Thursday, August 25, 2016

How Not to Get Injured

I got asked for a post on how to avoid injury so that's what you all get this evening.  Much of this will be re-hashing bits and pieces of previous posts but now it's just putting everything in the same place.  Also if you didn't know you can ask me to write about things that interest you.  I have to come up with something to pull out of my brain once a week so I'm happy to take prompts.  In an effort to be straightforward I'm skipping any sort of cleverness to let you know that this is serious stuff.  While serious injuries in Belegarth tend to be relatively rare when compared with other full contact sports they certainly happen from time to time.  If you intend to participate in Bel for the long haul knowing what you can do to avoid any kind of serious injury becomes increasingly important, especially if you are less tall, or less muscular as that makes you more prone to injury off the bat.

Start With The Right Gear



The right gear starts with sufficient safety equipment for whatever you do.  That varies from person to person based on how they fight and what they expect to be doing.  A person who uses a shield in one hand isn't going to require as much padding on that hand as someone who fights florentine or with a red.  If you're an archer you need a different set of equipment to protect your fingers and your arm from the bowstring.  If you expect to be a very mobile fighter, or are heavy set a nice pair of kneepads is going to be crucial.  As a florentine fighter I prefer lacrosse gloves to that end as they don't inhibit the motion of my wrists (after some modification) but still provide me with a lot of protection over the entirety of my hand.  A sword and board fighter might prefer lighter gloves because presumably they'll get railed in the hand less often then a florentine or red fighter and may instead opt for some heavy bag gloves.  As far kneepads if you plan on falling hard onto the ground a set of kneepads that includes a hard shell is a must, this is what I'd recommend for more mobile fighters.  If you are heavy set and planning to drop to your knees in a line it's going to be more important to have kneepads that have a fair amount of cushion so that you can be comfortable pivoting on them for an extended period of time.

The right gear also includes the weapons that you fight with.  Step one is to make sure that the weight of the weapon suites you.  Fighting with a weapon that's too heavy for you to manipulate correctly will likely cause you to strain some of your own muscles (usually your wrist), especially when you have to deal with other people blocking and manipulating your weapon.  Having a weapon that's too heavy to handle is also going to make it more likely that you injure someone else with that weapon.  A weapon can also be unwieldy (and thus likely to cause injury) if the balance for it is off in a way that you're not used to.  A red weapon that's excessively tip heavy is one example where even if you are strong enough to lift and swing the weapon you may still not be able to control it well.  Shorter melee weapons like bats, clubs, swords and the like with a different point of rotation then you're accustomed to may also cause you to injure yourself because they screw up how you throw wrap shots.

If you find that you are a sword and board fighter then the kind of board that you use will also be very important.  It's important to make sure that the board you pick isn't too heavy and is strapped in such a way that you can hold it easily.  This will reduce fatigue and also make sure you aren't going to mess up your wrist, elbow or shoulder.  I highly recommend that shorter fighters avoid using round shields.  There is nothing inherently wrong with round shields, but by their shape, shots that are aimed to the left or right of the shield have a higher tendency of riding the edge of the shield up into a face shot.  So if your head is already at an opponents waist height and your shield deflects shots up you run the risk of getting hit in the head A LOT even if the other person isn't throwing any inherently dangerous shots.  To counteract this you can keep the shield in front of you if you're going to use a round rather then having it rest near your chin.  Better yet, flare it out to the side so that shots that ride up the edges aren't angled directly into your face.  Ideally though get a square or kite shield.  The square edges at the top of the shield make it so that there's no chance that a shot to the shields left or right will wind up riding the edge into your face.

There's some extra gear that you can get that will increase your safety to certain locations.  As a man getting a cup comes highly recommended.  If you're going to be on a field that has a lot of arrows a helmet or face mask is recommended in order to keep arrows out of your eyes.  If you feel like taking a hit from a normal swing is unpleasant you may want to consider armor just for the additional protection it adds.  In particular chest armor that covers the solar plexus can save you from some particularly nasty polearm stabs.

Prep For Combat


One really easy way to get injured is to show up on the field at less then 100%.  This can just be that you haven't had nearly enough sleep to be out fighting.  It can be that you're not sufficiently hydrated or protected from the sun so you're more likely to overheat.  This can also be because you haven't had enough food or water to have the right fuel to be out fighting.  Some days it's just that you're too distracted to be able to focus.

This can also be an injury.  No matter how safe you are, if you fight on an injury you wind up risking RE-injury, at which point the damage is gong to be much worse then it was the first time.  I am not a good example of doing this particular thing, so do as I say not as I do.  Realize that there are fighters who are perpetually injured now because they keep pushing themselves to fight before they've healed completely so they never quite get themselves patched up.  Don't become one of the perpetually broken.  To that end taking the time to warm up with some light sparring and then stretching to stay limber.  Some light sparring will make you focused and awake which you'll want to be before jumping into a larger fight.

Take Safe Shots



Most of the basic shots that you can throw are going to have a low chance for self injury.  It tends to be the more complex shots that if interrupted can really screw up your joints.  It's important for a person to learn to throw shots smoothly before they advance to throwing shots quickly and in combat when another person will be interrupting your swings.  If you attempt a shot that you don't really know how to throw properly you are can injure yourself.  If you attempt that same shot and someone interrupts your shot mechanics then you can really mess yourself up by having your joints be in a bad place to absorb the impact from your opponents manipulation.  Wrap shots in particular, if thrown wrong can apply some bad torque to joints.  Throwing shots safely also includes not swinging at an archers arrows, as if those get broken they represent an immediate hazard to everyone in the immediate vicinity.

As a part of shot mechanics your footwork will also be important.  Having good footwork and balance as you fight is really important to avoid injury in a game like Bel where there is grappling and shield bashing.  If you're standing then having crossed legs makes you more likely to fall when rushed leading to a potential concussion from when you hit the ground.  If you are on a leg and you cross your legs then they run the risk of getting mangled if someone decides to do aggressive shieldwork on you in the wrong way.  Similarly being off balance may make shield bashing more dangerous when it's used against you, especially if the person doing the shield manipulation isn't very experienced.

How you position the rest of your body as you swing is also important.  In particular when you swing, (especially if you're swinging low) make sure that you don't put your head forward but rather keep it back and in line with your body.  Any time you wind up changing the vertical position of your head from high to low you run the risk of intercepting a shot that was aimed for your torso.  If you know that you're about to execute a maneuver that puts your head in harms way, be ready to block that area as soon as humanly possible.  Bel prohibits hopping on one leg for exactly this reason, but if your particular foam sword sports allows hopping on one leg, I'd recommend against it.

Learn How To Block (Properly)


There are a million ways to block a weapon wrong and nearly as many ways to block a weapon correctly.  If you don't feel confident blocking a full red swing with one hand then it might be worth seeking out a vet to teach you how to really block well.  Even if you aren't particularly muscular by leveraging proper body mechanics you can absorb the force of a swing with your body rather then with your wrist or arms which will allow you to block most swings from most people without any kind of significant discomfort.  If you find that there's someone who is swinging wildly so that you are afraid to engage them, then don't.  Go to another part of the field, find someone else to fight.  You may want to additionally alert a herald that a particular fighter makes you feel unsafe.  At a time when a fight isn't going on you may also want to approach that particular individual and let them know that the way they handle their weapon scares you.  Even as an old vet I occasionally have a talk with someone about the amount of force they are delivering with their weapon seems to me to be a bit excessive and ask them to tone it down.

Know Where You're Standing



Certain areas of a field are way more dangerous then others.  Being part of the back line in a fight is usually the safest place to be as it's got the fewest bodies in it and as a result the lowest likelihood for there to be a problem.  The flanks tend to be the next safest spot because while there are more people on the edges then in the back there's enough room to move around so if someone gets themselves into a bad situation they can usually then get out of the way.  The flanks have their own danger in that with everyone moving around quickly it's important to communicate death and get out of the way in a hurry once you've dropped.  Usually though there's enough space to evade the fight that's still going on, or you're close enough to the edge of a field to clear.

The most dangerous place to be in any given battle is the line.  This is even more dangerous if the field is constrained (like in a bridge battle).  A line has the most moving bodies and tends to roll forwards and backwards quickly.  If you are killed while being part of a line walk AWAY from the enemy team while dying, or if you're on the edge of the map then immediately off the map as you die.  DO NOT drop down in between lines.  That is an excellent way to get trampled.  Line fights tend to have red weapons that throw shots from high to low aiming for either shields or shoulders.  If you are fighting on a line be aware of these weapons and make sure that you are either behind the line and therefore covered, or that if you have a shield your guard is a bit higher then usual.  If you know in advance that you're going to spend most of your time on a line I'd recommend a helmet.  Not only will this absorb some of the impact should you get hit in the head but it will also keep arrows out of your eyes, which will not usually a source of injury are certainly unpleasant.

Communicate



We have the hold call for a reason.  If you are injured immediately shout hold.  If you see someone else go down, immediately shout hold.  If you are fighting an opponent and they are about to back into a hazard, let them know.  If you see an arrow or weapon break out on the field, call hold, as even if this isn't your own gear it creates a hazardous situation for everyone, ESPECIALLY if that weapon is an arrow.  If for whatever reason the wind is knocked out of you, get away from the fighting if you can and throw a hand up, usually someone will notice that something is wrong and help ensure your safety while you recover.  Having received some nasty shots to the solar plexus I've definitely been there.  Communication is also relevant in a group situation to let your teammates know exactly where you're standing.  This can prevent your team from running into you or, as a support weapon having someone sprint backwards right into you.  This applies even if you're dead.  If you notice a person is sprinting backwards right into you, say something, or, if you can, get out of the way.

When All Else Fails


Use common sense.  Most of us have self preservation instincts so if your body tells you that something is probably not a good idea, listen.  If your best judgement tells you that you shouldn't be standing where you are because you're likely to get injured, listen.  In the end while there are lots of things the fighters around you can do to try and keep you safe the final custodian of your safety is you.

Thursday, August 18, 2016

These Are Not The Blocks You're Looking For...


General note: It's preferable to learn to not block with your fists (punch blocking) because some swings can actually hurt you quite badly even when you're wearing gloves

Unbeknownst to the general fighting population there are actually a multitude of ways to execute a block. I’m not talking about just blocking to the left or right; I’m talking about what I want each block to accomplish, and the mechanics that will do that.In order to do that however...

Rock solid


The basic block that most people will learn I'll vaguely define as a "strong block". The proper mechanics for this block involve:
  • Trying to catch the incoming weapon just above your pommel/hilt in order to get the best leverage from your hand. 
  • Turning your body into the strike so that the force of the blow is transmitted through your arms and into your core rather than from your weapon directly into your wrist.
  • Having some bend or give in your knees which allows you to transfer that force from your weapon into the ground after it's passed through your core rather than eventually having whatever force is left over run directly into your hip or knee joints. 
When executed properly this allows you to absorb relatively heavy swings with little to no discomfort. Poor mechanics will result in either a failed block or part of the force hitting your body rather than getting transferred into the ground.

Flow like water


This block does not attempt to stop a swing in progress, but rather focuses on making sure that it just doesn't land where it's intended to. This method is what I'll call a deflection block.

Let's start this scenario by thinking of two right-handed fighters engaging in single blue combat. Fighter A will be on offense and Fighter B, starting on defense, prepares to execute the deflection block. There are 3 basic strikes that fighter A can throw relative to the height of fighter B:
  1. high on the person's body, aiming either for their shoulder or arm.
  2. low on the person's body, aiming either for their hips or legs
  3. dead center of mass. 
It is very rare for someone to throw a shot to an opponents dead center of mass because for most people that's also exactly where their arm is resting in guard. In all cases that I will discuss it's important to make sure you catch the initial block out in FRONT of your body rather than close to your body. The farther out you block it, the lower the angle of deflection necessary so that the deflected shot doesn’t hit you. In other words, this let’s geometry be your friend.

In the following scenarios, pretend you are fighter B.

From the top


If fighter A throws a shot to the arm or shoulder section of fighter B, fighter B can then do a deflection block that redirects the weapon up and over them. In a standard strong block their goal would be to make the weapons meet at a perpendicular angles. With this block, you’ll tilt it slightly in the direction that the weapon is going. If fighter A swings into fighter B's left side then fighter B will tilt the tip of their weapon just slightly to their right, thereby causing fighter A's weapon to keep going so that it ramps up and over fighter B. Executing this properly means that fighter A will over swing as their weapon also clears from the right side of their body to the left, leaving them immediately vulnerable to a slash from fighter B.

Down under


If fighter A attempts to throw a shot for the hips or legs to fighter B's left side then they can execute a similar maneuver. In order to deflect downward, they tilt their weapon to your left instead. Catch the weapon out in front of your body with the sword at 10 or 11 o’clock. This will cause the strike to skate down your sword and pass by harmlessly. Ideally, this will mean their weapon ends up hitting the air in front of your thighs or kneecaps.

For those who were curious the reason why this actually works is because relative to the arm of the person in a neutral stance in the threat range that is generated by the your opponents reach the more distance they have to move their shot up or down relative to their intended target the more reach they lose.  So a strike that had enough distance to land at a person's torso doesn't necessarily also have the enough distance to successfully strike at a person's hip or shoulder.

Why you should care


You will not always be in match ups that are favorable to you. Another fighter can have more muscle mass or more reach than you do and you'll need to find a way to make those attributes work to their disadvantage. If you are fighting a person who has more reach on you, either as a result of their physical characteristics (tall, lanky people) or because of the gear in hand (red weapon that's being swung) the geometry of these deflections will have a much more dramatic effect on the fight. A red weapon swing that is countered with a deflection rather than a strong block may often cause the red to drive their swing into the ground, making it very difficult for them to recover in a reasonable amount of time. A red weapon swing that's deflected up tends to be less problematic for that fighter as they can than just bring it down. I generally recommend against doing an upwards deflection unless you're fighting 1v1 and immediately closing on that red fighter. Against a tall, lanky fighter getting their arm to over extend will give you lots of arm to swing at, even if they're still far away for you to kill them outright with a shot to the torso. The reason why you'd care about being able to use a deflection swing against an opponent who is stronger than you is because it means you don't have to try to do a strong block. Often attempting to do a strong block against an opponent who out masses you leads to either an insufficient block where the weapon still inflicts a wound, or going for that block is successful but causes you to harm your hand/wrist because you did not do a good enough job of transferring the force of the swing through your body. In some cases, both happen.

Move along


If you manage to master the above come find me or prod me until I talk about these other alternate blocks not discussed here:
  • Over blocking: knocking your opponent’s weapon around (adding momentum) 
  • Catching block: maintaining contact with your opponent’s and manipulating it (reducing momentum)

Friday, August 12, 2016

Tactics: Putting It All Together

I've talked about lots of individual bits over different posts.  I may try to run down all the fragmented bits later for a deeper dive, but for now I'm just going to dive into things.  Tactics as I'll use it in this particular post refers to one of three things.  The first being the position of the people on your team.  The second being the equipment of the people on your team.  The third being the way that the people on your team move.  I'll dig into each one of those a bit later.  Doing a good job of tactics is what allows you to "win at math".  (Full post here).  The basic idea is that you kill them faster then they kill you.  This effect generally dominoes so that areas of local advantage (part of a line, say 5v5 out of a 50v50 person fight) is able to start cascading into largely regional and then global field advantage.  Tactics, if used effectively can also blunt the effect of having "lost at math".  Tactics help but aren't the solution to every problem.  If you don't have the right gear or the right people there may not be much you can do, no matter how well you move or position your fighters and strategic resources.

Strategic Resources


Everyone on the field represents some kind of strategic resource.  Some of those resources are much rarer then others and as a result need much better protection.  That having been said no resource is something you want to have to do entirely without.  Resources on the field generally break down into one of - commanders, flankers, counter-flankers, shield wall, polearms, archers.  You might argue that high skill cap vets are their own resource but typically they'll be one of those positions out on the field.

Commander

A commander is someone who uses their voice to help engage in the fight.  By keeping their eyes wide open and not directly engaging in combat they are able to protect the resources in front of them from picks by the opposing team, whether that's an archer taking out a support weapon, or a flanker getting into the side.  To re-iterate a commander must not engage in combat in order to remain effective.  I wrote more on command and some of these ideas in a post called "making your voice heard."  If they are looking all around them then they aren't focused on the person in front of them and will die in a fight.  If they are focused on the person in front of them so they aren't getting killed then they aren't looking all around them.  Commanders tend to be people who have a fair amount of experience at fighting but don't necessarily need to be a fighter with high individual skill.  If they can learn to do tactics well and stand in the right place it's the effectiveness of the fighters on their team that matter rather then what they themselves can accomplish.  While it's generally good to limit how many commanders you have so that people aren't shouting out different sets of orders you also need enough command to cover your entire line.  If it's small enough one commander will do, but if it stretches out long enough then it's a good idea to add voices along a line until the will of the main commander stretches across the entire group.  In my experience with a large army there tends to be a primary commander who is responsible for deciding where the unit moves and who it engages, 3 line commanders (right, left, center) who monitor their fights, trying to get a local advantage while also making sure that they don't break off or spread to thin relative to the rest of the line, and a commander for the rear of the unit, who manages reserve troops, watches for flankers, and generally makes sure that the group as a whole doesn't get pinned, side swiped or otherwise run over.

Flanker

Flankers are anyone whose goal is to fight not with the rest of the group.  A person who is flanking is by no means limited to a person who simply runs wide and goes for backs.  Flankers seek to use their positioning relative to their team to put the enemy team into a bind.  This can be done by creating 45 degree angles ("death triangles" if you've heard Bhak'dar's talks) or finding a weak point in a line to run through.  Standing behind the enemy team if you can get there also works, or just looking to pick of high priority targets like archers / polearms if you can find either an angle to get to them or have a javelin or other projectile to hit them.  Flankers tend to be high skill cap fighters because of the requisite skill involved in being able to fight outnumbered, move correctly in a hostile field, and generally work either alone or in small groups.  You do not NEED to be a high skill cap fighter to be an effective flanker.  Simply standing in the right place is often enough even if you never swing.  That having been said it's best to have at least one high level veteran in a squad of flankers.  Flankers, generally speaking are looking for any weak or vulnerable points in an enemies composition in order to, as quickly as possible, create a massive advantage for their side.  As such flankers need to be extremely fleet of foot as an extended engagement is almost always going to get them killed.

Counter Flankers

Counter-flankers do the reverse of what flankers do as far as positioning they're much closer to commanders then anything else.  In some cases people will also refer to counter flankers as reserves.  I think that reserves imply something different but I don't want to waste time arguing over terminology.  Counter flankers should not engage in combat unless they are forced to do so.  The goal of having people stay out of the fight is to get that wide area view of whats going on and then be able to respond intelligently to changing situations.  Similar to a commander they need to avoid combat and use their voice to communicate the state of the field around them unlike a commander, when they see that something is wrong they need to quickly act to correct the problem.  Generally speaking a counter flanker is going to be a good response to a person flanking and trying to get around the sides but they aren't limited to just watching for flankers.  A counter flanker can also step in any time they see that either a the enemy team is about to push to gain a local advantage (move defensively) or that by adding themselves to part of a line they can generate a local advantage (move offensively).  In the case where they move defensively this can either be to add people to a weak point so it doesn't get run over, it can be filling a gap in the line that a flanker or group of enemies may be angling for or it can be responding to a veteran or support weapon that threatens to crush part of the line.  A counter-flanker can move offensively as well either by urging teammates to exploit a local advantage and overrun a weaker line/opponent or they can stand in as a piece of the shield wall or as a support weapon if it looks like that additional defense or offense in a section of the line is enough to generate a local advantage.

Shield Wall

As a member of the shield wall there's a number of important tasks for a fighter of this type of strategic resource and contrary to popular belief all of the tasks are important.  As part of a shield wall a fighter needs to; absorb ALL incoming projectiles to make sure they don't hit support weapons, counter flankers, or commanders, protect the support weapons that are next to them by intercepting all stabs thrown within ranks, as well as slashes thrown in a v (opponents to the left or right of a fighter, rather then directly to the opponent in front of them), a shield wall is also responsible for the pacing at which the group moves as a whole and a veteran group of shield wall fighters will know both how to stick together so that they don't spread out and create free opportunities for the enemy but will also know when to retreat slowly or engage aggressively to keep pressure on the opposing team.  Veteran members of a shield wall should be able to do all of those tasks, newer members to a shield wall need to do all the bits except for pacing because they can simply mirror the people around them.  An added bonus as a skill is learning how to keep a shield from getting pelted by red weapons so that it breaks instantly.  This can be accomplished with clever maneuvering, keeping the shield out in front or otherwise blocking/deflecting incoming strikes.  It is dangerous to block red weapons with things that are not a shield.  If you are going to do so please exercise extreme caution and learn proper technique.  A shield wall is NOT responsible for racking up a kill count.  The shield wall gets kills if the people in front of them are in some way injured so that the shield wall rolls over them or they get a snipe in a v (target left or right, see above).

Polearms

Polearms are any weapon with enough reach to be able to hit an enemy without having to fear retaliation for the purposes of this discussion.  That is a distinct and different class of weapons from reds as a read weapon may not be able to reach a target without immediately getting a person murdered.  The recent fad of mid red swords, at least in my opinion, are not polearms and as such are better suited to a flanking position or at the end of a line rather then in the thick of it.  Polearms, in my eyes, generally include anything 6' and over, whether that's a glaive or a spear.

As a spear on the line your goal is to rack up as many shots per second as you can, while making sure you don't throw anything dangerous that could injure someone.  The ideal target for a spear is an opposing red weapons arms, as once the first arm is crippled they can no longer throw red shots.  After that eliminating opposing spears allow them the freedom to stab without fear of retaliation.  Once those two primary targets are taken care of it's time to stab with reckless abandon.  You only need 3 shots to be effective with a spear.  The first shot is to an opponents shin.  The target is large enough that you should be able to hit it even though it will skip to the side.  This deprives that shield of movement and means that the people they are fighting will run them over.  The second shot is to pop a shield open which is taken to a shields outer edge at the middle line of the shield.  A shot taken towards the edge on their shield side opens that opponent up to a shot from your teammates on their left, a shot to the edge of the shield towards their outside will open them up to a shot from your teammate directly in front of them or to their right.  Generally speaking, avoid crossing too many people when throwing spear shots as the further out you stab and the longer you are exposed the more likely it is that something will go wrong.  The final shot is any open gut shot that you see.  Typically when (new) people are fighting in a line their opponent will cause them to move their shield away from covering their torso creating an opportunity that someone with reach can exploit.

As a red on the line your goal is to destroy as many shields as fast as you can.  Legging opponents is fine if you can't get to shields, and trying to get body shots is alright if you are fast enough to land them.  That having been said, kill all the shields.  A person who is on the shield wall without a shield or cover from a person with a shield is going to get chewed up in seconds by other support weapons, other shields or even your own archers.  As a red your goal is to kill shields as fast as humanly possible while also making sure that you aren't doing something that will injure your opponents.  DO NOT take this comment as a suggestion that you should start throwing 12-6 as fast as you can.  That is undeniably reckless and leads to injury.

Archers

An archer will share attributes with many of the other types of resources on the field and may overlap with them some.  For instance you can have an archer who is also a commander or an archer that goes with the flanks, or even an archer that sits just behind the lines as a counter-flanker.  To that end there are 2 basic kinds of archers that exist which you could generally call mobile vs immobile archers but which I've started to call combat archers vs snipers.

A combat archer is a person who is extremely fleet of foot and uses their positioning and mobility to line up and take shots that would normally be impossible to get.  Generally speaking they don't have any kind of guard but rely on staying near teammates to avoid getting pinched or backed by the enemy.  If they choose to move with a flank this gives the flank the ability to hit remote targets without a hard engage.  If they stick to the line then they should be able to eliminate enemy polearms pretty quickly.  It's generally recommended that a person opting to fight in this way keeps a spare set of weapons on them and has a more limited number of arrows on hand.  Since they'll be moving around a lot they can easily scavenge arrows from the ground.  The caveat is that as this kind of archer you're more likely to get rushed, you have to shoot under pressure, no one is protecting you and you may get hit by stray projectiles like rocks and javelins.  Also cardio... all the damn cardio.

 As a sniper an archer is going to stand far back relative to the line meaning that they can mostly ignore projectiles and keep a wide view of combat.  As a sniper the goal is to have as large a quiver as possible and a small escort so that you can fire without being under pressure.  This should allow a person to make difficult or long range shots, allow them to head hunt commanders, flankers, and other archers.  If they have targets they can pick on the line (SAFELY) then of course they should hunt for those as well, but in the middle of a pitched melee they won't have much to shoot at on the line.  It is my opinion that an archer's primary job is to kill enemy leadership, to basically snipe anyone giving instructions so that the opposing team falls into disarray.  After that enemy archers are the priority so that they can shoot without being under pressure.  Then you get high priority targets like veterans (these can include polearms on the line) or flankers and finally you get to polearms on the line.  As a general rule of thumb archers shouldn't be aiming at sword and board fighters simply because arrow for arrow they're likely to do more damage firing at literally any other target.  It's not to say they can't, shouldn't, or never ought to, it's just to say they should really consider what targets they aren't shooting at to try and head shot that one fighter.

Whew.  moving on.

The Line / One Concrete Example


I touched on this briefly in a post on battle calls but positioning boils down to the speed at which you move and the formation that you take both for yourself (internal cohesion) and vs your enemy (posturing).  Internal cohesion is the process of creating or maintaining a shape relative to your yourself.  Posturing is about how you are positioned in response to your enemies formation.  Internal cohesion can take many forms, though the the most common of these is a line with a flank on one side, the archers in the back, and counter flankers/commanders staggered along but behind the line.  This is so common that most people don't even think about internal cohesion but simply adopt this by default.  There are many different shapes a group can take while maintaining internal cohesion but let's talk about a line first before moving on to other things.

In a line the main point of failure for internal cohesion is a failure of the shield wall as the rest of the group isn't in any particular formation.  Internal cohesion is lost when members of the shield wall do not keep pace with one another and instead of forming a line form something more like a squiggle.  This positioning causes members of the line to vulnerable to attack from the sides (the main thing the line is supposed to prevent).  A line is great anytime there are enclosed spaces that prevent a person from flanking.  A line is vulnerable to being manipulated over large spaces (stretched out, rotated, getting the people to have bad pacing/movement) as well as getting hit from multiple directions (as in a free for all) of getting attacked on it's sides.  A wall that stretches out loses the strength of it's formation as people next to each other can no longer cover each other and prevent projectiles from passing through.  A line that's facing not directly towards it's enemies is also in trouble because it has no strength anywhere other then the front of the line.  A line's position relative to the opposing force is the result of posturing regardless of how well (or poorly) that line maintains it's internal cohesion.

A line that has good internal cohesion will not have gaps between the shields that are part of the shield wall which will prevent projectiles from passing behind it.  Having a tightly knit front end of the wall will also provide adequate cover for the associated polearms while keeping projectiles out will provide cover to commanders/counter flankers.  Counter flankers in this scenario will read the relative strength and weakness of the line[defined/discussed as 'weight' later on] along it's length and posture offensively or defensively as is needed to gain a local advantage or negate the opposing team from gaining one.  In cases where the line stretches for most of the boundary of the field but not all of it, counter flankers will head out to the side where they do not have a flank and protect it from incoming fighters.  The side that has a flank will fan out and try to cause an opposing line to either fight at two angles, (directly in front and to their side) or will cause the enemy line to spread thin thereby creating local advantage for the part of the line facing the weakened enemy section.  Archers will add to the chaos by picking of VIP's further tilting areas for local (the people fighting in front of, next to and across from you), regional (left, center, right, some other subsection), or field (everyone) advantage.  Taking out a polearm in a fight between 4v4 might create a local advantage.  Taking out a commander or an enemy archer might create a regional advantage and taking out  the enemy's primary commander can create a field level advantage.  As the battle commences the side with better team mechanics will start to gain local advantages that then spill over into a large group advantage as regional part of the field collapses to either superior numbers, skill, gear or in some cases just bad luck (like getting backed by a flanker).  The first team to establish a regional advantage USUALLY wins though in some cases (like the right side of both teams winning utterly) the remaining bits of a team that won a regional advantage will now re-orient and fight for a final victory.  Teams then reset and the battle usually then continues without any real adjustments.  That's where posturing comes in.

Posturing / Weight Class / Pressure


For the sake of trying to avoid giving myself a headache I'm going to mostly talk about 2 team scenario's rather then something like a unit or realm battle with multiple teams.  The same general theories will apply it'll just be at multiple angles.  Multi team battles are  their own separate logistical nightmare although the rules of strategic resources and how to manage them still matter.  At the start of a battle when folks line up line to line you want to take into account the relative weight of forces in any particular area of the line.  The weight of the forces in an area is roughly speaking the fighting acumen of the fighters in that section (vets vs noobs) and the number of people in that area.  An area densely packed with nothing but noobs is going to be relatively light, an area packed with a bunch of average fighters is going to be of medium weight and an area with a few vets, densely packed vets, or vets and competent/average fighters will be relatively heavy.  The amount of weight in a given area is effectively the amount of force that a person can apply.  The amount of force a person can apply is effectively the same as the amount of pressure that a force can apply.  When talking about a group a heavy force applies a lot of pressure and causes a more realistic threat that people will respond to.  When talking about a single individual depending on their relative skill/ability will apply more or less pressure their pressure is also usually pretty proportionate to their 1 step range as unless a person is far away that is the threat of force that they can realistically apply so long as they are being watched.  Archers and flankers, even though they are individuals apply a disproportionate amount of pressure.  For an archer they can hit everyone so they are effectively threatening everyone they can see when they knock an arrow.  A flanker is someone that requires watching regardless of their 1 step threat range because should they happen to make it past the angle of the main line they can wipe out a large section, if not the entirety of the team.  Also, even if they are being watched if a flanker engage the person babysitting them and wins, even with one arm they can still do a spectacular amount of damage.

If you realize that one side of the field (usually a flank, though it can be part of the line) is stacked to be super heavy then if you are commanding it's something you'll need to respond to.  If the enemy line builds a super heavy flank and you leave a normal or light piece of line in front of them you're going to get wrecked.  You have to see that it's heavy and move people over to match that equivalent weight or at least get to a similar weight on that section of line.  Particularly skilled fighters can position in response to an overwhelming force by giving ground slowly rather then getting simply run over right away.  This is the result of defensive posturing in which your move relative to an enemy you will lose against is to give ground with a guarded rather then a fleeing retreat.  So long as your posturing is with the express purpose of staying alive or stalling while waiting for an advantage elsewhere on the field you are doing defensive posturing.  Sometimes an archer can do this on their own by simply not firing an arrow but keeping it knocked and pointed at an enemy line.  Many reds, if they aren't well protected or in confined quarters will respond to this pressure from an archer by cowering behind a shield or running away instead of actually swinging their weapon.  If you, as an archer, can stop a group of reds from attacking with a knocked arrow that may actually be better then trying to pick them off one at a time if your group is on defense rather then on offense.

Another option should you find yourself in a group where the odds are stacked against you is to try and manipulate your enemy to moving into a bad spot.  This is offensive posturing wherein you try to convince them to stand in some way that your defending force can hit them from multiple angles.  Probably the easiest example to visualize is a V defending a choke point.  As someone gets in far enough to hit the point of the V they've already had to run past a bunch of people on either side of them.  The people inside the choke point can't hit anything until the team attacking steps inside the choke point, but the second they do that attacker now has to defend themselves from two sides at extreme angles.  As far as using this tactic out on the field try to either stretch the enemy out to make the line that is attacking thin or try to pull them together and away from the edges of the field so that there are gaps to get around.  If the line is long and thin then it may expose their support weapons, opening them up to being rushed by a teammate or shot by an archer which may give the remaining defenders more time to hold.  Alternately if you can get them to bunch up so someone can get around their side then the attackers now have to fight at multiple angles which tends to be to their disadvantage.  Sometimes they will opt to run down the person who has gotten the flank or angle on them.  That isn't necessarily bad as the person who has the flank or angle can simple run away from the place the attackers are applying pressure.  If the attackers follow then they give up pressure on the defenders which is helpful even if your teammate dies.  If the attackers don't run down the newly created flanker then they must slow their advance in order to prevent themselves from getting hit from the side or behind because of the nearly overwhelming pressure having a flanker creates.

Creating Pressure


Pressure is generated in a number of different ways.  Pressure can be applied by as the attacker having higher weight then the defender (this accounts for a number, or veterancy advantage), pressure can be applied with angles,  pressure can also be applied by having the right gear in the right situation.  Having a higher weight then your opponent is pretty self explanatory (or just re-read the part where I define it) and attempts to mitigate this advantage are listed above.  To make use of having this advantage it's important to make sure that you just advance as quickly as you can without losing internal coherency.  This will eventually either allow you to make use of your advantage by turning advantage into kills or it will cause the enemy team to deform thereby forcing them to lose their internal coherency at which point your local advantage becomes a regional advantage.  In the best case scenario you get the enemy team fighting back to back with itself.  As it turns out a team that can't maneuver anymore usually dies.

Pressure applied from angles is about forcing people to defend themselves from multiple extreme angles I talk about this a little bit from the perspective of a single fighter in my bit on combos the same sort of idea applies here but instead of using extreme angles from one person you instead apply extreme angles with a 2v1 scenario or many vs many +1 scenario.  In this way you can force a person to leave themselves open to attack in at least one direction.  Once you've accomplished this a n vs n+1 scenario you've created a local advantage where you can do a 3v1 because you now have a n vs n + 2 fight.  The more effectively or more quickly you can get to that critical up on person number the more quickly you can then create a local and then a regional advantage.  When you get to even a 2 person advantage, if they're stacked on the same side of the regional group that can quickly turn into a steamroll or domino effect in which they run down that side of the region, becoming a proportionately larger force with each enemy they kill.  Fighting 2v1 is hard, fighting 3v1 when two people rush you from one side is a shit show.  To deny a team that is trying to work angles on you it's important to drive the fight to the edges of the field so they can no longer outmaneuver you.  You can also do something called denying the flank, where instead of retreating straight backwards you either skate out to the side or you move back and also sideways thereby creating a state where for the fighter directly across from you moving in to take advantage of the 2v1 they have on you involves stepping adjacent to your teammate conveniently also putting them into a 2v1.

Having the right gear, even when numbers match can also generate pressure.  As one example if you're on a bridge and both teams have a ton of shields, if one team has a live red fighter and the other does not then the team with the red fighter has the advantage and can create pressure using the red.  To do so they need only allow it to do work.  In that particular case it means standing next to the red fighter and moving up every time it stops having something to swing at.  Depending on the weapons configuration that generates the advantage you may wish to employ another strategy.  If your team has an archer and the enemy team does not (or at the local or regional level this is true) then your best bet is to prevent the enemy from engaging you while allowing your archer to score free kills as in that scenario that's how you win at math.  There is not a real good counter to this advantage as you're mostly just screwed.  In some cases you can still posture defensively, trying to keep the enemy from getting kills on you with their advantage while you wait for another section of your team to get advantage on your opponents but there won't be much you can do at a local level to turn a gear advantage in your favor.  Having the right veterans is also something that potentially might get you out of that particular bind but having the right strategic resources on your team is something that happens before the battle begins not after it's started.  In a large enough battle a field commander may also be able to send you the strategic resources you need to flip that disadvantage.  Also, if you have counter flankers who are doing their jobs you may also receive support that way.  There is not however, a clear tactical way to approach being generally outgunned however.

Alternate Formations


The are nearly infinite other possible ways that you can put a team together other then simply relying on a line formation.  They all still apply the basics outlined above of strategic resources, internal coherency, posturing and pressure however with the end goal of trying to win at math as swiftly as possible.  I am personally a fan of the V formation when trying to hold a point, or the wedge (reverse v) formation when trying to break through a point especially in the case of scenario or objective battles.  For field battles I tend to favor a line that's split into 3, a middle a left and a right flank, plus a small reserve group behind as the rearguard.  This alignment tends to be a bit more mobile then the a standard line, flank and backline configuration.  The slight gap between the sections of the line do allow flankers through more easily but with no exposed backline and a horde of defenders watching for flankers that tends to less often be a problem.  Also, with a flank effectively on the right AND the left side you rarely go down because your flank wasn't heavy enough to engage the enemies flank.  Also with the left and right side flanks if the enemy doesn't posture defensively relative to your engagement they're more likely to get sideswiped.  In this particular setup archers are attached to sections of the line (though they still stand behind each section) rather then all clustered together.  In addition to making your archers less vulnerable to all getting wiped out at the same time this gives you more diverse firing angles then if they're all clumped together.  Plus, since they're attached to each section of line they can spot flankers and potentially eliminate them prior to that entire section getting wiped out.  Historical setups of a non-line organization also include the phalanx (though in actual deployment they had cavalry), the horns (line + 2 flanks out in front), and the pincer movement (so that the front of the line in the center is a bit back from the left and right sides of the line with the intention of enveloping the enemy force from the sides when you get close).

This blog post is long...



But fortunately that's all I have to say on the matter of trying to weld all the things related to tactics together.  I do not have a witty end for this one, I simply hope that these terms and examples are helpful to you.  Rift out.

Tuesday, August 9, 2016

I haven't left I swear.

Been absent for 2 weeks which isn't normally like me.  Two weeks ago I was in the midst of frantically moving everything I owned from one apartment to another and was busy from a Friday through the next week's Sunday.  This was all in preparation for surgery on my leg which then happened the following Thursday.  Drugged up and recovering from anesthesia seemed like not a good time to be trying to write a blog post.  That all having been said I am now moved into the new place, and largely recovered from the surgery on my leg, even though for the time being I'm still in a splint.  Updates will resume this week, I may even get a bit more done now that I'm not really able to leave and do other things :-P.

See you all again soon.