Thursday, March 24, 2016

About damn time...

Whelp.  I think I put it off long enough.  I find that trying to avoid caring about things makes creative works easier to get off the ground.  It stops you from obsessing over how imperfect they are and without that you don't get started.  So here goes.  Doing it badly rather then well so that I've moved at all.  The introduction to the florentine manual I'm going to start writing.  Been a long enough time coming.

Intro


I chose to specialize into being a florentine fighter over any other particular weapon set because it was what I enjoyed the most.  I'm not here to make any kind of argument about it's superiority over other weapon sets.  Everything, contextually, has it's own sweet spot, where a particular weapon set or style is just the thing that's needed.  What I'll be talking about is my own experience with that thing and the ways in which I, and other fighters that I have observed, have used it.  I'm going to start by assuming that anyone who is reading this already has a basic grasp of the fundamentals like footwork, shot placement, techniques for generating speed and torque, feints, blocks, offensive parries, combos, tempo, momentum, etc.  For the most part I'll be talking about florentine fighter on a higher more theoretical level, though I'll try to generate concrete examples whenever I'm able to, hell I may even sprinkle some basics in as I go through things.  Having never written about a particular style in any real detail I'm not as practiced giving this particular set of advice, and I'm not yet sure how it's going to be organized.  That will all just have to come with time.  I'll also mention that I'm going to talk about many different kinds of florentine fighting, which design decisions each one takes (where you place your hands, feet, torso and weapons) and how those design decisions grant strength and weakness in each style.  In the end it's going to be up to each person to learn how to develop the style that makes the most sense for them rather then the particular style that is "best".


Rock, Paper, Scissors and Aggression


There's 3 basic engage ranges that you'll find yourself fighting in, regardless of the weapon set you're using.  Short range (grinding range), mid range (weapon range) and long range (picking / sniping range).  At short range you're close enough to touch your opponent and are prepared to throw swings that become almost impossible to block.  Mid range is where most people fight at, which is nominally close enough to hit your opponent with your weapon consistently while staying far enough away that they can't close with you.  Long range is out of weapon reach, in which you use your body mechanics and footwork to slide briefly into your own maximum reach, take a shot, and then slide back out of reach.  Most of the design decisions for a style start here in deciding which range you are most comfortable at.  If you find that you don't want to get close to someone then it's best to learn how to keep your distance, and how to extend your body in order to land those long distance shots.  If you decide you'd rather be up in someone's face then you need to learn how to get close without getting killed, and you'll need a set of weapons to match that style that won't get crossed or catch on your opponents gear when you do close.  If you decide that you want to focus on mid range then you need to get really good at judging distances and having impeccable footwork as your success or failure will then depend on your ability to keep your opponent at the right distance from you.

Finally you have to decide if you're (generally speaking) the aggressor, or generally speaking the defender.  As the aggressor you get to choose the tempo of the fight by forcing the enemy to respond to your attacks, providing you with ample opportunities to read your opponent, to fake them out, and to generally mess with their mind.  If you choose to be on the defensive, as a florentine fighter, this means that anytime a person leaves the smallest opening your lightning quick reflexes immediately take that shot.  Choosing to fight as an aggressive fighter exposes you to danger because every time you swing you leave yourself at least a little bit open, and an opponent may take those opportunities when you aggress to take limbs or your torso.  The advantage being that since you are on the offense your opponent will have potentially many more chances to make a mistake and miss a block then you will.    If you choose to play defensively it means that you give up setting the tempo of the fight and you have to respond to whatever your opponent does.  This means being patient and blocking until they make a mistake, but this also means you may have to block repeatedly before you're ever given an opening, and if you miss one of those blocks, you'll be dead before you've even swung in retaliation.  Both sides have their merits and it's more about what suites you best.

I personally have fallen into being an aggressive fighter.  When I first started fighting I was a brawler, an in close, up in the grind fighter.  I used short swords that allowed me to stab and slash VERY efficiently at close range.  They were weighted to be heavy on purpose because they were built out of red cores.  The end result was that I could one hand block, or sometimes even swat away enemy polearms and when faced with a sword and board fighter could often either slap their weapon away before coming down on their arm, or just crush through their blocks outright.  I had much faster feet back then.  At this point in my fighting career I've transitioned to a midrange fighter who uses two bats and works angles in order to light a person up from midrange.  I use the skills I developed as a point blank range fighter in order to counter aggress when someone happens to get to close to me and I can't sustain the range I want to.  I am currently learning how to fight at long range but this tends to require a patience that's not really consistent with my own nature :-P.


The best style is...


None.  While learning to do one thing well is the first task of anyone choosing to go down this particular path, the endgame of learning any form of florentine is learning how to blend short, medium and long range combat with thoughtful aggression or defense.  Being able to get in close and grind on an opponent is a very useful skill set, but it's not terribly useful in a line fight.  Being able to fight at mid range and control distance is great when people are on either side of you, but won't protect you if someone winds up trying to bulldoze you.  Learning how to snipe at a person using your reach is an excellent skill set, but it only matters if that person doesn't outrange you.  For any particular skill set you pick up there's going to be pitfalls.  There is no one size fits all style that is "the best".  The best style uses all three ranges, and chooses to play offense or defense as the situation demands.

As an example.  Suppose that you're fighting outnumbered.  Let's say 10 people who are not as skilled as you are, and for the most part not extremely aggressive or well coordinated.  Let's say to start out with a few of them are injured (say at the end of a battle).  A group of 3, immediately rush you, once they discover that you're alone.  In this situation you want to go on the defensive ASAP and throw as many long range shots as you can to try and get rid of some arms or legs as they close.  Let's assume you get an arm on one guy and a leg on the other, but they're still charging (the 2 with legs).  Now you transition to mid range combat as the two start to close on you, picking off the guy who you previously armed first before dealing with the last guy.  The last charging guy is now alone, and perhaps they aren't used to fighting in close, so you counter aggress by moving into them, surprising them with your aggression and causing them to get tangled when you get in close.  In that few span of seconds you've gone from long range to mid range to short range, and you've gone from defense to offense.  Now you have 7 people left, 1 of whom is alone, and let's say 5 who are clustered near some legged teammates and one guy who is now showing up late to the 3v1 fight.  At this moment you go aggressively after the person who was coming to help and attack them at whatever range is convenient, quickly shredding them before they have the opportunity to get back to their teammates or the guy you legged earlier.  Now you can go aggressive on the person who you legged as the rest of their teammates attempt to get close, hauling their legged teammates.  Fight that legged guy at long range but go on the offense.  Once you've won it's down to you against the remaining 5, let's say 2 of those people are legged and 3 of them are still standing.  Let's say one of them is a polearm.  You'll want to rotate around the group quickly, basically trying to keep away from the polearm.  Play defensively but go for any long range shots you can land, alternately killing people who are down an arm or executing a person with two down legs as they're moving.  As soon as the polearm is exposed (not covered on both sides), go aggressive, and try to take them out.  They are now down to 4, or perhaps 3 if you've landed a good shot.  At this point (usually) the people with legs will rush you.  Now you get to play defense at mid range again, moving backwards and letting whoever runs fastest get dead first.  Assuming that the polearm had legs you've now just got 2 legged people left.  Go back to playing offense at long range.  Rotate your enemy and go for leg snipes when they put both legs down.

Viola.  The battle is won, but it has demanded that at times you go on the offensive and choose to take the fight to a person who is alone, because for that split second in the battle it's the best chance you're going to get to fight at good odds.  When that moment happens it's important to aggress and take the advantage that you have because if you don't then the chance passes and you have to fight more people at once.  You've had to play defense, because, since they outnumber you, you've had to avoid fighting them all at the same time.  You've had to work at all ranges.  You get up close and personal to the people who don't know how to respond to your aggression, and when you rushed that polearm.  You fought at long range when your opponents didn't have the legs required to catch you, and you fought at mid range when you had to hold them off and they did have the legs to catch up.  Fighting florentine well is learning how to eventually do all of these things.  That having been said, find the one that feels most natural to you first and learn that.  After you've got one thing down well you can start to fill in the gaps.  Most people will have a personal preference for the kind of fighter that they prefer to be that's just inborn.  Fight the way that makes sense to you because it's what you'll be best at, just don't forget to learn the other stuff, especially the things you're bad at, because sooner or later you'll be forced to use them.

Friday, March 11, 2016

Drills: Teamwork

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


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.

Thursday, March 3, 2016

Drills: etc

The Closing Drill



The closing drill is a sparring session between two people. One person (the instructor) is given a longer weapon. The trainee is given a shorter weapon. You can start with longer and shorter length blues, or you can go right to a red weapon vs a blue weapon as this guarantees a significant amount of reach even in the case when each combatant's natural reach is offset. The match is a first blood competition. The goal of the trainee is to use aggressive footwork to close the gap between themselves and the instructor. Ideally the instructor forces the trainee to block on their way in, taking shots at their legs and torso at the instructors maximum reach. The goal for the trainee is to carefully choose when to engage and then to move directly AT the person with the longer weapon, (many people will dodge around to the side instead of going for a direct engage, I do not know why this is).


The Combat Archery Drill


The combat archery drill is 2v2 fight that consists of 2 S&B's on one side and a S&B and an archer on the other side. The goal of the side that contains the archer is to use angles, similar to how you would with a support weapon in order to get a quick kill on one of the opposing sword and board fighters. The basic layout is setting up a triangle.



Once you've got that triangle set up you've got a number of ways to set up the enemy for failure.  In the ideal situation the archer simply shoots 1 or 2 in the leg and then rotates on the remaining enemy using their sword and board fighter in order to set up a kill.  What usually happens looks more like this though.  Fighter 2 rushes the archer while fighter 1 does a slow engage on 3.




The archer then dodges to the left.  If there's an open shot on 2's shield then they take that shot.  More often then not there won't be, and so you keep an arrow trained on 2 while they blindly rush towards you.  This allows your sword and board fighter 3 to engage them sideways as they run past.


At this point the sword and board fighter 1 will often go hard on your team mate sword and board fighter 3.  In response you can shoot them as the archer, if they pop their shield open.  Hopefully, fighter 1 isn't fast enough and the fight continues.  If fighter 1 is successful in offing your teammate, fighter 3 then it's over.  If they don't then you reset to the first scenario.  If fighter one rushes the archer, then the sword and board fighter hits them in the back.  If fighter one turns to face the flank on fighter 3 then they open themselves up to being shot at by the archer.



If you do this over and over again, eventually you get the hang of it.  In the interim you'll spend a lot of time either watching your sword and board fighter get eaten by the two shields, or you'll be getting run down by the boards.  It's important to use the space around your sword and board teammate to dissuade people from engaging you.  If you do get rushed it's important to either fire quickly for the opponents legs, or to see if there's a shot on the other player as this will open them up to be more free to move.  As an archer you are engaging every enemy in sight so long as your bow is knocked.  Accuracy is obviously a big deal as you lose your ability to inflict damage every time you have to 
reload.

I think it's finally time

I've got some left over things from the drills section that I was writing out, but that will close out my first addendum to my big old book of the basics.  The plan was to write additional addendum's to add to it in the form of weapon's specific manuals.  Given the recent surge of teaching and activity I've done since I've been in the area I think I'm going to start with the florentine manual first.  I may even write the first post for that tonight.  We'll see how far I get before I get pulled into socializing :-P.  So! I'll be writing things as part of a book and posting partial bits in here.  Depending on my level of effort I may just provide links rather then completely rewrite and reformat the bits and pieces.  I figure that getting the relevant bits down is probably more important then whether or not it looks pretty.  Anyways, comment below if you've got a particular attachment to things being in blog form vs just having access to the information.