the left eye. During the third measure the right stick is to be brought to the level of the right eye. During the fourth measure the stick will alternate between the right and left.

Second measure, Fourth measure.

nHnnby.nnby.nnh hfy.nn R R R R R R

Third measure, Fourth measure.

Hnnfy.nnby.nnh fy.nnh L L L L L L

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Common Time: During the rests both sticks shall be raised to the level of the eyes in a quick and fluid motion as done during Present Arms.The sticks shall be raised to the level of the eyes in a quick and fluid motion. Elbows are to be bent at that of angle of ninety. Sticks not to touch the bridge of the nose. The sticks shall be lowered to the level of beating in a quick and fluid motion. The rests are during the ninth, tenth, eleventh, fourteenth, fifteenth, nineteenth, twentieth, and twenty first measures.

Second measure, Fifth measure.

H n n by .nn n R R

Second measure, Fifth measure.

HH H n n by .nn n R R

NOTE:

It’s should be noted that Principle Musician, Drum, Fife or Pipe Major or that prescribe by the host unit may request High Sticking for other Airs or Marches.

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POSITION OF THE STICKS DURING PRESENT ARMS: Drummers at the command to Present Arms shall raise the sticks to the level of the eye in a quick and fluid motion. Elbows are to be bent at that of angle of ninety. Sticks not to touch the bridge of the nose. The sticks shall be lowered to the level of beating in a quick and fluid motion.

Or at the wishes of the Principle Musician, Drum, Fife or Pipe Major, Present Arms may be that of raising the sticks above the head, tip touching at an angle with elbows at angle of ninety to that of the body.

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POSITION OF THE STICKS DURING ATTENTION.

Drummers at the command to Attention shall bring the sticks to the level of the belly, right stick over left stick in a quick, fluid motion with a snap of the sticks. Elbows are to be against the sides of the body. Sticks shall be at an angle of that of forty five, with the hands clasping the sticks left over right. The sticks will be brought to the ready position of beating in a quick and fluid motion.

Or at the wishes of the Principle Musician, Drum, Fife or Pipe Major, Attention may be that of bring the sticks, right over left in a quick, fluid motion the right side of the leg grasped in the right hand with the left hand holding the lefts side rim of the drum.

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POSITION OF THE STICKS DURING PARADE REST.

Drummers at the command to Parade Rest shall bring the sticks, right over left in a quick, fluid motion the right side of the leg grasped in the right hand with the left hand holding the lefts side rim of the drum.

Or at the wishes of the Principle Musician, Drum, Fife or Pipe Major, Parade Rest may be that of bring the sticks to the level of the belly, right stick over left stick in a quick, fluid motion with a snap of the sticks. Elbows are to be against the sides of the body. Sticks shall be at an angle of that of forty five, with the hands clasping the sticks left over right. The sticks will be brought to the ready position of beating in a quick and fluid motion.

NOTE: It’s should be noted that when formed in mass one most perform commands in the

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TROOPING THE LINE.

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