2v1
2v1 is exactly what it sounds like. two on one. This is not meant to be a fun drill for the one person and it's meant to teach all 3 people different things. For the set of two the idea is to avoid getting hit at all, it's a chance to sync teamwork as well as work on your timing for attack and defense. Generally speaking if one person is swinging then the other person is probably blocking and vice versa. As the person who is alone your goal is to find some way to avoid fighting both enemies at the same time. Take a leg, get one of them to run in front of the other, shift sideways so only one of them can swing at you, etc. Do whatever it is you can do to avoid two people swinging at you at the same time. If you take the drill seriously and do it this way it's much harder then it sounds.
No Soren Left Behind
There was once a fighter I knew names Soren. His basic decision making during a fight looked like, run at the enemy from the side and hope to kill them all. Whenever this failed he died, but because it was all he did periodically he'd succeed. I made this drill to try to convince him to work with his teammates. The battle plays as normal, but as soon as a member of your team dies, then the whole team is wiped out. You can do this in a team vs team, or you can do it with small groups. It teaches a group of people to work together, be safe, and cover one another because each person's survival is intrinsically tied to everyone else on their team. I've typically done this when everyone is using melee weapons, and haven't tried this with polearms and archers, so I'm not sure how that particular setup would work.
5 Minutes In Hell
5 minutes in hell is a drill that you modify depending on the relevant skill levels of the people involved. But the bottom line is to keep the person "in hell" under continuous, bad odds, combat for 5 straight minutes. It ends either when they run out the timer or when they can't actually stand anymore. If a person has to stop and breathe then they're done. If for any reason they can't continuously fight then it's time for them to call it quits. Back when I ran a unit I'd arbitrate over the person fighting and call done for them if they happened to run out of gas. The basic idea is that it's a 2v1, the goal of the pair is to not allow either person to die. There is one of two variations. In the harder composition you make it so that in order to get rid of the pair the person who is up has to kill both of them WITHOUT dying (simul's do nothing). In the kinder version anyone the person up kills without dying is sent back into the line. Depending on level of skill of the person who is up, you can either change it to 1v1's if they're relatively new or you can change it to 1v3's or 1v4's depending on how good they are. The idea is to make it a challenge regardless of the level of skill of the person who is currently up so that they're having to work on it. The record that I know of is Kazi running it as a 1v5 in order to get at least a little bit tired. That man is nuts. For most people 1v2 or 1v3 is plenty. The goal of fighting continuously is that it will bring out your subconscious, learned movements in a way that just fighting idly won't. Since the goal is intensity it can also bring out a person's killer instinct or push them to fight in a way they didn't know they were able to. TLDR; I love this drill.
Sneak is... perhaps not the best designed drill. The idea behind it was to punish a team for allowing themselves to be flanked. It's actual execution is sort of 50/50. This is a team battle. At the start of the battle each team decides who their sneak is, a person designated as potentially the flanker. The sneak is known to the person running the battle but NOT to the enemy team. This means that theoretically you don't want to let anyone get behind your line. The sneak has the ability to shout out "sneak" when they call this anyone that they are looking at who has their back turned to them within 15 feet dies, INSTANTLY. The exception is if someone is shadowing them. In order to call sneak they must be behind the enemy team and not being babysit so that theoretically they could run in and back everyone. While the idea is simple in theory the actual execution of "who would be in range to be backed" is somewhat tenuous. Experiment with this and see if you can find a cleaner range/rules. Still, something possibly worth mentioning. It is potentially quite fun.
Sneak
Sneak is... perhaps not the best designed drill. The idea behind it was to punish a team for allowing themselves to be flanked. It's actual execution is sort of 50/50. This is a team battle. At the start of the battle each team decides who their sneak is, a person designated as potentially the flanker. The sneak is known to the person running the battle but NOT to the enemy team. This means that theoretically you don't want to let anyone get behind your line. The sneak has the ability to shout out "sneak" when they call this anyone that they are looking at who has their back turned to them within 15 feet dies, INSTANTLY. The exception is if someone is shadowing them. In order to call sneak they must be behind the enemy team and not being babysit so that theoretically they could run in and back everyone. While the idea is simple in theory the actual execution of "who would be in range to be backed" is somewhat tenuous. Experiment with this and see if you can find a cleaner range/rules. Still, something possibly worth mentioning. It is potentially quite fun.
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