Scola Metallorum Rapier Training Manual
Last Updated: 22 June 2007
Author: Lord Randal The Malcontent (Randal Ames) -- email: rtmalcontent@juno.com
Web Conversion: Lord David ap Llywelyn ap Gwyn (David H. Clements) -- email: ap_llywelyn@mac.com
Web Editor: Lord David ap Llywelyn ap Gwyn (David H. Clements)
Randal Ames © Copyright 2002, 2003. All Rights Reserved.
To The Top.
No matter how experienced... to believe oneself knowledgeable is an error.
-- Qwa Ja Nim Larry Hampton
Drills for
very simple basics are the obvious place for you and/or your group to
begin your training. But even in a single class session, they are not
enough to promote and develop expertise. We have developed a training
regimen based on the "layered exercise".
We often take a
particular moment or series of events that we have experienced in a
duel or melee and take it apart. Each element is then trained; which is
a simplified and admittedly artificial approach in some ways, as it
does not mimic the fluid nature of combat. It does have some advantages
though.
- Things happen too fast in actual fighting for deep analysis.
- There often isn't time to retrace your steps at that moment, and master the techniques you pulled out to save your ass.
- Programming
what you did fast and sloppy so that it's available next time must be
done in a slower and, above all, controlled format.
- This allows the
same techniques to not only be available at a later date, but you will
be able to perform them in a more controlled, efficient and effective
manner.
- As each layer
is added the fighter can assess their skill level. If the next
variation is beyond their capabilities, they can drop down to the last
one with a clearer understanding of how they're doing at that
particular skill. Honest self-assessment is also one of our core principles.
It is vitally
important that you not rush through the drills. Don't let ego drive you
beyond the level you should be training at, just because you want to
fulfill a fantasy image. Spend enough time on each segment to feel some
sense of mastery. If you advance too quickly to another layer, you
defeat the purpose of drills and layering as a concept. It's also fun
and useful to return to a drill after some time has passed and see how
much your skills have developed--if you've really made progress you
will see real improvement in your skill level execution and speed.
It takes practice
and familiarity for the layered concept to show results. Students must
be brought into the regime gradually. If you try to do too complex,
advanced or lengthy a drill, you're finished before you started.
Remember, old hands can always use remedial training and review; that's
part of your responsibility as the instructor. However, after a couple
of years doing layered exercises, some truly amazing and intricate
drills can be attempted with satisfactory results. The first exercise
given in the drills section has additional, expanded information to
show you how the same drill can be practiced by novices and advanced
fighters simultaneously. After awhile, advanced fighters will
automatically assess, advance and attempt variations on the basic
drills that tax their capabilities; and do it without disrupting the
novice or the basic intent of the lesson. Allow this creativity to
develop but always maintain control and discipline. Both you and your
students will be amply rewarded.
Add this to your training notebooks or personal journals and look it over periodically.
Your <Obedient Servant,
RTM
But if he
is the sort for whom fighting is a means -- to respect, to rank, to
power -- or to whom fighting is a chance to indulge his cruelty, his
pride or compensate for his imagined failings, then by all means he
should fight.
-- The Screwtape Letters
To The Top.
Everybody
wants to win, but thinking too much about winning has a negative
effect. You can make many foolish mistakes and overlook some obvious
good moves if you are obsessed with winning. Better than thinking about
winning is thinking about playing well... Try to be a gracious winner
and graceful loser. Everybody wins some and looses some, so being too
happy about winning or unhappy about losing is shortsighted, as is
envy: you don't know who's got the best deal until the very end of the
show.
-- Learn to Play Go, Volume III: The Dragon Style, by Janice Kim (1 dan) and Jeong Soo-hyun (9 dan)
This manual is dedicated to enriching individuals interested in SCA Style Rapier Combat.
We will focus on basic
principles that we have found lead to successfully killing your
opponent without getting killed. We will give our philosophy about
dueling, our approach to training, our mindset for combat and the
positive results gleaned from the field (meaning we're alive and they are dead!).
Some of this book is based on facts: physics, anatomy, testing, and pure mathematical modeling.
Some of this book is
based on our experiences (which are subjective, true) but probably
factual: in other martial arts, during real fights/combat, on the field
within the SCA parameters.
Some of this book is
based on our beliefs and opinions. But even these have been built upon
some kind of knowledge base: how people (including ourselves) react to
stress/pain/fear, world views we've found in ourselves, met in other
fighters, dogmas/faiths (that are not supported by facts as we've found
them to be), etc. Every martial art creates it's own myths. Rules and
conventions wall off exploration and creativity. Soon you have dancing
instead of fighting and everyone who puts on the pretty uniforms and
belts believes it's real, because they've worked very hard to make it
so.
This is not a
scientific treatise. Although between us, we can boast (which, we admit
is generally a bad thing) of two undergraduate and two postgraduate
degrees, this is not an academic exercise. We're not writing a thesis.
Any stilted, academic styling you read will quickly disappear after
this initial introduction and definition stage. We are passionate about
this game, make no mistake. We have devoted many hours to perfecting
our understanding, our field craft, our teaching methods, our
students... but we don't wear funny clothes. We don't give a hoot about
style for style's sake. We aren't here to recreate historically
accurate anything. Read your history. Fencing teachers have,
in the past, been a very disreputable bunch; barely better than common
street hoods and assassins. We've taken some of that philosophy to
heart. The SCA
gave us the rules and the tools. Within that framework we're determined
to become the very best sword fighters on the planet (as if our lives
were at stake). Within our philosophy, Conventions and Chivalry must
stand on the shoulders of superior skill and technique: not substitute
for them.
The idol at which we
worship is "excellence" (or arete, a Greek word for all-around
competence). Our ultimate litmus test has always been: "Does it work?"
on the field, against someone whose sole purpose in being there is to
guarantee that it, whatever it is, doesn't work. Our
approach is also colored by the "what if it were real" deadly
consequences of sword fighting that haunts this game.
We try to face, as much
as is theoretically possible, what might happen to us if we ever had to
do it with sharpened steel. We recognize that conjecture and opinion
will fog up the landscape, until we can "take the tips off" and cast
our lives where our mouths have led. We are always thinking about it.
Our experience (my intimate, long-term experience with people really
trying to kill each other) suggests that this "sport" is about as close
to the "real thing" as one can get. The fact that tips break off and
people die every once in a while, leads us to believe we can get
(reasonably) close if we keep that central principle firmly in mind:
Today I'm playing a game, tomorrow it could mean my life!
We've found that many
historical figures that wrote manuals of fencing covered all the bases.
The period masters advocate analyzing an opponent, channeling their
initial attack, blocking and countering (mostly with stop thrusts that
follow so closely on the attack that an opponent is essentially
paralyzed and motionless) to lethal targets that end the bout instantly.
What's confusing is
(beyond the archaic language) the fairly insurmountable task of
committing a dynamic, flowing, interactive physical activity to a
format as stilted and fixed as the written word. Martial artists from
every culture have had to face this problem. Some Asian martial arts
have turned their back on the issue and returned to the "one
teacher-one student" system that is basically an oral/physical
tradition. This is an indispensable corner stone of any martial system;
you can't really learn from a book. Practical training and drill are
definitely part of the picture. However, working with one person or one
school or one system introduces weaknesses, too. Things like:
Dogmatism, holes in the system, focus that leads to only one optimal
body type, reliance on "secret, never-fail techniques," and simple
familiarity with how another person moves and their best moves can give
any martial artist a false sense of security. If you've ever fought
someone new who pulls out a totally different combination, timing or
technique and eaten a blade before you got your mind in gear, you know
what I'm talking about. Nobody knows it all, nobody has all the answers
(including us), and anything, including a perfectly executed move, can
get you killed.
Which brings me
(finally!) to the central point. There are generalizations, guidelines
and "rules of thumb" that can greatly improve your fencing. Not one of
them is new. Many others have written principles of combat. If you're
serious about the Warrior's Path, you'll read everything available from
every art about fighting that's ever been written (and translated into
English). We've provided a generous reading list/bibliography at the
end of this manual, so start reading (editors note: this is on its
way). Maybe you can't learn any one martial art from any one book, but
more knowledge from other martial artists/sources can't hurt.
So.
This is not a
limited "do this, do that" book, this is a Sun Tzu (if you don't know
who he is, refer to the previous paragraph), "fundamental principles"
book.
To The Top.
Kill with a borrowed knife.
-- The Secret Art of War: The 36 Stratagems
Pretend you're looking
down on two fencers who are dueling. Not like that, Oh Arrogant One, I
mean actually watching the fight from a bird's eye view.
If you've watched enough
humans do this, you can see all the possible ways they can move their
feet, their head, body, arms. You can actually see (if you've spent
enough time observing yourself and others while fencing) the targets
they can defend and the targets they can't, at any one moment. I've
heard observers around me comment, "His head is wide open." or "Use the
leg sweep!" How do experienced fighters come to know these things?
Some of it is fairly simple. Having only two legs means I have many balance problems. If this foot is in the air then that
foot is carrying the weight. It's not going anywhere. The knee only
bends one direction; for so many degrees. Once the leg is straight,
it's up to the pivoting potential of the hip and ankle to provide any
additional movements. The body twists. The head bobs. The elbow bends
in one direction and not in the other. The shoulder rotates, so...
Essentially there are a
finite number of movements that qualify for use at any one moment in
combat. What is physically possible, efficient (read fast), and
effective?
To successfully defeat an opponent you must accomplish three things:
- Have your weapon free, oriented correctly, and on a clear path to the target.
- Defeat the Outer Circle tools, the Inner Circle evasions/movements and strike the target.
- Retrieve the weapon, avoiding entanglements, and recover an effective defensive posture.
To The Top.
- Attack
on the 45-degree angle as often as you do in the straight line: This
includes: behind the shoulder blade, kidney, hamstring, back of the
knee, Achilles tendon. From in front: the face, throat, diaphragm,
groin, quadriceps, knee, and ankle, arch of the foot. All your weight
is centered in a column running from the top of your head down through
your groin. Moving your center from one fixed point is difficult
because it tends to be slow: slow to get started, slow to stop. If an
attack is made there, 50% of your body must move to get (completely)
out of the way (if you get an attack slightly off the center and you
move your torso the wrong direction, you have even farther to go).
Angled attacks are harder to block than straight-line attacks. If you
attempt to block, the attacking tool must clear your body (a thin
slice, that almost missed, can open you up like a zip-lock bag, i.e.,
completely).
- Attack
an exterior target before finishing: Attacking the limbs reduces your
opponent's ability to defend themselves. There is more risk because it
requires more skill to hit these (relatively) smaller, moving targets
and more time, which increases the risk of something happening to you.
To defeat an opponent with greater reach, this strategy is
indispensable.
- Observe
your opponent's defenses and attack a target that is unguarded. Always
be aware that an opening can be an invitation/trick. Make allowances
for that possibility any time you attack. (keep 60% of your
concentration on defense even as you make an attack. Never fully commit
your strength/weight to an attack.) A good attack should be light, fast
and a bit of a surprise (Wow, that got through!).
- Diagnose you opponent's focus/concentration and attack when they are "asleep."
To The Top.
Don't be afraid when you play with a stronger player. Fear is [your opponent's] strongest ally.
-- Learn to Play Go, Volume III: The Dragon Style, by Janice Kim (1 dan) and Jeong Soo-hyun (9 dan)
To successfully protect yourself, you must accomplish three things:
- Develop
an awareness/experience of correct distance so that you know if an
opponent can reach you (even if they need to hop, step or lunge).
- Develop
footwork, falls, rolls and body evasions which allow you to avoid being
hit, causes your opponent to miss, or puts you beyond their reach
(while maintaining/recovering your balance).
- Develop
the timing, judgement, strength and skill to use every available
blocking tool including: every part of the sword, your hands, arms,
shoulders, feet and legs.
To The Top.
The best
way to make your offense and defense work at peak efficiency is to
chain the moves together; eventually causing them to overlap and
combine in a single fluid motion.
One of the
best lines to riposte (your attack directly on the heels of their
attack) is the one your opponent just attacked on. Chances are their
weapon is extended, so it cannot defend properly. Their defensive tools
are probably moved out of the way to clear the physical apparatus so it
can perform the mechanics of the attack. The idea here, is to shave
your defense down to the point where the attack just barely misses. You
counter-attack on (almost, there is some leeway here.) the same line,
at the moment their attack is spent. This prevents a last minute draw
cut from getting you and, if done correctly, you get that nice "hover
effect" where your opponent is frozen in time.
You should
train the components separately over time. Then bring them together
until they become an automatic overlapping combination of moves. Here's
an example:
- Your training partner feeds you a slow lunge to your chest.
- Begin by
pivoting away from the attack and letting it go by, under your armpit.
Make this motion smaller and smaller until your partner's point just
misses you (it's important for your partner to do exactly the same
attack every time. Don't let them start to "track you" because they
know where you are going to go. That's counter productive at this
stage. Later on, you can add the tracking as a spur to your off hand
defense, which will be taking a greater roll in actual combat.)
- Add your
left hand (or whatever secondary defensive tool you want) defense;
we'll use palm block down, for convenience. At first, it's just there
as an added safety. The technique won't hit you anyway, because you've
already pivoted off the line.
- Begin to
add your riposte, very slowly at first. Just get an idea of what it
takes to reach your partner. It'll probably only take a thrust. As
their lunge will be bringing them to you, a simple stop thrust should
do the job.
- Get lazy with your evasive footwork. Begin your pivot later and later in the sequence, to where you have to
block with the off hand to prevent yourself from getting skewered.
Begin combining your riposte with the block until they happen almost
simultaneously (try to run the shot back along their attacking arm,
using the theory described above: most likely line open is the one
they're using to attack with).
This may
take several fighter practices and many repetitions to bear fruit, but
it's worth it. After a while you will see this attack and simply react,
getting the touch before you know you've done it. To build
sophistication and control, try this at varying distances and angles.
Try it with various opponents, of varying heights, reach, and skill
levels (read speed).
Once
you've gotten that variable under control, think about directing your
riposte toward other targets that are available (to add these layers,
you may need to slow the tempo to beginner level, and ask your partner
to feed you specific attacks again). Eventually, you should be able to decide
(as the sequence is happening) to thrust at another target or even
abort the riposte entirely; say, if your opponent has charged in too
close and a stop thrust would injure them or your equipment (hard to
straighten out a 16 inch bend in your epee. Best to pull the shot and
save your gear). I like to fold my arm in across my body and tuck the
sword under the opposite armpit. This still gives me a reasonable
amount blocking surface, with my forearm across my belly, ready to
sweep up to protect my head or down to protect my groin. It's not
perfect but it will serve, even if I only get a partial block or
deflection. I'm not keen on moving my blade out and away from my side
(although I've done it). It exposes too much of my chest and face to
feel comfortable.
If
you've gotten all that under control (takes about six months) you can
think about using a draw cut across (from your left to right, if you're
right handed) their body, legs or arm as your sword is now perfectly
chambered to do so (mind your furniture as you begin. You may need to
widen the gap between you two before starting the cut, for safety's
sake).
Our Theory Of Combat
presupposes this: It's safest to believe that our opponents know as
much, are as fast, and train as hard as we do. We know from experience
that we must defeat the outer tools (the blades, bucklers, scabbards
and cloaks we face). We then must defeat the inner tools (in the form
of wrists, forearms, elbows and shoulders) and then the bodily evasions
(in the form of twists, leaning, ducking, skipping and other footwork)
that may prevent us from stabbing or cutting our opponents.
To accomplish this we have a number of tools at our disposal:
- We can use our own footwork to bring us to a place and time where they do not expect us.
- We can
attack their weapons themselves: disarm, manage, trap, lock and bind.
This gives us control and knowledge of where their weapons are and what
they can (and more importantly cannot) do.
- We can
use their own body mechanics, balance, limbs against them; to protect
us, camouflage our attack or intentions. We can use our own body
mechanics for the same purposes.
- We can use our weapons in all their aspects to cut, thrust, bind and block, allowing us to attack where we want, when we want.
- We can
use our minds to analyze our opponents for mental blind spots,
technical weaknesses and physical limitations. We can formulate
strategies and tactics to defeat them.
After we
have made the touch, we want to get in the habit of maintaining our
defense, staying on guard, until the danger from a last minute attack
has passed. Nothing spells "embarrassed" like getting nailed by an
opponent you thought you got; who either ignores or was unaware of the
technique you felt was good, and should have gotten them. This is our
theory in a nutshell (a very large, ungainly, wordy nutshell, to be
sure. But it's the best we can do given the circumstances.)
Treat
each section as a single focus seminar on that topic. It's obvious to
every sword fighter that these topics are intertwined. They overlap and
many events occur simultaneously. The actuality of a duel is very
different from the printed word, or even the drills and training we
offer. Synthesis will come, but examination must begin with isolation.
We are
going to isolate aspects of sword fighting and examine them in a
seminar setting. Each section tries to concentrate on one aspect of
sword fighting. We want to highlight principles and processes that we
have found successful. We are going to attempt to clarify principles we
have discovered through experience. All of this effort will fail; will
fail absolutely, without the reader going out and gaining their own practical experience and knowledge base.
If you
read a section and apply it diligently to your training, it may still
take you years to reach that point where a little light bulb goes on
over your mask and you say to yourself, "Oh, I get it. That's what that
means!" After all, it took us years and lots of familiarity to get to
the point where we felt we could even articulate this stuff. How much
time will it take for you to comprehend? Nobody knows, including you.
Take each
section as an independent entity. Build a composite picture as you go.
Much of this information is abstract, not concrete. To spend time on
nuts and bolts like: "This is a sword, here's where you block. Here is
a block, do it like this. Here is a thrust, bend your knee..." is going
to bog us down until we drown in a sea of minutia.
Fundamentals
are universal in concept, and unique in practice. Your body, arms,
legs, prior injuries, etc. all impact how you do your fundamentals.
This is how different styles of Karate were developed. Big guys do it
this way. Little guys do it that way. Style is about an individual
interpretation of an art that becomes institutionalized (mostly by a
particular master's students after they, the living master, has died,)
and develops adherents. That's all it is, too. There is no one way
to do any martial art including sword fighting. The only litmus we ask
you to apply is this: Is this effective for me? If the answer is yes,
develop it and add it to your own personal style. If the answer is no,
discard it, but only after you've thoroughly tested it for merit and
found none.
Enough,
let's move on to some of these hated basics; the nuts and bolts I said
we wouldn't pursue (you gotta start somewhere. We've found some
misconceptions that are rooted all the way down in fundamental
practice, so we're going to have to give you some, just to let you know
where we are coming from).
To The Top.
Footwork First!
-- Lord Randal the Malcontent
Sloppy stances make sloppy technique!
-- Qwa Ja Nim Larry Hampton
We
will do a quick review of classical fencing footwork, but we want to
concentrate on footwork that is more advanced (our source happened to
be Aikido, but there are several period sources that mention the same
techniques).
Before
we begin, we wish to preach/teach/nag a little footwork. If distance is
critical to success in fencing (read: staying alive) then footwork is
the most important fundamental to learn, practice and improve.
As
much as we admire classical footwork (which we do. The classical
community's commitment to basics; their use of extensive and long-term
drill; these are good things. It can only be helpful to streamline all
of your footwork until it has reached its utmost efficiency). It has
severe limitations when fencing off the strip and in the round. Terrain
is much more of a factor when you fence outdoors. Weather can also be a
factor. The point is, in-line footwork is only one set of the
techniques you will need to ingrain at the instinctive level to become
a good fencer.
This
is boring... dull... like watching grass grow, but completely
necessary. Training a movement so that your muscles are fooled into
thinking "this is normal and correct," takes many weeks. Making it as
natural as breathing takes about a year. Making it automatic, so that
your body just does it when you're tired, afraid, being attacked, etc.
takes about two years.
I'm not kidding.
If I have any complaint about the rapier fighting I've seen in the SCA
it is this: We, as a community, do too much fighting and not enough
training. Many of the fighters I face have weak fundamentals (I just
spent four years training my own fundamentals in this art before
feeling confident that I have them down. This process cannot be
rushed.) that make them poor fighters with poor control and poor
technique. I have the bruises to prove it. To get results from what we
are going to show you will take a long-term commitment of three times a
week, minimal half hour sessions, of at least 1-2 years to see results;
results that include your becoming the baddest, most lethal, most
beautiful fencer on the field. This stuff not only works, it's really
pretty to watch. I'm talking 60-year-old-Kung-Fu-Master beautiful. O.K,
enough infomercial, here's the deal.
To The Top.
When
a beginner learns the game, the first things he should learn are the
fundamental skills. When he advances to the point where he begins to
think of himself as a strong player, the thing he needs to do to become
even stronger is to go back and study the fundamentals once more.
-- Lessons in the Fundamentals of Go, by Toshiro Kageyama (7 dan)
- Classical Stance
- Stand
with heals touching at a 90 degree angle. Pick a direction one of your
feet is pointed in (in this case we'll use the right foot) and advance
that foot to shoulder width plus about 3 inches. Bend your knees (not
so much that you can't see your toes out there), keep your back
straight, suck in that gut, and look out over your right shoulder. Hold
your right hand, palm up, out there over that knee. Relax a bit...and
hold that position for 10 seconds. Shake it out. Repeat for years and
years.
- Classical Advance
- Assume a classical
stance, right foot forward. Lift your right foot and move it forward
(heel placed first, then toe) about 3 inches. Follow with the left
foot. Do not drag or scuffle. Keep as thin a target profile toward your
opponent as you can; exposing only your shoulder and knee to your
opponent. Hide as much of your arm as possible behind the bell of your
sword. Repeat.
- Classical Retreat
- Assume a
classical stance, right foot forward. Lift your left foot and move it
backward (ball of the foot placed first, then heel) about 3 inches.
Follow with the right foot. Do not drag or scuffle. Keep as thin a
target profile toward your opponent as you can; exposing only your
shoulder and knee to your opponent. Hide as much of your arm as
possible behind the bell of your sword. Repeat.
- Single Combat Stance (SCS)
- Feet
shoulder width apart, facing directly forward in parallel (called the
Horse Stance in Asian styles), draw a straight line between and through
both your heels. Now from each heel to toe, draw two lines that run
from your heels out through your big toe(s) and beyond on the floor for
another foot. These lines should be on a 90 degree angle from the heel
to heel line you first drew. Turn your feet 45 degrees toward the heel
to heel line (in this case, we'll turn toward the right). Keep your
shoulders lined up with your heels, don't roll them forward and "square
up." Hold up your hands like a boxer, right hand forward. Open your
left hand and prepare it for slap defense and grappling. Drop you right
hand a bit and point your finger/sword point at your imaginary
opponent's throat. Pop your rear (left) heel off the floor a little.
Bend your knees. Keep your back straight and hold for 10 seconds. Relax
and shake it out.
- If you feel like a boxer more than a
fencer, congratulations, you're correct. Period fencing was much more
like a boxing match (with swords) than a formal dance with both
fighters sliding their backs along a brick wall. Slipping "the punch,"
cross-stepping, voiding the body, skipping (yes, just like a little
kid) and pivoting were all normal footwork for rapier fighting. We've
isolated some of these elements into various steps and drills to help
expand the footwork we employ in a single duel. These get a bit smudged
during combat, of course, but here's a way to train each element until
it's natural.
- The Pivot
- Right foot forward, assume the SCS.
Drive an imaginary nail through the top of your right foot and into the
floor. Pivot your left foot, hips, shoulders, etc, 90 degrees. Always
turn in the direction of your spine. Turn counter-clock-wise until
you've faced all "four walls." This should take four distinct turns and
you should end up facing in the direction you started. Switch feet and
repeat (going clock-wise this time). Defense starts with footwork,
remember? So, let's get the most out of our footwork by voiding our
body/face from a potential thrust to our front (it's not like, we're
never gonna see this attack, right?).
- This defense has more to recommend it than may be apparent at first glance.
-
- You
get the cool "vacuum effect" of them missing you and getting sucked
into a committed position (you and I know there's a draw cut danger
possible here, but very often, your opponent is too crossed up mentally
to think of it before you have gotten off the counter). Since you
didn't use either hand to defend yourself they are both available for
attack. If you split the attack the chances are very good that one or
both techniques will get through and stick 'em.
- It's minimal/subtle; your opponent may not see it as a defense and fall asleep mentally.
- It
adds distance between your precious skin and the point of your
opponent's sword without giving up critical distance for your own
attacking stuff (including cuts which are much harder to defend than
in-line attacks).
- It can be combined with another
defensive tool like your arm, hand, furniture or blade in a way that
gives you: additional time, greater distance, more acute angles for an
opponent to overcome.
- It puts you on the 45 degree
angle for an attack which stresses your opponent's defense even more
than a simple in-line shot can.
- Step-Through-Pivot
- Right foot forward, assume the SCS.
Step all the way through with the left foot (some period masters call
this a slope pace/step. Other martial arts call it a V step.) Now drive
that imaginary nail through the top of your left foot and into the
floor. Pivot your right foot, hips, shoulders, etc, 90 degrees in the
direction of your spine (clock-wise in this case). If you started
facing North, you stepped North and now you're pivoting until you end
up facing East. Always remember to do mirrored versions of this by
switching feet and repeating the steps (going counter-clock-wise this
time).
- This defense is primarily used against cuts to
your leading neck, shoulder, ribs, flanks and legs (beware the Coupe De
Jarnac!). It's difficult to block attacks to your back/lateral line
when engaged in the round. A plain outside block (number six if you
like the French numbering system and are keeping score at home) or
outside parry is often inadequate the more the angle swings to the
outside of your elbow. Here's some additional strengths of this
footwork.
-
- Start this footwork soon
enough and they may miss you entirely. It expands the distance between
you and the tip of the incoming sword. Since you didn't use either hand
to defend yourself they are both available for sealing off the
inevitable back swing and making a strong counter attack.
- It
helps diffuse the incoming energy if you can't quite get away. Think of
it this way: a truck that is going 45 mph hits your car. If you're just
sitting there you eat all the incoming force. If you're traveling in
the same direction at 30 mph, the impact is a lot less. If your sword
is between you and the incoming cut, it can get blasted back into you
if you're just stand there. If you're sliding away in the same
direction as the incoming cut, it will probably just smack into your
sword and deflect off.
- If you can cut the angle tightly
enough, you end up standing next to your opponent and facing the same
direction they are. Again your opponent may not see it as a defense and
be confused mentally. If you've done everything right, your sword is
now inside theirs (I mean close to or against your bodies, with his
blade outside yours.) Guess who gets to play the part of Tom Turkey?
- It
closes the distance between you and your opponent at the very moment
they begin their attack. The best way to defeat your opponent is to
catch them in offensive mode when they need to be thinking in defensive
mode (then you take them out using Depeche Mode). Call this one,
"passive-aggressive" if you like. Seriously, if you get strong enough
at reading tells you can take control of their sword/attack, cross-step
inside and cut them up, using either hand (whether you have two weapons
or one, there are things to do once you get next to your opponent.
Trust me on this.), and slide away behind them safely and cleanly.
- It
puts you in position to do some major grappling/joint cracking if you
learn the next step and glom onto their sword wrist/hand. If you've
seen Aikido, here's where opponents have to do flips to keep their arm
from imitating certain breakfast cereals. Although we (in the SCA) are not allowed to complete that next step, we can
bind someone up who's out of control; and do it in such a way that they
feel lots and lots of pain but sustain minimal damage. This is a good
thing to know of you ever need it.
- Skip Forward/Skip Back
- Right foot forward, assume the SCS.
Step up with your left foot and put it where your right foot just was
(It's already moving forward). Move your right foot forward on that
imaginary line you drew through your heels back at the beginning.
Always move on the 45 degree angle. Never go straight forward or
straight back.
- Here are some strengths of this footwork.
-
- Skipping
forward with your back foot changes the distance between you and your
opponent rather dramatically. This can be a good thing when you are
facing someone who is very tall and has a long reach or step. This
helps chase down a Runner as well.
- If at all
possible, your first instinctive defense should be "getting out of the
way" of an attack. This skipping back thing can be very helpful if you
were "caught napping" and your opponent is about to gut you. Skipping
back at a shallow angle away from the incoming attack can even allow it
to miss you completely. This is yet another version of the "vacuum
effect" mentioned earlier. If your opponent is at maximum extension, a
little teeny block can push them completely off balance. Repeated
experience has shown us that skipping covers lots of distance while
allowing you to recover balance quickly. With training, a stop thrust
combined with a backward skip can suck your opponent into running onto
your point. Very cool. Skipping is geared to give you that additional
"safety time" and "safety distance" (not to mention, you can gibber
with fear for a while without dying over it).
- Moving in
the same direction as the incoming technique can diffuse much of it's
energy (see Step-Through-Pivot). This footwork adds distance between
your precious skin and the point of your opponent's sword. You should
not do this in a straight line. Always change the angle, even if it's
just a little bit, so you're no longer in-line with their point.
- It
can put you on the 45 degree angle for a counter attack which stresses
your opponent's defense even more than a simple in-line shot can.
To The Top.
One
of the things I don't like about the Classical Advance is it's
susceptibility to the foot sweep (if you're using an epee, the classic
"Torn-off Car Antenna Used As A Sword Sweep." Boy, does that one
sting). When you pick up your lead foot and move it forward, your
weight has been committed before your support is in place. This is kind
of like driving onto a bridge and hoping it'll be finished by the time
you reach the end. AHHHHHHH, thump! Not a great idea. So you're
thinking, "Hell, that fool's out there at swords-length. How can I get
hurt stepping forward?" (Isn't it eerie how I can read your mind from
here? Spooky, huh? All part of M-Cubed: My Master's gone Mental) I'm
not all that worried about the fighter you face, it's the ground you're
standing on that has me concerned. All of your balance operates from
point to point. If your foot misses a step, you fall down and go boom
(and right after that your chest goes gurgle, gurgle, gurgle..). Any
time you're weight is committed without actually having the foot
solidly planted is inherently more risky than a step you've already
completed. There's also the problem of sneaky guys like me who will
attack you when we see that front foot lifting (cause we know you're
standing on one foot right now and probably can't handle the gift we're
about to give you without a major balance adjustment). You can advance
the rear foot and abort the skip without your opponent (me) seeing it.
You can get half way through a skip and change directions, spin away,
flop backwards or even kick with that foot that's hanging there. Like I
said, sneaky, that's me.
Here's
a way at looking at combining all of your footwork, both Classical and
Advanced. This is something you should do anyway. Use Advanced footwork
for when you need to cover ground or have figured out what's coming.
Use Classical footwork for micro-adjusting your distance during a lull
or when you're on the line in a melee. You can:
To accomplish this task you must drill your footwork.
Please try doing this without a sword. It can be very helpful (I can
focus on my feet better without a blade). Just remember to include a
variety of obstacles, terrain, distances to be covered and
timings(speed of execution) to be effective. It must be smooth, oh so
smooth.
To The Top.
- Single Shot
- a clean in-line
attack or a circular attack that stands alone without feint or
additional accompaniment. A single note if you will. There are four
zones so there are four in-line attacks and eight circular attacks
(palm up or palm down) for a total of twelve.
- Multiple Attacks
- a
series of attacks chained together into one, continuous, flowing,
motion. There can be as few as two (a simple thrust followed by the
fillip or tip cut), or as many as you can throw (up to eight or even
ten continuous attacks can be thrown by a master). On average it takes
two-three attacks to displace an opponent's defensive tools to get the
last shot to go through clean and unopposed.
- Attack On Riposte
- This
is the classic fencing technique whereby a block is executed and the
counter attack follows on the same line, or nearly the same line. It
can also be executed off the block to another line or zone and be
effective. It presupposes a number of things: That the opponent will
attack (some are one dimensional counter punchers themselves and
wouldn't dream of attacking you first). That you will have a block
ready. That you will execute the block cleanly and correctly. That you
will have "thought ahead" and prepared the counter shot. That you will
execute the counter correctly and cleanly. In many ways it is the most
difficult and "mature" of the four types to achieve.
- Attack On Voiding
- An
attack that follows closely on a footwork or body evasion technique.
This is also requires a maturity and ability to think ahead. As your
opponent attacks (and it needs to be a fairly committed attack and you
must recognize it as such, i.e., not a feint) you void or move the
target out of the line of fire, combined with a counter attack of your
own. Two examples are: the passata soto (voiding the body under the incoming thrust and executing the stop thrust in one motion), stoccata
(a pivot off the lead foot while raising the hand above the head and
thrusting downward into the opponent. Essentially, a rising block in
four combined with a stop thrust).
To The Top.
- Execute a void
- Get
out of the way. This can be as simple as shifting back three inches as
a charger gears up to make their attack. Way too many beginners start
with a block. After all they're holding a sword and they've seen a
movie fight, right? This can limit a fighter drastically in their later
strategic thinking. Always, always, always start with the simplest
defense: get out of the way! (This applies to the hand and arm as well.
I see too many beginners paralyzed by an attack to their hand. If
that's the furthest an attacker can reach, they need only move the hand
around to defeat the attacker's purpose. Sadly, this rarely happens.)
- Execute a block
- This
must also be gauged based on the strength and seriousness of the
attack. It's very hard to block a thrust combined with a step-through.
It's too powerful for your arm to cope with. A feint to your hand can
be defeated by lowering it two inches. This response requires training
and experience.
- Block with a secondary
- I place
this block in a separate category because it requires more thinking.
The secondary must be used correctly. It must not impede or strike the
weapon making the counter strike. It must continue to be used
effectively should the counter fail. This requires split focus, and
lots of training to work smoothly and effectively.
- Block with a Riposte
- The
best way to defeat the attack is to give your opponent something else
to do, mainly block. Switching mentally from offence to defense takes
time (less as the fencer progresses in skill) and a fighter that is
primarily defending against you is less of a threat than one that is
constantly on the attack. Eventually this becomes a single motion,
block flowing into attack. But many fencers are not that proficient yet
and you can catch them "between modes" of thought. This also
presupposes that your defense has been polished and perfected to the
point where you can think about the counter and not focus totally on
the blocking motions needed to save you. There's nothing more
embarrassing than getting killed during the blocking phase of this
technique. You always look like you jumped onto their blade and ran
yourself through "seppuku" style.
- Change the Timing
- If
you get involved in a pattern of Block/Thrust, Block/Thrust where you
and your opponent are exchanging single shots, one after another,
change the timing of your counter attack: either slower(so their block
goes past the target too early) or faster (where the block gets there a
little too late).
- Change the distance
- Get to another range. Whether you're starting at sword point or bell to bell, go someplace else.
- Change the orientation between the fighters
- If
you're standing behind their shoulder blade the number of attacks they
can successfully execute is severely limited by the construction of the
elbow and shoulder joint groups. This knowledge can be developed
through training/practice with a partner.
- Control their tools
- Bind
or trap their weapons with their own secondaries or yours. This
involves more risk. because You'll have to "stay home" at critical
distance making one or more blocks until you discern or disrupt the
pattern of attacks. Success depends on knowing what attacks are
possible from what the hand, wrist, elbow and shoulder can achieve
through range of motion, combined with experience of that particular
fighters moves.
- Change the Timing
- Same as number 5 in Single Attacks.
- Prepare and acknowledge that your opponent will not "start the conversation."
- Make
your first attack secure in the knowledge that they will have to block
and execute some kind of counter attack. This gives you a lot of
control: of the timing of the initial engagement, the location of your
first attack, and the most likely response that your opponent will have
to give to defend. With all these advantages, you should defeat them.
- Execute your attack with a pre planned defense in mind.
- Execute your defense correctly.
- Continue with any of the basic attacks you believe will lead to your success.
You
can change timing and execute one clean shot. You can chain your
initial attack into a multiple series and, by keeping the pressure on,
maneuver their defense around until they are open to your final killing
shot. You can channel their initial riposte and void while stop
thrusting.
- Give the shot that leads to the void you know that they favor.
- Let
them see what they want, so you can get the fight started. Always have
the backup plans ready to go once they do what comes naturally.
Predictable moves should always result in the early demise of the
fighter that uses them. Ruts aren't just bad form, they're starter
graves for the fighter that stays in one. Redirect a straight thrust
from an initial feint into another zone based on that void. If they
pivot, redirect into their torso or groin. If they skip back while
picking your hand, offer the hand while watching them closely. Void it
two inches to the side as they attack. Close on them with a leg attack,
etc. The combinations and permutations are endless and may only become
self evident at the moment they are used on the field.
- Give multiple feints.
- Voids only work
against a committed attack. If you present two or three attacks without
full intention, you can often get the committed void and then redirect
your attack as they attempt to recover their center.
- Attack their source of mobility, the legs.
To The Top.
Trimming
down the size of these moves (both slipping and blocking) is at the
heart of good fencing technique. I frequently wait until the last
possible second to begin a pivot or slip, just to see how close I can
cut it. During Fighter Practice, I'll allow many touches in that are
within 1 to 2 inches of missing me entirely. I'll even take shots to
the mask at angles I know would have missed my face or head, as part of
paring/honing down that technique. I do this for three reasons.
To The Top.
From The Armpit To The Bird Blunt
Although
we are primarily concerned in this section with defense of the arm and
it's uses in defending the rest of the body, we will spend a few
moments describing targets on the arm and some of the attacks you're
most likely to see.
Disabling the arm is a primary tactic in SCA
light fighting. According to Outlands rules, any touch from the finger
tips to the point of the shoulder disables the arm, thereby removing it
from the play. That's fantasy. Here's the reality.
The reality of targeting the arm.
| Target |
Attacks |
| Nerve center in the back of the hand |
furniture strikes, thrust |
| Tendons inside the wrist |
tip cut, draw cut |
| Elbow (inside) |
furniture strikes, thrust, tip cut |
| Elbow (outside) |
furniture strikes |
| Biceps |
tip cut |
| Triceps |
tip cut |
| Armpit |
tip cut, draw cut, thrust (lethal) |
| Shoulder Joint |
furniture strikes |
This
list may read a little differently than you would first imagine.
Cutting the nerves and tendons can instantly disable the arm. Thrusting
into the armpit can kill or cause unconsciousness, but scratches and
stabs to the outside forearm or biceps can be completely ignored (I
know. During a scuffle, I was stabbed twice, once in the upper arm and
once in the forearm. I didn't even know I'd been stabbed until an
observer pointed out that I was bleeding through my jacket). With a
sword we always want to cut with the tip (with a quick wrist/forearm
action, not a baseball-type swing), stab with the last three inches,
strike with the pommel/quillion group and recover our weapon intact for
the next opponent we may face (some three seconds from now).
If
you refer to the chart (and the anecdote) above you'll see that the
outside of the forearms can take a lot of abuse without losing
functional integrity. Neither cuts nor thrusts are instantly
debilitating. Note: block with the outside of your arm, never the
inside. Only one major nerve runs along the top of the forearm (it
controls movements made by the pinky and ring finger). Two nerves, the
major tendons of the hand and the vein all run along the inside of the
arm. They must be protected or you'll really lose your arm, possibly
forever.
We wish to point out two offensive principles here.
First:
you have to hit real targets (nerves and tendons) with good strong
techniques to have any chance of really denying an opponent the use of
their arm(s). Rules are OK but they don't represent reality.
Second: you take a big chance trying to wound, cripple, or maim your opponent rather than kill them outright. A wounded man knows
if he has any hope of winning/surviving he must commit right now;
before incapacity and blood loss reduce his defensive capability to
zero. Wounded opponents become your students only in cheesy martial
arts movies. In reality, it's very risky to hurt someone without
immediately finishing them off. We advocate attacking peripheral
targets because it exposes you to less risk of immediate damage.
However, the moment you are successful in reaching an arm target, you
must make the kill. We train ourselves and our students to make that
kill immediately (this has also led us to come up with some pretty
quick and fancy sword exchanges during bouts, but that's another story)
and to hell with Chivalry. Not that we don't allow for that kind of
panache on more formal occasions, we just don't live by it. Get in, get
out, get it over with.
Back to Defense. You need to train
yourself, not only to defend the arm if it's attacked, but to be aware
of what's behind it on that same line. Otherwise your opponent can just
keep on thrusting; right into your torso, groin, hips, legs or face. It
takes time and experience to know when an attack is only seriously
meant for the hand/arm. Distance can be a useful tip off. Your best
defense is to move the arm away from the incoming tip but out of line
with the incoming blade. We also strongly urge you to change your
entire fighting angle, stance or distance from your opponent at that
same moment. Arm shots are often part of a series of attacks. Changing
your distance/angle often "spoils the soup" and saves your ass.
You
can use your upper arm, elbow and forearm to defend against incoming
shots. These moves come from martial arts other than fencing, but they
do have their uses in our game. An oblique thrust toward the armpit or
floating ribs can be "nudged" past you with a triceps block. All it
takes is a little (OK, a lot of) training/experience. If your sword is
already engaged, you can drop your furniture/hand and make another
block on something else (we call it a palm heel block in Tae Kwon Do).
These techniques aren't full blocks as much as checks that prevent more
serious targets from becoming damaged while they are moving out of the
line of fire. These techniques often deflect the incoming blade rather
than stop it cold.
Let me deviate one more time. I can hear
some fighters whining about push cuts. Well forget them. They don't
work, we tested them thoroughly, with live steel. The physics/body
mechanics just don't support them. You can't get enough inward press on
a push cut with the (admittedly dull enough for period masters to
advocate grabbing them) rapier, to get any useful cut. Offensive use of
this technique is supported by ill-informed folks that are A: too
sloppy to hit their targets on offence and B: think the blade edge on
their swords can go (magically) from soft while blocking, to hard while
cutting. It's not a katana, people. If it were, it'd be notched all to
hell in a rapier fight, if not completely broken.
There are four main blocks:
- Inside Block
- As
you pivot toward your spine, deflect the incoming point down and away
to where you were just standing. Roll your forearm with the incoming
shot to save your inner arm.
- Outside Block
- As
you skip, forward or backward (doesn't matter), deflect the incoming
point down and past your hip with the outside of your forearm.
- Palm Block
- As
you step through and Pivot, drive the incoming point downward with the
furniture of your sword. Keep your sword point up if at all possible.
- High block
- As
you lose your legs, dive in on your knees or step back down the
staircase behind you, raise your hand/forearm and deflect the incoming
point over your shoulder or head.
Remember, all
this can be done with the off-hand. It's just harder to think of and
train your sword arm to do two things at once so I'm emphasizing it's
use on defense here. All these blocks should be combined with some kind
of movement, especially footwork. However, trunk twisting, leaning,
head tilting and knee bending are all useful augmentations to blocking
with the arms.
I know of a knife fighting principle I'd
like to invoke here: one cut = one kill. You can prepare yourself
(psychologically) to take some kind of damage, and by allowing for
that, kill or finish your opponent, even if they draw first blood. Call
it "a good trade," i.e., a hole in my upper arm for one through your
opponent's lung. This kind of thinking can and does create subtle
advantages. You fight "a little closer to the bone." Fear doesn't send
you jumping back or flinching heavily during a pass. This leaves your
more lined up for the counter thrust and reacting without thinking
about the pain/shock of your recent wound. Paradoxically, resigning
yourself to this (in a bushi sort of way) damage is often relaxing and
can speed you up, leaving your precious skin un-perforated after the
fight, victory in hand.
To The Top.
It seems I
start each defensive section with the offense/attacks that you are
likely to see and then backtrack to the defense you're going to need
against them. Since that's become the pattern, let's go with it once
again.
To The Top.
The
most common offensive techniques for the head are the classic head butt
(forward and backward), and biting, which my Irish ancestors seemed to
prefer in close grappling as a stunner and focus disrupter. Since these
techniques are illegal in SCA fencing, let's talk about the results that occur when these techniques show up.
When
facing a fighter at the onset of a duel, one of the most important keys
to success is to have within your arsenal, the capability to disrupt
any aspect of an opponent's game. This includes not only foiling the
physical attacks they bring to the bout, but the "mindset" they employ
(for more on "mindset"). We've found that using ultra-light weapons
like epee, means you really have to outthink your opponent. The
footwork is smaller and classically driven in an epee bout. The blocks
can be quite subtle and the counter thrust dazzlingly fast. Even a poor
fighter can defend themselves reasonably well by retreating and briskly
waving the sword back and forth across the body.
Defending
yourself successfully by using your head to outthink an opponent is
driven by your ability to make three kinds of change. Timing, Distance
and Focus/Channeling. These can be thought of as offensive techniques
because you consciously make the decision to employ them (that's what I
meant by attacking the head at the beginning. These attacks are as much
mental as physical) during a bout. Don't bother to say you can't fight
and think at the same time (although we face fighters every week who
haven't changed their thinking, approach or techniques in years). We've
taught many students with many different styles and experience levels
and made this stuff part of their game. Whether it's possible to
accomplish this in the "one way" forum of a book remains to be seen.
To The Top.
- Timing
- Drastically
changing timing can be rewarding if you or your opponent have
established a rhythm of engagement or conversation. This can be as
simple as speeding up or dramatically slowing down your attack (kind of
like a change-up in baseball. The guy whiffs the block by swinging his
arm/blade through at an incoming thrust that's right where he likes to
see it...too soon, and he's dead, wow man, that is cool!).
- Distance
- This
concept is kind of vague because you cannot change distance per se: you
have to be close enough to touch them, which generally means they're
close enough to touch you. This is more about changing your opponent's
perception of distance or taking advantage of body mechanics that allow
you to change the distance (generally closing it) unopposed. We want to
avoid an incoming technique in such a way that it leaves us in a good
position to strike. If we're impatient or need to be more aggressive
due to style problems or circumstances, we invite our opponents to
strike, but in such a way that we can block or control that technique
and "follow it in" (see Focus/Channeling).
- Focus/Channeling
- This
is a combination of two principles. If you see your opponent focusing
on one target area or having a "favorite shot" to one zone you can take
advantage of that focus by channeling their attacks to where they like
to put them; or (even sneakier) where you'd like them to go. If you do
this correctly you can "short circuit" the process or have a counter
ready (it comes about a split second after their initial shot) that it
all looks like one continuous move. He moves, he recovers, oh... he's
already dead.
Understanding
these three "Concepts of Disruption" takes a fair amount of fighting
experience and can get fairly awkward/difficult to talk about, so bear
with me here. Rather than give you a thousand Do's and Don't's, I'll
try and illustrate the principle with a couple of choice examples.
Suppose
my opponent and I have been circling and I observe that my opponent
likes to fight refused (long sword back), stop, plant the lead foot and
then drive through with the other leg into a deep lunge. This is such a
strong attack that, so far, I've had to skip back and make a downward
block with my sword just to stay alive. I, personally, find that
engaging at this extreme range and then exchanging a single "all or
nothing" technique, uncomfortable so I want to change our "dialogue." I
can think of three places where I could change the timing of my
opponent's moves by introducing a new element.
- Circling
- While
my opponent circles, I can begin a series of harassing attacks to the
lead (empty) hand. I might observe that this causes them to "freeze"
their footwork for a moment before continuing to circle. It seems to me
that if I catch them with one foot in the air and feint to that empty
hand, I have a good chance of redirecting my thrust toward that leading
leg when they lock up their feet. No legs means no lunge. Now the
problem looks smaller and more manageable.
- Plant
- Since
my opponent likes to start from a particular distance (that they find
comfortable but I don't), I can stand still (pivoting to keep them at
an appropriate angle for good defense), inviting them to "get settled"
at their favorite distance, and then quickly change that distance. This
can be as subtle as doing a classic retreat of three inches (setting
them up to overextend on the thrust and catching them in "hover mode"
while they try to recover balance) or as broad as attacking with a
strong series of thrusts every time they plant the "launch pad" foot.
The idea here is to disrupt distance at a critical moment.
- Channeling
- Since
I have a good read on the attack that's coming after the plant (step
through and thrust to the body), I can invite the attack by leaving my
torso temptingly open and undefended. At the moment they commit to the
attack, I can begin my own series of prepared defensive moves catching
their thinking "in one place" when it should have been someplace else.
This is how Karate and other martial arts do it. They grant the
opponent first strike and then program themselves to respond without
thinking. This requires years of committed effort and intensive
training to program the brain to react at this most primitive and
instinctive level (without wasting time involving the frontal lobes of
the brain).
The
principle process here is this: Observe the techniques, determine the
timing, distance or focus points that are susceptible to disruption,
plan/train/pick the techniques needed to stun or disrupt, execute the
technique at combat speed, review results and make any changes that
might improve success.
To The Top.
Too
many fencers that I meet, think their defense lies in the arms at the
end of their, uh, arms. Since my first line of defense is to get out of
the way (in such a way that it leaves me in a position to respond
immediately), it's important to practice slipping, tilting and twisting
the head out of line with the incoming attack.
Defending the head against a downed fighter requires a slightly different approach. For more details on that situation.
Just
because we have a mask on is no reason we shouldn't combine moving the
head while keeping our eyes on our opponent. Boxers are masters of
changing the distance at the moment their opponent punches so it's a
miss. It can be surprisingly hard to hit that melon with a needle sharp
point when it's moving around a lot. I've seen period woodcuts where
the fighter turns their head away during lunges and such. Why is having
a sword go through your head from back to front better than the
reverse? Not to mention, you lose visual contact with your opponent.
Not a good plan.
One
of the favorite period attacks was to the face. Why? It's a great
stunner/disrupter. Again, why? Because without masks, face shots were
forbidden during training (there were a few fencers who became famous
for putting out their opponents eyes during "practice" bouts. The most
famous of these so called "gentlemen" was assassinated.) Any technique
that is forbidden is more devastating when used; thanks to the element
of surprise.
To The Top.
You
can void your chest and stomach (unless you've got a belly as big as
mine). But the amount of distance shifted is inches at best. If your
opponent is at maximum lunge, that can be enough; especially if you
responded with a little footwork at the moment of their attack. You can
also twist the trunk out of line with the incoming thrust. The one
thing you can't do is slip a cut. Thrusting techniques are very fast
and zero in on one specific target. Thrusts can be voided by the
variety of techniques mentioned above.
Cuts
bring up a whole other issue. Cuts are not directed at any single
target but traverse a line that covers many parts of your body. Voiding
a point is (relatively) easy. Voiding a line is almost impossible.
Every part of you must leave that line or something bad is going to
happen. If you intersect the line with defensive tools like blades and
furniture, every part of you behind that tool is at risk, should the
defense fail. I'm not keen on risk. I'm not keen on betting my safety
on one tool in one place at one time. Protecting the trunk/torso comes
down to legs. Footwork makes voiding a cut possible. Skipping back just
enough for a cut to miss (again tightening that transition from defense
to offence that helps us win); slope stepping off the line at a 45
degree angle; stepping through to the rear and pivoting back into
guard; all requires great footwork
To The Top.
There
are specific blocks for the legs that drive the incoming thrust inside
or outside the knee. I'm more in favor of voiding the leg(s). First,
that downward angle means there's more distance for the thrust to
travel as we're riding on the hypotenuse rather than a leg (visualize a
triangle. From your hand to the ground is one leg. From that point to
the opponent's heel is another leg. The line of your sword arm, hand
and blade is the hypotenuse. Get it?) which means more distance.
Second, my point is now way off line and my defense is compromised to
some degree (depending on whether you have a secondary or just your off
hand). Have someone thrust at your leading leg for a while and practice
voiding the leg.
You
should be able to move that leg (and foot) around if there's very
little weight on it. Slide it to the side. Pull it back. Lift it up.
Against a thrust to the foot, it probably takes 4 inches of movement to
save the leg. Now have your partner stab at the knee. If you're getting
the hang of this, you don't even lift the foot, you just bend the knee
side to side: Cool.
Now
take a medium lunge. As your foot hits the ground, have your partner go
stabbity-stab. If you've put a reasonable amount of weight on it, your
partner is going to nail your foot right to the floor; and it's going
to happen fairly often. Congratulations, you've learned a very
important lesson. A foot with all your weight on it is vulnerable,
because it cannot move. It must be defended by a block.
Take
your lunge again and have ol' What's-his-Name try for the lead knee.
Guess what? You can probably void the knee, even after making a lunge.
Why? Because the knee is bending in the opposite direction to the
ankle. That's why we harp on knowing your anatomy. It can lead you to
your own answers without our help.
To The Top.
To
top this whole section on defense off, always remember you can throw a
counter thrust while making the necessary void of any part of your
body. In this final example your opponent is going for your foot or
leg. Because your blade isn't engaged in defense, throw a shot (always
try for their head when they go for your lead leg. It's so much fun
when it works. They skewer their own melon like a marshmallow). At the
most, it'll totally throw off their shot as the gears slip into
neutral. It least, you'll take some part of them with you, even if they
get you.
To The Top.
Aim small, miss small.
-- Anonymous Philosophy of Aiming
We believe court swords (as
we see them in the form of historical replicas and our practice
weapons) have very sharp points and no sharp edges (as represented by
epees). We believe that rapiers have poor cutting ability and dull
edges (even in the case of schlaegers or diamond shaped Del Tins).
Therefore, we concentrate on point work and tip cuts.
We, as rapier fighters, have
sacrificed the hewing/stopping power of the broadsword for the
lightening speed and accuracy (and the ability to hit multiple targets;
as many as three per second) of the needle. We need to concentrate our
shots on nerves, ligaments, veins/arteries, muscles and organs as
targets because our weapon of choice, the rapier (as if there's any
consensus on what that was, which there wasn't and isn't), is much more
effective against soft targets than bony ones. Our blades are fairly
brittle and thin. They are slim enough to get trapped and/or broken if
lodged in or between bones (Since historical records show that London
had an edict in place regarding sword length and orders to break off
points entering the city that were too long, we surmise that breaking
them off required little more than a boot heel and a convenient cobble
stone curb).
We also believe accuracy and
precision in giving wounds is at the heart of effective rapier play.
Effective means accurate because we have no stopping power (a single
unblocked blow from a broadsword would do you in, often even in mail
armor) at our command. With practice we've (and, hopefully, you will
too) become very adept at the technique of chaining together multiple
hits to a variety of targets. Since we're in favor of realism, we want
to put two to three inches of our blade into a small target (like
baseball sized and smaller) target, withdraw it, and move on to
another. We want to do this very quickly without getting our blades
hung up in bone or heavy tissue where torque might break them.
To The Top.
Initially
thrust comes from the shoulder rotating, the elbow bending, the wrist
setting an attitude and the hand guiding the point into the target.
Range is limited to the length of the arm. Rolling the shoulder as a
means to extend reach creates several problems (mostly having to do
with balance and excessive force). The amount of force in a given
thrust is controlled by the weight of the weapon, the rotation of the
elbow, the speed of the muscular exercise (read contraction and
extension of muscle fibers) and the hip flow toward the target (as
indicated by the bend in the knee, rotation of the hip if involved)
with maximum distance/force equal to foot/pounds of energy at the point
of impact. Tests made by others talk about pounds of pressure, as if
there is any. A sword point would go into the target with very little
if any perceptible resistance unless it hit and stuck in bone. Gauging
distance and calibration (how hard you hit) takes training and
experience. Do not over commit to any attack. Too hard and you could break or jam your weapon. That's the bottom line.
Incompetent
fencers make distance adjustments (and, incidentally, attempt to
increase speed) by rolling the shoulder forward. With the thrust, this
technique can make up for incorrect distancing (and footwork mistakes)
but it also adds additional force/energy. With both the elbow moving
and the shoulder rolling, the fencer is unable to judge the amount of
force they're creating (too many joint groups in motion to monitor
effectively). Nor can one effectively put the brakes on while executing
what will become a hard shot. This phenomenon leads to the classic
"hard shot". Not only is this technique responsible for energy
management problems, it affects accuracy.
The Tao of Jeet
Kune Do (by Bruce Lee) suggests that you strike the nearest portion of
your opponent you can reach. This includes: the three sections of the
sword/blade, the leading hand/forearm, the off hand, the head, the
leading knee/foot. To accomplish the task of striking these targets
(which are small and moving around...a lot) a strong fencer must have Superior Point Control (SPC).
To The Top.
What do we mean by SPC?
SPC = hitting a two inch wide washer (that isn't moving), at full speed with a slight lunge 8 of 10 times.
SPC = hitting an opponent's wrist (while it's moving) 7 of 10 times.
SPC = hitting a kneecap or biceps while you are pivoting away or slope stepping off the line.
SPC = hitting a tennis ball or playing card as it falls before you 6 of 10 times.
Don Tristan, I,
and others at Scola can hit a specific finger on a moving hand. We
often pick hands through open cage furniture without having our tips
trapped. This is even more impressive when you consider that a bird
blunt may have as little as 1/16 inch clearance between
furnishings/bars, whereas a sharp point would need considerably less
tolerance and hurt considerably more (brief rant here: if it's lined up
with your hand, and I smack your swept hilt with my bird blunted tip,
hard enough to move your hand three inches, chances are really good
that I just carved up your hand like a frog in a blender.
Just a thought. I get tired of fighters telling me their furniture
"blocked" a thrust to the hand. Those guards were for defense against
cuts and slashes, the hand would be wide open to a thrust).
To achieve this
level of accuracy requires training, of course, but it also requires
relaxation and breath control. It's not enough to throw the shot. If
you are using a very tight grip or holding your breath; it will give
your sword point a "flutter" or "wobble" at full extension that will
play hell with your accuracy/consistency.
You must train
fundamental point control frequently. I believe it's equivalent to
training shooting accuracy with a gun. If you shoot often, your
accuracy improves. If you shoot twice a year, it generally degrades.
Selecting specific targets, based on anatomy, and counting only those
shots you meant to make, will help improve your point control, even
while you're free sparring (We often baffle our opponents by refusing
to count shots against them that were lucky accidents, even when they
are good. How's that for chivalry?).
The next item
of business is; what should you do when you miss the target you've
selected. Especially in the case of limbs, we recommend changing your
attack from thrust to tip cut, attempting to chain these into a single
motion. If I'm taking a shot at the biceps and I miss to the outside
(And my opponent has made no effort to close the line) I should attempt
a tip cut across the triceps muscle group. If they followed my missed
thrust up with a block I should even attempt to cut down the biceps
group from shoulder to elbow and open the arm up lengthwise.
What does this
have to do with point control and thrust? If your point goes too far
past the limb you get a draw cut of about 4-6 inches. While this may be
legal and countable in your kingdom, it's not very useful or realistic.
Draw cuts are safe to perform, but not particularly effective; that's
their only saving grace. The rules are trying to prevent percussive
hacks and slashes, drawcuts make it harder to injure your opponent by
mistake with one. Unfortunately, it's also harder to injure your
opponent on purpose with one (sabers, katanas, etc, are designed for
draw cuts, our straight blades are not). We tried to make them work and
we couldn't. Our research with the tip cut (the real one, with speed,
power and traversing an arc), however, shows this; the speed of the
sword tip combined with the shallow depth of the cut, combine to make a
devastating wound, even if the arm is protected by leather. It's a
"crack the whip" effect and you can only get it by attacking with the
last 2 inches of the sword in a broad arc.
If time and the
sword work permits, a tip cut right behind a missed thrust can be an
effective technique. We realize it probably couldn't end the fight, but
it might create enough distraction or disability to provide the
opportunity to do so.
If your thrust
invades your opponent's space by only a couple of inches, without full
commitment, it is also possible to redirect your thrust to another
target, even if it's being moved around by a blocking tool being used
by your opponent. I have had thrusts to the chest redirected downward
and been able to guide the shot into my opponent's thigh. I've also
noticed that when I make too hard a thrust, it is blocked more firmly
and (goes off line before I can readjust) whether by sword or dagger,
and it allows my opponent too much control/management of my blade. A
shallow thrust has the opportunity to slip the blocking tool and
continue on it's deadly course.
This leads me
to my final point. Pull your shot back as quickly as you throw it out.
This requires you to thrust "within yourself" without over-extending
your arm or body past the point of balance or recovery. Remember, a
strong deflection, bind or block can "pull" you off your center, even
when you, yourself, did nothing incorrectly.
To get a better
feel for your range at various stages of thrust or lunge, isolate the
parts/motions and note the distances you can comfortably cover. Start
with a simple thrust using only your arm. Start 2 feet away from a wall
and try a couple of thrusts. Your guard and hand may even end up being
behind your hip (if this sounds ridiculous that's because it is;
awkward and ridiculous. I see fencers every week who step well inside
the comfortable range of their point and attempt to make a thrust).
Calibration becomes, to put it mildly, a problem as well. After you
find your arm's reach, slowly try rotating your shoulder, degree by
degree, until you are facing some 90 degrees off the wall, in the
classical strip stance, super thin, profile-type, stance. At each
position, use the arm and whatever distance the shoulder has added.
Then just throw shots. Lots and lots of shots at... something,
anything. As I mentioned above, keep track of your shoulder roll and
arm thrust, the two parts together always get mushy.
Now try both
versions (squared up and facing sideways) using a slight lunge, a
medium lunge and a deep lunge. Try the whole process with a step
towards the wall; small, medium, large and stepping through. Don't try
to take all this information in (it's meant to become part of your
programming at an unconscious and instinctive level) in a single run
through. It takes about a year to figure out how far you can reach
using each type of thrust combined with each type of footwork and body
mechanic.
Set aside about
10 minutes of each of Fighter Practice, over the course of a month to
run the complete set (or if you feel uncomfortable doing this in a
public forum, you can do this in the privacy of your own home).
Overextend yourself deliberately (as a stretching exercise) to feel
what being out of balance is like. A sure indicator that you're out of
position is; you can't move your feet at all or (quickly) change
position, distance or bodily attitude. Watch what happens to your
accuracy as you extend to maximum reach and your balance begins to
degrade.
Always remember
to hit as lightly as possible. Your calibration doesn't reside
completely within, but you should take as much responsibility (by
training in isolation) as possible. Your opponent can add elements that
contribute to hard shots, but you need to really fight "within
yourself" to prevent accidents that become habitual.
To The Top.
There are a couple of good reasons to hold back (physically and mentally) a bit when you fight someone.
First, you
should always fight with self-defense and safety uppermost in your mind
(I like my own internal percentages to be about 35% offense to 65%
defense). If you're on your guard against tricks, traps and your own
temper, things will more likely go your way in a duel. This doesn't
mean you're being tentative or fearful in your approach, just cautious.
The easiest way to "die of stupidity" is to over-commit yourself on any
one technique, whether offensive or defensive; especially early in the
fight. There are no fail-safe moves.
Second,
figure out what you want to accomplish by being there. You need to
define what "winning" means to you. I can "define victory" in a number
of ways.
I can defeat my opponent. Boring.
I can
limit my weapons or techniques to match an inferior fighter's
experience or skill level; thereby putting myself in a "tough spot"
where I have to overcome several disadvantages, as a training exercise.
I can train my "killing focus;" where I pretend it's all real and everything counts and I'm gonna die.
I can train
my "theatrical focus;" where I want to put on a show for the crowd and
do dramatic and spiffy moves. Oooh, aaah...pretty.
I can train my point control, where I attempt to take a single target and, if I get that target, I've won (e.g., back foot).
I can
(attempt to) defeat my own ego; by not caring a lick whether I win or
die, just fighting well. These can all be forms of winning, if I set
the "victory conditions" and then meet them according to my own values
and goals.
I put these two things, winning and killing/surviving into very different categories.
If you like to play "what if it were real," develop a killing focus. By this I mean patiently look for the
moment to waste 'em. Dedicate yourself entirely to killing your
opponent. Have trust in your training. Do your homework on this
particular fighter. Plan a couple of strategies and try them out.
Believe me, winning is generally not a problem, surviving is. In fact,
if I focus strongly enough, I can crush an opponent's spirit and
destroy their confidence, before the blades do more than cross (I know
this is sounding more like hebee-jebee, mojo, egotistical weirdness.
Still, it's true. A Mad-Dog-Icy-Killer-Terminator attitude beats "Hey,
look at me folks" every time). This is what I call a killing focus;
I've totally committed myself; to the point where, even if he gets me,
I'll take him to Hell with me.
After
all that work (it does get exhausting) you can try this strategy. Go
out there and just do your best, without concerning yourself about how
you're doing. Don't look up the point total, don't ask about your rank,
just fight the best you know how. The less you care about winning, for
it's own sake, the easier it is to succeed. Before you know it, bam,
you're in the finals (where I love to promptly tighten up, start caring
about winning again, and lose big time). If you're relaxed,
focused, and only concerned with performing well and using clean
technique, you will generally get the kill without a major problem.
I have
seen fighters who have an out-of-balance "winning focus." This has a
totally different feel from any of the types of winning I described
above. I call this kind of fighting "ego driven." It happens when
fighters get sucked into caring about who's watching, or "what if I get
called into court," or "I want to win that prize/job/title." This is,
after all, just a game. Remember what I said; I always lose, and lose
early, when my mind starts wandering off, playing games with what may
happen afterwards.
If I get
the impression that another fighter at a tourney or (God forbid, though
this really does happen) Fighter Practice (somebody tell me what the Hell
the point is in going full throttle and crushing some poor newbie at a
Fighter Practice! How insecure can a guy get?) who "just wants to win,"
I make it my personal mission to wipe them out (that's my own ego
talking). Generally I succeed, because I don't want to win; I just want
to help them lose; theoretically, I do this out of and as a potential
growth experience for this loser (I love to hear the wind whistling out
of a punctured ego, even mine.), but mostly I do it because they remind
me of the worst elements I see in myself. Must Destroy!
Many of my
opponents are friends and students. Crushing them (in a spiritual
sense) is rude and unnecessary. Some of my favorite fights happened at
demos where neither of us wanted to win, we were just putting on a show
for the crowd. If I meet a good friend on the field, I just want to
make it last as long as possible. I don't want to win, I want them to
earn it. Generally this works very well and we have a terrific bout.
To
summarize, Thrust and Point Control have their obvious physical
elements. Don't neglect the choices you need to make to hone your
mental Thrust (what am I doing here?) and Point Control (I'm gonna get
this guy with a left-handed draw cut to their right kidney, only after
they get my legs...whew, I am a fencing God!) as well. You'll be glad you did!
Here is an outline form for point work:
- Accuracy and precision in giving wounds is at the heart of effective rapier play.
- Strike the nearest portion of your opponent you can reach.
- Train fundamental point control frequently.
- Combine techniques: a tip cut following a thrust can be an effective technique.
- Pull your shot back as quickly as you throw it out.
- Fight with self-defense and safety uppermost in your mind.
- Define victory.
- Take responsibility for your calibration
To The Top.
Flee from the foolish. Much blood has been shed by companionship with
fools!
-- Rumi
I
want to shift gears a bit and talk about another aspect of point and
thrust control, i.e. calibration and some aspects of calibration
etiquette on the field.
5. EXCESSIVE IMPACT: Combat in the Society
poses risks to the participant. This recognition, however, does not
excuse fighters from exercising control of their techniques. If a
fighter throws blows which force their opponent to retire from the
field, from a real injury (even one which only causes brief
incapacitation), the marshal responsible for the field shall take such
steps as are appropriate to stop the problem from recurring.
-- Y2K Rules For Light Weapons Combat: Kingdom Of The Outlands
As
a martial artist I'd like give a brief analysis/commentary on blow
calling in Outlands/SCA light fighting. I believe there are five
different types of touches that appear in single combat.
To The Top.
It's true! You really do have to cut the head off of the immortal!
-- Unknown
A
fairly common complaint I hear (and make, all too frequently, I know)
is that someone consistently hits too hard (this is bad form if you
haven't talked to the person you are having a problem with FIRST. I do
that). A shot that buries the blade in an opponent's chest means your
sword is bound up or broken at a time when it's really needed (i.e.,
killing the outraged seconds of your ex-opponent). Since two or three
inches are often enough to do the job (I'm not talking about that blade), why be wasteful?
Whether
you attempt face to face, open criticism (which no one on the receiving
end of, ever considers constructive no matter how gently it may be
phrased), or even stoop to behind-the-back-style gossip, it just
doesn't seem to make any difference to a hard shooter's game, or how
the marshalate sees a fighter's ability or competence.
I
admit I sound bitter and crabby. I've never seen a single green card
(The Outland's fighting certificate, required for tournament play)
pulled for poor behavior (even mine) or consistently throwing hard
shots, even when a fighter seems obviously out of control.
Update:
This has finally happened. I was suspended for a "visible show of
anger" on the field and a female fighter was suspended for hard shots.
That's the good news. The bad news: I was suspended for six months
without any real examination of the facts or incidents involved. The
female fighter was only in kingdom for a couple of months and poorly
trained where she came from. Unfortunately, we also have plenty of
anecdotal and eye-witness evidence that persons of high rank have been
given special treatment and tolerance.
I
can see how this entire diatribe may seem hypocrisy of the worst kind,
but I am more than willing to listen to and respond to any complaint by
any fighter in any kingdom I have played in. I'm not perfect. I've
thrown hard shots, it sometimes can't be helped (as we shall see). But
I sure as hell try to avoid them. I seriously object to people thumping
me on a continuing basis.
I
admit to having very high standards for calibration. I come from a
martial arts tradition which embraces the concept of absolute self
control to its fullest. I have found it to be a reliable indicator of a
fighter's safety level and overall skill, regardless of style. Hard
shots are a bad thing if they are the result of poor technique or
control. I see way too many weekend warriors who come out for
tournaments and avoid fighter practice and are, therefore, unqualified
to fight as they are prone to injure others; something I consider a
cardinal sin.
A
reliable indicator (to me) is; how many fighters invite you to dance
with them at Fighter Practice. If new fighters won't play with you or a
fighter plays with you once, and never comes back; even if you ask them
directly, consider yourself (indirectly) warned. I almost always have a
full dance card at any FP I attend; to the point where I have trouble
finding time to drink and/or rest. I consider this a very high
compliment and I am humbly grateful that so many fighters like me and
want to fight with me. No one will play with you if you hit too hard or
abuse them. Be aware of this issue and respond quickly to any
slackening of fighting candidates.
To The Top.
M'lord, was there a 6 inch dent in your helm before the bout?
-- SCA Guide to Armored Combat
Another
common hard shot occurs when you and your opponent charge or thrust
simultaneously. This is an entirely different kettle of fish because
the Force (Luke, I'm shutting the power down) generated is
not just doubled, it's quadrupled! Therefore, you should be responsible
and take half-credit for the bruise forming on your arm. If you were
advancing and thrusting, don't blame others! It takes years
of training/experience to void your point in time (allowing for a cool
draw cut if you can think of it at the time).
To The Top.
Tippy? This is rapier! That's the point!
-- Lord Louis du Ponte du Lac
These
shots require knowledge, judgment and courtesy to make a just and safe
call. The point of a rapier is needle sharp. If it were to catch, even
momentarily, with enough force behind it, the damn thing would be
inside your chest cavity (producing the infamous "sucking chest wound")
before you could say, "Oh, well struck!" A thrust that is completely
spent would just leave a nasty furrow across your chest, allowing you
to fight on. Those lousy plastic buttons and rubber tips confuse the
issue greatly because they slip off of masks and certain fabrics too
easily, even with some small amount of force behind them. Speaking of
masks...
To The Top.
A
modern epee will bounce off a mask, even during a legitimate draw cut,
because the metal screen is rigid and the body of your blade is
designed to be springy and store energy by bending. Any shot to the head should probably be considered a kill!
The head, face and neck are filled with nerves and vascular tissues
that bleed copiously when cut. The psychological impact of a cutting or
piercing wound to the head, face or neck can hardly be overstated. Even
if the wound itself were not debilitating, the result of those few
flustered seconds would be a sword in the guts. Game over. We
are also very aware of scratches over the eyes and to the forehead and
scalp. All these wounds would seriously impact vision and a graceful
yield is more realistic and accurate. Hey, it's a pretty good example
of personal honor and chivalric behavior too.
To The Top.
M'lord, it was a killing blow: if it didn't kill you it must have killed me.
-- Unknown Knight in a Crown Tourney
This
calls for yet another approach to blow calling. In an intense flurry
during individual combat, you or your opponent can be distracted by a
bewildering array of sensory information. Shots will be coming at you
from strange angles and timings; sometimes two shots simultaneously.
The "window of opportunity" to throw a likely shot that will get
through is often narrow and fraught with danger, especially against an
opponent that scares you or exceeds your current abilities. Thrusts
during tournaments are made with a little extra adrenaline which means quickly and hard.
Drawcuts can be done in a fraction of a second and many fighters cannot
tell what has happened (analysis of the action is another indicator of
competence. Incompetent fighters and even people called "teachers"
cannot tell you the moves they made during a pass. This is a bad thing
and can cause a great deal of confusion on the field. There are times
when you have to change your moves or slow them down so your opponent
can tell what happened to them. It's a risk to you to make this gesture
but I recommend it. You can also offer to re-fight a touch or just bow
out. Some people just aren't worth the effort and if you know what you
did was good work, walk away. That's part of redefining victory.)
Your
control of your body and blade will be severely tested. The best
medicines to cure these ills are: training, experience, awareness and
communication. I often hear fighters shouting "ARM" and "YES" when they
are wounded or killed. Opponents will often shout "NO" or "FLAT" which
is a polite way of giving information on what's happening in a fluid
and chaotic environment. Discussions between opponents should not be
interrupted (especially by field marshals who don't even exist to the
players unless something unsafe happens). An "informal" hold or pause
is often the safest and most courteous way to proceed. I get a panicky,
claustrophobic feeling when I'm approaching sensory overload, which
causes me to lash out blindly, often with too much force. This rush of
adrenaline is useful in real self-defense situations but it causes problems on the field of fantasy. Remember: You can always walk away!
If you feel yourself losing it, retreat or leave the field. After all,
it's only a game. If you have a question, ask your opponent, "Did you
just get me?" If they cannot answer clearly, ask the marshals what they
saw. If you still can't tell what happened, do the fight over. You will
be rewarded in heaven, my son.
To The Top.
When
fighting under rules/conditions you aren't familiar with, or facing
techniques that aren't normally considered good (such as push cuts),
you or your opponent will be found ignoring correct shots because you
don't know or can't tell that they are legal. For us in the Outlands,
tip cuts don't look or feel good, they look and feel like sloppy
technique. This is due to the fact that a field convention has not
evolved that we as a community can use to look at a pass and say," That
cut was good. That one there, missed." The rules state that a tip must
be laid on and pulled down or across at least six inches on a surface
more than six inches broad; or completely across an arm or leg, if the
surface isn't wide enough. This is hard to see as a correct technique
if you're not used to it. Epees don't execute tip cuts very cleanly
(kingdoms that are enamoured of tip cuts are almost exclusively
schlaeger primary. These blades give tip cuts that are much easier to
read.), and tip cuts to the mask can be really difficult to analyze, by
both players. It can be very useful for you and your opponent to
discuss tip cuts before you take the field. Calibrate a few to see what
an opponent sees as a tip cut. It's always best to talk these things
out before the duel commences to avoid hurt feelings, rudeness, and
confusion.
To The Top.
To
summarize this essay on calibration etiquette: There is only one
impolite touch that can be squarely laid at the feet of an incompetent
or discourteous opponent, the classic "hard shot" in a two man duel.
All the others include mitigating factors/circumstances. I do not agree
with the following statement: "Hard shots are part of the game. If you
can't accept this, don't play." This is a fine philosophy to apply to
hard shots that you receive. If you hit others hard, especially on a
consistent basis or under certain conditions (such as when you are
off-balance, tired, hard pressed or experiencing heightened anxiety at
certain ranges) your first reaction should be, "Unacceptable, I'm
better than that!" Make it your constant practice to ask other fighters
for feedback on your calibration, both on and off the field.
To The Top.
The body can be divided
into a number of zones to help you direct your attack and defense. The
head and shoulders can be Area 1; the armpits to the fingertips can be
Area 2; the armpits to waist can be Area 3; The waist to knees can be
Area 4; the knees to feet can be Area 5 (I'll let you figure out where
Area 51 is).
This is just my version (In
rank order of importance, too. You can't fight if you can't see. You
can't hold a sword or block without arms. You can keep going without
legs, etc). The human body has design strengths and weaknesses that you
can exploit for maximum success on the field.
Here are some targets and
some tools to use on them. "Furniture" strikes include pommel,
quillion, knucklebow, etc. Situations dictate which tool to use (point,
true edge, false edge, furniture).
- AREA 1 - Head
- Thrust to eyes, tip cut to forehead/face. Furniture strike to temple, mandible, back of the head.
- AREA 1 - Throat
- Thrust to trachea. Draw cut to carotid. Tip cut to neck muscles/tendons. Furniture strike to spine.
- AREA 2 - Arms
- Thrust
to hand/inside of elbow/biceps/armpit. Draw cut to wrist
tendons/triceps/armpit. Furniture strike to hand/outside of elbow/top
of shoulder. Strike to clavicle. Thrust to diaphragm.
- AREA 3 - Body/trunk
- Thrust
to shoulder joint/solar plexus/kidney/bladder/groin. Draw cut to
abdomen. Furniture strike to spine/clavicle/floating ribs/sternum.
Pommel strike to bladder.
- AREA 4 - Upper Legs/feet
- Thrust
to groin. Thrust/Draw cut to inside of thigh (femoral artery).
Thrust/Drawcut/Pommel strike to quadriceps. Thrust to hip joint group.
- AREA 5 - Lower legs
- Draw
cut to anterior and posterior knee ligaments (inside and outside in
back). Furniture strike to side of knee cap. Thrust to top of
foot/kneecap.
These are more a
conceptual outline than a hard A + B = C formula for success. These
targets may only be exposed when you close (where draw cuts are
possible and point work is not), or when you're on your knees. The
general thing I'm heading for here is this: Attack tendons and muscles
with cuts. Attack soft targets with the sword point where it won't get
bound and/or broken. Attack bony/hard targets with furniture or en pasante with tip cuts, so your weapon isn't disabled. Above all, be flexible with your attacks and expect
them to fail or be ineffective. Humans are weird about taking damage.
Sometimes the simplest attack will work very well and your opponent
will be finished with no trouble. Sometimes three or four kill shots to
great targets will have zero effect. We, in the SCA,
rely on our opponent to judge whether a shot is good or not. Sometimes
they miss the call (which I think helps us react more realistically).
You cannot afford to relax your defense after what you thought was a
good shot. You should always chain several shots together and keep
shooting until you hear your opponent say that they are mortally wounded (Brave Patsy, you shall not have been..).
I also like to target
specific anatomy because it dramatically improves my sword work,
control, accuracy, calibration and focus. Aiming for "The Head"
generally means you're going to miss it. Targeting the left eye (or
nostril), generally means a good hit (maybe not where you intended, our
opponents occasionally get a block or partial block which channels our
attack to some other place on their bodies. All good for us.) "Aiming"
a desperation snap shot to the head generally results in a hard shot,
which means your point just snapped off in their skull. A light surface
cut to the tendons on the inside of the wrist disables the hand. A tip
cut to the top of the thigh cuts the quadriceps, but cutting too deep
can wedge the point in the bone. You have the same problem with the
ribs. A thrust of 2 inches into the kidney can temporarily paralyze an
opponent (as well as preventing their scream of pain). Thrust too deep
and they can keep on trucking (I don't know why the body works this
way, it just does). A tip cut can be effective as a distraction before
a strong finishing technique, but it needs to be done fast and light.
Get stuck in the middle of a combination and YOU are vulnerable,
because your brain is still trying to sort out the error code it's just
received. See how it all ties together?
On the whole, I've had to
discard the majority of my tip cuts and draw cuts in the tournament
setting because my opponents simply couldn't read them. It's
interesting that spectators can clearly see my techniques, but my
opponents really can't. In one dagger only match, Natalia cut this guy
four times, ending with a beautiful drawcut around the neck that would
have sent his dome rolling in the dirt. There was a collective "oooh,
yuck" from the crowd. But this guy just asked, "Did I just get killed?"
Boy did you ever, pal.
I make cuts very quickly,
cleanly and precisely and most of all, lightly. Alas, for superior
skill, it all gets lost in the fog of war (many fighters, including
myself, experience a surge of adrenaline on the field. One of the
benefits of adrenaline is that it masks pain... you literally won't
feel the light wound during a death struggle. It's really not
surprising that fighters don't feel a light tap in a complex or quick
exchange; it's all our bird blunts can provide in the way of sensory
information. Best to take a tolerant attitude on missed shots, it''s
part of the package). Rather than go through the dreary business of
sorting out who killed who and when (This is supposed to be a happy
occasion...), these days I've learned to keep things moving along by
tailoring my speed and techniques to the ability of my opponent(s) to
read them. It's just another factor you need to consider when targeting
your shots.
Getting back to targeting;
It seems our sword and arm can only block about 2 areas at a time,
sometimes less. For example, if you block a head shot, your legs and
feet will be unguarded. If you block your belly, your head is often
exposed. If you're busy defending your arm/hand, your entire body may
be exposed.
Some of this lack of
coverage is more mental than physical. If you're very concerned about a
leg or foot attack (in a melee situation, f'rinstance), a feint to any target below the waist can provoke an inordinately broad block/response.
When we use very light
weapons, like the epee, most people can move the sword around very
quickly and cover almost everything. Creating mental errors is your
best course to achieving victory. It's not as difficult as it may seem
at first. Zonning is really the key. Against a good opponent, these
really need to be created as the fight develops and zoning is the only
way to go.
"Zonning" means rapidly
shooting at targets in different areas, one after another. Advanced
zoning involves attacking targets that are not in adjacent areas. This
is the critical component to moving your opponent's defense around.
Thrusting at the wrist and then sternum followed by an attack to the
throat or groin is a combination that will probably fail. The targets
are too closely grouped. Your opponent only needs to avoid the wrist
attack without uncovering the torso and then make a couple of small 4
and 6 blocks to defeat the combo.
A stronger combo might be
attacking the wrist with a thrust followed by a thigh high tip cut
followed by a thrust to the side of the neck. This works better because
the second and third attack are to unconnected zones. Even better: your
opponent's second block is downward (which gravity helps to commit and
speed up), but they need an upward block to defeat the third attack.
Your opponent must stop and reverse directions against a significant
amount of drag/inertia. This type of attack combo can even work against
the ultra-light epee. If you are really sneaky you can use the
percussive energy of their block to redirect your next shot to another
spot., and do it so quickly they can't read it or react.
You may have noticed some
of the strikes listed at the beginning of the section are illegal in
SCA Rapier fighting. We are not advocating you use these techniques
against any opponent. We just want you to develop awareness and
defensive techniques for those moments when your opponent uses them
against you.
Your opponent may panic,
lose their balance, lose their temper, train in another martial art, be
tired and regressing to that core art, or actually be cheating or
trying to hurt you. If you see them attempting a draw cut, it's in your
best interest to know where their furniture is, as it might end up on a
dangerous line or threatening someplace on you. Unfortunately, your
opponent may not even be aware there is a danger. Your primary job,
even if it's only in a game, is to protect yourself. The swords we use
are still weapons, even without sharp edges and points. Training for
the worst things that can happen means you won't freak/freeze when
disaster looms. Training "outside the box" with a skilled partner you
can trust is the best way to strengthen your defense against techniques
which are outside the rules or dangerous (if you're cynical enough,
read: effective).
All this requires drill
upon drill upon drill until it's all automatic. When your opponent
reveals a target it must be attacked almost in the same instant. We
often laugh out loud at fights that degenerate into one fighter
blocking faster and more frantically until their sword is hanging out
over in left field some place and the death blow is given. If you can
make your final killing shot in slow motion so a fighter can see it
coming and have time to say something, it's even funnier and cooler.
I once got Don Tristan with
a timed shot when he was standing and I was on my knees. He ended up on
his toes with his arms thrown back for balance staring down at my sword
point hovering an inch from his heart. He relaxed, regained his balance
and I withdrew the threatening point without making the touch. Don
Tristan said, "I'm satisfied.", giving me the victory. The marshal was
totally mystified and needed an explanation. To his eyes, nothing had
happened (it's so obvious). Again, our associates in the art may be
less developed and the more subtle aspects of the game will be lost on
them.
To summarize:
To The Top.
That's not a knife... now that's a knife.
-- Crocodile Dundee
How can there be rules in a knife fight?
-- Butch Cassidy and the Sundance Kid
Virtually every weapons form that
strikes with the edge; whether it be stick, staff or blade, uses some
notation to explain where the strike started and where it ended. I
prefer the "clock method" simply for clarity's sake, rather than trying
to remember cut #1; that sort of thing. I'll describe the basic cuts
and then talk a little bit about using them with dagger. Since we've
already talked tip cuts to death, you should already have some inkling
of how to employ the rapier during cuts. We've been experimenting with
saber shaped blades and almost all types of cuts are effective and
readable, even drawcuts.
Training the cuts often leads me
to make broad sweeping motions of the arm and hand. This is wonderful
for strengthening and limbering up, but real cuts need to be
smaller/shorter than the length of your arm. Dagger cuts need to be
smaller still (closer to your body). You need to control not only the
line your blade is traveling, but the start and stop of each cut.
Precise control is a must. Always make your cut as if a concrete block
was just beyond the target, waiting to snap your blade like a
toothpick. Stop your cuts just beyond the target. If you have a
question about how much power the cut needed for the target in
question, just remember lighter is better. You're not facing a man in
mail or armor (if they have a cuirass on under their doublet, you'll
know soon enough.) Swords and daggers are energy concentrating devices.
All the energy of your arm ends up in a space of less than a
millimeter. On unarmored targets, putting too much energy into the cut
rather than not enough, will always be the problem (experiences with
live steel have proven this to me many times. What I discovered I
lacked was correct presentation of my edge so that it would cut,
neither too deep nor too shallow. This can only be gained by
experience. It's a feel thing based on experience. Since I first wrote
this I have been working as a Butcher for a local grocery chain. My
continued experimentation; "horsing around with meat" if you will, has
showed me that there is an optimal combination of speed and power, but
correct presentation of the blade is still the paramount issue. Any
angle found in your presentation can affect the cut and even cause the
blade to bounce off without causing any damage at all. This is
definitely a feel/experience thing and very hard for me to transmit in
this format ).
Here are the basic cuts (blade in your right hand):
- 12-6 (12 o'clock to 6 o'clock)
- Straight down from your head to your navel, palm facing left.
- 6-12
- Straight
up, palm facing right, thumb down (I know this feels awkward but there
are reasons, based on physiology, for doing it this way which I won't
get into right now) outside knuckle leading. Try it palm up, first
knuckle leading, and really hit something a few times (here's a hint,
the weakest part of your grip is the space between your thumb and first
finger). You'll figure it out for yourself.
- 2-8
- Downward, right to left, palm up.
- 8-2
- Upward, left to right, palm down.
- 3-9
- Horizontal, right to left, palm up.
- 9-3
- Horizontal, left to right, palm down.
- 4-10
- Upward, right to left, palm up
- 10-4 (good buddy)
- Downward, left to right, palm down
I've gone through all this
gobbledy-goop, in this precise order, because it makes a nice pattern
of cuts that lead from first to last in a nice way, each cut ending
nearly where the next cut needs to begin (this is called "chambering"
by the way. Each move ending in a place where then next one starts.
Speeds your moves up considerably. Wink, wink, nudge, nudge.) This is
both a helper and a hindrance. Patterns help remind us to do everything
on the list so we don't miss/forget anything. They also lead to
predictable sequences of movements, which is a "Bozo No-No" in combat.
Try doing these smaller and
smaller until they all run together into mush. Do them fast, do them
slow... do them in the snow. I do not like them, Sam I Am.
This is a fairly unrealistic and
artificial way to train your cuts. The real interesting stuff happens
when you get a partner and have them stand there, in an on-guard
position or with their sword arm extended, while you look for
interesting things to cut. I will not attempt to give you a laundry
list of cuts (there are many, many, and it's boring). Use your new
found knowledge of anatomy and start whittling. Have your partner make
simple lunges and combine the cuts with some footwork. Interesting
things will begin to happen. Just go slowly, and try to work out what
is possible at combat speed.
Those are the eight basic cuts,
(almost) as they were taught to me (my teacher was more sarcastic). Use
both hands and practice, practice, practice. I wasn't taught these for
sword work, I learned to apply them to the knife/dagger. But they are
applicable to any circular cutting style.
To The Top.
As our research
into sabers has developed we have always tried to block with the flat
and cut (primarily drawcuts for safety) with the edge. We try to allow
only two edge blocks before the blade is considered "broken" and the
fighter must then switch to the dagger (conveniently held in the belt
for the purpose). It may not be realistic but it's fun.
You can develop
drills for saber blocks yourself, but we just had each fighter make the
eight basic cuts while their training partner attempted to deflect with
the blade flat. After a while, the most efficient, correct angle and
percussive force needed to redirect an incoming slash at the basic
angles became obvious. We then sped up and applied more power to each
cut. We then made multiple attacks starting with two cuts on the same
line and gradually working our way out into multiple lines. This is in
keeping with our philosophy of layered exercises and approaching combat
technique without any preconceptions (within the bounds of safety, of
course), allowing experience to dictate what is effective. Eventually
we'll corroborate with period masters to see how close we came. This is
our approach to rapier fighting in a nutshell.
To The Top.
Here's what I
can tell you about dagger fighting as it's currently practiced in the
Outlands. We'll discuss the rules, the strategy and tactical use of the
dagger and some training concepts.
Why am I
emphasizing the dagger for cutting? Because it's stiffer and sharper
than a rapier. Slashes with a knife are really effective. It's almost
as if you have taken the last 12-18 inches off the rapier and mounted
it on another handle. Every technique is, in effect, a tip cut. At
close range fighting, it is a weapon without peer. It's also the one
you're most likely to have available to you whether you're at an SCA
event, Fighter Practice, or on the street. The information and
applications I'm describing are something you should know, anywhere you
go.
The fighting knife
our flexi-daggers most resemble was a very late period weapon (the
furnishings we use for the most part fall beyond our historical era of
interest) designed only for fighting. The blade was double edged,
approximately twelve to twenty inches long and had a needle sharp
point. Nobles carried one everywhere (even to church), and it was often
the only readily available weapon. Duelists were familiar with its use
from early childhood.
To The Top.
Since
"sword and dagger" was a clearly documentable style of dueling and
brawling, the Outlands Rules of Fence allow a fighter to become
authorized in this form (abbreviated as PFOS - Period Fencing Offensive Secondary). Check with your local SCA
groups' fencing marshal for more information. The March 2002 rules
state that the dagger must have a bell guard or quillions or both. The
use of the point is the same for sword and dagger, but the draw cut
differs. The rules state that "...most of the dagger blade must be used
to press against the opponent." I believe this last part to be
incorrect--if you want to play dagger more realistically, allow for any
length of cut from a 1 inch deep tip cut, to a 12 inch draw cut, to be
good. I've seen a razor sharp two inch blade open up a 4 inch deep, 8
inch long slash in a cow carcass. Don't take anything flat or thrusts
of less than an inch, but err on the side of caution and take just
about every knife contact you receive from your partner as if it were
made by a scalpel.
To The Top.
Period
Fencing Masters relied heavily on the dagger as a primary part of
defense. Woodcut illustrations show the dagger held well forward in the
off-hand, with the arm almost fully extended. The rapier, in contrast,
is held low and near the trailing knee. This gives us some insight into
the division of labor the masters sought in personal defense. The
dagger was expected to parry the incoming rapier, allowing the
unencumbered sword to perform a swift counter-strike. For the modern
practitioner this can be somewhat awkward as we haven't (most of us)
spent our lives playing with knives.
To The Top.
The
dagger has three useful ranges and all three can be safely played
within the rules (as opposed to the rapier which has only two).
At
long range, the dagger is used to create openings for attack and as
bait for traps. It allows you to "manage" your opponent's blade from
long range without committing yourself to the more dangerous middle
range. If you start with the dagger forward, it is "relatively easy" to
maintain a blade press as you step through and use your rapier to
attack. This can be done by inching forward with classical footwork and
requires no offensive moves by your opponent. It also looks "period"
which is nice. The reverse can happen also. As your opponent makes a
strong attack, you can catch the incoming blade with the dagger and as
you step back make the kill with a stop thrust. You can "offer" your
dagger hand as a target, accepting the attack and binding with either
the sword or dagger. It then becomes a matter of adjusting the distance
to make the touch.
At
the middle range, the dagger can be used defensively to ward off
attacks and offensively against the arms and hands. At this range the
dagger makes larger blocking motions than at long range. The blocks at
this range are also stronger and can be made more "aggressively" since
you are more likely to make contact with the heavier parts of your
opponent's rapier. Long "conversations" can take place here with
neither fencer changing distance much or gaining advantage. Changes in
angle of attack and rhythm are necessary to achieve a touch. I have
also been experimenting with making draw cuts and touches to the sword
arm of my opponent at this range.
At
close range, the dagger rules supreme. The long sword is often unwieldy
and in a poor position to cut or stab. As movements must be made faster
at middle range and fastest of all at close range, the dagger can make
a wide variety of cuts and thrusts that are impossible under the rules
with a rapier (I remind you that the sword only has two ranges under
our system). In a real duel, pommel strikes, punches with the knuckle
guard and jabs to the eyes with quillions have all been documented by
historians. None of these blows, including knee strikes, kicks, and
anything not done strictly with the blade are prohibited. These moves
were effective, but they were also for keeps.
Remember, the Outlands rules consider a match to be lost when you no longer have an offensive weapon
at your command. Your opponent can be chivalrous and allow you to
recover a dropped weapon or exchange a scabbard for a rapier, but they
don't have to. The "sword and dagger" system allows you to continue to
fight at a variety of ranges and under a variety of conditions. It
allows for attack with either hand, as in case of rapier, but the
imbalance in length gives you flexibility at all three combat ranges.
The dagger's only short-comings that I have discovered are against
missile weapons (It's buckler weather out there...) and in training
time (in our opinion, Case is a bit easier to learn) to achieve
proficiency.
To The Top.
We've given our
opinion that the rapier is ill-suited to cuts, excepting the last 2
inches or so. We believe the physics of using a straight blade in a
circular motion are both too percussive and rather ineffective, given
the rapier's dull edge. I'll repeat myself again: A blade soft enough
to withstand the rigors of defensive use cannot be razor sharp--if it
were, it would notch and then break. This does not apply to the back
sword (with it's strong spine and single edge construction), seax or
other weapon, only to the rapier. Push cuts are ineffective, draw cuts
are barely so. Tip cuts with 35 degrees of arc (or more) are highly
effective, just too painful to execute without wearing the equivalent
of heavy armor to absorb the blow.
To The Top.
Know your dope fiend!
-- Fear and Loathing in Las Vegas
Don Tristan and I have been discussing SCA style fighting and how we approach the basic form of combat: dueling (duello).
This section deals primarily with the style(s) of individual fighters
in that setting. This is a generalized overview of fighting styles. In
our opinion, the more adept and versatile a fighter is in moving
through the styles, the more dangerous they are in a duel.
To The Top.
So far as
we can determine, there are four types of fighter. These are not
completely rigid templates and there are overlaps. The amount of time a
person has been engaged in SCA fencing, their frame of mind while
fighting, their training, and their experience level are factors that
influence and complicate any analysis we make here with regard to
style.
To The Top.
This
is a fighter that is predominantly aggressive and seeks to end the
conflict by their own means. These fighters tend to attack early and
often without a lot of preliminaries. They are predominantly linear in
their approach (the shortest distance etc). A Charger tends to have a
few obvious "tells" or motions that signal the perceptive opponent
their intentions (which are simple: get in there and kill).
Chargers
tend to be middle level fighters with limited experience and
approximately 2-3 years "training" (as I say, there are exceptions).
They are not receiving what I would formally call training in the SCA
venue; by that I mean their fundamentals are either weak or unbalanced
(they know a few moves really well, but have other flaws in their
overall skills). Their ability to analyze their own fighting (during or
after a duel or battle) as well as the fighting of others is weak.
Their ability to change styles is weak.
To The Top.
This
is a fighter that is predominantly defensive. They seek to end the
conflict by a wider variety of means than the Charger: When they are
attacked, the Blocker does just that, block. They generally have a set
pattern of counter attacks called "Riposte" in the greater fencing
community. The Blocker tends to seek a rhythm of exchanges or
"conversations of the blade": Attack, block, riposte, reset, repeat.
They also tend to be linear in their approach. They tend to use very
little footwork, preferring to stand and fight.
Blockers
tend to be higher level fighters with as much as 5-7 years of
experience in the duello. They tend to be better trained or at least,
have a deeper grasp of the fundamentals and can look at their own
fighting. Their ability to change styles is somewhat better than that
of the Charger but they are still pretty limited. Their natural
tendencies make them excellent line fighters in the melee setting.
To The Top.
This
is an elusive fighter. They have no idea how to end the conflict and
are mostly reactionary. They tend to have neither a strong attack nor
outstanding defense. They often make tentative or peripheral attacks on
extended targets like arms and legs. When attacked they run away. When
blocked, they run away. When looked at funny, they run away. The Faux
Runner can be a smart fighter employing a strategy of "hit and run" by
design. This can be an effective way to meet a Charger. Generally, the
Runner has limited training and experience; 1-2 years at most (although
there are experienced fighters who have "perfected" this and made it
their core style). A duel with a Runner can take a long, long time
(which can be part of their strategy if they are actually using one and
are not running out of "fear"). They are difficult to engage and do not
establish "conversations." If they can out-wait you, you may do
something stupid from frustration that a Runner can take advantage of.
Runners generally have poor blade work and/or fundamentals; with the
obvious exception of footwork related to the retreat. Their ability to
change styles is also weak. They tend to get thrashy and panicky when
finally trapped against an Eric or some other barrier.
To The Top.
This
is the most difficult fighter to describe, until you meet one. They
tend to fight as a runner at first, then shift to blocking or charging
with no obvious pattern. They may attack strongly. They may stand and
block or stay far away. They may leave the line of engagement and
approach or retreat from their opponent at a variety of angles. They
are difficult to describe and analyze because Shifters are actually
thinking about the fight as it unfolds. They have strong fundamentals
and may be very proficient at any one range (close, middle or far
ranges); maybe more than one. Their ability to change styles is strong
because they have a mastery of basics like footwork, blocking and
attacking (If you review the material just presented you will see that
the other styles mentioned have a strong grasp of one fundamental and
not much to offer in the other categories. This is why I refer to them
as unbalanced).
The
more times you meet a Shifter over the course of fighter practices or
tournaments, the more difficult they are to defeat (because they are
reading your best moves and actively thinking of ways to defeat you. If
you aren't progressing to more sophisticated techniques and strategies,
a Shifter will eventually be able to beat you over and over, with no
real effort. To add an extra-special layer of humiliation, they may
beat you with different techniques each time they fight you just to
mess with your head. This is also a way to enhance your fighter
practice time when facing obviously inferior fighters. Instead of
taking their legs a dozen times in a row, try four or five different
things that all work; close and cut, snipe, riposte...practice your
whole bag of tricks. Try to start from awkward or disadvantaged
positions to see if you can "get out of that one". Try not to make it
too obvious or un-fun for your opponent or they may be too embarrassed
to return and fight again another day. Against a foolish, ego driven,
or unsafe fighter, take pains to develop the knowledge you need to
defeat them as quickly as possible in a tournament. This lowers your
risk of injury at their hands when they are least able to control
themselves, i.e. on the field).
Shifters
tend to have a great deal of fencing experience (7-10 years). They may
train in another art and often perform well in the melee setting as
line fighters, flankers, skirmishers, etc. due to their ability to
adapt to the mission profile, the styles of fighters they are teamed
with or opponents they are facing off against.
To The Top.
I'll
let Don Tristan describe how the various styles match up, but before I
leave this topic, here are a few words of caution. Match ups in any
sport are all theoretical, the two sides must meet before reality can
unfold and actually show what happens. This is important to remember. A
Runner who underestimates the speed and range of a talented Charger is dead,
before they can get away. The training, conditioning, size, speed,
natural ability and experience of the fighters involved always plays a
significant role in the outcome of the match. No matter what kind of
fighter you are, you need to be able to describe what you see other
fighters doing and what you, yourself, are doing on the field. The
better you become at reading yourself and others, the more you will
grow as a fighter, teacher, tactician and commander.
To The Top.
What changed me from an amateur into a professional was getting a really firm grip on the fundamentals.
-- Lessons in the Fundamentals of Go, by Toshiro Kageyama (7 dan)
One of the
best ways to observe the four types of fighters is to attend a fighter
practice (FP) or tournament outside your home area. Tournaments have
their own feel and formats that tend to offer advantages to different
fighter types, and present information to you in their own way.
To The Top.
SCA
fighter practices tend to be fairly chaotic and unstructured, with many
fighters doing different things simultaneously. This is what I've seen
in the Northern Outlands. I've heard about FPs from other Lands and
I've read training manuals and lesson plans from other Kingdoms.
Generally speaking, most of the rapier fighters in the SCA do not seem
to have a general martial arts or military background. Rapier fighting
is a casual hobby for most (as are most martial arts practiced in the
US). Rarely do I see fighters doing the things I consider essential for
excellence in all of the styles and at all of the ranges. This holds
especially true for people who have mastered or nearly mastered one
style. They've gotten this far by doing certain things. If it worked,
they kept on doing those few things. To advance further, a rapier
fighter needs to start thinking about (and training toward) other
aspects of the game. Even more importantly, they must if they've had no
grounding in basics, retrace their steps; returning to the fundamentals
which make mastery of other styles possible (the label "Master" in my
lexicon means - "I have a basic understanding of fundamentals.").
This is
a very rare event. It's boring to go back to doing "just" footwork. You
won't be seen as a "big shot" if you do plain old parry drills or point
control. The truth is, each of the first three styles of fighter we've
described rely on a few of the fundamentals and only those few. To
cross over easily from one style to another (or to achieve the kind of
mastery we think the Shifter exhibits) requires personal interest,
discipline, commitment and honest self appraisal. If you are reading
this, you have the potential to do just that; enhancing your fighting
ability and enjoyment as a participant or spectator. How a fighter
prepares for and participates at FP will give you clues as to their
interest, ability, style and experience level. I'll group this stuff
all together under the general label "mindset."
New
fighters are often unprepared for fighter practice. They lack
sufficient funds or equipment and stand around watching. Their mindset
is unfocused. They don't really understand what they are looking at,
nor do they know what they should be looking for. It's too bad they
don't do this kind of thing two years later, after they've become
active. Watching can be very helpful. Experienced fighters actively
watch others when they are fighting, drilling, resting. Who is busy
talking? Who is paying attention? Who is checking their gear? Who is
padded up and ready to play? Who is on the field first? Who is on the
field last (as in; at the end of a long day, who is still playing or
observing)? Who is teaching (and can you tell from a distance what the
hell they're trying to teach...I've seen some very weird stuff going on
under the heading of "training.")? Who is doing exercises, drills, etc
(by themselves or with a partner). The next step is to watch fighters
warm up or fight. New fighters (who have some background) can be seen
doing basic footwork or lunging against a wall with a sword (or even
just a scabbard). The best of the old timers can be seen doing the
exact same things (they just look really smooth doing them).
The three basic fighters all have clearly defined mindsets;
these permeate everything they do. You should be able to pick up
"tells", because the three basic types rarely do any useful warm up
(I'll discuss the concept of "tells" further in a moment). They just
get out there and start fighting. After all, what's there to train?
They won't work on their weaknesses to improve them. This requires
slow, frustrating, uncool-looking, (even painful) drills. The best way
to warm up is an individual choice. The only consistent thing to be
considered is the mindset the fighter exhibits. Good fighters come to Fighter Practice to practice!
Good fighters are warming up with a purpose. They are stretching or
doing a drill or even (apparently) free sparring with a clear aim;
controlled and focused. They came to improve something, something
specific in their game.
To The Top.
Chevalier, you will be the thirteenth I have killed.
-- Anonymous Champion in a Duel
And you will be my seventy-second.
-- Chevalier d'Andrieux, functioning as the champion for the opposing party
Unlike
the fighter at a fighter practice, the tournament fighter is operating
on a much higher level (and paradoxically a much lower one). Most
fighters will revert to their most comfortable form during a tournament
and this allows the observer an excellent opportunity to examine the
full depth of a fighter (this is the lower level). During a fighter
practice, most fighters are typically playing at 50% to 75% of their
full speed. Accordingly, most fighters spend quite a bit of time
playing manually (i.e. they are thinking about their offense and
defense) rather than letting muscle memory and reflex handle it
automatically. During a tournament, however, fighters will up the speed
and accordingly, turn a large portion of their offense and defense to
auto pilot so they can concentrate on reading their opponent and
anticipating their next attack (this is the higher level). Inevitably,
a fighter in this excited state will exhibit their most basic forms and
tells. An example: during a practice I will typically use a lot of
flashy parries, hand picks, and cuts. During a tournament, however, I
tend to revert to head shots and retreats. The increase in speed
results in a radical change in my style.
Why
is tournament analysis important to us? Since fighting offers a high
stress combat environment, style changes are common. Many fighters will
revert to their core style during tournaments.
To The Top.
Every
martial artist starts his or her training somewhere -- nobody is born a
fighter. As a result, the most early training is also the most deeply
ingrained and under high stress or speed, most fighters revert to their
original training. This is especially true with new fighters who learn
the drills and do well when sparring at low speeds. However, the
instant their opponent starts to push them, most new fighters degrade
into a mass of flailing parries and cuts. Even advanced fighters with
several years of training and experience can be forced to revert to
their basic training under the right sort of circumstances (extreme
fatigue, sudden pain, etc).
In
tournament fighting, fighters tend to use their most comfortable
form/style. As a result, the best way to beat another fighter is to
recognize their base form and adapt your own style to it.
Unfortunately, this is difficult to do. On the one level, you have to
be able to recognize your opponent's , find a style that gives you the
advantage and then override your own tendency to use your most
comfortable style (as it may be the wrong one). When you become more
fatigued as a tournament progresses, you will feel more and more
pressure to revert to your original style.
To The Top.
One
of the best times to analyze another fighter is just before the
tournament during warm up bouts. As a general rule, a fighter doing a
warm up bout will start to transition from their surface style into
their base style. This is all part of the normal process of psyching up
and tends to be unconscious (this is why it provides useful
information, it's uncensored). Your best course, if possible, is to
observe a fighter through several bouts to see any change in their
style.
Once
you have a feel for a particular fighter, the next step is fight a warm
up bout with them. If possible, try to get a late warm up bout when
your opponent is fully warmed up and fighting at speed. I recommend
fighting about 75% (of your own speed and ability. In fact you should
lose most of the warm up points while carefully noting their speed,
range and idiosyncrasies) with your opponent and spend most of your
bout watching your opponent's reactions to your choices in technique
speed and range. I generally have several target areas in mind prior to
the bout that I have selected from observation prior to our dance.
To The Top.
Once
the tournament begins, try to watch every bout that you're not
participating in. If possible, try to work as a field marshal, as it
gives you an up close look at a fighter's style at speed. At this
point, most fighters are operating at 90% to 100% effort and most of
their offense and defense is now on auto pilot. Look for favorite
attacks, tells, and footwork errors. In addition, talk with other
fighters about their bouts against this opponent. Try to get an
explanation of the bout in detail, describing good shots or parries,
how they won/lost, what made their opponent difficult/easy, etc.
To The Top.
At
some point, you will have to take the field and fight. During combat
you have the perfect opportunity to use the observations and analyses
you made from the sidelines. As you step into the Eric, take the
opportunity to loosen up (shoulder shrugs, jumping, wrist rolls) and
watch where your opponent gets set. I will often take the "on guard"
position several sword lengths out of range. Many fighters have a very
fast attack from the "on guard" position and dying two seconds into a
bout is not constructive to learning. On the commencement ("allez"),
slowly close the range.
Once
you get to a comfortable distance, it's time to start looking for holes
in their defense. If my opponent is not someone I was able to observe
or warm up with, I will start by attacking the nearest target areas and
observing any reaction. In most cases, I do not use a committed attack,
but instead throw the shot toward a spot about 2 inches
from the intended target area. Most fighters will react as if the
attack was "live" and defend or attack appropriately. My general order
of targets (depending on weapons and physical makeup) are primary hand,
front foot, head, front knee, off hand, and torso. If I get a strong
reaction (overly large parry, strong riposte, etc), I throw a second
attack
at the same target. If I get the same reaction, then I designate that
area as a "soft target."
Once
I get a feel for the other fighter, it is the time to move in for the
kill. Tournament fighting is very tiring due to the high stress level.
A long bout is most likely going to drain you, resulting in sloppy
point control, wide parries, and poor footwork. Under good conditions,
I try to identify two holes, but if I can only find one or my opponent
is
starting to press me, I will now attempt to penetrate their defense
through that hole.
Once the duel is over, take time to discuss the bout with observers on the sidelines.
To The Top.
The
limited fighter (sometimes even the master of many styles) has what we
call "tells" short for telegraph; which means they do little things
that tell you what they'll probably do next. Tells have to be
consistent and (basically) unconscious or uncontrollable to be
considered good tells. If a fighter does something a few times and then
kills you right after that, what you saw was probably just a set up by
a Shifter. Shifters are not committed to any one style. They don't
really have solid tells or they have tells in one style that evaporate
when they change to another style. Difficult and tricky folks, those
Shifters...Some of these tells may be blatant. Some may be subtle. It
depends on many factors: size, length of limb, speed, the skill of the
fighter. Some are unique to one fighter (which is why it's good to
watch others fight. Their deportment on the field will often tell you
what to watch out for even if you've never fought them before in your
life). Some are more general. I'll try and give you an idea of what to
start looking for.
To The Top.
Erics,
field footing, and tourney conditions can all impact how you approach a
particular duel or fighter's style. Here's some information to help
direct your thinking.
To The Top.
Prefers
small, narrow fields with definite corners (we once fought two fields
on a theatrical stage, twenty feet across, fourteen feet deep and 3
feet off the ground.) where running room is all but nonexistent.
Slippery
conditions (like linoleum) can inhibit a Charger's rush somewhat, if
they have trouble getting enough traction to accelerate. Your chances
of bailing are also slight, so be prepared to fight at close range.
Watch their furniture and be prepared to pivot or take a knee to get
control of the Charger's weapons. I've seen a charger "glide-skate-
run" through three fighters (getting cuts on each of them, but no
kills), because momentum had taken over and they really couldn't stop.
If you can fade back and leave a stop thrusting weapon at home, you
have a good chance of getting a Charger to impale themselves while you
drift away. Chargers will often get a "late kill" after you've made
your touch, which is annoying to a purist like me. Try and keep your
defense going for another 5-8 seconds after a touch.
Tournaments
with time constraints ("hold the field for aggregate time" is a format
that comes to mind) encourage the Charger to do his worst as the more
fighters he faces, the more points he can score. Nothing says "I Love
You" like legging a Charger and staying outside while the time goes
tick, tick, tick ...Oh, too bad, not enough points to advance
(redefining victory is a prime covenant of our philosophy. I may make
it my personal business to keep a dangerous or incompetent fighter out
of the finals... whether I move up or not).
Weapons
restrictions can also play hob with your ability to survive a Charger's
game. A long blade gives you enough range to react and dispatch a
Charger, but a "dagger only" format means it's almost a crap shoot
whether you can get them before they get you; a Charger with a dagger
is mostly committing short form suicide to begin with. A dagger is
primarily a defensive and counter attacking tool, even when used alone
(the first doofus to extend his arm gets the "fillet of forearm"
treatment). Anyone who disregards proper distance and closes in a
dagger fight is going to die, probably double killing with their
opponent (it's really hard to overcome that pesky "it's only a
game/fantasy courage" factor. It reduces the necessary pause made by
actual opponents who think very long and very hard about charging me if
I have a real, ultra-sharp knife in my fist.) in the process.
This can go on for several repetitions/do overs, until you get a clean
cut on their primary hand/arm, while they miss and/or trade arms with
you. At this moment, all that bilateral training you've done to even up
your game on both sides will pay dividends (Chargers are really
unbalanced. They have a primary hand and nothing else). If you have
been lazy about working your off hand...oh well. Back to the drawing
board.
To The Top.
Will
most likely take a position near a corner, neck or other natural choke
point on the field and simply stand there...all day if necessary.
They'll wait and wait and wait until you play their game. Field size
doesn't matter much to them, anyway. They don't know how to use it.
I
have seen a hybrid blocker/counter charger type of fighter down South
(Santa Fe). These fighters tend to be short, female fighters (they have
a number of genuine handicaps, true) who want to engage in blade play
until one of three things happens:
The
bottom line is that they play blocker until they feel the scales tip
against them at which point they don their sacred head bands and
"Banzai" into the guns.
Slippery
conditions also favor the Blocker as they can stand there and do what
they do best. Any large footwork or momentum change you try will
probably favor them, so small steps and tip top point control are the
order of the day. If you have the energy you can do lots of circling on
a large field, hoping to hypnotize them, cobra style, until you can get
the kill in an incremental moment of error (damn, my block was 3/8 of
an inch too wide and he took my wrist.) where you draw their defense
further and further out of position.
Tournament
conditions that require you to fight with your off hand holding your
primary weapon are often a hoot when facing a blocker. They are
unbalanced in their approach to fighting (just like the Charger is) and
anytime you can make them fight off-handed you've won a major
advantage. Kinda nice when the tourney itself requires them to start
off with an awkward or unfamiliar weapons system. Some tournament
formats make you fight on planks or plank to plank. Again, the Blocker
is going to feel like a happy camper, he gets to just stand there
again. Groovy. Time to start hitting those zones and really move his
defense around. Just remember not to take their lead arm so they don't
switch back to their old (read stronger) game. Time constraint formats
require you to pull out what I call "Wonky Play." These are moves that
end the fight quickly but are unorthodox and have a tendency to flummox
the blocker long enough to win. Here are some examples:
You get the idea.
To The Top.
Large
fields are obviously Heaven on Earth for the runner. With enough room
to run in, your tactics will rely heavily on the "bait and switch"
techniques described in the Chapter 12. It can be a real challenge to
track down a runner and pin him against something. Try to use natural
irregularities, saddles, dog legs or corners to limit the Runner's room
to maneuver.
On
a round field, move slowly and then make a quick rush when you get a
feel for which way they are going to drift on the arc. Corners on a
square field can also allow you to herd them into a small enough patch
that you can predict the panicky bolt that's coming. Runners habitually
retreat in one directional arc (to their right or left) or straight
back. Don't feel too bad about running them into the flags around the
boundary. They chose this style, they can live with it. Crowding them
one way and then cutting back against the grain (Watch rodeo footage of
a good cutting horse to get the idea) can be an ideal way to lock them
up (mentally) long enough to get the kill. Don't forget about
peripheral targets; leg shots are your friend.
Above
all, don't let pesky field marshals try and "center you two up" if
you've gone to all that work to pin a runner down. It's your fight,
you've worked hard to establish that advantage. If you have time, talk
directly to the Marshal In Charge (MIC - pronounced "Mick") before the
bout, even before the tourney begins if you can. Explain your
reasoning/strategy and they'll probably let the fight continue on the
spot where the idiotic active marshal called that totally unnecessary
and illegal "hold."
Slippery
field conditions can allow you to bluff a hard charge, hesitate (while
the runner goes over backwards in a confusion of arms and legs), and
stroll leisurely up to the supine simpleton and take a leg(s) shot or
get the kill. Gravel, wet grass, snow etc. all help you defeat the poor
Runner. Lumpy fields that promote tripping can allow you to accomplish
the same thing. Just keep constant, relentless pressure on them
(Terminator Style) until they run backward over something that trips
them up.
Weapons
restrictions can cause a Runner to enter the field with a fuse or two
already blown. If they get the long weapon and you get the short one,
consider playing "broken wing" until they get close enough and/or over
confident.
Always
factor in weapons or field conditions that play to the greatest fears
of the Charger, Blocker and Runner. Any or all of these fighters can go
for a radical style change when faced with almost certain defeat should
they maintain their usual style. It's embarrassing to get killed in
some awkward and defiant charge by some "usually" mousy Runner and
watch them advance to the next round through what is mostly luck and
surprise. Don't get surprised! Keep the unexpected in mind.
To The Top.
The
best rule of thumb for dealing with a Shifter under any circumstances
is to note the limits of the weapons, terrain, tournaments conditions
etc. and then think about what's possible under combat conditions. Let
basic principles guide you here. Daggers dictate one kind of fighting,
swords another. Cloaks allow for some kinds of defense and not others.
Time limits will spur most competitors to rashness and "all or nothing"
dashes (the last speed tourney Don Tristan and I were in, He played for
quick kills and sniper shots. I played my normal "cross up their timing
and distance" game. Surprisingly, after 45 total minutes of play on two
fields, only 6 kills separated us: his 33 to my 27. Significantly, our
different styles did not mean radical differences in efficiency. Had I
held the field one more time than he, I could have easily had more
kills. Our grand total of 60 kills was also pretty impressive as most
speed tourney winners are lucky to have 15 total kills.) Expect
something different from the Shifter every time you fight them,
especially under any vagaries in format or conditions. Planks limit
footwork and test balance, look for the Shifter to play there for a
while and then "go somewhere else." Your best hope when facing a
Shifter is to "go for the tie" and hope you do things well enough to
eke out the victory anyway. A split second here, a late balance shift
there, your hand in a better position than theirs at the crucial
moment, etc. all these will affect the outcome of the bout. Winning
against the Shifter often depends on something happening during the
duel that you will see and can take advantage of, but I on this page at
this moment, could never predict.
There
are fighters that I face with the following basic approach: If I win,
great, but it's a complete toss up - with many factors of the moment
contributing to my success or failure, including luck.
I
will say one thing about beating the Shifter, and it is predicated on
the reactions I see and hear from other fighters around me when a
tournament and it's limitations or conditions is being described by the
MIC. Weaker fighters moan and groan when they hear conditions that are
unfavorable to them. They sigh and look down and shake their heads.
They are half beaten before they even take the field. A Shifter will be
standing there thinking, and thinking hard. They'll be saying to
themselves: "OK, I can do this. I'll use that, try this, fight with
these factors in mind..."
A
Shifter can fight with both hands, one hand, no hands. A Shifter can
use short weapons, long weapons, scabbards etc. A Shifter can fight on
a plank, a log, a hay bale, a burning deck, in a collapsing mine shaft,
by lantern light, even blind folded. A Shifter can fight tied to
another person at the wrist/ knee/ neck. A Shifter can fight (and win)
with no legs, laying on his back, whatever. The reason a Shifter can do
this is that (s)he has already trained for these eventualities before
they ever occur in combat. The Shifter worked hard, virtually every
day, to overcome their weaknesses until (to an outsider it appears)
they don't seem to have any weaknesses.
To The Top.
Up until the
start of the sixteenth century there were few solid principles of how
best to fight with swords. Masters, mainly army veterans, passed on a
hodgepodge of techniques, mixing together swordplay, dagger work, and
wrestling moves--anything that would help their pupils survive.
-- By the Sword: A History of Gladiators, Musketeers, Samurai, Swashbucklers, and Olympic Champions, by Richard Cohen
Each individual
master taught merely a collection of tricks that he had found, in the
course of an eventful life, to be generally successful in personal
encounters, and had practised until the ease and quickness acquired in
their execution made them very dangerous to an unscientific opponent.
-- Schools and Masters of Fence..., by Egerton Castle
One of the
advantages I believe we have, that period fighters didn't, is that we
train in public, fight each other repeatedly, and always get another
chance to rectify our mistakes. Masters, anywhere in the world at any
time in history, recognized the power of good intelligence: i.e.
fighter analysis. They understood that a move seen is a move weakened.
Seeing something for the first time, live on the field, usually gets
you killed in a real fight. Seeing it from a distance, with minutes,
hours or even years to prepare, means you have a good chance to survive
and even prevail.
I know a fighter who
likes to take a deep lunge and extend it further by putting his off
hand on the floor and shooting upward at a 45 degree angle. It even has
a fancy Italian name, Passato Sotto. The point is, that
particular move worked on me exactly twice before I found ways to get
around it. Had I not have gotten to see it performed by this fighter
first, in practice, I might not get to survive it under lethal--live
fire conditions (it is dramatic). That's my advantage, the advantage we
all have in this game: we've seen these things tried, in tournaments
and in Fighter Practices. We can adjust to these tricks without paying
the full--bloody--price for learning about them. I've probably seen a
hundred tricks that a period fighter never saw, or only heard about
from gossip, after another duelist died; as that particular trick was
first revealed on the field. Secret moves were very effective when
nobody knew what was being explored in secret. When the grapevine
sizzles and everyone knows about what is being done: who does it, who
trains it, who has the counter for it, etc. then, over time, its
effectiveness withers and dies. My own case is a perfect example. I
came to the Outlands with 20 years of knife fighting experience. At
first I could take 30 or more fighters in a row with my double or
single dagger style even against Case. Since then I've spent the last 6
years teaching others all my moves. My chances of holding the field
with that style through even a few of my peers and students these days
is slight. I'd be happy to win without receiving a crippling wound in
the process!
Period duelists who
survived 8-10 duels often went on to survive fifty or a hundred. Why?
Experience. The diaries I've read of soldiers who survived combat (from
WWII through Viet Nam) show that men who made it through 30 days in
combat often went on to survive the war. It's the constant cycle of
fresh meat, in the form of newbies, who get to die for their country
and who suffer the most casualties, as they attempt to learn the trade
under harrowing conditions. If you survive long enough to learn to make
the right moves in the field, you've seen everything a human can think
of to do (with those weapons at that time in the history of warfare)
and will most likely survive. That's why I keep saying: the moves are
the moves are the moves.
My greatest weakness in
this game (in my opinion) is that I rarely psych up and fight all out
(what's the point? it isn't real). I stay in "teacher mode" most all of
the time, even with fighters I don't know or could easily beat. I mess
around during duels, extending the time on the field, encouraging my
opponents to fight hard and do well, even pointing out improvements
they could be making as we go. This has earned me a reputation for
"playing with my food" or "having a bad attitude" or "dragging a fight
out in a cruel or humiliating manner." This is not true. I want others
to do well, as this pushes me to do better. It takes pretty desperate
odds or very difficult conditions for me to get excited enough to cut
loose and fight full throttle (this is not bragging. I'm trying to make
a point about fighter analysis, bide with me a moment).
One more war story: We
did a fighting exercise after a tourney where each individual defender
was placed in a narrow corridor, to be rushed by four attackers (all of
us using single epee). Each attacker's release, in series, was delayed
by a three second count, thereby ensuring a bead on a string effect,
with a few precious seconds available to dispatch each aggressor,
before the next arrived. Take too long, and you're facing too many
swords and die (the corridor did have a "bulge" in the middle where
your opponents could face you three across, a very bad situation for
the defender). This was such a novel, difficult and complex challenge
that I got excited enough to give it my all (I added a couple of
constraints for myself: only one second between each attacker's release
into the corridor, and I decided to use only draw cuts to win). In
seven seconds, I had killed them all (I'm not precisely sure how I did
it either. I was pretty tired from fighting all day and I just flowed
into "mushin." I do remember using one fighter to delay another,
briefly, sometime during the attack, then, poof, it was over and the
time keeper was calling "Seven seconds." At the time, it seemed to take
much longer. A nice display of Zen fighting, if I do say so).
The point is, there are
wonderful fighters who won't show you all they are, or all they have,
in one single sitting (other masters in other martial arts are
notorious for this. They always seem to have a trick or two left in the
bag, even if you've watched them for years.) These masters are
probably--just like you--learning new stuff all the time; moves so
subtle and refined that they couldn't teach them to you or me until we get that many years under our belts (at which point, some of these moves will probably have become self evident).
Experience and constant
training normally give the serious, long-term practitioner the edge.
You may not see a master's best stuff until you've played them for
years, because they aren't being challenged hard enough to use it.
Remember that factor when you are making your analysis of a particular
fighter. There are no dangerous weapons, only dangerous men.
To The Top.
Express elevator to Hell, we are going down!
-- Aliens
And again, the thrust being made
through the hand, arm, or leg, or in many places of the body and face,
are not deadly, neither are they maims, or loss of limbs or life,
neither is he much hindered for the time in his fight, as long as the
blood is hot.
-- Paradoxes of Defense, by George Silver
In SCA rapier fighting, we continue
to battle even when we lose the use of our legs; which, as I understand
it, is pretty unrealistic. Still, it's good training for the head bobs,
upper body evasions and blocking that you sometimes need in static
situations (and that Blockers specialize in. As Shifters we want to be
able to imitate the Blocker at need). It concentrates on defense and
improves or expands on your repertoire when the other fighter is
controlling the pace/tempo, or when you are the "Up Fighter" and in
command of these same principles. Can we analyze a "downed fighter"
(DF) the way we do a standing one? Can we factor in the skills/habits
of the four basic fighter types when they are DFs? Can we predict how
they will function when paired with a DF in a melee setting or
two-on-one tournament and we are facing them alone?
Of course.
We will look at two basic combinations:
- You as the DF, your opponent as the Up Fighter (UF).
- You as the UF, your opponent as DF.
We will not consider the DF/DF
scenario because mirror engagements are tactical stalemates and the
chances of a double kill are high. In other words, it's a crap shoot.
We will not consider the DF versus two UF scenario either as the DF
should die in about 3 seconds and you do not want to be that person...
ever!
To The Top.
How a fighter approaches
being a DF is readily apparent by the posture they take on the ground.
When working as a DF, we recommend that you use the kneeling position,
rather than the "leg(s) in front" position. Although the "leg(s) in
front" is popular, it only gives the illusion of stronger defense.
There are serious weaknesses, which I will address when you are
attacking a DF that adopts this posture. For now, assume all my
comments about being a DF include your having taken the kneeling
posture (if you have injuries or flexibility problems, the "Indian
Style" is an acceptable alternative, but it limits the range of torso
motion a bit and I find it harder on the lower back).
Remember, you are, in effect,
a Blocker when you lose your legs. Take every effective attribute of
the Blocker and apply that knowledge to your preparation and training
as a DF. You should practice every aspect of SCA rapier fighting,
including this one. If you are a poor DF, you are probably a poor
Blocker. Adjust your mindset and your training commitment to
include: all four basic parries, classic ripostes, draw cuts above the
horizon line (common sense, it's hard to do an upward oblique cut, like
a 4-10, when your target is above you.), the middle, and close range
defense, body evasions and forearm/elbow blocks.
The one factor that is outside DF's control (that is critical for success) is distance.
Since the DF has no mobility, they have no control over the distance
between two fighters. They must rely on the UF making an error. The
error can be withdrawing too late or too soon, closing too deeply or
getting mentally sucked into standing still, thus giving up their
mobility "voluntarily." DFs can do things to help create that error,
but without that basic flaw in UF's attack, a DF cannot win.
To The Top.
You will
need both hands (if at all possible) to defeat this type of fighter.
The kneeling posture, itself, is an invite and a trap. You are
encouraging an all out assault by leaving the ground in front of you
temptingly clear. Chargers have problems when they get too close and
you're inviting exactly that error. Also: be aware that (It is ironic
that the Charger often adopts the "leg straight in front" posture when
they are a DF. This gives us some insight as to what type of attack
they fear and why they are ChargerS themselves.) the Charger is coming,
and soon. Thankfully, the DISTANCE question is often solved. The
Charger will be with you in a moment. Stay alert and don't drift off
mentally. You will have very little time to adjust your defense once
the Charger gets rolling. The fight will move to close range very
quickly. Charges also lack the discipline and skill to stay just at the
edge of engagement and pick at your extremities. This all works to your
advantage if you are prepared. Training against the "suicide" charge is
essential as drawcuts will probably become your only useful (and safe)
response.
It's best to
meet a Charger "square up" with two hands at shoulder height, "en
passant" (strip style with your single remaining hand forward) when
one-handed. You need to watch the "tell" peripherally and focus on the
weapons coming at you. You will have to "wedge out" the incoming
point(s) while keeping your own point on line. Your blade must stay
inside theirs so your cut is to the belly and theirs is to the
shoulder. Most of the time, the Charger will run right onto your point
if you can keep it somewhere on line. To make this possible your blocks
will need to be more "aggressive" and powerful to hold off a Charger's
attack. The Charger's body weight will be behind any attack they are
making (and how!) so it is vital that your blocks be powerful enough to
compensate and manage that excess energy. Try not to block beyond the
"batter's box" of your frame, although this will be hard to do. Any
wasted motion will put your tools out of position and too far from your
body. Keep your elbows too high long enough and you'll get carved up.
To The Top.
Here is
the most difficult UF to face as a DF. You must play his game, and play
it better, to survive against a blocker. By engaging in blade play and
conversation while gradually retreating with your torso and your
parries, you may get the blocker in close enough for an "mini-charge"
of your own by combining a strong thrust and a forward torso lean
According to the rules you can't rise up off your buttocks). The normal
way to defeat the blocker is to take control of their defensive tools,
move them around and then make a strong attack or close and overwhelm
their defenses (Sort of like a Charger, but more thoughtful and
controlled). This is hard to do without legs, but it can happen. You
can also play a kind of pick game as a deformed runner. By taking shots
at he lead hand of a blocker, you can keep them at the very edge of
range. Making them cross this added distance can lead them too come in
too far. This makes sense because the Blocker rarely advances and under
pressure may have trouble managing a large enough advance and retreat
to get you. Occasionally you can pick their primary hand or forearm.
When they switch, beware, as you've probably turned them into a poor
man's charger. Because their off hand (as a primary tool) is generally
weak, your chances of success are increased (just be aware that a
committed blocker may become desperate and feel they have to change
into a charger. They'll probably be fairly clumsy, but they can still
kill you. You cannot afford to be caught napping as a DF if/when this
occurs).
To The Top.
You must
play the runner in a similar fashion to the blocker, but there is more
of a "trout on the line" feel to it. Try to appear as awkward and
helpless as possible. Take an open "en guard" position with your sword
on the ground or low and off line. You must offer them first bite and
make it look safe for them to commit. If you prefer to engage and do
some blade play, the runner must be brought into range so gradually
they are unaware that they've gotten too close. If you commit to a
"mini-charge" too soon or too often, you will scare them out of range
and have to begin the dance all over again. Use the "lean away" and
"retreating arm" sparingly and convince them that they are still too
far away for you to get them. When you have a good read on a runner,
make your torso lean and thrust, but make it count. You've got to get a
piece of them or all that subterfuge is wasted. Also: watch out for
hand/wrist/head picks by a runner, it's usually their best shot and
they feel safe making it.
To The Top.
Be
prepared for a long afternoon as a DF. A shifter may be patient and
pick at you from long range like a runner (all the while they will be
thoroughly gauging and assessing your blade work, defense, mindset,
fatigue factor, and range capabilities; they'll spend that time keeping
you under pressure, constantly chipping away at your defensive tools
until you have no limbs and the fight is over) only to change gears
after a bit of blocker style conversation and charge to the
bellybutton (if you have an "outie" it'll be touching them) range to
slice you up. When and if the Shifter decides to change games or
ranges, you have to be ready and able to meet them at that game. Your
thinking cannot afford to lag or they'll make the kill before you have
time to "change gears" mentally as well as physically.
Personally, I
like to close and bind a DF and then step away on the 45 degree angle
to finish them. It's a bit sneaky because I'm no longer facing them
"square up" in the required chivalrous style and I often arrange my
escape away from the long blade. If I move to the shorter weapon or off
hand side this causes them to mask their own sword because it must
travel across their own chest to get at me. This makes them awkward
which is all good for me. I feel it's fair because I've given up
controlling the distance. The DF has a good chance to fight at their
best range and if they can work a blade free, they stand a reasonable
chance of getting me (This almost never happens as I'm very comfortable
at close range but it seems nicer than staying outside and picking them
apart. I find that against newer fighters that option is distasteful.
Against fools or enemies, however, feel free to toy with them like a
cat with a wounded mouse...taking their defense away brick by brick
until they are completely at your mercy and must yield. Delicious!).
You must be
totally focused when you are a downed fighter. Develop the ability
through training and excursuses to shift your defenses to meet threats
from any of the styles and any of the ranges, almost instantly. I can't
emphasize enough how important it is to anticipate a shifter'S decision
to change styles or distances.
To The Top.
Now that the basic
groundwork has been laid, you should be able to think about how you
would attack the four types we've defined when they become a DF.
Tactical and strategic thinking are part of the overall fighter
package. Try to improve your skills in this area.
If you wanted to take a DF
RUNNER'S arm (strategic goal) how would you do that (tactical problem)?
Can you get them to extend it for you so you can just lop it off?
Probably not. This fighter is naturally tentative. Without help (read
invitation) they won't extend themselves enough. You'll have to leave a
target open, a big fat one, to get that arm out where you can stick it.
You "channel" their attack with bait and have a preset counter measure
ready to go when they make the fatal blunder. Get the idea?
All the information just
presented on how you are going to be attacked as a DF is applicable to
killing a DF. Just reverse the rolls. Remember to make the "mistake" of
closing to an appropriate distance, fully aware that you are in charge
and can leave if the tide of battle shifts against you. Don't get
sucked in to staying too close if things aren't working out. Retreat,
regroup, reset. Depending on the style you wish to employ, you make the
choices that lead them to do what you want to see. If you know you're
getting really deep you're not making a mistake if you have a plan and
are executing a technique. Closing is only a mistake if you haven't
weighed the risk and are just messing around, hoping it will all work
out. The key is to remain observant enough to withdraw and regroup when
you feel the play is going against you. It's a bit embarrassing to me
to lose to a downed fighter--I have a big advantage in controlling the
distance and length of engagement--it should be an easy victory.
There are two basic DF positions: "Leg(s) forward" and "kneeling" (or "Indian Style").
To The Top.
If you lean back like that again I am going to aim for the one target on you that isn't moving.
-- David ap Llywelyn, speaking to Buta during practice
The DF with their leg forward is being a bit un-chivalrous, even discourteous, because they expect you
not to step on them or hurt them. In a real fight, I'd "sewing machine"
that lead leg until it fell of or they begged for mercy (Editor's Note:
Or I'd walk away and let them try to chase me--in period a leg blow
either ended the fight
or it was barely noticed). What the DF in this position is doing is
attempting to channel your attack to one side of the obstacle or the
other (as well as giving you something safety related to think about.
Since MY safety is always MY responsibility, I don't give it over to
another person lightly, especially if I can avoid it. The fighter with
their leg out is depending on their opponent to watch out for them.
This is unwise and unrealistic. It's just one reason I recommend the
kneeling posture when you are a DF). Since you are required to attack
their front, it's a bozo no-no if you step in behind their back or
shoulder and start cutting their throats from ear to ear. OK, (un)fair
enough. How do I deal with it?
Let's use the lead arm's elbow as the defining landmark. If I'm talking about the inside line, that's the side the elbow bends toward, i.e. the chest and groin. The outside
line of approach is the triceps side or back of the arm, because the
elbow doesn't bend back, it locks. If you have some strip training,
these are the four (inside) and six (outside) line, even on a fighter sitting down.
Let's
describe the scene a bit. Say the DF is right handed, still has their
primary arm/hand, and has their right leg out (this is another thing
that irritates me about this type of DF. I can wound either leg and
THEY get to decide which one they leave out. If I could make a rule
about this, I'd say that the wounded leg must always be left "dragging"
out there in front for added realism). If and when they chose to lean
back.
Leaning back is a favorite way to get you into a DF's
effective range. I'm not against doing that , I just don't like to do
it in a blatant and clumsy way, which this leaning back business is. I
don't even want to get into the fact that Marshals will often call a
hold when these fighters end up on their backs. It's one thing for an
UF to force a DF onto their back. It's another if they choose to lean
that far back. The idiot chose to fight there, so let him! This is
similar to trapping a Runner in a corner and having to let him out
again, on the Marshal's say so. I just don't feel it's my fault or
problem if the DF put himself into a physically uncomfortable or
potentially dangerous position.
Anyway, the DF will probably be leaning back on their left hand.
The best way I've found to handle this posturing is to work to the outside of the forward leg
(I know, that's technically behind the shoulder but if I attack along a
line right behind the elbow, I can get away with this. It's especially
fair if I hit them in the front or four area with a thrust or drawcut.
After all, their weapon is available to block if they choose to do so.
I
want to keep them from pivoting around on their buttocks and whipping
me with that lead leg. I want to prevent their furniture from bashing
my knee. I want to keep their leg pinned to the ground if possible
(this prevents them from doing much else but going over onto their
back, which is what I want). If, as I attack, I place my foot (my right
foot; always use the same foot they are using. Do not go "mirror
image," here) at their knee level on the outside of the leg (stepping
on the pants leg is always a nice bonus), while managing their blade
(with an 8 block or off hand check) they cannot trap or sweep me with
the leg. They cannot elbow strike me with the lead side arm. They can't
hit me with their furniture. They cannot drawcut me (a 9-3 drawcut for
them). Good idea, let's go with it.
If I step outside their
lead leg and control their lead arm, everything gets a lot easier. Use
what you already have learned about managing and killing blockers
and you should do fine. If you can push their blocking tool across
their body, it opens up the whole neck area. Good enough. Stick 'em in
the armpit, the throat, the head, the groin, etc. Drawcut their wrist
and then stick 'em some more. Step back. Help them stand. Say something
nice like, "good fight." Go record your victory with the list meister.
To The Top.
This is probably a blocker or a shifter
Approach
with extreme caution. They are probably going to be comfortable at most
if not all of the ranges (middle and close and super close) that decide
the issue. I believe the kneeling DF also has a few inches of mobility
in the torso that other styles of DF don't have. Be aware of side
slipping and body evasions by this type of DF. Estimate your ranges
carefully. If you do charge in close, be kind and do not bowl over the
DF. Legs trapped under hips and buttocks can be seriously injured if
the DF hasn't practiced this particular kind of stretching.
To The Top.
Develop a plan for
dealing with this situation because it is a frequent occurrence in SCA
rapier fighting. Taking a leg should always be part of your strategic
repertoire and I find there some fighters that I always try to take
their leg as part of my initial attack; especially if I believe they
are wild, hyper-aggressive, sloppy, or have hurt me in the past. Taking
the leg gives me the opportunity to dictate the pace of the bout, which
in my opinion, always means a safer fight.
To The Top.
It occurs to
me as I write about the weapons we use that Don Tristan and I appear to
have a bias for single Sword and Sword and Dagger style play, as
opposed to the other forms acceptable to SCA rapier fighting. As the
resident curmudgeon, I thought I'd give my take on why we
lean to toward these two styles by analyzing the other styles on their
strengths and weaknesses (remember what the first two syllables of
"analysis" are..).
So here we go...
To The Top.
According
to my research scabbards in period were of soft or semi-stiffened
leather (yet another reason that rapiers were dull). They were buckled
into frog and belt arrangements that allowed the sword to hang at a 45
degree angle, just in front of the left knee. European fighters (as
opposed to Samurai, etc) could not have used their scabbards to augment
their rapier play, and in fact, the masters do not mention their use.
We play with PVC pipe, covered with caps and cloth, leather, and/or
tape. This gives us a rigid, "parry only" defensive secondary, without
historical corollary. Sword canes from the 18th century and beyond come
in wooden walking sticks with pointy brass ferrules (you can get modern
ones made of exotic, space age plastics). Their use as a
secondary is fully endorsed by us because the sword part of a sword
cane is barely longer than our practice daggers (18 inches) and needs
the extra help.
Before
you get all shocked (i.e., is Randal going Period Nazi on us?), I'm not
using period realism as the only criteria for discreditng this
form--sword and scabbard fighting as practiced in the Outlands is a lot
like Case only more clumsy and ineffective. I have other problems with
scabbards, most notably: draw length. We've experimented with drawing
swords from our play PVC scabbards a bit and discovered that drawing a
sword is highly dependant on how tall you are, how long your arms are
and how long the bloody blade is! There has been an increase in the use
of longer and longer blades here in the Outlands (40 to 45 inches) both
in the epee format and with the schlaeger blades. Since I made the
mistake of finally reading the period masters (knowing what was
"correct" can be Hell, ignorance is bliss), I discovered that
many manuals talk about preparing the sword for draw, keeping safe
distance from a potential opponent during the verbal exchanges, and
other tactical problems in getting a long, skinny sword into action in
tight quarters.
I even
went so far as to hold a tournament where the fighters began with their
swords in belt or scabbard with their primary drawing hands touching at
the fingertips. On allay they were required to draw the sword with no
footwork allowed until the sword was clear and free of any encumbrance.
The results were entertaining, educational (some fighters couldn't even
draw a 34 inch epee smoothly and economically; the 5 block suddenly
became popular; initial moves included downward drawcuts to the face
and scalp as part of the drawing motion--too short to be legal, but
informative) and often hilarious. The two finalists were both over 6
feet tall--what a coincidence...
If
we're going to use scabbards, and we are, some changes might be in
order. Length, materials, construction and other factors would
significantly impact the Sword and Scabbard game.
To The Top.
Here's a
great tool in the wrong box. Bucklers in period were mostly steel and
roughly 20 to 40 inches in diameter. They were round, square, diamond
shaped and some obviously needed ironing (cool undulating shapes that
turned rapier points, trapped and/or broke blades) and were pretty
heavy.
They were
hold-overs from the more crashy-bashy time when the preferred weapon
was more often (at least in England) the back sword, transitional
swords over an inch wide, and war swords being converted to civilian
use; the fighting style was bigger and broader with more broad cuts,
etc. In fact, Joseph Swetnam and John Silver both allude to the
excitable Englishman's habit of taking a full swing in the heat of the
moment and both were right in their assessment that a rapier is a lousy
sword to try and block or deflect broad cuts with lots and lots of
energy in them. To compensate, period fighters recommended complicated
(read as: risky) augmented blocks with the dagger helping out the sword
or vice-versa and strong admonitions to never, never, never block with
the dagger alone as it could be overwhelmed (as in blown aside) with
bloody, contusive, painful, and terminal results. All good info.
In the
Outlands, bucklers are oval, octagonal, square and circular. We have
gotten that part right. They are mostly made of wood, slate, plastic
and other interesting materials, with metal coming in dead last as a
preference (heavy, fatiguing and rusty). We have gotten that wrong; but
the game and weapons have dictated what is effective. Our bucklers have
to be much lighter than the real thing because we don't allow big
circular strikes (which they deflected most admirably), only thrusts. A
buckler better be mobile to deflect a thrust from an epee. Actually it
does a fairly poor job even when light and mobile. There is so much
concentrated energy in a thrust that a deflection doesn't have a lot to
"work with" in driving the point off line. The materials we use would
have allowed a needle point to stick in the surface, making it more
effective if we use real weapons, but less effective against rubber
bird blunts. Under field conditions, you often end up getting skewered
in another part of your anatomy than that being protected as the point
skitters off... which is very disappointing performance at best.) That
is not what bucklers were designed to do. What really happens is that
the buckler is used to clear a lane for a fighter seeking to close on
an opponent during a rush. What you see on the field is smart fighters
picking away with lame thrusts while preparing to dash should their
sword become engaged with the buckler of the invariably incoming
(charging) fighter. It's okay, I guess, but not how the old time game
looked.
A fighter
kneeling behind a buckler is another artificial construct we've
developed with no historical counterpart. Leg wounds made with a Back
Sword or Cut-and-Thrust would most likely have ended the fight. A
buckler fighter on their knees is almost fully protected, for as long
as the fight lasts. I've seen too many standing fighters lose to this
type of fighter (the standing fighter having so much more to protect)
for me to be comfortable with the realism of the exchange.
To The Top.
Ah yes, the
créme de la créme, the Cadillac of rapier play, the pinnacle of
power... oh, you get the drift. There are fighters around who wax
rhapsodic on this topic for hours. To Hell with enthusiasm and passion,
let's hear what Mr. Curmudgeon has to say.
Weapons in period were apparently (woodcuts are unreliable) designed
for use in pairs. They were fitted into one scabbard, had half guards
for the right and left hand respectively, and were the same length.
They were not used as one primary weapon with a back up in case of
failure. There are documented duels with Case of Rapier, so we can play
it without reservation. The practice and training of case fighting is
also well documented (example: diGrassi). And that's about all I can say on the positive side of the ledger.
Here's
the bad news: Case, the way we play it (with point work only, no broad
cuts), has only one effective range. The long range trading of thrusts
is okay but it leaves out reasonable exchanges at middle and close
range. The drawcut is the best offensive option with long blades at
close range, but it's a safety convention and not particularly
effective with real blades anyway.
Not many Outlanders are
ambidextrous, so Outlandish Case Fighters tend to use one blade with
the other sort of floating around and getting in the way. Most kills
are made with the primary side weapon, and the off side will
occasionally be used to initiate a block, deflect, or bind on one (or
both of) the opponent's blades. Case fights tend to be long,
inconclusive, sloppy and determined more by luck than skill. The
weapons used are not designed to be a complimentary pair but are often
serendipitous matings with widely varying furnishings, weights and
lengths. Going back to my personal peeve about draw length etc; I'd
like to see a 5'8" fighting fool (the kind that walks out to a "meanest
mother" tournament with a 40 and 45 inch weapon in each hand) draw this
chosen weapons from their scabbards before the fighting begins. Odds
are, the fool would be dead before they could "clear leather".
To The Top.
Finally,
my personal favorites. The practice is documented and clearly the style
most explored by period masters after the use of a single sword. The
imbalance in length between weapons gives flexibility at all ranges and
in most situations; from cramped tavern table to wide open field. Often
the dagger can be used where the sword cannot and be usefully augmented
by cloak and other secondaries. It moves faster than the sword and it's
stronger and sharper. It obviously doesn't have the range of the sword
but is an excellent compliment in most situations. It's also nice not
to lose offensive capability in the event of weapons failure (of either
weapon, be it broken blade or loss of grip. The tactics have to change
but the fight can still be won by a superior fighter; especially one
that's trained, quick witted and fast acting.)
On the down
side, the dagger is a poor defense against cuts, and heavy weapons like
broad swords and back swords. A shield is even more useful in casual,
"all in" fighting, as it can defend against swords, lances, glaves,
spears, axes and even some kinds of arrows and projectile weapons. It's
damn hard to deflect an arrow with a dagger. Our daggers are over long
and over furnished. I still can't see how period fighters used period
daggers I've seen that were only 11 inches long, with short quillions.
Those knives would require a fighter to possess a great deal of skill
and some luck to be effective in the fury of combat, even with the
sword as part of the equation.
To The Top.
As we
look to the future, we have talked about adding the hatchet to our
repertoire of destructive toys. After seeing hatchet fighting in Cutthroat Island, The Patriot, and Brotherhood of the Wolf,
we are interested in seeing how Sword and Hatchet or Dagger and Hatchet
plays. A thick wooden handle (or PVC in our case) might provide better
single defense against the Back Sword group. The right angle attacking
blade and poll or back spike allow for interesting trapping, striking
and stripping possibilities on offense and defense. The energy
concentrating metal head (rubber in our construction) provides
penetration of most defensive systems including mail and even plate. It
cries out for circular cuts and strikes made by a weapon even better
suited for the techniques than most swords. Even though broad cuts are
illegal, we'll keep messing around.
To The Top.
This curved
blade and an attendant game are also being researched and considered
for use in the Outlands. Curved blades make drawcuts practical and
readable. You get interesting traps and cool thrusts around furnishings
and straight blades that are otherwise impossible. Again, we'll keep
playing and testing these fascinating weapons. They make a nice
triumvirate that rather mirrors the strip fencer's games: Epee (Court
Sword) in place of Foil, Schlaeger in place of Epee (for realistic
Rapier) and real curved sabers in place of whippy straight wires. Using
all of these greater weight weapons, combined with fighting in the
round without "right of way" can only mean loads of fun for years to
come.
To The Top.
There
are no hugely compelling reasons why we can't continue to play with all
the toys currently used and even introduce new ones. Some are going to
be more "realistic" than others. Safety means limits and all that I
have offered above is obviously just one opinion. We could always tweak
the game a bit to improve realism. We could improve training and green
card requirements as well. There's always room for more toys. But,
overall, the Single Sword and Sword and Dagger come closest to
representing the function and realism of period tools as I found them
during my research. They are the best of the best, among the current
choices and under the current rule system.
To The Top.
Well for God's sake, in
a state where the nobility attack three-on-one, I think I'm a fool to
step outside in less than a full suit of plate!
-- Brian Duffy, The Drawing Of The Dark
I've been specializing in group fighting... fighting in gangs for local charaties and that sort of thing...
-- Fezzik, The Princess Bride
We have run into occasional
tournament formats (Hero vs. Rogues) and melee situations where we, as
individuals, have had to fight against multiple opponents. Although it
isn't strictly a duel, it isn't a full melee situation either.
Occasionally we have reached the end of a melee scenario where we are
the sole survivor for our team and we face more than one opponent left
over from the other team. There are principles, tactics and techniques
you should master as a solo fighter for these situations.
To The Top.
This
is a general technique for facing all teams. Using Unfocused Vision
(stare at a point on one fighter's chest. Relax your focus until you
can see the entire fighter from head to toe. Then expand it further to
include the fighter standing next to them.) try to monitor all the
actions of the team. Throw a few shots to mix it up, without any
intention of seriously attacking either and see what they do.
Occasionally you can throw in a broad sweeping block, trapping all
their defensive weapons and close to dagger range, killing
both fighters. Sad, but true. This one works best on pairs and trios
your analysis tells you haven't worked together, aren't communicating
well verbally or fail to key off each other's shots nonverbally.
To The Top.
Fighting
a pair requires you to make close to zero mistakes combined with their
making one or two. The burden is definitely on you to perform. But
there is an essential weakness in the pair. They are not controlled by
one mind but by two. Complete sympathy/telepathy is impossible to them.
Training and familiarity can minimize the gap that they face in
coordinating their movements, but this "communications gap" will never
be completely eliminated.
To The Top.
Defending
your legs is critical to success against the herd. You will be using
mobility to its utmost. Your movements can be decided on and
implemented without hesitation, quickly take advantage of terrain. The
pair or trio will have problems moving together. Driving the pair into
an obstacle or barrier (even each other) can be of immeasurable help.
Split them apart with trees, bushes or benches. Moving to higher ground
often results in one of the pair leading and one flagging. Active
mobility on your part can help create the errors in distance and
judgement you need to defeat greater numbers.
Using
your footwork, see if the team will adjust their positions to maintain
coverage of the overlapping ranges needed for proper defense. If you
see a gap or feel a mental displacement where the fighters haven't
adjusted to each other's movements, etc. give them a strong attack and
watch what happens. There is occasionally a "cascade failure" as all
the fighters in a team over-react or work at cross purposes. I've taken
3-4 arms in a couple of seconds as each fencer failed to adjust the
line or their position and then overcompensated. Any time you can face
a pair or trio "in series" where each fighter is in the way of the one
behind them, you have a momentary advantage. Taking a leg concentrates
the pair and anchors them. This can give you time to adjust or recover
your defense or balance.
If
the pair is experienced and refuses to be pulled apart, you could be
facing a threshing machine of blades. Taking arms is probably a better
choice against the pair if you have time, opportunity and can execute
the techniques. If you are fortunate enough to discommode a pair with
terrain, or trap them in a corner, don't let the marshals take away
this important weapon in your arsenal. "Matte" (a command that means
"You're near the edge of the field") doesn't mean "Hold" ("Stop
fighting. Something bad/unsafe has happened!"): You need the option of
pinning them against the ropes. If they're dumb enough or inexperienced
enough to stand there and interfere with each other's blade
play/defense, take that advantage, by all means.
To The Top.
Remain
fluid in your thinking. Take what the team gives you on any single
pass...and then run away and regroup. Long engagements are almost
certain death for you. I can keep track of one or two shots by each
individual, for about 3-5 seconds. Then timing changes, chaos theory
intervenes, and you get mush as the pair loses cohesiveness and
communications. Don't stick around for that. Break off and regroup.
Pick
them apart, little by little, if at all possible, Make a series of
attacks on one fighter and see if the other(s) will "go to sleep." If
you haven't attacked one of a pair for a couple of seconds, throw a
shot and see if it lands. Fun to do when you pull it off.
I
have seen cascade failures, where the team dissolves after one touch on
one arm and they were rolled up like a rug, but generally this is due
to their whole focus being on some other part of the field or melee
action. Since their entire focus will be on you, don't depend on them
folding after you take a single arm. During the weapons exchange, the
hurt fighter is generally being covered by the whole one...that's the
point of team fighting).
If
you've been paying attention, you have already guessed that the best
way to defeat a legged pair is to draw a UF outside the protective
range of the DF. Essentially, you are then facing a string of
individuals again and can slaughter them with ease (provided UF isn't
just trying to sucker you in. You wouldn't fall for that, would you?
Nawwww..). Divide and conquer is the general rule.
To The Top.
Many of the
guidelines expressed here will work on both the pair and the trio, but
there is a different feel when facing the three fighter groupings.
To The Top.
Engage
the weakest fencer of the trio and watch. If that fighter is a Runner,
you may scare them off the line momentarily. It's possible to "carom"
off this attack and hit another fighter because it needn't be a fully
committed shot to get the proper reaction from a Runner, and it can
then be redirected. At that moment, you can attack either of the
wingmen if the Runner is in the center position (which is often the
case) with a reasonable hope of doing some damage before retreating
again (the time frame we're talking about here is only 2-3 seconds at
most. This is all going to happen pretty fast). Take what you can get
and then: retreat, reset and try something else.
To The Top.
If
one of the trio is a Charger, engage them directly. Their ego will
generally draw them into a heated exchange. If you can retreat slightly
on the "tell", you again create the opportunity to kill them all in
series as explained above. If you can kill the Charger and retreat
unscathed, it's a tremendous morale killer for the existing pair. They
may take some time to regroup, as their best fighter (the one in truth,
that they were depending on to get you, so they wouldn't have to die)
is swept away without doing any damage.
To The Top.
If
you can make a good attack on one of the wingmen in a trio, the other
fighter(s) are less effective (with the center fighter being the
greatest threat and the far end fighter being the least dangerous. This
is determined by critical distance. One fighter has it, the next in
line does not). If the center man is shorter than the wing men, the
effect is enhanced. This technique is even more effective if there is a
barrier (trash can, tree, etc.) or something behind the center man or
affecting the far wingman. In effect you can "peel off" the wingman
you've just engaged, long enough to get the kill. There's even a chance
the far wingman will dissolve the formation just to get clear of the
object or barrier you ran them into. Now you face a mob of individuals,
not a coherent force, which is much easier to deal with.
To The Top.
If you've not read the Blue Company Melee Manual, here's a brief reminder of what you need to concentrate on when facing pairs, trios and groups.
- Any part of the body that enters "no man's land" is a legitimate target.
- You
will most likely be able to safely reach hands and arms and shoulders
(with an occasional head). Learn the best angles to hit these targets
from so that an opponent calls them good (straight on, right arm to
left arm is generally bad. Oblique angled shots; your right arm to
their right arm, are better. Face off against a couple of friends and
try some thrust only drills. You'll soon see that the arm directly
across from you is not the best target to hit, it's the arm at an angle
that is).
- Try to make every single shot count.
- This
means improving your accuracy. Excellent accuracy at a high rate of
speed is a morale killer, too, so use it. Even near misses can cause a
team fighter to freeze, hesitate and/or retreat physically from the
line. Some level of offensive shooting is required to keep them off of
you anyway (in this case the best defense really is a good offense).
- Throw multiple shots at multiple opponents in a rapid, yet controlled, manner.
- Always
be prepared to abort a shot and play defense if it looks like something
they are throwing will get through and nail you. Your off hand will be
most likely defending you against all the shots that come in toward
your chest and face. Be prepared to switch your sword over to defense
if you lose momentum and have to flee.
- Attempt to control the fighting distance if at all possible.
- If
you can funnel them into a doorway, down a bridge or between two trees,
do so. If they will just stand in place and let you roam from flank to
flank do that (this can be especially workable if you leg the centerman
in a trio).
- Keep in mind the individual styles we've discussed
- Try
to form a strategy that could create your best opportunity to get the
touch (based on individual weaknesses or unwillingness to modify a
particular style for the team). Watch for over-commitment by either
wingman and then, strike! Hey, if this was so easy, why would anyone need to train?
- Move in and out, and all about.
- Move
up, move down, and wear a frown. I do not like them Sam-I-Am. These
geeks are being un-chivalrous as hell, aren't they? Attacking as a
group instead of individually. So kill 'em all and let the MIC sort it
out. Which reminds me...
It is important to exude
an aura of "Death And Destruction." Think menacing thoughts ("Are you
Sarah Conner?"). If the group thinks you are weak or even slightly
intimidated, they'll probably run right over you (although I have had a
pair chase me until they ran out of arms. They were taking hits, not
covering each other and simply refused to acknowledge the losses; i.e.
no verbal communication. After a few seconds of my back pedaling and
shooting, they were done. No more offensive tools left). Don Tristan
has a blindingly fast head shot. I don't use it much, myself--I'm not
tall enough. But I have worked it in against a trio with excellent
results--it's very important to make hit after hit without missing (or
missing by much). The negative psychological impact to a trio of taking
hit after hit after hit is a terrific ally for you. Try to develop it.
To The Top.
Editors Note: This
section discusses many things that are barely legal or actively illegal
within society rules, yet many of these things still happen or have the
risk of happening. The expression "Dead Right" is used in driving for
when someone was legally correct, and died for following the
rules--don't let yourself be a victim, but also take responsability for
your own actions. This deals more with rapier as a martial art than
rapier as a sport.
Safety is obviously an
important priority--we want every fighter to be safe. Oddly enough, new
fighters--by definition--aren't (new schlaeger fighters, doubly so). We
also want to streamline our own technique, which means speeding up.
Speeding up always puts us at the very edge of control of our
technique. Naturally, we're going to fall over into unsafe moments when
our "reach has exceeded our grasp." We also want to be alert for unsafe
play from our partner. This can be especially hazardous if they are
strangers, who come from other lands, and fight by different rules.
There will be training
mishaps. That's a given. What can we do to minimize them or make them a
positive training tool? Our philosophy is this: Expect your opponent to
do bad things. Be paranoid. Expect furniture strikes, leg sweeps,
hidden daggers up the sleeve, head butting, that sort of thing. Prepare
to see this stuff and not freak out or freeze with surprise. Never
stand there and get quillion punched while thinking, "Hey, that's not
legal!"
Likewise, we also want to
accept nothing less than perfectly clean, safe play from ourselves. I'm
not allowed to throw stiff shots; I will not tolerate them from myself.
No tricky wrist locks or binds, either; well, except with close
friends. No forearm/elbow strikes, most of the time. No kicks (I have a
long list of things I really shouldn't, er...don't, allow myself to
do.). So on and so forth. Fight within the rules yourself. Expect your
opponent to go totally barbarian.
We do allow one exception.
If you see your opponent doing something that will hurt you (even while
observing them as they fight somebody else), you can take steps to
protect yourself. If a fighter does cross the safety line, even
unintentionally, you have every right to prevent them from bashing you.
There are moves that aren't strictly legal by SCA rules that should be
in your repertoire for those moments when you see something coming and
get that "Uh-oh" feeling. These aren't to be used to create an
advantage on the field, they're meant to be preventative, not
pre-emptive. We do allow students to practice some of these
techniques against very senior, very experienced fighters that have a
proven track record of self control and safety. Students need to get a
feel for when they may be developing unsafe technique themselves.
Students need to see unsafe technique coming at them to learn proper
mental programming and useful defense. I realize this can get very
close to "The Dark Side" where you, as a teacher, are turning out thugs
and assassins.
Period masters struggled with
this issue in their writings as well (not too hard though--for them, a
life and death struggle included the "all in" style of fighting, and
everybody seems to have spent time teaching grappling and dirty tricks.
We're supposed to be playing nice, but the weapons are
weapons and they have illegal uses. Things can happen whether you want
them to or not). This type of training must be handled delicately and
requires constant vigilance when students are engaged in it. We have
found that knowing the bad has made our fighters live the good. They
are quick to speak up and talk to opponents when they see something
unsafe in a technique. As far as we can tell, this is the only way to
help potentially dangerous fighters to straighten themselves out. These
'safety techniques" deserve to be mentioned.
We call these steps "checks" and "balance destroyers." Here's how they work.
To The Top.
Any time you
are engaged in six (right shoulder to right shoulder, facing opposite
directions) you need to have your off hand ready to perform a check.
This technique is most often needed when either of you decide to step
forward, halving the distance to medium or close range. When you press
on an opponent's arm, just above the elbow, you have effectively taken
control of their sword arm for a few seconds. You don't have to
actually grasp the arm (which is a Bozo-no no), pressing down and away
with your palm is sufficient. From here you can guide the arm, hand and
blade in a safe direction. What's the point of this? Techniques with
the elbow leading are very powerful (techniques with the wrist or pinky
leading are not--prove this axiom to yourself).
Anytime you
are close to the sword side shoulder of your opponent, they can whip
back at you with their elbow, furniture and blade, in that order. The
technique they are most likely to be attempting is some kind of draw
cut; but the first two weapons (the elbow and furniture) are most
likely to hit you before the blade ever gets into position. This is a
powerful technique to manage safely because an opponent is likely to be
rotating their hip, which adds power to an already dangerous technique.
Some fighters panic when they feel you are "behind them." Animal
instinct kicks in and they spin away from the implied threat, whipping
up the arm, furniture and blade in reaction. Quillions and furniture
can become entangled as well, causing a "tug-of-war" to develop as the
fighters wrestle to free their weapon and continue the battle. I've
been accidentally disarmed (and disarmed others) by an overlap in bells
combined with a sudden jerk (an arm motion, not the nickname of my
worthy opponent).
It can be also
be awkward to block with your own right side weapons, the forearm and
hand, as they are in a fairly weak position to handle a horizontal
attack coming in on your right side. If you get your blade and arm
turned vertical (hand pointing up or down) to face the incoming threat
correctly you have two problems: the forearm is dangerously rigid (If
you block with the forearm and happen to catch the incoming elbow
instead of the upper arm, you can potentially break their arm. Bad
form, old boy.), or the hand, which is covered with steel bars (the
furniture around your hand will most likely have the quillion facing
them, point on, again, very dangerous). If you keep your right arm and
blade horizontal for safety, the strike may pass underneath your right
arm and into your floating ribs or kidneys. If the offending elbow
passes over your arm, it gets channeled up into your neck and face
region. This is all bad news for you.
By using the
left hand to check (often combined with some fancy energy bleeding
footwork), even if you have to make a check across your body, (and even
if you're holding a dagger), you have your wrist and shoulder lined up
to act as rotating shock absorbers and can diffuse or redirect the
incoming energy (this can be hard on the wrist if you get your hand
bent backward, true, but it's much better to have a sprained wrist than
a fractured jaw or lacerated larynx).
Checks
(whether done with the hand, leg or shoulder) can be used in a variety
of places. Checking the opponent's elbow with the hand to redirect a
dangerous incoming force is just the most common example. The principle
behind any check is this: it should prevent any sweeping motion of an
opponent's arm that includes the furniture of the weapon leading. We
want to place the hand where it's most likely to redirect or block the
incoming technique's energy. If this is still unclear here's another
example (true story).
I closed with a fighter and locked her sword
and my sword down between us (right hand to right hand). My dagger
(left hand) came up to thrust at her face. Her eyes got very big and
she whipped her dagger (left hand) up to block. I knew we were too
close together, so I let go of my dagger and put my hand across my
face, palm facing out, next to my right temple, a split second before
her dagger quillion crashed into the right side of my face (I had a
mask on, but still...). I literally caught it in the palm of my hand.
It happened totally by reaction (by that I mean extensive training). I
always try to have my off hand ready to make a check, even if I've "lost it"
due to a correctly executed touch to my hand or arm. I always expect my
opponent to do something stupid (she apologized profusely, but I was
secretly delighted at how things worked out.).
I guess this
also should point out that you are able to defend yourself without arms
as the knee, forearms, shoulders, even head can often be used to shield
more sensitive portions of your anatomy from impact and harm. Again
things have gone considerably wrong for you to need these checks when
you' re hands are both empty. But the checks you discover can always
augment your fighting with single point and even with multiple weapons.
One of the best ways to get your students thinking about this is to
have them defend themselves against a sword empty handed for several
passes. Make a variety of attacks and closes against them and see what
they can come up with, empty handed, that doesn't involve actual
grabbing, etc. Holds can be called and not heard. Your defensive moves
shouldn't cease until you are out of range and reasonably sure
everything is "over".
One more war story.
I was facing a fighter who had very little
fencing experience; he was a heavy fighter (fully armored stick
fighting) by trade, but it was one of those tournaments where you do
everything: fight, archery, fencing. We were facing off with single
schlaeger. The next thing I know, he's leaping through the air, body
and face wide open, blade coming down in a katana-type head splitter.
An absolutely crazy thing to do. I instinctively voided my blade and
furniture under my left armpit (I just didn't have time to take it to
the right), My left arm, was executing a rising block (left fist over
right eye, forearm facing out) over my forehead and stepping IN toward
him. His whole body kind of raked down my front and his sword pommel
just barely got through the block, tapping me on the forehead. He
pretty much fell on his ass because all his weight rotated in mid-air
around my left forearm and shoulder. This combined a Tae Kwon Do block
with an Aikido projection and saved me mucho damage. It helped that I'd
been training that block for 12 years. But it really just functioned
like a check. He ran into it and I channeled the energy in a safe
direction (rotation and up/away from me).
These are
fairly extreme examples (I am filled with a great sense of relief that
they worked), I know, but the little checks can save you a bruise too.
Get in the habit of placing your off hand where it'll do the most good
if things go wrong. Up by your face is a good place. Occasionally
you'll need it across your other arm (under or over). Spend some time
with this concept and have your partner take a few swings at you or
have them get grabby in the close fighting. You'll pick up the idea
pretty fast.
You can always
take a forfeit or re-fight an awkward pass that required these "life
saving" measures after the dust settles. What's important is that you
protect yourself rather than rely on your opponent to protect you,
regardless of what the rules say.
To The Top.
Occasionally
you'll get a fighter that through basic style, or circumstances, puts
all their weight behind a thrust or charge. You'll even get a fighter
that loses control and does something crazy (No way? Way!). You may
find yourself in need of a balance destroyer, which is just another
kind of check. A BD is a technique that causes an opponent to fall off
their center of balance, even momentarily, preventing them from
executing any another techniques and (occasionally) causing them to
fall down. I call it the "hover effect."
There are two types. Leg BDs and Arm/Shoulder BDs.
To The Top.
There
are three ways to execute this technique. You must be facing the same
direction as your opponent for the first and third technique. If they
have lunged, you may have pivoted just enough that they have missed you
and are now fully extended and standing slightly in front of you
(again, this is an ideal. It rarely happens that way). The second
technique can be done facing either way.
These
are the full-blown leg style BDs. They are rarely needed. A smaller,
lighter, minimal version of any one of these (using the thigh to thigh
press or stepping on their foot can be effective) can cause your
opponent to "hover" in the air for a moment, allowing you precious time
to escape, which is the point of the exercise.
Untrained
spectators may be unaware of what happened. Your opponent will probably
know (but not always) what you did. They may even get angry and argue
or dispute with you. Ignore the content of their outburst and remind
them that excessively violent and unsafe technique is prohibited by the
rules. You felt their technique was excessive or dangerous and you were
just "trying to get out of the way." Try to keep a straight face. If
they still seem "hot" forfeit the bout or leave the tournament.
To The Top.
Occasionally
you'll get a charger who is not executing a lunge, they're just going
to plow right through you like a full back headed for the goal line.
Their feet are in motion and not available for a leg BD. You'll need an
arm or shoulder BD. The most important facet of these techniques is:
you must never be directly in line with the incoming energy. There must
be some angle between you and your opponent for you to execute these
techniques or they will not work (the larger the better, actually. If
you can execute these combined with a 90 degree pivot, they can be
blown completely off their feet.). The charge can come in a little
behind your shoulder or a little in front, doesn't matter. What is of
supreme importance is that you be off line. The other fundamental part
of this technique is something called "grounding." Your center of
gravity should be below theirs if at all possible or you will bounce
off them, not the reverse. If you've ever played football, all of this
will be old news.
- Arm Balance Destroyer
- Using
the leading vertical forearm, hand up, meet the incoming shoulder just
where it meets the arm. Drive slightly forward and down. Bend your
knees. Try to use the off hand rather than the sword hand. If your off
hand was back, near your chest at the beginning of the charge, feel
free to step back and execute the technique. It'll work even better
because your hip rotation is going to add power to the technique. If
you have to use your hand, make sure it's open so it doesn't look like
a punch. If the opponent's scapula is toward you as they charge by,
drive your opponent's shoulder down and away from you. If your
opponent's collar bone is toward you as they charge by, push up and
away from you.
- Shoulder Balance Destroyer
- This
is executed with the same feel as the arm type, it just means your
shoulder takes the impact. In any case, when executing any BD, tuck
your chin into your chest and anticipate a collision of some kind. You
may be slightly in the way and get tangled up in the fall/crunch/oof.
Keep a deep stance and everything should be fine.
We
began this section with the title "Training Mishaps." People can get
hurt doing the things described above. To ensure safety, do everything
super slowly and gradually speed up. The more energy your opponent
"gives you" through a committed attack, the less energy you need to
execute a valid BD. It's a lot like a shove, only they have to be
coming at you pretty hard for it to really have any effect. This is why
I don't get too excited if they fall down and go boom.
They
were in some way out of balance or over committed, which means out of
control or the BD wouldn't have worked. Being "out of control" is
prohibited by the rules. Doing something desperate or extreme, just to
win, shows a lack of mental balance or concern for my safety. It's that
inversion of priorities that allows me to protect myself with a clear
conscience.
To The Top.
Consider
learning how to fall without using your hands to stop you (kneeling on
one knee, then kneeling on both knees and just falling over on a nice
mat or grassy slope are good places to start.). Your bones tend to poke
out of your wrist if you put out your hand to stop a fall. Roll and
take the impact on the shoulder. Your hands are most likely full of
weapons and cannot be used anyway.
Consider
letting go of your weapon(s) when you feel you are strongly trapped or
your wrist is about to snap. Consider where your furniture (or your
opponent's furniture) ends up when executing some of these techniques.
Consider these things carefully, practice them slowly, then go out and
have some fun--these moves were all advocated by period masters, so
feel good about your "period" fighting style if you wish.
I
don't think it's my responsibility to remind you not to do risky things
like: fence drunk, by lantern light, without masks, on gravel or ice,
standing on logs, fallen trees, hay bales, or in knee deep water,
blind-folded, etc...although you may learn some useful things if you
do. Not preparing for a visit by Mr. Murphy is the number one stupid
thing to do. If you train to handle yourself when presented with these
situations/variables, you can and will minimize training mishaps.
To The Top.
There are no secrets. There are no mysteries. There are no short cuts. There are natural laws to human endeavors.
Time and again we are asked "How do you do that? I could never get that good." The truth is anyone
can do what we do. Whatever you do will be somewhat unique (we are all
individuals here), but true excellence can only be achieved by the very
simple methods we have outlined here.
Develop drills and
exercises to improve your ability and comfort level when fighting
superior numbers. If you practice often enough, this situation becomes
more familiar. This often translates into your exuding the kind of
relaxation and confidence that your opponents can sense and come to
fear. If they hesitate, you have the advantage and can defeat the
enemy, even given a great imbalance in numbers. I have held off as many
as 10 fighters; but I can honestly say most of that success can be
traced to reputation (They know I'm good), and effectiveness against
the first couple of attackers. By dispatching them quickly and almost
effortlessly, the rest of them became timid, which made me more
effective.
You can learn by
watching and by doing; by asking and by teaching. If you bring passion,
discipline and commitment (including the time and resources, of course)
to anything you do, true excellence is sure to follow. End of sermon.
The day of redemption is at hand, and the fat lady will now sing,
"Nearer My God, To Thee..."
To The Top.
Speed comes from repitition!
-- Qwa Ja Nim Larry Hampton
Note: the phrase "Then
have" denotes more difficult variations layered on the basic exercise.
Also, a melee drill should be considered their own category. A student
who is an advanced rapier fighter in normal dueling can still be a
newbie in melee.
Finally, while the drills do not specify it, all of them should be done with both primary and off hands.
- Hand/Target/Touch
- In alternating pairs, have person A thrust at partner B's hand.
- Then
have the target size reduced to three fingers, then the single thumb.
For advanced fighters hold up three fingers and have the fighter touch
individual fingers. If you really want to go all out, have the targeted
person NAME which finger the advanced fighter must hit... and so on.
This is the essence of layer exercises.
- Begin with a static target.
- Then have
(this phrase will appear repeatedly. It's an indication of layering and
which direction layering can take. Be creative and experimental only
after the basics have been mastered.) them touch only when the hand has
stopped moving.
- Then have the target in continuous motion throughout.
- Then have multiple static targets, e.g., both hands (or the middle finger on both hands).
- Then have multiple continuously moving targets.
Equipment needed: One rapier and one glove (for the target hand).
- Simple Footwork Face-off
- In
alternating pairs, students maintain distance between themselves.
Initially, you can have students face the same direction and raise
their hand (Left or Right, respectively) making contact with two
fingers, respectively. Have one person lead in movement forward,
backward and to the side as the other "follows" and maintains
distance/interval.
- Then have the fighters opposed to each other, each one retreating or advancing.
- Then have students hold swords, crossing blades at two inches, and repeat.
- Then have the students repeat the entire format with the follower blind-folded or with eyes closed.
Equipment needed: None.
- Slow Parry Drill
- In
alternating pairs, have one person thrust slowly in Four and Six with a
scabbard or sword, while their partner parries with the rapier. The
thrust must invade space and make contact with chest or shoulder if not
parried.
- Then have the students do the sequence Four-Six-Seven-Eight.
- Then have the students do the parries with a random order.
Equipment needed: One rapier and one scabbard or one additional rapier.
- Walk the Cliff
- Using
a line of tape (or anything suitable as long as it's straight and can
be stepped on), have students line up on the line, facing perpandicular
to it, and move along in correct stance, with correct footwork when you
call out movement commands (e.g., "Advance!", "Retreat!").
- Then have students also follow the commands of
"extend," "lunge," "recover forward," and "recover back." Mix and match
appropriately.
- Then have students move in combinations
of the five types of steps: advance, retreat, pivot, skip and
step-through-pivot (e.g., "retreat, retreat, pivot!").
Equipment needed: None. Hand up or sword in hand optional.
To The Top.
- Eight Cuts
- Place four pieces of tape on a mirror in an star to mimic the eight basic cuts described above.
- Make the eight basic cuts with the dagger in your primary hand, trying to stay as close to the tape as possible.
- Start slow, then gradually speed up as you gain proficency.
Equipment needed: None. A dagger, wooden knife, or a even pen is recommended.
- Develop Defensive Timing
- Work with a partner.
- Have your partner make slow, controlled thrusts to predetermined targets.
- Parry each shot with the dagger, then bring it back to a ready position.
- Don't anticipate--wait for them to extend before parrying.
- Try to minimize extraneous movements and
over-blocking.
- Then have the attacker vary the location of their attacks, still keeping things slow.
Equipment needed: Single point for both participants and a dagger for the defender.
To The Top.
- Swirling Chaos
- Divide group into teams of three.
- Each team has one person who acts as the comamnder.
- The commander takes charge of his unit with the basic melee commands (advance, retreat, form a bubble, etc).
- Periodically rotate commanders.
- Then dynamically assign the teams objectives.
Equipment needed: None. Sword optional.
To The Top.
- Three Strikes, You're Out
- In
alternating pairs, thrust to three targets named by the instructor or a
member of the pair. Call all three, then say "Begin!"
- Then have a small lunge added.
- Then have a deep lunge added.
- Start with unlimited time, softest touch possible.
- Then have time reduced to three seconds, calling "Stop!" when time has expired. Hit too hard and you're out.
Equipment needed: One rapier and one mask (or any amount of armor that
makes the instructor comfortable. With advanced students, no other
padding but the mask required).
- Off-Hand Comment
- In
alternating pairs, have one person thrust with a scabbard/sword as the
other parries using the off-hand only. Begin with parrying hand
advanced. All thrusts should be made below the armpit for safety.
- Then have the hand refused.
- Then have the rapier in the unused hand.
- Then have the block followed by a riposte.
Equipment needed: One scabbard and one glove (rapier optional as the drill progresses).
- Uncrossed Swords
- In
alternating pairs, have students engage and move around the floor. One
person leads. Have students maintain distance with only one rapier held
up and "engaged," the other held low. Leader says "Check!" and Follower
lifts blade and engages. Measure the distance, using a two inch rule.
- Then have both students engage without any blades. Leader says "Check!" Both blades are raised to measure.
Equipment needed: Two rapiers.
- Runaway Thrust
- In
alternating pairs, have one student engage "refused." On the command
"Thrust!" given by the instructor or defender of the pair, "refused"
student steps through and makes a thrust. Defender uses footwork,
parries and makes a riposte or drawcut.
- Then have defender parry with off-hand only and riposte (defender is encouraged to also use footwork).
- Then have the defender use only footwork (skips and pivots) and get off a controlled riposte.
- Then have refused student make more energetic thrusts to various targets, continuing as before as before.
Equipment needed: Two rapiers, armor to suit instructor/speed of drill.
To The Top.
- Develop Control
- As
in "Develop Defensive Timing" above but try to make a simultaneous
riposte with your sword as you parry with the dagger. Beware of making
hard shots.
Equipment needed: Same as for "Develop Defensive Timing," armor to suit instructor/speed of the drill.
To The Top.
- Marquee Lights
- Arrange
class into two lines facing. Beginning at one end, have that student
make an attack to the line opposite (no attack to the student directly
in front of them. 45 degree angles only).
- Single point only, those attacked can defend themselves.
- No riposte allowed.
- Have students rotate.
- Then have each student to the left attack when the preceding student has finished.
- Then
have those students who can reach attempt to hit the arm or the leg of
the person who is attacking after they have fully extended. Remember to
keep it slow--this is for training.
Equipment needed: Single point, full armor.
To The Top.
- Draw Cut Wonder
- In alternating pairs, have one student thrust. Parry with any off-hand tool, step through and draw cut the abdomen or arm.
- Then
have students engage blades while facing each other at close range.
Have the leader begin a drawcut. Defender continues with parry and/or
draw cut combined with a footwork escape to critical distance.
Equipment needed: Two rapiers and full armor.
- Nowhere to Run
- In
alternating pairs, put one student against a wall or similar barrier.
Have leader make ten thrusts to various targets. Defender uses both
rapier and off hand to parry.
- Then have attacker using case while defender has no weapons.
- Then
have, in groups of three, two attackers alternating ten thrusts (keying
off each other as to when to begin) at the defender who continues as
before.
Equipment needed: One Rapier and scabbard or two rapiers and full armor. A wall or suitable barrier.
To The Top.
- Isolate the Defensive Tool
- Working with a partner, use the dagger in each hand to block a variety of thrusts.
- Do this at slow to medium speed and with a set timing to the thrusts (Have the blocker count off: One, two, three...etc).
- Concentrate
on positioning the tool correctly. Make each thrust run well past the
target, ensuring proper placement for the block (nothing at risk behind
it).
- Use no footwork.
Equipment needed: Two daggers and a rapier, armor to suit instructor/speed of drill.
To The Top.
- Three On One
- In
groups of four have three students attack one. Limit movement of
attackers. Limit attackers to single point. Defender can use multiple
arms/weapons. Wounds are cumulative on attackers and a leg wound means
they're out.
Equipment needed: Four rapiers and full armor.
- Six on Three
- Divide
into three groups of three students, have three students form a line
against a wall and the other six students form a line at the
appropriate distance.
- Each group of three students decides
on a "pulse order." This is the order which, when attacking, that set
of three students will follow.
- Rotate the groups of three students every so often.
- Those
against the wall defend, the other six students attack. Note when hit,
but don't worry about blow calling other than correctly indicating the
strike.
- Then have the defenders riposte attacks.
- Then have the attackers take shots as if it were actual combat (defenders are still immortal).
Equipment needed: Single point, full armor.
To The Top.
- 24 September 2002
- First Published on the Web
- 25 September 2002
- Added a counter :-)
- 29 September 2002
- Added a brief glossary, will increase in size as time goes by.
- 30 September 2002
- Added a section on footwork, also written by Lord Randal.
- Moved what was written in "Conclusions" to "Introduction."
- 7 October 2002
- Added Appendix C: Sniperio
- Added
"Six on Three" to the Advanced Drills section, written by David ap
Llywelyn based on a drill that Lord Randal ran at Fighter Practice.
- 1 Novemeber 2002
- Expanded the Glossary with some more of Lord Randal's material.
- Added the section "Mission Statement and Philosophy," also by Lord Randal, as another introduction, may be moved in the future.
- Added the section "The Theory: Successful Offense and Defense," again by Lord Randal.
- Separated some of the drills into a "Melee Drills" section.
- Some minor changes to grammer.
- 13 Novemeber 2002
- Added sections on defense and targeting, by Lord Randal.
- Added section on Intermediate Melee Drills.
- Moved "Marquee Lights" to "Intermediate Melee Drills" from "Advanced Melee Drills."
- Added "Furniture Strike" to the glossary.
- A couple of formatting and grammer quirks got fixed.
- Added some quotes to the various sections.
- Expanded the "Marquee Lights" drill slightly.
- Began the long process of linking the glossary, this is going to be halfhearted until I have more of the manual up.
- 24 November 2002
- Added a couple of new sections.
- Updated the "Last Updated" at the top of the page, oops.
- More minor changes to the HTML and formatting.
- Added to the "Slow Parry Drill."
- Clarified and expanded on the "Walk the Cliff" drill--it now describes what we formally call "line drills".
- Added all new dagger and melee drills.
- 2 March 2003
- Added an increadible amount of new material (32 pages!) from Lord Randal and Don Tristan:
- Different weapon forms and our own personal biases.
- Information on various types of fighters and how to read them (some of this is taken from the Melee Manual).
- Realistic Anatomy and dividing the body into "zones."
- Information on being and fighting against a Downed Fighter.
- Fighting against a group of individuals who are intent on killing you.
- Added a few quotes and moved some of the others around. To answer the question on everyones' minds, yes, the editor plays
Go :-p
- General editing and shifting.
- Did a *lot* of basic cleaning of the xhtml code.
- Improved the "Runaway Thrust" drill.
- 4 August 2003
- Added
all new material from Lord Randal about the less savory side of what we
do--self defense, training mishaps, and how to prepare for the worst.
- Updated "Snipiro" so that it would format correctly.
- Moved to a new home.
- 22 June 2007
- Moved back to Caerthe.
- Removed an errant quote tag that caused the page to render incorrectly in Firefox. Whoops!
- Made the entire thing XHTML-Transitional compliant.
- Fixed a lot of minor errors in the HTML.
- Expanded the basic point control drill.
To The Top.
There is no r
in tickets!
It's a silent r
...
-- movietickets.com commercial
- Aikido
- A Japanese Martial Art dedicated to locks, throws and unarmed defense against a sword attack.
- Angled Attacks
- Attacks that are designed to come in on the center line (as you stand in Classical Stance) at a 45 degree angle.
- Balance Destroyer
- A
technique that causes an opponent to fall off their center, even
momentarily, preventing them from executing another technique and
occasionally causing them to fall down.
- Bind
- Any
number of techniques in which you make contact with your opponent's
blade in a way that prevents it from cutting or impaling your for a few
seconds.
- Bird Blunt
- A rubber cap used on arrows by archers to hit birds without impaling them. We use it to cap our sword tips for safety.
- Blade Press
- Pushing your opponent's blade toward them as you move to close range.
- Blocker
- A fighting style characterized by a certain group of techniques.
- Body Evasions
- Moving your head, body and limbs in various ways to prevent them from being damaged.
- Body Mechanics
- The normal range and direction of motion possible to the muscles, ligaments and joints of the human form.
- Boffer
- Padded weapons combat designed to simulate cutting and impact weapons like broad swords, axes and maces.
- Bushi
- Literally
"War" in Japanese, it refers to warriors and soldiers (more
encompassing than the term Samurai, which was a specific class) and a
code of conduct.
- Calibration
- The
subjective amount of impact felt by a fighter. Tests of various parts
of the body are made to determine if a fighter can "feel" the blow and
call it well struck.
- Case of Rapier
- Fighting
with two swords. Historically these swords were mirror images, of equal
length. In the Outlands they are often of varying lengths up to 45
inches.
- Center-line
- An imaginary line that
divides your body in half, including your center of gravity; from the
top of your head, out through your pelvis. Many critical points in the
human anatomy are along this line.
- Centerman
- The individual fighter in the middle of a trio.
- Chain
- Linking several actions, both offensive and/or defensive, together into a continuous movement.
- Chambering
- Finishing one technique in a way that allows a following technique to flow from it, quickly and naturally. See also: Chain.
- Channeling
- Directing an opponent's attack, either actively or passively, to a specific target area on your body.
- Charger
- A fighting style characterized by a certain group of techniques.
- Check
- A
variety of techniques that prevent, redirect or block an incoming
technique; particularly any sweeping motion of an opponent's arm that
includes the furniture leading.
- Circular Attack
- Those attacks, whether with point or edge, that describe an arc.
- Coupe De Jarnac
- A technique combining a footwork evasion and a cut to the ligaments behind the knee, rendering an opponent immobile.
- Court Swords
- Short bladed, small guarded swords from the 17th Century that had needle sharp points and no edge.
- Critical Distance (CD)
- A
variable distance found between fighters that generally means one can
execute a technique that would be fatal to the other (i.e., a fighter
with long arms reaches CD before a fighter with short arms does).
- Cross-stepping
- Moving one foot behind the other while circling.
- Deflection
- A block that redirects an incoming thrust just enough to miss you.
- Del Tin
- Maker of diamond shaped theatrical blades.
- Depache Mode
- French for "latest fashion." A really silly band.
- Draw Cut
- A
slicing motion whereby the blade is laid on an opponent and withdrawn
toward you. In the Outlands, a draw cut must be 12 inches or more.
- Epee
- A 34 inch long, triangular, training sword that simulates the court sword.
- Eric
- A border of ropes, with colored flag, attached tied to 3 foot tall spikes; used to define the fighting field.
- Extreme Range
- Engagement beyond sword point, where ground covering footwork would be needed to get close enough to make the touch.
- Feint
- A technique whereby an attack is made, but not carried through; designed to draw a particular response from an opponent.
- Fighter Practice
- Training session.
- Four, Six, Seven, Eight
- A
system of numbering the regions of the body/parries based on an
opponent holding a sword in a forward stance. "Four" is on the inside
(body-side) of the blade; "Six" is the on outside of the blade; "Seven"
is the back leg; and "Eight" is the front leg.
- Free Sparring
- A practice duel with no stated training objective.
- French Numbering System
- Numbers given to specific blocks by the French Schools of Fence. See also: Four, Six, Seven, Eight.
- Furniture
- The parts of a sword that protect the hand. Including, but not limited to: quillons, a guard, and a knucklebow.
- Furniture Strike
- Hitting
the opponent with the furniture of your blade. Common examples include
a Quillon Strike and a Pommel Strike. See also: Furniture.
- Grappling
- Grasping
an opponent or their weapon with the intent of immobilizing a threat or
destroying their balance or self-control. Illegal in the Outlands.
- Guard
- Physical and/or mental preparation for combat. Those parts of the sword that protect the hand.
- In-line
- Those attacks that move directly from one fighter toward another, in a straight line.
- Inner Circle
- Includes
those target areas on your body that, if cut or stabbed, are instantly
mortal and must be protected. These include the head, throat, chest
cavity, armpit, spine, abdomen, groin and femoral arteries. See also
Outer Circle
- Intersect the Line
- Meeting an attack, either circular or in-line, with a blocking tool which disrupts that attack's orderly progression.
- Jeet Kune Do
- Martial arts style and philosophy first advanced in the West by Bruce Lee.
- Karate
- A type of unarmed combat practiced by various Japanese schools/styles.
- Lunge
- An in-line attack utilizing a deep step toward the opponent, combined with a thrust of the arm.
- Manage
- A
variety of techniques that allow you to take control of an opponent's
blade or arm for a few seconds. Similar to a bind but broader in scope.
- Mandible
- Lower jaw.
- Masking
- Attacking
a fighter on the side opposite the long sword, thereby requiring them
to thrust across their chest (which shortens their range). Using their
arm (or your own arm) to obscure their vision of the technique(s)
you're employing. Using anything that obscures your opponent's vision.
- Melee
- Light weapons fighting in groups or teams; often includes a military objective. See also: The Blue Company Melee Manual (PDF) (HTML).
- Mindset
- The particular physical or mental approach a fighter brings to dueling as evidenced by their choice of technique(s).
- Mojo
- Magic.
- Mushin
- A
Japanese term for fighting without conscious thought, purely by
instinct (more accurately: through intensive conditioned response,
until behavior is executed without overt decisions, below the conscious
level).
- Nerve Center
- Those places on the body where nerves are near the skin or can be affected/damaged by a technique.
- Newbie
- A person interested in rapier who has little or no experience; generally less than one year.
- Oblique Thrust
- A
thrust made with the wrist turned out with the elbow straight. A shot
to the outside of an imaginary line between the elbow and wrist;
usually hindered by the action of the elbow joint itself.
- Off Line
- The
concept: making attacks that fall outside a fighter's blocking tools as
limited by body mechanics. Attacks made in such a way that they cannot
be blocked, only avoided.
- Off-hand
- That hand which does not hold a weapon, is not dominant, or whose weapon is shorter or limited in capability.
- Outlands
- A Kingdom within the Known World of the SCA incorperating several states of the Western USA. See also: SCA, The Outlands Website.
- Outer Circle
- Includes
those target areas on your body that, if cut or stabbed, would be
debilitating, but not instantly mortal and could (theoretically) allow
you to continue fighting for some limited amount of time. These include
the hand, inner wrist/tendons, elbow joint, biceps, triceps, shoulder,
scapulae, feet, Achilles tendon, knees and attendant ligaments,
quadriceps, buttocks and hips. See also: Inner Circle.
- Passata Soto
- Voiding the body under the incoming thrust and executing the stop thrust in one motion.
- Point Control
- A measure of accuracy when thrusting.
- Point Of Balance (POB)
- The
natural balance point on a weapon. That point at which a fighter has
lost control of themselves and is about to stumble or fall.
- Qwa Ja Nim
- A "Master Instructor" in the Korean Martial Arts (e.g., Tae Kwon Do, Hapki Do).
- Rapier
- A
modern term (historically, it had very limited and confusing use) used
to describe swords that were long, thin and had sharp points, with
little or no edge.
- Reach
- The distance a fighter's arm and sword traverses to make a touch.
Variable due to individual human anatomy.
- Refused
- A
stance whereby the primary weapon (and the attendant foot) is held
close to the body and the empty hand or defensive tool is held forward.
- Rhythm
- The
concept: some duels develop a timing whereby opponents exchange blows
in a metered way that establishes an expected pattern of technique(s);
these patterns can be similar to those found in music. An individual
can make a sequence of moves that become rote and are done at a
specific speed as well; this is also a type of rhythm.
- Runner
- A fighting style characterized by a certain group of techniques.
- SCA
- Society for Creative Anachronism. See also The SCA Website.
- Schlaeger
- In the SCA, heavy practice blades, oval or diamond shaped; originally used during ritualized--live steel--duels by German fraternities.
- Schlemiel Voice
- That voice inside our heads which saps our self confidence.
- Shedding
- Making body evasions that diffuse or minimize the impact of an incoming attack.
- Shifter
- A fighting style characterized by a certain group of techniques.
- Slipping
- Making body evasions that cause an incoming attack to miss (just barely).
- Slope Step
- A full stride, forward or backward, made at an angle away from opponent's position/stance.
- Stoccata
- A
pivot off the lead foot while raising the hand above the head and
thrusting downward into the opponent. Essentially, a rising block in
four combined with a stop thrust.
- Stop Thrust
- A defensive technique whereby, a short thrust is combined with an opponent's advance, causing them to impale themselves.
- Stopping Power
- A
firearms measure, normally described in foot/pounds, that describes the
theoretical amount of force needed to stop an attacker with one shot.
We use it to describe swordplay/techniques that could stop a duel
instantly (such as severing a limb or making a pommel strike to the
temple).
- Sweep
- In unarmed combat, a foot technique that impacts the foot, leg, knee or hip which then destroys an opponent's balance.
- Swept Hilt
- A open cage of bars found on any sword designed to protect the hand from cuts and slashes.
- Sword Exchange
- A
disarming technique whereby two opponents close, grapple, and end up
twisting the swords out of each other's hands simultaneously (made
famous in Hamlet).
- Tae Kwon Do
- Korean martial art that emphasizes powerful kicks made upon armored or mounted opponents.
- Tao
- A philosophy, perspective or systematic approach.
- Target Profile
- How
vulnerable a particular body part is to attack. A variable describing
how much of a particular target can be seen or attacked, given an
opponent's particular defense, range or stance at that moment.
- Timing
- Dynamic
interaction, involving the speed of your techniques (footwork, offence,
defense) combined with the speed of your opponent's moves.
- Tip Cut
- A swift, shallow, slice, made with the last two inches of the blade.
- Trachea
- Windpipe.
- Unfocused Vision
- An ocular and conceptual focus adjustment that allows you to see an entire fighter using peripheral vision.
- Vacuum Effect
- A
technique whereby an opponent is drawn into committing their weight to
the advance, at a time when it's dangerous to them to do so.
- Voiding
- Using footwork and body mechanics to displace a target, avoiding an incoming attack.
- Window of Opportunity
- That brief moment (usually only a fraction of a second) when an attack can be completed successfully.
- Wingman
- The flanking fighter(s) in a pair or trio.
- Woodcuts
- Carved wooden tablets that are inked and pressed against paper to make a picture.
- Zen
- In
Martial Arts terms: a nonverbal physical expression of perfectly
unified mind and body in response to an attack. (True Zen cannot be
explained, only experienced. In Zen terms this book is a total failure.)
- Zones
- Arbitrary
divisions used to separate the body into target groups such as the
head, limbs, torso/trunk and legs. See also: French Numbering System
- Zonning
- Rapidly shooting at targets in different areas, one after another.
To The Top.
(To the tune: White Rabbit by Jefferson Airplane)
A Randal the Malcontent Original (Copyright © Randal Ames 2002)
One shot makes you nervous
And one shot makes you fall
And the ones that newbies throw out
They don't do anything at all
It's Sniperio, he seems ten feet tall
And if you go fighting melees
And you find you're full of dread
'Cause you die in just an instant
When Sniperio hits your head
It's Sniperio: You blink, you're dead
When the fighters on the chessboard
Get up and all refuse to go
Though your buckler is shaped like a mushroom
Still, it's moving way too slow
Its Sniperio, and it's his show
When you leave for resurrection
With your eyes all filled with red
And the white scarf is talking backwards
And the marshal's off his head
Remember what the Scolan said
Guard your head
Guard your head
Guard your head...
To The Top.