Friday, December 25, 2015

Force profiles

A repeat of a discussion I had with another fighter over practice.  The question asked was "what is the point of using a heavier weapon?".  The short answer is the force profile.  That's vague, I know, so let me break that down a bit.

Force


F  =M*A is the equation that tells us exactly how much force is exerted on an object by another object.  It stands for Force is equal to an object's mass, times it's acceleration.  If you can get an object moving faster it will hit harder.  If you get a heavier object it will hit harder then a lighter object swung at the same speed.  Since the numbers are multiplied jumping either of them significantly will lead to a big jump in the force generated.  Generally speaking the differential between a "slow" swing and a "fast" swing in belegarth is pretty marginal, so assuming that you can get a heavier weapon moving, that's the best way to generate the most force from any particular swing.  Using correct body mechanics (like using your hips) will also generate significantly more force.  A weapon that's heavy but still light enough to swing at your maximum velocity will have a heavy force profile.  A weapon that's light so even when it's swung at your maximum velocity it still doesn't have much force has a light force profile.  Using the information in this paragraph you can mess with speed generated from good body mechanics and weapon weight to do what you can to generate either a heavy or a light force profile from each swing.  From here on out I'll just talk about a heavy or a light swing.  So refer back to this paragraph as necessary.

Attack

Heavy swings have some pretty obvious downsides, but like anything else in bel, it's not without it's merits.  Neither a heavy nor a light swing is inherently superior.  They're both just tools in your tool shed.  They both have their place if you know how to use them right.  A light swing typically has more speed then a heavy swing.  If you're trying to throw a very accurate shot, or you're about to combo it into another swing because you're building momentum then a light swing is great.  The downside of a light swing is that it's pretty easy to block, and it's also easy to redirect or swat away if the person does an offensive parry instead of a standard block.  This becomes increasingly true of stabs, where the lower your force profile the easier it is to evade.  That having been said, there's a feint where you stab for torso, they block aside and then you flip your wrist into an arm strike.  When going for that particular feint a stab with a light force profile is what you'll want.

A heavy swing tends to be slower moving then a light swing because, for the most part, it involves using a heavier weapon to really generate the kind of force that you'd need for it to matter.  A heavy swing can often blow right through an opponents blocks.  This is becoming even more true, as more people in bel are starting to use min-weight weapons, even when it comes to reds.  A heavy swing can either go through a block into the target area that's supposed to be protected, or can just disarm the person if they aren't prepared for it.  When thrown as a wrap shot this also usually means more angle on the swing, leading to a higher rate of success.  Thrown as a stab it is going to be very difficult to block or redirect, but, if you miss it's going to be a while before you'll be able to return to guard.  Generally speaking the downside of a heavy shot is going to be that you can't quickly transition into a guard or a second strike and depending on how you throw the shot you may telegraph what you're about to do, giving your opponent more time to react.

A quick additional note on how this effects red weapons... If the heavy swing was a red swing aimed at a shield and someone punch blocks it, this is often the kind of thing that will crush that individuals hand.  Most people only make the mistake of punch blocking a red swing once.  That having been said, as more fighters switch over to lighter and lighter reds it's reaching the point where even red swings can have light force profiles making it possible to safely punch block.  Generally speaking people, don't punch block reds.  If you think it's coming in light and you're wrong, your mistake may mean either the end of your fighting day or a rather serious injury to your hands ESPECIALLY if you aren't wearing gloves.

Defense

A heavier weapon tends to mean much higher defense then a lighter weapon.  The downside of a heavier weapon is that you won't be able to move it quite as fast as a lighter weapon, which means that blocking things at extreme angles is going to be much more difficult.  The relevant metric here is that in order for someone to move your gear out oft he way to get a swing in, they need to impart enough force into that piece of gear to get it moving.  The heavier that piece of gear is, the more force is required to move it.  The lighter that piece of gear is, the easier it is to move.  That having been said your opponent can always try to get you to move that bit of gear for them.

In the case of a shield, having a heavier board makes it much less susceptible to shield manipulation (the process of using one shield aggressively on the other shield to create an opening).  Having a heavier board also means that if you use shield manipulation on an opponents board the effects of this aggressive shieldwork will be magnified.  A heavier shield will also do a better job of absorbing strikes from things like reds and spears, which will sometimes seek to open a shieldsman up by knocking the shield around.  The downside to having a heavy shield is that it takes longer for you to move it, resulting in lower defense against fleet of foot fighters throwing wrap shots.  It also means that if someone can get you to bite on a feint you are even more likely to get hit by the subsequent swing because it will take you longer to recover from your mistake.

Having a heavier melee weapon is going to make you less susceptible to melee strikes, but potentially more vulnerable to stabs.  Especially against an opponents red weapon, having a heavier weapon yourself will give you a fighting chance of warding of their heavy swings.  It will also mean that you can get the block without having to rely on a punch block, which, as mentioned above, is potentially hazardous to your health.  I have a particular heavy stick I use as a down stick when I take a shield into a siege that I use to ward off red swings if my shield gets broken.  A heavy melee weapon can also mean that the effectiveness of your offensive parry is magnified.  The differential between the weight of your weapon and your opponents force profile means that when you deflect their weapon away from you it will travel farther then if you had a lighter weapon.  The reason why a heavier weapon will make you more vulnerable to melee strikes is because when trying to deal with a stab the most important aspect is not, how far away you can deflect the stab, but rather, how quickly you are able to deflect the stab.  If you're doing it correctly you only need to redirect a stab a few inches to make it miss and having extra deflection won't do anything else for you.  In fact, ideally, you get a stab to slide straight past you, deflecting it only enough to make it miss, while allowing it to pass by you, thereby increasing the amount of time it takes your opponent to return to guard.  Having a heavier weapon means that, in many cases, you're simply dead before you have the opportunity to deflect the strike.  Assuming you do manage to get the deflection you'll often give your opponent back some of their momentum, making it easier for them to turn the missed stab into another shot.

Balance


Hopefully I've shown you some of the merits of a heavier weapon and you can see how the decision to use a light or heavy weapon isn't completely one sided (or if you're more advanced, the decision to throw heavy vs light swings regardless of weapon weight).  A light weapon/swing is nice if you're a person who relies on speed, combos, momentum and shot selection to take your opponent apart a piece at a time.  A heavy weapon/swing is going to give your shots a much higher chance of going through your opponents defenses - crushing their guard to land the hit, wrapping at a more extreme angle to bypass a guard, being a stab that's more difficult to stop or simply allowing your manipulation of your opponents gear to be more effective.  A heavier weapon generally speaking will also do a much better job of absorbing swings, even though it also leaves you more vulnerable to feints.

Thursday, December 24, 2015

Expanding Other things

After much delay I'm going to restart the project that I had initially kicked off as a one shot attempt to get a training manual built of all the things I knew.  As it turns out, that's way too damn much to write down in one go.  I got as far as a bunch of basics, some intermediate skills, a few weapon specific advanced things... and then I was something like 60 pages in.  I decided at that point to cut myself off so that I could actually finish.  The idea was to then start adding additional bits and pieces as addendums.  The first one was going to be a list of drills that I've used over the past 10 years to teach people different bits and pieces of body mechanics.  So that will be coming soon.  I'll set it up as one or more posts and also load it into the google doc for the book of rift which you can get to here.  Next up I'm going to start in on the florentine manual since several people have been asking me to teach them and I've been spread a bit too thin to really do a good job of that.

I'll note, now that I have a blog to do so, that if there are any people out there who are some kind of artist or can process text well to proof read, all of the stuff I've written so far is in bad need of visuals and proof-reading.  I suspect by the time I get done with the the next two addendums that will remain the case.  So... if you are one of those people and you would like to help please get in touch.

I've spent some thought on possibly also making video recordings of the stuff I've developed for training so far.  I've got a volunteer for helping me with that... I just have to find the time to actually invest in it.  So perhaps that will be coming sometime in February since this and next month will be kind of frantic for me.

Finally, Merry Christmas (to anyone who celebrates).

Thursday, December 17, 2015

Metrics

Math.  Literally things to factor in that, at least in my opinion determine a person's success or failure out on the field.  Depending on a weapon and their job, there's a lot of different things that one could value.  This post is ALSO in response to a serious foam fighters post.  All of these equations are TOTALLY made up and have no basis in anything.  Just spitballing.

Dueling Ratio


( (1ST / SL) + 1/2(F / FF) - (2(SL / ST) + 1/2(F/ FF))
ST shots thrown
SL shots landed
F Feints that were successful
FF feints that failed

Basically your hit ratio is what matters the most based on how successful you are at getting your shots to connect but by successfully getting your opponent to bite on fakes you either create openings for yourself or on a bigger field, another person so those matter too.  Your overall success or failure should be something you can compare to their relative success or failure.

Individual Contribution to a Field Battle


(2K + 1L) - (2D + 1L)
K 2 points per kill,
L 1 point per limb
minus
D 2 points if you died
L 1 point per limb taken (stabbed or slashed) otherwise.

Theoretically this means that taking one opponents sword arm and another opponents leg is about as valuable as finishing off someone who is already injured.  If you do nothing and die you have a negative contribution, if you kill someone an die you have a null contribution and if you kill at least one person and don't die you have a positive contribution.

Field Battle Team Analysis


(1FK, 1AK, 3Br, 2 Fla) / (1F, 1AK, 3B, 2Fla)

FK 1 point for killing an enemy flanker as this either helps you win the flank you're on, or is the act of counterflanking
AK 1 point for taking out an enemy archer while there's still a line
Br 3 points for breaching the enemy line by breaking through a hole in the line
Fla 2 points for successfully maneuvering yourself or your group into a good flanking position that causes the enemy line to crumble
over
1 point every time a flanker makes it past your line
3 points every time your line gets breached
Fla 2 points every time your force gets flanked

So basically your metrics for success as a group depends on how well you were able to win the flanks and maneuver, while taking out key objectives over the enemies ability to do the same.

Weapon specific


Redsman


2 K + 2 S + 1 L
2 points per kill, 2 points per broken shield, 1 point per legged opponent

-> Since there are already metrics for comparing an individuals skill this is more a useful thing when trying to decide between reds, who is more effective at being a support weapon based on the things they can do that would matter.  Breaking a shield on a line is as good as getting a kill because a person deprived of all of their protection has no hope of defending themselves from multiple opponents.

Spear


2K + 1L
2 points per kill, 1 point per leg

-> Pretty much same as above, except that spears can't break shields.

Archer


5L + 2P + 1K
5points for leadership, 2 points per polearm, 1 point for everyone else.  Nothing for limbs.

Greater than?

The question was posed on serious foam fighters, what weapon sets counter other weapon sets, assuming equivalent level of skill.  The question sort of went sideways but the gist of it is, what tools are best for specific gear sets.  So here are my answers.

vs Sword and Board


By far the most common weapons set sword and board sacrifices reach and offense for better defense.  Wrap shots, generally speaking, are the best way to kill a S&B fighter which makes flails a good weapon of choice to hunt them.  The larger the shield the more effective wrap shots become.  The same set of thinking is true for reds, which are also a good thing to hunt a shield with (though this goes better with support).  Spears, as long as they are supported, tend to do a good job at taking them apart as well as they can work angles to bypass a shields defense.  Shields can also be taken apart by legging and then getting angles as many shield fighters haven't learned good footwork.  Trying to snipe shields with an archer can also be extremely effective if they're engaged with someone else as this distraction leaves openings and makes it so that the aren't still necessarily watching for incoming fire.


vs Florentine


Florentine fighters tend to be weak against stabs.  I'd pick archery gear as my first choice then a spear armed with a secondary.  While a polearm certainly has an OFFENSIVE advantage they are potentially at a DEFENSIVE disadvantage because they can get rushed.  Failing to immediately get the stab or take a leg the polearm is then in serious trouble.  I generally recommend taking a support for the polearm if they're going against a florentine fighter.  A secondary weapon on a spear largely negates this disadvantage as you can sill block and strike should the close.

vs Polearms


Polearms trade range for defensive ability which means that anyone who can close that gap represents a significant threat.  As any polearm your primary threat is going to be archers because they take away your one advantage.  As a spear the biggest threat is a shield as they have the highest defense so being able to throw shots quickly does less for you.  As a redsman your biggest threat is a florentine fighter as 1) you cannot destroy the thing they block with (unlike a S&B fighter) 2) because they aren't carrying very much they typically can engage very quickly once you miss 3) once the florentine fighter closes they can throw many more swings then any other weapons set.

vs Archers


Archers can't melee so that's the pretty obvious disadvantage.  Their counter is pretty much anyone with a shield.  They also tend to get picked off by flankers (including florentine fighters) due to having their eyes on the line in front of them and not the flanks.

Serious foam fighters

If you are reading this blog to become a better fighter and you have facebook... then you should join this group - https://www.facebook.com/groups/248802771912296/.  Lots of good random theory on stuff.  Going to do a few quick posts in response to questions that were on there where I didn't feel like writing it into a comment.

Friday, December 11, 2015

Juxtaposition

Agency


This sport functions largely without referee's and largely without a well written book of legalize in order to keep us all in line.  The reason for that is because theoretically we're all supposed to be honorable people.  It should mean that when you have a problem with someone you can go talk to them about that problem.  We're all human beings and so hit communication is important.  In an ideal situation as one person throws, the other communicates what feedback they received from each swing, calling out what happened so both people are on the same page.  In an ideal situation mistakes are handled in the moment, where one fighter communicates to the other that a shot was late, or that they're dead, just as soon as it happens.  If something goes awry then that gets discussed and handled instantly.  The problem being, things are rarely an ideal situation.  In the midst of a heated melee people make the kind of mistakes that would be rare for them to make in a one on one duel.  In addition to having more things going on, your ability to communicate to one individual in the midst of an army is going to be severely limited.  But depending on who you are you may be treated differently when this happens...

The novice


No matter what particular skill set you have, when you start at being a belegrim you'll be a novice.  Skills even from other sword arts don't necessarily translate correctly because either the hit locations that are valid have changed (kendo, fencing, SCA, rapier) or because the hit thresholds are entirely different (LARP, aamptgard).  Sometimes there are assumptions that are made that don't hold true anymore; in fencing you learn to fight in one straight line.  Belegarth, by and large is all about stepping to either side of that central line to get yourself shots that will hit.  If you've only learned how to move forwards and backwards in a straight line you'll be outmatched very quickly.

Due to your period of adjustment there's going to be some time where people are aggravated with you for some or other reason.  At first it's small details like putting the tip of the sword on the ground (especially if it's a loaner) and then leaning on it, as this is a sure fire way to help work the pipe through the padding faster.

Sometimes it's issue of communication; either you don't speak up about what happened, or you don't communicate dead well.  I have been repeatedly killed by people who, at least in my eyes, looked very much like dead bodies at the time I turned my back on them.

Sometimes it's an issue of processing, because it takes a while for a new person's brain to track the damage from the hits they've received they freeze while they process the hits.  As a florentine fighter in particular... it's not unusual for me to throw many shots.

Sometimes the issue is that the person's hit threshold is off; either for throwing shots or receiving them.  Either they are afraid to hurt another person or they simply don't know how to generate enough force and as a result they can only throw light shots.  Sometimes a person's hit threshold is too low (though that's much more rare) and as a result they take anything that connects.  Other times the reverse is true, and due to doing some other version of a sport they only take the kinds of hits that leave bruises.  While it's true that there is no maximum force in belegarth there's also a rule about safety coming first, which should mean that striking with enough force that you will almost certainly bruise and possibly injure someone is against the spirit of the rules even if it's not directly in conflict with the letter of the rules.

During your tuning period I've found that the majority of individuals are pretty understanding (at least in the places where I've been fighting).  If a person makes a cultural mistake like putting the tip on the ground, or using someone else's gear without asking the community as a whole tends to react pretty quickly, but also pretty nicely.  A warning is usually given, along with an explanation of why that particular thing they did was bad.  The situation gets resolved and life moves on.

When it comes to an issue about hit taking (at least out here in California) people are quickly encouraged by their peers to be vocal about the feedback that they feel from hits so that their opponent knows what's going on.  If a person's hit threshold is too low or too high that also tends to be adjusted pretty quickly, with a quick demonstration of the right amount of force.

If there's an issue about communication then it's also usually addressed pretty quickly.  People who have a history of suddenly being animated corpses get taught to either display dead correctly, or step off the field when they are deceased, leaving no further room for misinterpretation.  Repeat offenders usually find out the hard way that not looking dead in a pitched battle is a great way to get hit repeatedly by whatever forces are passing by because they want to make sure they don't get backed.

Generally speaking, whenever there's a problem with a new person folks are polite and communicative.  The assumptions being that they're new so they don't know any better and that we want to keep them around so having manners is important to keep them.

The vet


The veteran isn't necessarily a person who is great at the sport.  The vet is just a person that the rest of the field recognizes as a fighter who theoretically knows what they're doing.  Whenever that person makes a mistake, it's assumed to be the act of conscious ill will towards their opponent.

If a vet makes a cultural misstep there's often a knee jerk reaction to demonize them.  Stop that.  If a vet picks up someone else's gear because they think it's a loaner there's no sense in getting angry with them.  Simply let them know it belongs to someone else and most vets will realize their mistake and put it down.  Sometimes they'll loot gear from the field.  If someone loots your gear and you don't want them to, you can simply call personals before they pick it up.  ...Try to avoid doing this AFTER they've already run off with your gear as doing so will almost certainly get them killed.

If a vet fails to communicate what's going on, because they never learned early, or because where they learned to fight didn't prioritize that as a relevant skill for them to learn, then the assumption becomes that they are cheating.  Simply not taking hits that their opponent can tell are landing (nevermind that it hit shield, pommel, hand on weapon, skiffed a bit of pant leg, etc).  In most cases I've seen the approach to this vet who doesn't communicate is to 1) assume they're cheating, 2) hit them harder, 3) talk shit behind their back about what a cheater they are.  If you've ever been that person... stop that.  Just because a person doesn't communicate well doesn't meant that they're cheating.  Talk to that person and be proactive because they are not.  Ask them what happened, or simply hit them again until they call dead.  But don't start trying to wail on them just because you don't know what happened.

Sometimes, even as a vet, especially one that's surrounded or just dealing with a lot of shots being thrown at them, it can take a vet a while to die.  I have seen COUNTLESS times when a person's adrenaline gets going and they jump into a line, only to die six or seven times while they're still swinging.  While that's generally inadvisable, this is part of what we have heralds for.  Sometimes a person literally just can't feel a shot that was perfectly good, or feels that shot but not until much much later compared to when it was thrown.  Use heralds, communicate to that person that they've died, and move on.  Again, use your own agency if that person fails at using their agency.

Sometimes vets hit thresholds will be off for a field.  They'll either be swinging way too hard and be expecting to receive at the same level, or they'll be taking and swinging way too light.  Typically I've seen more people who swing and receive heavy compared to those that are offset light.  Too often this is met with overt silence.  A vet who is fighting in a way that is dangerous is allowed to continue doing so simply because they're a vet.  Again, be proactive.  Just because they think that what they're doing is okay because they've gotten away with it in the past, doesn't actually mean it's alright.  If you see a vet swinging a red primarily in a 12-6 arc that's a person who probably shouldn't be using that weapon.  Similarly if a person isn't taking hits because their hit threshold is way too high, rather then talk shit behind their back and create a toxic atmosphere, respectfully engage that individual and talk to them about expectations on your field.  If a vet swings and receives too light, also communicate with them and let them know what the expectations are for your field.  This will stop them from in turn talking about your group as a bunch of rhino-hiders.


We're all human


When it comes right down to it we're all human.  We all make mistakes.  It has been my experience that the sport works best when we treat each other with dignity and respect.  That positive cycles of communication will lead to more communication and being kind to people will net more of the same in return.  What I've also noticed is that the reverse is often true.  If one vet thinks another vet is cheating, rather then engage them in conversation, or try to spar with that person to figure things out they will immediately start being a bad actor.  That fighter will often start sluffing hits themselves and will start to throw heavy hits.  One of the problems with heavy hits is that they tend to lack control because you're putting all of the force you can generate into making the shot hit, which means you have nothing left over to divert or control the shot should it go someplace you don't want it to.  If you get too heated though, you may stop caring.  Furthermore, if one person (A) thinks another is cheating (B), and as a result begins cheating to get back at them then if person A wasn't cheating to begin with, often they will START cheating because person B is now definitely not taking A's hits.  This behavior tends to lead to rivalries, when all the two fighters had to do was communicate a bit at the start.  Incidentally, if you see two people kicking the shit out of each other on the field, both clearly sluffing, that's probably how that situation came to pass.  Most of the time bad behavior is the result of mistakes, when it's not, that's what you have heralds for.

Since we're all human, it's important to note that veterans can and will also make mistakes.  We should hold them to a human standard.  This means that we call them out on the things that they do badly and encourage them to behave well, (myself included).  If someone is doing something that is unsafe then they need to be told to stop, regardless of how many years they've been fighting.  If you find a person who is obviously cheating, again, regardless of how many years they've been fighting they need to be talked to about it.  If it continues then it's something that needs to be called out and dealt with.  Again, while most people in the sport are good people, some are bad actors, and for that we have heralds, we don't need to take matters into our own hands by beating them senseless.

Friday, December 4, 2015

All is one, one is all

Certain things take time to master.  So let me preface everything else that I'll say with that.  The more time you spend with any particular style the better you'll get at that style.  That's true whether it's a particular style of fighting, or a particular set of weapons in your hands.  Familiarity and practice will eventually get you farther then actually knowing what the hell you're doing.  The reason being that you can probably figure things out as you go just from trial and error.  Hell, I did.  That having been said, there's no reason to haphazardly wander through things.

Lessons


Each weapon set starts with a basic set of design decisions.  Certain weapons optimize more for one thing or another.  That means that if you learn to become at least proficient with each weapon set you'll slowly pick up on the particular optimizations that, that particular weapon set is designed around.  I'm going to go through each of them in turn so that I can be more specific then simply, "it optimizes for something".  The point being that each weapon set has a specific thing that it does well, and by mastering that particular weapon set, you can gain the knowledge or the lessons that that particular weapon set has to teach you.  While it's not practical to try and become a master of all weapons (largely because of the time it would take) it's not a bad idea to spend a little bit of time with each weapon set before you decide that you're going to pick something and stick with it.  Even top tier fighters like myself have a few things that are comfort zones.

Lessons from single sword


Single blue is probably the best thing that you can learn to do.  Sure, it's not practical out on an actual battlefield because it makes more sense to use both of your hands, but if you're good at it you can still be effective.  Single blue excels at nothing, but also doesn't have any inherent weaknesses.  Failing that, you can always do single blue in duels.  If it gets too easy with one hand, you can always switch hands.  Training your off hand to be good is valuable for all sorts of other things, not the least of which is being better then your opponent if you both lose your main hand.  Anyways...

Single blue gives you a single item to block and strike with.  This teaches a number of valuable lessons.  The first of which is range control.  Range control is knowing how far away your opponent is relative to how far you can hit things.  Range control is also knowing how far away YOU are from your opponent relative to how far away THEY can hit things.  Range control is manipulating these distances so that you're in your sweet spot.  If you have more range then they do, it's making sure that you are always able to hit them while remaining just outside of their reach.  If they have more reach then you, it's making sure that you stay out of their reach until YOU want to engage and then making sure that when you step into their range you also step into your own range.  Range control is very important, and it translate to every other melee weapon you can pick up.  It is a very valuable thing.

Single blue also teaches you footwork.  If you aren't close enough to your opponent, or you constantly leave your legs open, then you'll lose.  Knowing what range control is isn't the same as knowing how to execute on it well.  To do range control well you have to be able to move your feet well so that you can make sure that when you aggress on your opponent you can actually hit them.  Footwork is also, generally, what keeps you from getting hit in the leg when you don't have a shield to block for you.  Because you are required to keep your weapon up to guard your torso and to swing, you can't really afford to be using it to block low for your legs.

Single blue teaches you the fundamentals of blocking and striking.  Not only the basic mechanics of how to block quickly and how to throw blocks that cover your entire body, but also the timing of it. When you get good at single blue, you don't JUST block, you also counterblow whenever your opponent makes a mistake.  Single blue also teaches you how to throw shots, and not just the standard set of slashes, stabs and wraps.  Single blue will reward your creativity when throwing swings, whether it's using momentum and linking together combos, or it's throwing trick shots and playing mind games on your enemy.

Single blue is your first lesson in stabbing well.  You can throw a bad stab a bunch of times and have it simply swatted away.  But eventually you'll learn to use your whole body to throw that stab and it will be brutal.  Anything other then a swift and decisive block will be meaningless in the face of such a stab and the end result it a quick death to your enemy.

It should be clear to see... learn single sword first, learn it well, and learn it with both your hands.

Lesson from sword and board


Of the styles that require both of your hands to execute well on, sword and board is the most forgiving.  The board in your off hand gives you the greatest passive guard of any other weapons combination, but learning to use it well means not simply having it in a resting guard but also learning to use the shield to manipulate your opponent and their weapons.  While sword and board is good for new people, because, even if you're terrible at it, you've still got a good guard which allows you to practice swings, there's much more to it then simply having the board in front of you for it's passive guard.  So, for the sake of argument, when we talk about the lessons of sword and board, let's assume that I'm talking about a person who is competent, rather then just a noob who happens to have picked up a shield.  The main weakness of sword and board is that the defense offered by your board can sometimes inhibit your ability to swing, and it tends to make people's footwork lazy.

Sword and board teaches you how to manipulate your opponents weapons.  Since sword and board tends to be the most common weapon set out on the field, learning to do it well means learning to bypass the defenses of other sword and board fighters without letting your own defenses get compromised.  For me at least this meant learning shield manipulation and wrap shots.  Shield manipulation is using the edge of your own shield to knock their shield out of place so that it's no longer protecting their body in the way it was meant to.  One example of this is simply tagging the bottom of their board so it tips forward, exposing their shoulder, giving you just an instant to snag a kill.  Another set of techniques with sword and board involve using your weapon to bind their weapon while you step in to get better shots.  By swinging at their sword arm to get it to block you are effectively manipulating their weapon in order to line up a potential wrap shot at a better target.  Most fighters will warn you that the high cross is a bad shot, but over and over again you'll see most fighters throw that swing.

Sword and board teaches you how to stand your ground with your footwork.  Because you have a shield, other fighters are allowed to; kick your shield, crash into you, hammer the side of your shield with a red weapon, stab violently at the shield and it's edges and try to run you over or pancake you (IE, pin you on the ground beneath their shield).  Because of these things learning to get deep and low into your stance so that it's strong is super important.  There's a lot of footwork/dodging that you can do to avoid getting steamrolled or pancaked but before any of that becomes relevant you need to be able to absorb a body check without getting sprawled out on the ground.  Shields are also what makes up a line so in addition to being able to absorb that physical engage from other fighters you also have to be able to weather a volley of weapon strikes without having your guard crumple.  Learning to do that is also valuable because once you don't have a shield to rely on not having a guard crumple becomes infinitely more important.

Sword and board does NOT teach you what to do with your off hand, which is why it's important to do other things like single blue.  Many, many sword and board fighters become completely useless once you take off their sword arm because they've never learned how to do anything else.
Don't be that guy.

Lessons from the spear


Ah the spear, potentially the most deadly weapon the field on account of it's ability to throw swings at range faster then any other weapon on the field.  It's major downside being that if you only have one spear and nothing else, trying to get through a shield is a pain in the ass.  The spear is optimized to kill things very quickly and at range, but it's ability to defend itself when someone closes is almost non-existent.

Fighting with a spear will make you aware of angles on a line.  Angles are what allow you to break your opponents guard, turning a perfectly reasonable static guard into a free kill shot.  On a line you are probably not going to do much damage to the guy directly in front of you.  Most of the kill shots are going to be the person to the right or left of the guy directly in front of you.  With a spear the same thing is true, only now you have a reach of 3 people.  So, you may not kill the guy in front of you, but with one step, you can threaten the 3 people to your left, the guy in front of you and the 3 people to his right.  Chances are, at LEAST one of them isn't paying enough attention to you, the spear, and will have a sweet opening, often right under their pommel on their weapon side.  Since you only need 1 of 7 people to make a mistake there tends to be plenty of opportunities to cause havoc.  If you get 2 spears together then you can practice shield manipulation and do even more damage.

Fighting with a spear will teach you some degree of field awareness on a line.  Because you have to be watching 7 people instead of just the guy in front of you, fighting with a spear is the first step towards developing field awareness beyond the people immediately in front of you.  As a polearm you also have to worry about being shot by an archer so you learn to watch for arrows in a way that a person with a board does not.  Since you have to watch for arrows it means you're scanning the backline of the enemy team watching for incoming projectiles.  As a polearm on a line you're also probably fighting other polearms so you need to learn to watch them as well, trying to either snipe them so that they get shut down, or at the very least make sure you avoid getting sniped by a well place stab or red swing.

Fighting with a spear will teach you aggression.  When done correctly a spear is an EXTREMELY active weapon.  The main reason to use a spear over a red is that you can simply stab many more times then a red can swing.  To put it another way, you have more actions per minute then a red does.  Assuming your strikes actually hit something you'll do infinitely more damage in the same amount of time.  A spear that passively pokes at whatever openings happen to present themselves simply isn't doing their job.  A spear's job is to MAKE openings, either by picking off targets at angles, or by picking legs so that the line itself can have easy wrap shots or can work angles on a nearly immobile opponent.

Lessons from a red


A red weapon (such as a glaive) is the first response to an entrenched position.  With a red weapon you can clear any number of tower shields and open your opponents up to other aggression, whether that's the melee of other team members, or a ranged attack from support weapons like spear or archers.  A red weapon is optimized for range.  While it's better at defending itself in close quarters then a spear is, and has the added advantage of being able to destroy shields for going through a line, is major predator is the spear.  Because the red weapon is heavier in order to accomplish being able to swing it can't fire off nearly as many shots as you can get with a spear.

A red weapon will teach you how to use your hips.  In order to generate enough force to have a red swing actually be considered a "red" swing you need to learn how to generate power.  This is done primarily through a quick rotation of your hips to give the weapon a sudden bit of acceleration.  Using this technique you need less then a foot to turn a normal swing into a "red" swing.  Learning to do this correctly means that you can throw lots of potentially dangerous swings without any real force, and then only accelerate them if you're sure that they will land safely.  That having been said, please know I am not generally an advocate of the 12 to 6 swing.  The ability to generate force and use your body is useful globally for two reasons.  The first being that learning to use your body to throw swings (instead of your arms) will make them faster and more accurate.  The second being that if a person starts calling your shots light being able to add that extra bit of heat to them usually fixes the problem.

A red weapon will teach you momentum with your footwork.  It is my opinion (which I doubt is shared very widely) that learning to fight with a red well is about learning how to use momentum well.  Momentum with a red is less about throwing multiple swings, as this requires a strong base (IE, planted feet) to throw from and more about using the momentum generated from weapon swings in time with your feet.  As a red on a line your goal is to rapid fire shots as fast as you can, but if for some reason you are alone or you get caught out you'll need to know how to fight without someone doing the work for you.  As a red alone you learn to throw a swing and then use that momentum to move your body.  So that after your swing connects you are far enough away (range control) that you get to swing a second time, without being immediately cut in half by your enemy.

Lessons from archery


While archery isn't (obviously) a melee art it teaches relevant meta skills that are relevant to the field as a whole, even if they don't directly relate to your ability to swing stick.  Archery is optimized for surgical strikes.  By having a nearly arbitrary range you have stifling field presence while also potentially being able to pick off high priority targets that aren't watching you.  What archery suffers from is the inhibitions on shooting into a melee due to safety reasons and having no ability to deal with a fighter who successfully closes.

An archer must have COMPLETE field awareness.  An archer must know the location of all other archers on the field, so as not to get shot by them.  An archer must know the location of all the polearms on the field, as it's generally their job to deal with them.  An archer also has to keep an eye on any flankers, and get people to deal with them should they happen to get around the line, because if they don't, those flankers will probably hunt down the archers first.  If those archers aren't paying attention to the flankers, they'll simply all be cut down the moment a flanker gets behind.  An archer also needs to be able to understand the flow of the battle as a whole.  If the left or right side is losing they need to make sure that they're there trying to help fix that problem, rather then adding firepower to a side that's already rolling.  Archers generate a ton of threat, and even without firing any arrows they can be a strong deterrent that keeps an overwhelming force from advancing in spite of having superior numbers.

Becoming a good archer will require you to communicate and coordinate.  As an archer you have no ability to melee, which means that if someone should get to you you'll need to get a teammate over to help you ASAP.  This requires that you learn how to quickly communicate with teammates so that they can come to your aid.  If you voice isn't heard, aid will not come, and you will die.  From an offensive perspective, learning to be an effective archer requires you to know not only where to stand but also requires you to work with the right people.  If you're facing down a shield wall you won't do much on your own, but if you have a shield wall on your side against a shield wall on their side with polearms on either side then it can become interesting.  If you can simply deter the opposing polearms from swinging because of the threat you generate from a knocked arrow, then you can let your own polearms do work.  It's much better to use your polearms to bait out their polearms, or to generate openings on the shield wall then it is to simply try volleying shots that have a low percentage chance to connect.  This again requires that your voice is heard so that your strikes are coordinated with your teammates.  You can also do this with your fellow archers by working angles so that a target can't avoid all of the arrows fired at them.

Lessons from florentine


Florentine is theoretically the most deadly weapon set as it gives you the greatest ability to work angles on your opponent and the most number of shots.  There isn't a shot you know that you can't throw with a florentine set and because one hand is always free to block you can throw shots at crazy angles that would normally be lethal.  What florentine lacks however is any kind of passive guard which makes them an excellent target for any support weapon.  Additionally, since a florentine fighter has no resting guard they are excellent archer bait.  Florentine fighting optimizes offense at the expense of an effective defense.

First and foremost what florentine fighting teaches you, is how to block with your weapon because that's the only thing you have that will keep you alive.  Miss a block by the width of your weapon and most of the time you've died.  Perhaps some of the time it's an arm or a leg but then you're still badly handicapped.  With a florentine set you need to be able to actually attack your opponent, so trying to avoid them or kite away won't work.  Additionally, many weapons have reach on you so playing a passive game won't work either.  A florentine fighter needs to be able to be aggressive which means being able to confidently step into another fighters reach while throwing shots.  This means that they have to obviously block as well as swing.

Florentine fighting will make you much better with your off hand.  Because florentine fighting requires that you actually USE your off hand it will become more adept at everything.  Learning to block with it will make you better at single blue, even if you haven't otherwise practiced it, and it means that if you normally sword and board, suddenly you'll win fights where you and your opponent have both lost your sword arm.  The thing is though, most setups require you to use your off hand to some degree.  Making your off hand faster will mean you blocks with a board becomes faster and more efficient, as well as your weapon manipulation.  Learning to use your off hand well will make your blocks with a red weapon better as well.

Florentine fighting will teach you chess like nothing else will.  Chess, as I refer to it here, is the process by which you throw swings to create openings on your opponent so that you can kill them while simultaneously avoiding providing them with any openings.  With florentine you can aggress with both hands at extreme angles which allows you to play all sorts of mind games with your opponent.  Feinting with your right hand may give you time to swing with your left.  If they learn to reach by blocking their right side because they've learned to expect this second swing, simply turn your feint into an actual swing to exploit the opening that you've been given.

Florentine fighting teaches you about options.  An option (under one swing that was many) is when one swing can become 3.  As a florentine fighter who can throw shots with both hand and is constantly playing a game of chess you need to know that any shot you can throw with one hand has options, so that if the block comes for the shot you were going to throw you can quickly adapt it to something that will connect.  Were you going to throw a stab and they swatted it away?  No problem.  Roll your wrist around and turn it into an arm chop.  Learning to open up your options and use then with both hands will mean that most fighters can't do much of anything to stop you from hitting them.  The best way to not be hit by a florentine fighter? Don't let them swing at you, eventually, most will overcome your guard.


Putting it all together in [no particular order]


Field awareness.  Field awareness is the skill that you develop to know what else is happening in the field around you.  Field awareness means watching the person in front of you, and the people next to them, and all the support weapons, and all the projectiles, and the flow of the battle.  As you get down your own ability to swing stick you then open up the potential for doing this because you no longer have to focus on the basic mechanics of swinging and taking hits.  Field awareness is primarily taught by support weapons like spears, reds and archery.

Angles. The idea behind angles is learning how to fight your opponent by breaking their center line so that you can swing at them where their guard isn't.  This is best taught from fighting with a spear or other stabbing support weapon even though it's most utilized by archers and florentine fighters.  That having been said, theoretically EVERY weapon set can make use of angles as bypassing your opponents guard is always a good idea.

Footwork.  Footwork is so many things.  Footwork is learning to position yourself to work angles (like you would with florentine).  Footwork is learning to use your weapons momentum to propel you away from your enemy (like you would with a red).  Footwork is about having a solid base to swing from, so that other fighters can't knock you around (which you learn from fighting sword and board).  Footwork is also about working range control effectively while simultaneously guarding your legs (which you'd pick up from single blue).

Weapon manipulation.  Weapon manipulations is the processing of controlling your opponents gear so that it's where you want it to be.  This is primarily taught with a sword and board with shield manipulation but is utilized by other styles.  Spears and reds may do shield manipulation by knocking the shield around.  Shields can use weapon manipulation to redirect support weapon swings, or can pin weapons.  Florentine can use their two swords to first pin a sword arm and then swing around it.  Florentine can also do shield manipulation by stabbing the edge of a shield with one hand and then swinging with the other.  Reds can do weapon manipulation simply by the force of their strike.  But enough oomph behind the swing and suddenly it becomes very difficult to block it with anything less then a shield.

Range Control.  Range control refers to how well you control the area in which you can swing as opposed to the area in which your opponent can swing.  Effective range control means that whenever possible you don't give your opponent a chance to hit you, something that's super important for red fighters.  Effective range control also means that you stay close enough for you to strike or that if they out range you, whenever you enter their threat range you also make sure you get close enough to put them in your threat range.  This is a particularly important skill for florentine fighters, especially against support weapons.  That having been said it's a generally relevant skill to have even when it comes to blue weapons though it's by far less punishing if you get it wrong.

Force/Torque/Swinging with your body.  These are the skills that you'll learn if you want to fight with a red well.  But, once you learn them you'll find that they apply to all swung melee weapons.  Knowing how to make a shot go faster by using your hips to apply extra torque is quite useful.  It makes it much harder for opponents to sluff swings and it also tends to make wrap shots go further.  Learning to swing with your body and not your arms will additionally grant stability, making your swings more accurate, in addition to just having them go faster.

Aggression.  Aggression is an all important, and often ignored, bit of battlefield tech.  When you have the numbers advantage you MUST push the advantage by being aggressive.  Passively standing by while the rest of the fight goes on will usually mean you are soon outnumbered.  Aggression for a support weapon just means that they actively swing.  Aggression for a sword and board fighter means that they actively block incoming projectiles, protect their support weapons, move the line forward when they are at an advantage and will rush and opening in the opposing line should one present itself.  For a florentine fighter aggression is everything.  Simply waiting for counterblows when your opponent either out ranges you, or has a much better passive guard then you is almost always a death sentence.  It's why, as a rule, florentine fighters do better away from a line where they can use their footwork to aggress on their opponents without worrying about being hit from the sides as much.

Coordination / Communication.  This skill is also generally applicable no matter what set of weapons you're using.  Coordination is what allows melee fighters to work angles, or for support weapons to work together to ruin the fighters in front of them instead of just those that are off the sides.  Communication is required in order to coordinate, but it also extends to doing things like letting the rest of your team know about the state of the field.  Sometimes it's as simply as shouting out to someone who is about to get backed before it happens.  Other times it's about convincing a line that it should move up because it has the advantage.  These skills are generally taught by archery though they can also be picked up from working in a well organized unit.

Chess.  Chess is the process of outwitting your opponent.  It's taught by all weapon sets at a higher level, though it's taught most immediately by fighting florentine to a basic degree of competency.  Learning to play chess well is, at least in my opinion, what separates veteran fighters from new fighters.  Having access to a lot of shots is good, but knowing how to use them and WHEN to use them is infinitely more important.

Options / Shot selection.  Options is about having a series of shots that all start with the same motion but then end at different points.  It means that no matter where you start your swing from it remains impossible to predict where the shot will end.  Combine this with feints and you can really keep your opponent on your their toes.  This of course also requires that you have a wide variety of shots so that an opponent can't learn to guard against 3 basic swings and be safe forever.  These skills are taught primarily by florentine, but are relevant to any set of swung weapons.

Weapon blocking.  Weapon blocking is taught, brutally, by florentine but it should be also used by every swung weapon.  Spears aren't swung weapons but they also require you to know how to block with your weapon while you reach for some kind of secondary or just generally get the hell out of the way.  Learning to weapon block well will mean that your guard with a sword and board is more complete.  Weapon blocking with a red (specifically using the handle) is incredibly important.

Off hand proficiency.  Off hand proficiency is trained with either florentine or by fighting off hand single blue.  While it's crucial for florentine, you'll also see the benefits when blocking while fighting with sword and board or red.

Tuesday, December 1, 2015

Not the only resource

While I've spent a fair amount of time teaching and trying to generate content that will help folks learn I'm by no means the only one out there generating stuff that might help you learn.  Here's some stuff in no particular order.

Tussles (has some duels)

https://www.youtube.com/channel/UC2iBnm-UAWfdxmnd_dJ0jDQ

Electronic Samurai

has some stuff about fighting from a cross gaming perspective.
http://www.electricsamurai.com/

The Belegarth boards

Apparently are less toxic now then they used to be.  Lots of information stored there if you want to go looking.  In particular I found one post of a fighters tips for newbies here -
http://board.belegarth.com/viewtopic.php?f=135&t=24557

Fighters Shadow

Another blog, similar in style and structure to mine... but with more attention paid to details like spellchecking, editing and images.
http://fightershadow.blogspot.com/

Bahkdar's Videos

Bahkdar is an excellent fighter but also a good teacher.  If you haven't met him you should take the time to.  He's taken the time to put together a bunch of tutorial videos related to things like how to stab, footwork and proper guard.  But he's also taken the time to put together tutorial videos on more advanced topics like teamwork, position, and the role of support weapons.  While I won't take the time to find all of his playlists here's a link to videos he's uploaded that you can sort through.
https://www.youtube.com/channel/UCInWhMWvCMSFUYV9PntTxuA/videos

Quinn's Videos

Quinn is a relatively new red fighter who has started taking the time to record duels that also include a fighters perspective as far as not only how the fight went but also what was going through their mind.  That list is here -
https://www.youtube.com/watch?v=mYNIjsxxgYo&list=PLEfzQMdrn0Q-G3ksduXq10mVr8d4tWEXN

My own videos

Which I was totally going to forget about.... because I'm me.  I try to keep and record any duels I find myself in so that I can analyze my own form but if you're curious to see me in action the link for that is here -
https://www.youtube.com/playlist?list=PLd3uZy_YtCccRppyP7y6WNCU8PRqKSlvm

This is by no means a complete list, I'm sure that's more things out there, but since I was watching tussles I thought I'd pass that along.