Monday, December 2, 2019

A Unique Victory Condition - 100 Minutes War

Last weekend I fought at the East Kingdom's Southern Region 100 Minutes War.  This war had a bit of a unique victory condition compared with most fights, combined with some terrain features that made this a very interesting battle, one which has caused me to reflect on it all week.

If you aren't familiar with the event, it's an annual fight in November that draws a pretty good crowd.  I'm sure there are some real numbers out there, but it feels like there are 60-100 fighters per side.  The day begins with an unbelt tourney that is used to pick the team captains who then pick the sides.  Once the sides are picked, an unlimited resurrection battle takes place over the next hour and forty minutes.

Victory Conditions

What makes this battle a little unique is that normally in this type of battle, there is a control point that determines the winning side.  Often times this will be a flag that is equidistant between the two resurrection points.  Though one side could adopt a clever strategy that could change the odds of victory, generally speaking the stronger side (the side with more fighters, better fighters, and/or more tactically sound fighters) will push the weaker side closer to their resurrection point, allowing them to control the flag.

What makes the 100 Minutes War a bit unique is that instead of holding a control point, deaths are counted.  The team with the most kills, wins.  What makes that especially interesting is that the nature of an unlimited resurrection battle is that the stronger side pushes the weaker side closer to their resurrection point such that an equilibrium in killing can be achieved (more or less).  This happens because the dead fighters from the weaker team end up having a shorter walk to and from the resurrection point.

To be honest, I'm not certain that a complete equilibrium would ever be achieved in terms of number of kills per side, but it does help strengthen the front line of the weaker team.

This Year's Terrain Features

This year offered some very interesting terrain.  The two times I fought before, we more or less fought in a big open field.  The tactics were pretty simple.  Bring lots of spears and archers, don't do anything stupid, and get lots of kills.

This year we fought in the woods which presented some interesting obstacles that could be utilized to gain an advantage.  A rough diagram of the fighting is shown below:



The roads, trails, and flat, open terrain are outlined with a building and a Porta John also shown in the upper left quadrant.  The fighting mainly took place in the lightly shaded areas with a significant woods skirmish in the middle of the diagram and a very sparse skirmish in the upper left.  It appeared that very little fighting took place anywhere else due mostly to terrain features and proximity to the resurrection points.

What Made this Unique?
Well, as I said earlier, normally the winning conditions in an unlimited resurrection require one to hold ground beyond the half way point.  In this scenario, victory was determined by counting the number of kills.  In other words, the fighting could have literally taken place anywhere between the two resurrection points.  In fact, drawing the fight closer to your own resurrection point would have given your side a pretty big advantage.  As it stood, a death where the fighting took place would remove someone from the fight for about 2 minutes, while a death near a resurrection point could remove them for as long as 4 minutes while your own fighters respawn immediately.

The Challenge

Why not just wait at your own resurrection point and make the other side come and fight you there?  I believe there are two main reasons.  The first being that people WANT to fight.  Yes, winning is nice, and we generally do our best to try and beat the other team within the parameters of the game, but very few people drove hours to the last melee they will see for months and months just to stand around holding a tactical position on the field.  The other reason is that it is doubtful that the opposing side would be willing to meet you at your resurrection point.  You end up in a standoff that has, as I've mentioned in previous blogs, historically lead to some of the worst fighting the SCA has ever seen (anyone remember the town battle at Pennsic in the 90s where neither side engaged for over an hour?).

So with that in mind, the challenge of every fighter on the field is to try to place him or herself in a position that gives them the best advantage possible that the other fighters are willing to accept.

The fighting near the buildings was certainly interesting.  You might notice that the shaded region is, on average, closer to the yellow rez point than it is to the blue.  This was a natural feature that made the blue team much more willing to press toward the yellow rez point while the yellow team would never push past the road.  In a nutshell, neither side wanted to fight on a trail (note, the teams swapped sides in the middle of the battle, so this feature was used by both teams).

The Instinct to Take Ground

If you have any experience fighting in melees at all, which the vast majority of the people there did, the instinct is to press when the other side retreats.  Often times the other side is retreating because they have been weakened, so the more you pursue them, the more kills you will get.  You are often pursuing them around a flank, placing yourself in a better position to roll it and finish off the main units in the center, or if anything, you are creating a buffer between your extended front line and the center objective that you are trying to defend.

The more experience one has, the more those instincts are ingrained.  I believe that those very instincts were often a disadvantage in this scenario.  Retreating units were actually moving back toward better defensive positions closer to their rez points and there really wasn't any advantage pursuing them.

I like to think of it like  Muhammad Ali's "Rope a Dope" tactic against George Foreman.  The two start in the middle of the ring.  Foreman says, "I want to hit you."  Ali says, "I don't want any part of that," and backs away onto the ropes.  Foreman says, "When you back away, it's time to attack!"  Ali says, "Ah ha!  I wanted to get you fighting me on the ropes the whole time!  Now I will win!"

The same applied here.  Two units meet on neutral terrain.  One starts to lose the engagement and backs away.  The winning unit thinks, "They are retreating.   We must press!  We'll push them past the banner, or we'll roll their flank, or we'll finish them off now that they are weak!"  Instead, the losing unit is just pulling back into a defensive position closer to their rez point, which is a great place for them to fight, and a terrible place for the other team to fight.

I really do think that the key to winning the battle last weekend was being able to exercise some patience and resist the urge to pursue retreating units.

Personal Thoughts on my Fighting

Ultimately I enjoyed the fighting as it was interesting and challenging.  I will admit that on the ride home I didn't feel so great about my performance.  Upon reflection, my performance was fine, though it was below my "expectations."

Again, under normal circumstances, there's not a whole lot to be done tactically.  I get to stand across from a bunch of fighters in a battle of skill.  If I'm across from a bunch of level 1 fighters, I might get 10 kills in a certain amount of time.  If they are level 2 fighters, I'll get 5.  If they are level 3, I'll get 2-3 kills.  Etc.

The terrain features set up the scenario such that, as I said above, people only have to fight the fight that they want.  I could tell what level most fighters were in the battle, and I've been around long enough that most of them know what level I am.  As an example, the level 1 fighters would often avoid me until they got themselves into a position that gave them an advantage.  Etc.  Under normal circumstances, I can win a fight against a weaker opponent.  Under these circumstances, the weaker opponent could avoid the fight if they were smart enough to do so, and this weekend seemed to contain a larger contingent of smarter fighters, IMO.

So the fight was less about who had the better skill, and more about who was cockier about accepting the conditions of the fight, and who was more patient.  A friend of mine told me that he only died 8 times.  I estimated my deaths to be closer to 20.  He said that he was smart about picking his fights, while I was definitely putting myself in risky situations.

Levels of Risk/Aggression in Unlimited Resurrection Battles

On that last note, I've been wrestling with how aggressive one should be in an unlimited resurrection battle.  If a fighter is very aggressive, he might die 30 times.  If his kill ratio is 2:1, then that nets him 60 kills.  A less aggressive fighter might die 10 times.  As a result, he might be in the battle for an additional 40 minutes.  Will he also net 60 kills due to being in the fray longer?  Will he get fewer kills, but have more positive effect in holding a position by having more face time with the enemy (something that is of great importance if defending a banner)?

I don't think there's anyway to calculate this, and without any real video evidence, I don't think there's even a way to evaluate it.

Anyway, its just something I've been thinking about for a while.

Why Do We Do This?

I often joke that this is my priority level of any battle:

1 - Be safe
2 - Make sure everyone around me is having fun (including myself)
3 - Kick ass
4 - Look good in pictures
5 - Win the scenario

Though winning is ranked last in this list, it does have a large effect on 2 & 3.  I like winning, and people generally have more fun if everyone on the field is being relatively competitive.  And, of course, the relationship between kicking ass and winning should be obvious.

I'm bringing this up because of some self reflection on the last few points I made.  If I could do the fight all over again, would I have been more patient and less risky?  I don't think so.  I want to fight.  And truth be told, even if I'm dying more often, I think pushing people back into a kill pocket and forcing me to fight them on their terms counts as "kicking ass."  I didn't get hurt and didn't hurt anyone, and lots of fun was had.  So check, check, and check.

We didn't win, but it was one of the more competitive wars they've had, so I'll give that half a check.

Did I look cool?  You be the judge:



photo credit:  Steve JM (Luther)





Monday, October 21, 2019

Dissecting a Skirmish in a Melee at River War


Hello all,

This is just a quick analysis of one of the battles we fought this weekend.  I'm really just writing this post for the handful of friends that I have who were there.  There aren't really any cool gifs or videos in the one.

The scenario was a 10v11 single death field battle.  This was the third time through, and the best showing of the red team.  In the first two battles, red did a deny left, attack right, and the green team responded (blue tape, actually) by fanning out and getting cross kills.  Truth be told, the red team were at a disadvantage from the start being down a fighter, and having a coordinated unit as well as two very experienced melee knights on the opposing team.




In this third battle, Red opted to deny on their right while attacking left.  It appears that they set up a shield wall on their left flank.  In all three battles green decided to skirmish with Anglesey being mostly on the left flank, and the rest on the right.

At lay on, Red pressed to their left with their shield wall.  Their pole dropped back to support, and they flanked the wall with a spear on each end hoping to support the charging wall (I assume as I wasn't on their team to hear the plans).

Green responded by moving hard right.  Two shields moved to the outside planning to go right into the backfield while letting the shield wall come through.  One of the knights pressed forward and set himself up as bait for the wall.  The middle spears and pole hovered in support, while the left flank curled around the deniers creating a kill pocket.

Before the first swing is landed, Green is in the superior position, IMO.  For red to capitalize, they need to find unsupported fighters to run their shiled wall toward.  One of the beauties of experienced skirmish fighting is that it has a way of drawing opponents into disadvantageous positions while surrounding them.



At this point the green flankers went around the wall, driving the spear into the backfield.  It appears that the shieldwall wasn't certain where to charge.  One fighter went straight for the bait, and found himself surrounded by four fighters.  He did manage to get a kill before dying while also tying up a few fighters.  Unfortunately only one wingman followed, and he ended up being outnumbered and dying in a two on 1.  The third member of the wall decided to try to run down a lone spear, which is not a bad idea, but he would need to keep track of the rest of the battle while doing so.  The 4th shieldman split off to his left to try to catch a quick kill.



The two Green flankers end up getting two kills in the backfield.  One of them pulls the center spear off to chase him.  The center Green spear runs away from the charging Red shieldman, who then turns toward a second lone spear and chases him down.  Meanwhile the first green spear immediately returns to the fight to assist the spearman being run down.

Several people are killed in this series of fights, with green coming out slightly ahead.  The battle began with 11 Green on 10 Red.  At this point it is 9 on 6.




The Red spear kills the flanker and the Red shield kills the green spear but immediately dies to the spear following, making the sides 7 to 5.

Ultimately at this point Green has a really good outside position looking in, while Red finds itself with their backs turned to a lot of Green fighters.  Red earns two more kills while Green finishes off the remaining Red.


Final Thoughts

As I said in the beginning, the outcome in a lot of these fights comes down to numbers, experience, skill level, familiarity with your teammates, and certainly a bit of luck.  Having said all of that, the way Green executed the tactics in this battle is exactly how I prefer to see skirmish units fight.  I typically adhere to the FLANKS philosophy:

F - secure the flanks both with positioning and a strong weapons combination
L - Leg 'em and leave 'em (though in this case we did get a quick kill on a legged fighter.  Nevertheless, you should never be preoccupied with one for too long.
A - Assess who has the range advantage.  Units that are heavier with spears want to draw the enemy into kill pockets, while units that are heavier on shields want to press the attack and run the spears down.
N - Never fight a fair fight.  You should always be looking for advantages before pressing an attack.
K - Know who your killers are and who your supporters are in any given situation.  Everyone has a job to perform.
S - Spread out your talent. Don't get caught bunching all of your new fighters into one spot.  Also don't bunch up similar weapon types together that might create weaknesses in your lines (ie 4 spear in the middle of a line is a great target for the other side to charge).

Hope you enjoyed!










Monday, October 7, 2019

Bari's Bridge Battles


Bari's Bridge Battles

By Bari of Anglesey


Hey all, bridges.....love 'em or not, we've got to fight 'em.  This will be a bit of a brain dump, so lets get right to it.

Types of Bridge Battles


There are three main types of bridge battles that you will commonly see:

- Attrition
- Timed Control Point with Unlimited Lives (resurrection battles)
- Timed Control Point with Limited Lives

Attrition bridge battles are normally single life, but they can also come in the form of some limited number of resurrections until the fighter has to leave the fight.  These battles are won when every person on one of the two teams has been eliminated.  Taking ground and or controlling locations on bridges is of no value unless it leads to some sort of tactical advantage that results in killing more of their fighters than yours.  The ability to kill, either by hitting, stabbing, shooting, or throwing fighters off the bridge are key.

Timed control point bridge battles with unlimited lives is an entirely different type of battle.  Battles are won when one side "controls" bridges at certain time markers during the fight.  This is often done by either being past a mid point line on the bridge, or by raising a flag.  In these battles, killing other fighters is of no value unless it leads to gaining ground.  The ability to push, shove, or intimidate fighters is the key to these fights.  Sometimes killing can be of value if it removes key fighters from the other team like leaders, big aggressive fighters, or someone who is in the act of pushing your line back.  Killing can also disrupt the morale of the other side, causing them to back away from the fight, but ultimately spearing the enemy only to have fighters in the following ranks step up to replace them is of little value.

Once you add limited lives (usually one) to the timed control point bridge battles, you bring in another potential avenue to victory.  While taking and holding ground is important, a battle can be won if every fighter on one side of a bridge is killed, regardless of where the line of engagement is provided that the time limit has not expired.

Generally speaking, skill level and total numbers of fighters are critical for attrition battles while big, aggressive shieldmen and poles are more important for timed control point battles with unlimited lives provided that there are enough ranks of fighters to allow the big guys to recover between presses.  Also, archery and ballistae are of greater value in attrition battles.


Tactics

Important note:  Not everything listed is necessarily a good tactic, so beware of skimming without reading.  I'm listing common tactics and then commenting on their effectiveness.

Before I get into the details, since everyone loves a good picture, here's a summary of most of the concepts I'll be discussing:



Organization Wins Bridge Battles

There are many battle scenarios that can be won with skill, athleticism, and experience fighting together as a unit.  There are enough variables that can change so quickly that the possible outcomes are infinite.  To me this means that the ability to read a fight and improvise can overcome any sort of plan or organization that the opponent has put together.

Bridge battles seem to be an exception to this rule because the tight parameters tend to eliminate much of the unpredictable nature that is prevalent in the other scenarios.  Coming up with a good plan and getting the fighters to work together will go a long way toward obtaining victory in the bridge battle scenario.  This doesn't mean that you should over plan and completely micromanage the battle, only that you should understand some basic fundamentals and get the right pieces in place to capitalize.  Something as simple as, "Okay, they've got a lot of spears, so we can't stand around and let them pick us apart," might be all that is needed for your side to know what to do.  Newer fighters or mixed units may need more direction.

Capping the Bridge

This is a tactic where you move off the back end of your bridge and form a kill pocket such that if the other side charges, they will be surrounded by your fighters.  This gives you both a numbers advantage on the battle front as well as good killing angles.  This is typically used if the other side is showing that they are stronger than your army and a tactical advantage is needed.  If it's a control point battle, this is typically done as a last resort in order to keep the other side from spilling into your backfield and getting behind your fighters on another bridge.  You give up the point on that bridge only because you have no choice, and hope that the other bridges will fare better.  I personally think it's a bad idea to implement this as a strategy, but rather as a "cut our losses" tactic.

If the battle is an attrition battle, or a control point battle that you think you can win by attrition, it can be effective to lull the other side into fighting in your kill pocket.  Be aware that there is a risk that they can punch through a weakened edge of the pocket, surround your fighters, and move into the backfield of another bridge.

Sometimes armies will intentionally sacrifice a bridge by capping it, hoping that they can pull more resources onto that bridge from the other side than your side is expending to cap it.  This is generally a bad idea in an unlimited life control point battle.  You essentially give up a victory point while gaining nothing.

The Gentleman's Agreement:  I have been in battles where both sides decide to cap the end of the bridge, hoping to lull the other side into fighting in their kill pocket.  Once both sides have shown this hand, the only means of victory is being stubborn enough to bore the other other side long enough to make them throw the fight and come across the bridge to fight you.  This leaves a bad taste in everyone's mouth as they would much rather be fighting than to stand there watching a battle of egos.  If both sides decide to cap the bridge, just do everyone a favor and agree to meet in the middle.

Note:  when forming the cap, you absolutely need to secure the edges of the cap.  This is a tactic that is often lost on many SCA fighters as the most common tactic they are taught is a shield wall, which gains its effectiveness from bunching tightly together.  While this may be an effective tactic, given the circumstances, in a field battle, this can leave very weak edges when capping a bridge.


Below is a picture of a cap (left side) that failed to secure the the right side of the bridge (note the gap between the edge of the bridge and the fighters).  The result was the fighters spilling out through the gap and into the backfield.



All Spears in the Front

This is a tactic that gained popularity in northern Atlantia and the southern region of the East Kingdom in the early 2000s.  The earliest adopters that I am personally aware of date back to the mid 90s when face thrusting with fiber glass spears were first allowed at Pennnic, and they were the Calontir Army as well as the bog celts.



I can't comment on what motivated Calontir to adopt this tactic, but at the time they were a well organized, disciplined army, and they followed the tactics passed down through their command chain.  We celts, on the other hand, had a lot of experience fighting skirmish style in the Markland organization which had been allowing face shots for years.

All spears in the front was very effective at the time as the opening up of the face as a target made spearing in a static battle very effective.  We ultimately got away with it because the standard tactic at the time was to put the spears in the second rank.  If their spears are in the second rank, and our spears are in the first rank, then we can attack their shields at will while staying out of range of their spears.  If we choose to engage their spears, we have more mobility in addition to allowing ourselves to choose which fights we want to fight and when.



I've found this to be a less effective tactic anymore.  The reason why we were able to pull this off in the past is because the enemy was generally slow to adjust.  Because no one was teaching this as a correct way to fight, they had assumed that their tactics of spears behind shields would win the engagement.  Eventually they'd figure out that they'd need to mount a charge, but the charges were slow to organize and were usually telegraphed.

Now days the weakness is much more quickly identified and the charges come much more quickly and less telegraphed.  This tactic should only be used if it is clear that the opponent won't mount a quick counter charge (these opponents still exist).  The photo above is an example as BOTH sides brought only spears to the front line, so neither was concerned with receiving a charge.  This is an example of each side hoping to throw a bigger sheet of paper than the other (see Rock, Paper, Scissors below).

Note:  Don't bunch up too many spears on the front line, they just get in each other's way.  In my opinion, you can effectively fit about one spearman every 2.5 feet.  So if you have, for example, a 9 foot wide bridge, that'll fit three spearmen comfortably, with the potential for a fourth depending on the size of the spearmen, how they match up lefty to righty, how they work together, etc.  It's not uncommon for 5-7 spearmen to try to cram into such a space rendering themselves completely ineffective.


Shield Wall in the Front

This is often done with a front rank of tightly packed shields and a second rank of spears.  This can be a good defensive position if you are trying to hold a position like a bridge beyond the capture point, the space in front of a flag, or maybe a gate.  A well trained unit with big shields can do very well in this situation.  Lesser trained units using tourney shields can easily get picked apart by spearmen (see the diagram above).  These are most effective when they are backed up by archers in the second rank.  I don't think I've ever seen this done with an entire unit, but I have seen sections of shield walls set up with a single tall archer right behind them and it has always been very effective.  This kind of tactic requires a group of shields who understand what their job is, and a tall archer who isn't afraid to fight within a spear's shot (archers like this tend to be rare).



Mix of Shields and Spears

What seems to be the most effective tactic these days, at least in attrition battles, is some sort of mix of shields and spears on the front rank.  For every spear you add (up to the max allowance without crowding) you increase the static line killing power, but you also decrease the ability to quickly charge or to repel a quickly initiated charge.  Spears are also easy targets for archery.  Ultimately you'll have to decide how to balance out your shields and spears based entirely on the circumstances;  how good are your spears?  How good are their spears?  How likely are they to charge?  How quickly do you need to initiate a charge?  How many spears do you have on your front line compared to their front line?  Are there any dead bodies in the way?  Do they have archers, how close are they, and how effective are they?  Etc.

One thing to note, though it will vary from fighter to fighter, good spears don't like shieldmen crowding up on them.  I will often have shieldmen with whom I don't know try to "protect me" from opposing spears.  What they end up doing is sticking their shield right in front of my thrusting hand which prevents me from being able to throw a shot.  Also, any spear that they defend me from is a spear that I can't attack because the shield gets in the way of both of us.



Note:  In general I like to see the shields a little bit behind the spears.  I don't see any value in standing inside the opponent's spear range when the shieldmen can stand just outside of range.  The job of  shielman in this instance is to be ready to charge, or be ready to repel a charge.  They don't need to stand in range in order to do that.  Take a step back, relax, and wait for opportunities.  The exception to this rule is if the other side is pressing and causing your line to retreat during a timed control point battle.




Bullnose

I have never personally used this tactic and have only ever actually seen it employed once, but that one time it was very effective.  What a bullnose is is essentially a shield wall in the middle with spears on either side.  The one time I saw it, the unit was very effective at holding a position on the bridge.  It was actually quite frustrating to fight against.



Again, in order to effectively utilize the bullnose, the unit must be well trained to work together and, ideally, have big shields that don't expose a lot of gaps.  (Note:  The unit in the picture above does not have great shields for forming a shield wall.  I can easily see three very exposed legs in the front rank, though it is possible that they are are fast enough to move their shields before getting hit).

My only real thought on the bullnose is that the sides leave themselves open for charges.  I'm assuming that if a unit was to charge into one of the gaps, they'd easily get shoved off of the bridge.  I'd be careful, however, using this near your own end of the bridge.




Rock, Paper, Scissors

There are two ways to beat rock.  You can throw paper, or you can throw a bigger rock.  When referring to rock, paper, scissors in this context, what it means is that whatever tactic the other side uses should dictate whether you use the same tactic, but better, or a counter tactic.  In this case the tactics usually come down to dueling with spears, or charging with shields.

Since I fight in a spear heavy unit, my general approach is to always have more spears than the other side on the front line, until they answer with "too many spears," at which point we pull all of our spears off the front line and charge.  A similar tactic might be used if, for example, you don't even have enough spears to fill a front line and they do.  Or maybe all of their spears are better than all of yours.  Whatever the case may be, at any given moment you have to decide, "Can we beat their spears with our spears, or should we charge?"  Or put another way, if we charge, how much ground will we gain (if that leads to a victory condition), will we kill more of them than we lose, or will our loses be worth the ground we gain?  Also, charges are tiring.  Standing ground and spearing may be the better option.


The Flow of a Bridge Battle

There will almost always be spearing on the front line of a bridge battle, with at least some shield charges.  Even if one unit decided that they will only use shields, and always charge, there are two major factors that limit the effectiveness of that strategy:

1 - Chargers get tired
2 - Dead people stop charges

The typical flow is that the two armies will charge toward the middle of the bridge at lay on (unless one side decides to cap their end of the bridge and wait for the other to commit).  At engagement, the units will either decide to both charge into each other, one will charge and the other will repel, or they will both set up a static front and use some degree of spearing on the front line.  Normally at some point in the battle, one of the sides will mount a charge forcing the other to clear out their spears and counter.

Regardless of who is more effective in the scrum of the charge, dead people lying on the ground combined with fatigued fighters will always stop the charges.  At this point, the spears work their way back up to the front rank.

One of the keys in this situation is to recognize when the opposing shields are no longer a threat, and your shields are no longer effective (like if there is a pile of dead people between the two ides) and to bring the spears back up into the front rank.  If there is a dead body in front of you, there is no reason for a shieldman to stand behind him.  Let a spear or a pole have that spot so that they can kill from across the dead bodies.





Organization - Spear Channels

One of the problems I see with a lot of units is crowding the middle of the 2nd and 3rd ranks with a bunch of spears.  A lot of times spears will bunch up in the middle of a bridge because they don't want to miss their chance to fight on the front line.  This leaves the unit very poorly prepared against charges.



Spears are mostly ineffective unless they are on the front ranks, so it makes sense to keep them out of the way until needed, and then feed them into the front.  When a charge happens, spears have some effectiveness in the 3rd rank.  One might say, "I get kills all the time in the 2nd rank."  Maybe, but probably not as many as a well rested pole fighter would.

One technique that works well is to have a channel of spears on either side of the bridge to feed into the front line as necessary.  This keeps them from bunching up in the middle and gives them a queue so they don't end up cramming up to the front hoping to get their chance to fight.




Note:  If the other side has archers that can shoot over the sides of the bridge, the spear columns will need to be moved inward.  I've heard of one unit using a single column down the middle instead of the sides.


Picket Fence

I borrowed this phrase from an old North Shield fighting manual.  Basically it describes the concept of bringing the spears out in front of the shields by letting them slide between when needed, and vice versa when the shields need to come to the front rank.




This is not something that needs any command structure or fancy timed maneuvers.  It simply means that if the spears need to be up front, let them up front.  If they need to bail, don't push them into the enemy, but rather let them slide back into the 2nd and 3rd ranks.


Holding the Victory Condition

Often times people forget that they need to have at least one person on a bridge to earn the point.  They'll kill everyone on the bridge, and then run over to the next bridge to start killing them, which is the right thing to do, but they'll forget to leave someone on the empty bridge to capture the point.

Always know what the conditions are, and make sure that someone is on top of earning the point.


Initiating Charges

There's no one correct way to initiate a charge, but the success or failure of a charge largely depends on how well the charge is executed.  "Okay everyone, we are going to charge on the count of three!" is often met with a prepared counter, sometimes even initiated when you say "Two!"

Keep in mind, if you call a charge, and only half of your guys go, they will be fighting at a 2:1 numbers disadvantage, so its usually important that the entire front commits to the charge (exceptions listed later on).  Some units will have a system where they are ready to respond whenever they see a fighter initiate a charge on his own.  Sometimes it will be as simple as a look and a nod to each other.  Code words can often be used so that you can communicate to your side that you are charging, but the other side doesn't necessarily know.  All of these methods require that a unit who trains together is present on front line on the bridge.

But what if that's not the case?  What if its a mix of fighters who don't train together?  I've found the following techniques to work pretty well:

-Announce, "We are going to charge.  Ready?  Charge!"  Say this phrase without any breaks in between.  It takes about 4 seconds to say, which gives your side enough time to to understand what's going on, while the other side doesn't have enough time to coordinate an effective counter.  If you are on the front line and will charge with the unit, you must wait a beat after you say the word "charge" so that you end up charging with the group.  A common mistake is for the announcer to charge when they say "charge," which actually places them two steps ahead of their unit.

-What also works is to say to just a few people in front of you, "Okay guys, we need to jump them.  Get ready.  Okay, go now!"  This will normally get a critical mass of people moving which inspired the rest of your unit to respond.

-Light pressure with a pole arm or spear on the backs of the front line helps encourage the charge.  Don't shove them, as that is dangerous.  You never know when someone has decided for personal safety reasons that they will be avoiding charges all day.  If they don't want to charge, its not your job to push them into harms way.

-Whatever method you use, yelling, "Go!  Go!  Go!  Go!  Go!" after the charge is initiated is instrumental in making sure your side follows through on the charge.

Caveats:  Charges don't always have to be performed by the entire front rank.  Sometimes there are opportunities that one or two fighters can see were they jump a line by themselves to exploit an opportunity.  Maybe they see a gap that they can shoot through to get into the back field, or they spot an archer that they can get an easy kill on, or maybe they will sacrifice themselves to push a commander off of the bridge.

Also, keep in mind what you are trying to accomplish with your charges.  If it is an attrition battle, you have the better spears, and they have the better shields, it is probably not in your best interest to initiate any charges.

Column Charge

A column charge is when you form two columns of fighters and rush them in, typically on a diagonal, typically to the right so that your shields can protect you, and typically into a weak point on the other side.  These can be an effective way to break through an opening, or to go after an objective.  Stacking the column with lots of fighters (maybe 3-4 ranks deep) makes it difficult to repel.  Keeping the number of columns to two allows the columns to move quickly.  Any wider than that tends to cause the columns to get in the way of each other and can be disrupted by knocking people around or by killing a couple of fighters in the columns.





Clearing the Beachhead

Once a fighter breaks through a gap on the end of the bridge, it is critical that as many fighters as possible push through that gap and attempt to surround the enemy for a quick victory.  Usually this happens because you've already whittled the enemy down, so the point would be to break out of the kill pocket and create a pocket of your own to finish the job.  This would be useful if the other side has archers, a bunch of spears in the backfield, there is a time limit, or there are more bridges that you can assist with.

I caution doing this if breaking through places you in a bad position in their backfield by possibly getting surrounded by reserve units.




Pulse Charge

Normally a charge will have an entire unit press forward, hard and fast, until either they can't anymore, or until they've reached some kind of objective, or perhaps a commander has called for the charge to end.  A pulse charge, on the other hand, is a brief charge lasting on the order 2-4 seconds.

I've found pulse charges to be more difficult to pull off for a couple of reasons.  The phrase "fire and forget" is often used to describe a fighter who charges forward and then completely loses track of the rest of his fighters.  He'll either push until he dies, or until there's a break in the action that allows him to regroup.  This requires less skill than being able to charge while keeping in mind what the rest of the unit is doing.  Since pulse charges are less common, the default reaction for a fighter is to do a full charge.  So if they hear a command, "Lets do a pulse charge," they may not understand the "pulse" part of that phrase.  The last issue is that a pulse charge requires the fighters to press forward and then back off.  If the ranks behind them don't back off as well, then the front rank gets squished into a situation that they can't back out of.

Unfortunately pulse charges are something that really need to be done within units that have practiced the tactic.  One of the local knights explained to me that his system is to form up shields on the front rank with poles on the second.  The poles call the charge, and the charge lasts long enough for the shields to get in three swings while the poles on swing twice before stepping out.  In order to execute this, everyone involved needs to understand the system, so I would be very hesitant to call a pulse charge with a mixed group of fighters who haven't practice it together.


Know Your Job - Don't Take Up Valuable Space on the Front Line

Very few shieldmen are actually effective fighters in the first rank during a static battle.  Every now and then I've seen a shieldman that is impossible to kill on the front line who does a great job of drawing the attention of other fighters.  Or I've seen shieldmen who are effective at leaping forward and getting sniper kills with their sword.

The number of shieldmen that I've seen who are effective in this manner I can count on one hand.  I've seen far more who *think* that's what they are doing, but in reality they are just plugging up a useful spot on the front line that a spear could be using.

Having said that, as noted above, shields DO normally belong on the front line, but they are there to initiate or repel charges when needed.  They need to be cognizant that they aren't taking up useful space.



Another problem I see are spearmen resting on the front line.  If they are on the front line, then they either need to be killing, actively working for a kill, or helping another spearman get a kill.  Neutralizing a better spearman across from them can also be effective.  What is not effective is standing on the front line, taking up space, and not doing anything while they have well rested spearmen in the ranks behind them.  They should be fighting until tired, or until dead, and then giving up their spots for a well rested spearmen behind them.


Cleaning Up

At some point during most attrition bridge battles, one side will have lost so many fighters that the other side has a clear advantage such that they should be able to win the battle in short order by "cleaning up" the remaining fighters.  In order to do this, the side with the advantage must be able to identify, first, that the advantage exists and second, what kind of advantage it is.  If you wish to clean up with a charge, it isn't simply enough to have more fighters than the other side.  As a rule of thumb you need to make sure that you actually have more shieldmen than the other side does.  Charging 8 remaining shields with 4 shieldmen and 8 spears is likely to end in failure (believe me, I've called this charge before).  In this scenario, there is still an opportunity to clean up, but it must be done by bringing all of your spears to the front and fighting aggressively until the other side has been whittled down enough that you have a clear shield advantage.  At that point, you call the charge and finish the job.

A good habit to get into is to take a beat or two to do a quick count of shields on both sides.







Knowing the Organizational Needs of your Fighters

One of the frustrations I've historically had with the SCA is the command structure.  It might just be a few bad apples, but there are some people who get into places of power who then assume that every person within earshot needs to be micromanaged.  A mercenary unit or peerless household is not likely to want to take orders from a random person they've never met, especially if it conflicts with a plan that they had already worked out with the commanders.

Having said that, there are many fighters who do need to be micromanaged because they are new, don't practice very often, and probably never had any experience on a sports team, marching band, etc. so fighting on a bridge may be a little overwhelming for them.  I've actually received personal criticism by some of our less experienced fighters that they weren't given enough guidance.

As a free company, one of the things that has helped me in recent years is developing a good rapport and level of communication with the local kingdom commanders so that we can best understand how each other works.  They tell us what their needs are and what they'd like us to do, we tell them how we think that we can accommodate, and a level of trust and confidence is developed among all parties.

Again, there's a difference between the needs of a well trained shield heavy unit, or an improvisational skirmish unit, or an untrained kingdom unit that is a collection of fighters from a handful of baronies, or more importantly, a section of a bridge that is a collection of all of the above.


Always Have Leaders and a Plan

This doesn't mean that a command structure needs to run deep or that it needs to be formalized.  Sometimes its as simple as, "Well, Joe usually has some good ideas and we just kind of listen to him."  But as you can see if you've read this far, there are plenty of ways to run a bridge battle, and at least some level of communication should occur before the battle begins to figure out what everyone is going to try to accomplish.  Some groups have enough experience fighting together that they may not need to communicate, though I find it best to at least have a short, simple conversation to make sure that everyone is on the same page.

Example:  At the Highland River Melees bridge battle this year we had an interesting scenario where we had an attrition battle with two ballistae aimed at one of the armies.  Because of the ballistae, it was critical that the army opposite the ballistae pressed the attack.  We were on that side for the first battle.  We had two options:  charge, or bring a lot of spear power to the front.  What we ended up doing, instead, was we had a defensive shield wall plugging up most of the bridge with a single spearman fighting on one end.  The result was a high amount of attrition due to the ballista fire until we were whittled down far enough that our opponent "cleaned up" by charging our weakened unit.  The communication breakdown was essentially the result of two groups of fighters not feeling confident telling the other what to do.






Stepped Marches
This is a simple tactic that can get an entire unit to slowly gain ground.  One person takes command, lets everyone know what is about to happen, and yells "step."  When the unit hears "step," everyone takes one step forward, together.  This is done until the unit has traveled as far as the commander wants them to.

This is a great way to try to capture an objective.  It has little value in an attrition battle.


Unlimited Resurrection Battles

These are great battles if all you are interested in is fighting.  If you want to actually win the scenario, on the other hand, they can be frustrating.  The key thing to remember in these scenarios is that killing people is almost completely worthless if it does not result in moving your line forward toward the objective.

One thing that makes these fights particularly tricky is that people are less likely to cooperate because the lives are unlimited.  In a single death battle, fighters realize that its only a matter time before they get their one shot to fight on the front line.  In an unlimited resurrection fight, the amount of fighting is unlimited and those who butt past everyone to continuously get to the front get to do the most fighting.

In these fights, ground is typically taken in two fashions.  The less common fashion is for spears to pick apart the other side causing the remaining ranks to retreat due to a lack of morale.  Its not very common for this to happen, but its a good idea to capitalize on it when it does.  The more common method is to coordinate your charges and send big, heavy shieldmen into the fray and attempt to shove the other team back.

Keep in mind that the dynamic of these battles can change depending on the width of the bridges, the number of fighters, the quality of units, the length of the battle, and the heat.  Long, hot battles, for example, will result in less over all aggression.



So What Should YOU do in a Bridge Battle?

Well, obviously it depends on so many factors listed above, but equally as important, it depends on exactly what type of fighter you are.

Veterans of any Weapons Form
Its your primary job to figure out who is going to be in charge, who's plan you're going to follow, and that everyone else understands what is going on.  You can't expect a bunch of newer fighters to take that kind of initiative, so it falls on your shoulders.  If you've read this far into this post, you are probably interested enough in bridge battle tactics to make yourself a bit of an expert if you aren't already.  Take it upon yourself to figure out what is going on and then communicate that to everyone else.  If it is decided that you should be in charge, then come up with a plan and make sure everyone knows what it is.  Even if the plan is, "Lets wait and see what they do," you should still follow some basic fundamentals in getting your guys organized (ie get those spears out of the center/middle ranks).

New/Average Shieldmen

Your job will almost always be to charge and repel charges.  Occasionally it will be to defensively hold the front line in a shield wall.  When you are on the front, stay out of the way of the spears.  Stay a step out of spear range if you can.  Keep that sword in front of your face, but also beware of leg and body shots.  If the spears are working, step back and take a breath, but be ready to repel a charge when it comes, and be ready to charge when a commander calls one.  If the spears are working, take a step back and rest.  Most importantly, if you don't know what is going on, ask someone.

New/Average Polearm Fighters

Your job is to be in the rank behind the front most shield rank.  Your job is to back up the shields during charges and when repelling charges.  You should never be in the first rank while you still have spears alive on your side.  Occasionally you might see a really effective pole arm fighter fighting up there, but it is a rare occurrence.

New/Average Spears

Try not to plug up the middle of the bridge unless you are in the front rank.  When they call for spears to come up, make sure you get close enough to the front to fight.  Standing behind your shields out of range isn't going to do your side any good, and you are taking up a good spot on the front line that an effective spearman could be using.  If you aren't good enough to do that, well this is how you get good.  Listen to the commanders and move up or pull back when they call for it.  If you get tired, step out and ask someone to take your spot.

If you get good enough and confident enough to start recognizing good positions to fight on the front line, be aware that when you ask for shields to let you up, they can't see you or know which spot you want.  Stick your spear between two shieldmen and lightly tap them with your spear shaft and say, "spear coming up.  Can I you give me room?"  95% of the time, they will allow you through.

Final Thoughts

I certainly don't presume to be an expert on everything.  I've learned a lot about tactics through writing this blog as it has helped me focus on exactly what is going on tactically during the fight.  Three years ago I wrote a post on fighting bridge battles, and I think it included only one or two concepts listed above.

Always, if you think I'm wrong on something, please feel free to point it out.  Some of the most fundamental changes in the way I look at fighting have been the result of exactly that.  Other times it was a matter of poor explaining or my part.  And sometimes I will just see something differently than the reader.

Also, feel free to share this with your friends.









Friday, September 13, 2019

Shield Wall Practice - a Different Approach

What if I told you there was a fun way to get in 30-40 shield charges at a practice where the fighters are able to figure out on their own the best tactics?

This post is a window into my approach to drilling.  I hope you enjoy.


The Usual Routine

Most shield wall practices I've been part of follow the same formula:

1 - Give a detailed explanation of how a shield wall works
2 - Put two shield walls across from each other and have them fight
3 - Correct every little mistake they make

When all is said and done, they get the following results:

1 - They know how to use a shield wall, but not when to use it
2 - They can only use them when a commander plans it all out for them
3 - They get 5-6 engagements of experience against a unit built exactly like themselves

Look, I don't want to throw the people who run practices this way under the chariots.  There's a good reason why practices are run this way, but I think they can be much more effective, and I will give my example below.


But First, a Little Background

This post marks my 92nd tactics blog post over the course of 2 1/2 years, so clearly I have an interest not only in melee tactics, but in teaching as well.  My first career was as a high school math teacher, and in that time I was also a high school track and field coach and basketball coach.  One of the things that we learn as teachers, especially in a skill building subject like math, and double especially in a skill sport like basketball, is that lecturing has minimal effectiveness.  You might find it ironic that I'm saying that was I type out this blog post, but there are two things that make the written word a little more effective than the lecture.  The first is that your brain is actively engaged as you read it, and the second is that this is done outside of practice time (think of it as home work).

During practice I've found it to be much more effective to minimize the lecturing, get the athletes/fighters engaged as much as physically possible, and take very brief moments to make small corrections.

Mistakes will be made.  Everyone will do something that is imperfect.  Most will miss the big picture most of the time.  As I write that I am reminded of an epiphany I had while coaching a bunch of teenage basketball players;  it was unreasonable to expect a 17 year old kid to see the game in a way that took me until I was almost 30 to figure out, and no amount of lecture was going to change that.  Pick your battles, make baby steps, and drill the small successes to death.



Shield Wall Drill Scenario

Create some sort of boundary, like a bridge or path.  Experiment with the width of the path, but essentially you want to eliminate flanking as the purpose of the drill is to work on a shield wall charge.  Place a resurrection point at either end of the path and objectives to pickup along the path.  One team has all (or mostly) shields and no spears.  The other team has poles and spears, and minimal shields (if any).  The battle is an unlimited resurrection battle with the goal of the shield team to capture all of the objectives.  You can use a time limit, but we just go until either fighters drop out, or all of the objectives have been captured.

The shield team starts at their rez point, while the spears and poles team starts at the objective closest to the shield team.  We added an additional rule for safety;  if a shieldman touches an objective with his foot, he yells "brick!" (they look like bricks) and is now officially dead and can walk the objective safely back to his rez point.  This avoids people getting hit when they bend over, or getting hit from behind, or the annoying "throw the objective forward" when you die.

Note:  the numbers of fighters on each side should be chosen to make it a roughly even fight.  That will depend entirely on ability levels of the different fighters.  We did a 7-8 on 5.

Here's what our last layout looked like:





So Why This Scenario?

I really like rez battles when drilling as they are very forgiving.  The continuous resurrecting tends to slow the pace of the fighting to allow people to think about how to apply their tactics.  They will make mistakes, but can immediately come back into the fight with that mistake fresh in their mind and try to correct it.  There's also a balancing effect where the fight tends to even out closer to the weaker side's rez point.  Decisions also have to be made relatively quickly and on the fly, rather than after a committee meeting to discuss strategy.  And on top of all of that, you simply get more fighting in.

As for this scenario, the capturing of the objectives is meant to teach the shield team to focus on penetration rather than killing (like you would if you needed to break through a gate) and the spear/pole team has to focus on giving up as little ground as possible.

The first objectives are for early, easy success for the shield team.  As they move down the line, the objectives get harder and harder to capture as the walk to and from rez point gets longer and longer for the shield team and shorter for the spear/pole team.  Ideally, at some point the fight should become fairly challenging for both sides.


What Makes This a Good Scenario?

We got in 30-40 engagements (out of two run throughs)
People really broke a sweat
Mistakes were made, they were owned, they were fixed, and they were internalized
Chaos forced good on the fly communication and coordination


To a Hammer Everything Looks Like a Nail
There was actually something that inspired this scenario.  There are moments on the field when you must make a quick, coordinated charge.  There are also moments when the other side must be stabbed to death quickly.  Often times the former is because you have the shields and they have the spears, and the latter is because you have the spears and they have the shields.  When you set up similar teams and have them slam into each other, they aren't really learning to apply a charge in the right situations.  You should charge when it is in your best interest to do so, not simply because that's all you know how to do.


Lessons Learned

One of our fighters came into this practice with a heightened enthusiasm for running the shield wall properly after his experience running through the drill two weeks earlier.  When we first ran this drill two weeks ago (3 shields vs 2 spears and 2 poles), the shields really struggled to get past the first couple of objectives.  Their charges were uncoordinated, they often went in undermanned, they didn't manage their energy well, and they gave the spears too many opportunities to kill them before they committed to the charge.

This week they looked great!  They always came at us when they had a clear strength advantage.  No one did any solo charges.  Energy levels were managed by pulling back toward the rez point for full recoveries and not wasting efforts on charges that were doomed to fail.  They did a much better job of staying out of spear range until they were ready to commit to the charge.

They also just got a lot of good experience going through 30-40 reps.  One thing I noticed was, due to a couple of people dropping out, one of our more experienced fighters went to the shield side with a pole and made a huge difference.  He was just very good at timing the charges.  He could pretty much tell when the spears were about to attack and would use that moment to initiate the charge, and getting the rest of his team to commit.

As for the spears and poles, we learned how to get quick sniper shots before the charges began, how far in front of an objective we needed to be in order to protect it, how to disrupt the shields as they charge, how quickly or slowly to back away from the approaching wall, and how and when to shove fighters off of the path.  And after 30-40 reps, a whole lot of experience was gained and timing and aggression got better.

I should add that it is common for units in general to place their spears behind their shields in formation.  I've always enjoyed fighting out in front, but you have to know what you are doing to pull it off.  This drill forces the spears to figure it out as there are no shields to hide behind.











Tuesday, September 10, 2019

Critical Mistake: Capping the Bridge

Critical Mistake Capping the Bridge

A couple of years ago I blogged about exploiting a gap on the corner of a gate and someone responded that no one would ever leave a gap there.  Well, they do, and they did.

During the first bridge battle of last Pennsic we were outnumbered and pretty much figured that we'd certainly lose.  The thing is, you can actually win these battles provided that you can control the bridge and then stall the clock.  With a limited front bridge battle, you may only be fighting with 5-10% of your army at any given time.

Now, you still have to outfight the other side.

Though I expected us to lose, what surprised me the most was how quickly and how definitively we lost the south bridge.  Anglesey and the rest of the bog celts were reserves and moved in to help the south bridge as it appeared that Atlantia had outmatched the unit tasked with holding that bridge.  What I didn't expect was that when they charged they would punch through the kill pocket formed at the end of the bridge.

Generally speaking, if you get pushed back to the end of the bridge, a kill pocket should automatically form, giving you a big advantage over the unit trying to push through.


Essentially what happens is that as the enemy (red) tries to push through, your unit can put greater numbers on the front than they can, surround them, and get really good angles of attack.

Now the most critical piece of the cap.  If a gap is left in either side, a channel of enemy and slip through and get into your backfield, which is exactly what happened in this first bridge battle (notice the gap in the middle of the picture between the straw bale and the fighters on the left).



Now a picture certainly doesn't tell us everything.  I seem to remember a thick fighter or two plowing through and pulling a lot of our resources with him.  They also had a lot of archers, so maybe they killed the fighters guarding that spot and then charged before we could recover.  Maybe I'm to blame because, like everyone else, I looked for a spot convenient to where I was standing, instead of making sure that that position was secure.

Nevertheless, the hole was there, and Atlantia capitalized on our mistake by rushing through it.

Two lessons to learn:  1)  don't leave a hole there and 2) if the other side leaves a hole there, rush through it and get as many people from your side through it as well (something I have personally failed to capitalize on in the past).

Note:  clearing the bridge and getting into the backfield is very valuable if on either extreme edge (ie one of the outside bridges).  From the middle it can be problematic as you can get yourselves surrounded by their reserves, so in this case you'd have to read the battle field and make a judgement call on whether or not you should push through, or merely hold the objective.

Additional note:  DON'T FORGET ABOUT THE OBJECTIVE!  If you need to hold the bridge, make sure you leave someone on the bridge to get the points.












Tuesday, August 13, 2019

Pennsic 48 Heavy Combat - My Perspective

Hey all, just got back from war yesterday and wanted to jot down my thoughts while fresh.  I've now been to 21 Pennsics since 1994 and have fought in 16 of them.  The highlights:

- I was in shape, but wished I had done more walking up hills for exercise instead of cycling
- I'm 46, which means I'm slower than I've ever been
- I was also more wise and a better commander than I've ever been
- Anglesey brought over 20 fighters with another 10+ from our allies in the bog
     - Our old guys got older
     - Our young guys got better
     - We were missing a lot of our veterans
     - This year we were very spear heavy
     - Our ballista teams have gotten better
- I spent the last year talking to East kingdom commanders to make sure they understood how our unit worked, and it seemed to have paid off.  Communication and cooperation was very good this year (thank you Vachir, Sir Ryu, Master Dimitri, and Duke Tindal!  Also thanks to Dagar of the Tuchux)

I think the overarching point here is that every year is going to present slightly different challenges that you will have to work with.  Tactics are not a one size fits all concept.  Looking at a group picture from two Pennsics ago, we were missing 7-8 of our most reliable veteran fighters.  In their place were fighters with less than 3 years of experience, and a whole lot less aggression, situational awareness, and brawn.  Two years ago I was 11th in seniority in our group.  This year I was 5th until Tuesday, and then bumped up to 3rd due to injuries.

Times are a changin'!


Saturday - Kamikaze Battle

We use this battle every year as a warmup.  If you aren't familiar with it, it is a broken field endless resurrection battle with no objective.  You just fight.  People come and go as they please, and will sometimes switch sides.  Back in the way back Anglesey used to have a kinsman versus swordbrother battle (think knights versus squires), but war has gotten so busy that its been hard to fit it into our schedule.  It was easier when kinsmen were in their early 30s.  Now we are in out 40s and don't want to risk injury.  Also, they used to only run a single bridge battle and single field.  Now its 4-5 of each, sop we are more worn down from the fighting.

This year we used the Kamikaze Battle to accomplish the same goal and put our kinsmen and swordbrothers across from each other to see how the swordbrothers do.  For the most part, they were doing fine.  There's really not much more to say than that.  Our approach is to exploit their mistakes and hope that they learn from them.  If they don't, then we teach them.

Note:  One of our newer fighters commented that there was a lack of leadership and direction.  In this battle that was true, and it was by design.  The newer fighters have to learn how to lead themselves.


Sunday - Allied Champions Battle

We got our butts kicked.

I think this battle came down to four key issues:

1) Not enough fighters

We had 15 subs instead of 25.  That means each fighter had to, on average, fight 15 minutes before taking a 3 minute break, while the other side only had to fight 9 minutes before their 3 minute break.

2)  Less talent

The Allied Champions Battle includes 200 fighters out of 1,000 at Pennsic.  Remove the East and the Mid, who are ineligible to fight, and you are left with maybe 600-700?  So theoretically a champion would be in the upper 3rd of talent and experience.  If my observations and the rumors I heard were correct, we had to dip well below that 67th percentile mark to field 100 fighters, and we still came up 10 fighters short.  the East Allies just didn't have the depth.

3)  Not enough shields

This was a rare year where it was the shields that won this battle and not the spears.  I normally tell people that this is a spear fight, but you can certainly have too many spears.  It was also not a particularly hot Pennsic and we had unlimited substitutions, which pushes the battle at a faster pace.  Generally speaking, the faster the pace of the battle, the more valuable shields become (they have the energy to charge).  The slower the pace, the more valuable spears become.

4)  Tactics

I can't tell you what happened on the left flank as I was never over there.  On the far right flank, we had 5 ranks of Tuchux and Cloven Shield stacked up.  I didn't think this was a bad idea, and it actually paid off early in the fight.  They rolled over the Mid/Aethlelmearc spears in the first handful of engagements and scored a point or two.  As the fight wore on, however, the charges became less and less effective as fatigue set in, and we were covering the far right flank with ~20 fighters 5 ranks deep which meant we were fighting a 55 on 65 battle across the rest of the field.

I'm not sure what changes would have helped, especially considering the top three factors.  Again, its not that it was a bad plan, but rather that the plan stopped working as the battle wore on.  I think it might have been interesting to try the following:  use that group as our hammer in every other series and have them sub out in between.  That would give us a very well rested set of shock troops every other series.  In the alternating series we could do our best to play defense with a 75 v 75 matchup.

Final thought on this, my general approach to fighting these battles is to load up with good spears and whittle down the other side with them until there is a distinct advantage and then make a hard push for the banner.  I don't think the Tuchux or Cloven Shield are built that way, so the options are to either replace them with low end fighters who are accustomed to the plan I just mentioned (low end because we've already got all the high end guys.  I don't think this is a good plan), or to utilize them in a manner that they are best suited for, which is what we did.  As I said, I think since they were doing the heavy lifting early on, we may have needed a substitution plan to get them recharged so that they could perform at their best.

Truth be told, I'm doing a lot of guess work here. 


Monday - Field Battles

We lost these pretty decisively as we were greatly outnumbered. 

I don't have much to say on a strategic level other than that the smaller side needs to figure out a way to find fair or even advantageous fights, and get into those fights quickly while stalling everywhere else on the battlefield.

Every unit is going to be different.  Here's what we had to work with:

14 spears (48%)
11 shields (38%)
3   poles (10%)
1   archer (3%)

To me, this is a pretty solid spear skirmish unit that needs to find a static battle, one that it can win, with a lot of inexperienced fighters.  An exposed flank is something that this unit can quickly chew through.  Hitting a unit head on is risky, especially if it is poised to charge and is heavy with shields.

FB 1

In our first battle we keyed off of an East Kingdom division and the Tuchux, waited until they drew some attention, and then pounced on an exposed flank of a large unit.  What we saw was what I would describe as "fresh meat."  While the front on their unit was engaged, we hit the back end of their right flank and started chewing through inexperienced fighters who were back on their heals.

The initial idea was that our far right flank was getting rolled due to a lack of numbers.  We had hit the inside of that flank and were hoping to push through it and follow the back side of red's far left flank.  I got killed before we could accomplish that and am not sure how it played out.

I was criticized for getting us into a bad fight, that we would have been better off staying mobile, and that we needed to lead with our shields.  While I don't disagree that it would have been ideal to stick and move, I didn't see any good options available and had to react quickly because a couple of units looked like they were quickly getting behind us with no resistance.  The theme for the day was "bad positions, or worse positions."  When numbers are even, there's more time to find a really good position to exploit.  When you are outnumbered, I believe you need to capitalize on any good opportunity that you can find before getting surrounded.  I'd also thought that our current configuration was better built for a more static spear fight than to lead in with our shields.  We had a lot of spears, have a bevy of smaller sized fighters (Half were under 190 lbs.  Half were under 5' 10".  Your typical fighter is 6' and well over 200 lbs), and the experience was largely in the spears, not the shields. 

As I said, we saw an exposed flank full of fresh meat and jumped on it.  The post fight feedback leads me to believe that we ended up with a really high kill ratio,  so I was satisfied with the decision.

One critique I heard from the sideline was that our less experienced fighters seemed a little lost and unengaged.  I'm not sure how to train for that, other than to get them more Pennsic experience.  Our best commanders were our best killers, and we were short on experienced killers, so the hope was that we could lead from the front and that our newer guys would jump in with us.



FB 2

We were in a similar position as before with the Tuchux, Cloven Shield, and a couple of other units to our right, this time fighting from the north side of the field and facing south (a new set up this year).  As the battle began, it was clear that our right flank wanted to stay on top of the hill and force the Midrealm to come up and fight us.  This isn't a bad plan except that the Mid never came up and was happy to wait while our left flank got demolished by Atlantia. 

My thoughts on this as a strategy:  Either you roll the dice and hope that the other side is dumb enough to walk up the hill and fight you, you place all of your units at the top and play a game of chicken (please God, no.......too many standoffs in the 90s that took hours to resolve), or you have to reduce the numbers on the top of the hill and deploy them elsewhere hoping to improve your chances elsewhere in the fight.  If the opponent still doesn't climb the hill, then at least your other guys are fighting with better numbers while you stall with fewer.  If they do come up to fight, hopefully it takes a bit of time and energy to get there, and that the uphill advantage helps even out the fight.

Anyway, as our left collapsed, we eventually went down the hill, a little too late.  As a skirmish unit of 30, we had no choice but to wait for the bigger units to initiate the push.  We found ourselves in an unmaneuverable position (ie no gaps between the units), so we fought a straight up fight.  At some point I was called over because "we need spears."  I ran over to find 8 spears against my lonesome.  I pulled back, surveyed the situation, and saw that they were one thin line.  I yelled out that we needed to charge.  Someone responded and lead a charge to take out the spears.

Again, that was a bad option but better than the worse option.  Instead of getting picked apart by spears, we (an Eastern unit) took them out, but then we ended up getting surrounded on three sides.  Our only chance was to punch through those spears, out the other other side, and then try to maneuver to an exposed flank.  It never happened. 

I eventually yielded once the battle was beyond hopeless.

Side note:  I fought 6 days this Pennsic and didn't get whacked in the head once.  If you are worried about concussions,  get better at learning how to avoid unwinnable situations. 

FB 3

This went a little better.  The East decided to run most of its forces to the left leaving a smaller force to defend the right.  We were in the gap between, which I think was a good position for us, and had the option to go left or right depending on how things developed.  Ultimately our job was to cover the flank of the Eastern unit that was to our left. 

I can only assume that the Midrealm decided to push most of its forces in the same direction as we ended up in a big empty gap.  Ultimately we decided to push to our left and clean up the exposed left flank of a unit that the East engaged with.  After that, we found ourselves with no one to fight.  This is always a bad position to be in.  You always either want to be engaged with an opponent, or stalling an opponent.  If you are in an empty field, that means that somewhere else out there, your allies are fighting against bad odds.  We rallied and turned up the hill to find more red, eventually dying (well, everyone on our side eventually died).

FB 4

Same plan as FB 3, except this time we found ourselves across from two big shield wall units in Dark Yard and a roman unit (please correct me on the name.  They have the rectangular shields with the 6 castles).  We stalled them a bit and kept them from targeting the flank of the Eastern unit.  They eventually came right at us.  Our veterans are used to this kind of fight, but our newer fighters were not.  Normally these units can be strung out and picked apart if you know how to pull them into a kill pocket, but you have to know what you are doing and have good timing.  If you don't, then a unit built like ours will just get run over. 

Ultimately I was happy with how we did.  I think we lost the engagement, but took a lot of them with us and forced a long fight.  If anyone has numbers on those two units, please send them my way.  I believe they had maybe 30-50% more fighters than us.

EDIT:  I just saw the video and did a head count.  We were outnumbered 2:1. 



Side note:  before the engagement, a bunch of archers started firing arrows from a distance.  I warned everyone that we were within range.  One of our kinsmen got shot.  I'll say this much; 4 years ago I was a pin cushion against archery.  I have gotten a LOT better.  It is a skill that can be improved, but you have to actively focus on it.  As an example, I let the East Kingdom archers shoot at me instead of targets when they gear up for Pennsic.  I've learned how to better dodge arrows, how close I can get to an archer before it becomes too dangerous, and to see the archers on the field as you fight.  I only got hit once this war, and that was because I had stopped to let my opponent help a guy up off the ground.


Photo by Andrea Nichols

Additional note:  I believe we fought well in this battle.  One thing I'll never understand is why units like to block up and go straight at the enemy.  If one of these units had split in half (let alone both of them) and flanked us, we would have quickly perished.  Our only chance of surviving was for them to stay directly in front of us, which is exactly what they did.

Having said that, I don't know anything about their training logistics, so maybe they just went with a conservative plan that kept their units cohesive. 

This harkens back to a previous thought that I had, which is that Anglesey, Galatia, and the Concusare are built a certain way and have certain kinds of experiences year in and year out, so when we get to Pennsic, we fight the way that we are best suited.  I would assume that that is what most units on the field are doing.

FB 5

This was a very fun battle and I hope they do this scenario again.  It was a "kill the king" scenario.  Whomever loses their king first, loses the battle.  Our strategy was to have our king run to the top of the hill and we'd defend him while other units went after the Midrealm king.  At least that's what I thought the strategy was.  At some point I saw our unit wandering down the hill and I followed, having no idea what we were trying to accomplish.  At some point we found some fighters and, lacking better options, fought them to try and take them out.  Again, this is something you do if you have a clear advantage, and something to avoid if you don't.  We then turned back up the hill, chewing through small units of stragglers (we had some fun trash talk along the way with Duke Timothy, Wally of the Gaggle, and Sir Beatrix Aethelmearc).  At this point I was focussed on getting back to our king as I thought I had seen a bunch of enemy troops moving in on him. 

To be honest, I think I screwed up and saw the Midrealm banner run right past us, hardly protected, and it just didn't register.  Live and learn, I guess.

Field Battle Summary
Our newer fighters need to learn to be more aggressive when the enemy is on its heels.  Most of the year we do a lot of what I would call "chess match fighting," which is where you try to slowly out position your opponent and wait for good shots.  Pennsic is mostly about avoiding bad situations and aggressively capitalizing on good situations. 

The best advice I'd heard from a fellow kinsman years ago is that you need to be able to recognize a bad situation and quickly get out of it.  If Pennsic can be dumbed down into one simple statement, that might be it.

Tuesday - Woods Battle

The Midrealm has a reputation for having a light turnout in the woods.  I assume that this year was no different as we won the woods pretty decisively, though we did have to work for it. 

The 2019 version of Anglesey and the rest of the bog celts is built pretty good for a woods battle.  We have a lot of younger, lighter fighters who fight with spears and skirmish.  While this isn't great for defending a gate, it's fantastic for a 90 minute battle on a hill in the woods in August.

I want to preface this with the fact that my tactical awareness in the woods has dramatically improved over the last two years.  Truth be told, I've now fought in 15 Pennsic woods battles.  In the first 12 I didn't even know what a flag was.  I just aimlessly wandered through the woods looking for people to hit.  Two years ago I actually focussed on the left flank of the center banner with the goal of trying to capture it.  Last year, I sat back and watched the fighting for periods of time, talking to the commanders, while occasionally moving in to try to take out a knight who was causing us problems.  At one point I even assessed the the fighting on the line and made my first command decision to roll a flank using random SCA fighters.

This year I assessed the battle lines every time I came up to the front before engaging, and stayed in constant contact with the other commanders on our side.

The job handed to us was to create a distraction on the left side of the woods so that the Midrealm would keep sending troops in our direction rather than toward another flag.  Our side conceded the left flag and focussed its fighting on the other three.

I told our liaison up front that we would likely pull people away and send them to more important spots if needed, and he understood.  What I found were two things;  The Tuchux like to resurrect as a group, which means when they get to the front line, they generally can punch a hole in it, but once they are all dead, there is a clear weakness in the line.  The other was that there was a gap between the Tuchux to the right of the road that they were controlling.

Many of us often found ourselves either filling that gap, or holding the road until the Tuchux returned, while most of our younger fighters stayed on the far left (it was better fighting if you are only interested in racking up kills).

I found myself constantly surveying the landscape and moving to where the problems were while calling them out to our side.  On onc occasion one of the commanders had his back to the line and was sending everyone down the hill and to our left, as I'm guessing there was a unit initially coming up from there.  When I got to him I told him that I was going to survey the situation first.  When I did, I noticed that a large unit at formed up the hill from us and was threatening to hit our flank and create a big weakness in our line making the center flag vulnerable.  I pointed this out and he adjusted the commands.

My favorite moment of the war was when I found ourselves surrounded and managed to not only pull out of the bad spot, but to also turn our flank on them.



As you can see above, Red's right flank had pushed us far enough back the we got surrounded in the middle.  This is a horrible position to be in as they will generally have more numbers than us in that location when the line is contoured this way, but also they will have some really good angles of attack on us.  If we don't fix it, it goes from being bad to very bad. 

One of the Galatians, Titus, pointed it out to me and I followed him as he bailed, calling out for others to do the same.

What I was most concerned with, however, was that once that pocket collapsed, red would make a push for the flag with numerical superiority as all of the fighters surrounding the pocket would cram into it doubling the typical amount of troops in that amount of space.

My instincts told me that if that many people were crammed into that small space, then there must be another spot in the woods where they were thin. I pulled out and started walking to the left until I found the end of their flank. Once I got there I did a quick count and noticed that we had a clear numbers advantage.  I started pressing on the flank and called out, "If we don't push this flank right now, we are going to lose the center flag.  This is where the battle will be won," or some other overly dramatic phrase that scadians seem to like.  I might have even yelled, "mi'lords and ladies!."

Anyway, not only did I notice that the line was thin, but so was the talent.  All of the better fighters were fighting up the hill for the banner.  We started walking that flank back but then got stuck behind a big defendable log.  I had almost given up until I heard Ying of Anglesey shouting, "Hey!  Hey!" to my right.  Not only did it draw my attention, but it caused the pocket that he was fighting around to start walking back on its heels.  This is when I knew that we had them.  I called a charge and we cleaned up the flank.  The impact worked its way up the line and we managed to secure the flag.

I'm certain that there were similar moves being made further up the hill that helped us defend the flag and that this was only one piece of it, but I was rather satisfied with the moves that we made and that I wasn't simply trying to kill random people in front of me without purpose.

Note:  Last year in the woods I prided myself with only dying once.  This year I died somewhere between 5 and 20 times, yet one of my friends didn't much at all this year.  I also remember my 3rd or 4th Pennsic being almost impossible to kill.  Truth be told, the number of deaths (or kills) often has more to do with circumstances than anything else.  I wasn't an amazing fighter in my 3rd or 4th Pennsic.  Last year I remembered never seeing two knights next to each other.  This year, I rarely saw one by himself.  Two knights are a lot harder to kill than one.

Summary note:  The takeaway from all of this is that you have time to think in the woods, so do it.  Stop before you get to the line, look around, and think about your situation.  If this a good spot to get kills?  Kills are good, but are they the best kills?  Will this help capture or protect a banner?


Wednesday - Bridge Battles
We were assigned to be reserve units.  I'll be blunt, the first two battles sucked.  The other side just had too many fighters. 

BB 1 & 2

In the first battle we moved down to support a unit protecting the southern bridge.  Our ballista was doing some damage firing right at the knights and royals of Atlantia, but they were firing back with archers and whittling down the unit that was capping the bridge.  They then made one big push after our side had thinned out and broke through the end of the bridge. 

I would much rather have attempted to stuff them on the bridge than to give them a chance to break through, but that wasn't our call.  We would have lost anyway, but it wouldn't have been so disastrous.  One thing I found really annoying was just how much impact 2-3 cheaters can have. Most of Atlantia fought very honorably, but 2-3 guys pushed through and blew off countless shots.  Unfortunately, each one manages to create a hole and pulls off 4-6 fighters with him.  We just didn't have the numbers to afford that.  Additionally, as I said, we have small guys.  The only way we can stop chargers is by killing them.  If they don't take their shots, then we're screwed.

 BB 3

After losing two battles, a contingent of about 50 fighters opted to switch sides.  As a result, we managed to (I think) win the next two battles, but barely.  Obviously the reason we won was the shifting of the numbers, but we still had to work for the win. 

This time our task was to lead out in front of the Tuchux with our spears.  Across from us was a unit of romans (the guys with 6 castles on their shields) and Dark Yard, both shield heavy units.  We knew they would charge right into us and that we wouldn't be able to stop them.

After several conversations with Dagar, the Tuchux commander (I assumed), we agreed that we'd only send one rank out and that the rest of us would be filed on the sides to allow for a Tuchux column to repel a charge.  The idea was that our front rank would just filter back into the ranks of the Tuchux.




One of the things we are working on with our group is to not simply meander as a disorganized mob wherever we go.  Had we had our unit bunched up in the front of the Tuchux, I fear we would have been wiped out pretty quickly.  Every individual needs to know what they are capable of and where they best fit.  We had a 210 lb 25 year old former marine right up front with his shield the whole fight knocking people over left and right.  I'm a 46 year old 190 lb spearman with skinny runner legs.  You won't find me up there because I'm simply not built for it.  Unfortunately most of our unit is not built for receiving a shield wall charge in the middle of a bridge.

Anyway, there's not much more to talk about here tactically.  The Tuchux are hard to work with, not because they are difficult people, but because they have a very aggressive system that works best when its Tuchux working with Tuchux.  Every now and then one of our guys would find a good spot on the edge and rack up some kills.  Two Galatians in particular were doing some good spear work on either side.  Basically, when the Tuchux are up front and working, its best just to get out of their way and let them do what they do.

As I watched our side getting whittled down and pushed toward the end of the bridge, I noticed that we had a numbers advantage on the next bridge down.  I thought about moving down there and calling a charge as it looked like maybe 30 on 15.  BUT, I've made that mistake before.  Our side had a lot of spears, while their side had very few.  To me this means aggressive spear work.  REALLY aggressive.  I moved down there, found a spot up front and fired as many shots as I could while encouraging others to do the same.  I feel I did well, but eventually died.  Soon after that, our side walked them across the bridge and finished them off, and then came around the back side of the north bridge and finished that fight just as our last remaining fighters on that bridge died. 

If I had to throw out a rough number guess, our unit of 25 fighters probably netted 25-50 kills (maybe more, maybe less).  Had we been bunched up and caught between the Tuchux and Darkyard, I think we would have lost a lot of key fighters and gotten far fewer kills.  When a battle is that close, little decisions like that count for something.

Note:  I counted the kills in the video during the charge.  We did much better than I had thought, but still not in an ideal position to maximize our potential.

BB 4

This was a fun battle that didn't allow range weapons or anything over 6 feet long.  It was fun spearing with a 6 footer, and occasionally back handing someone charging past me. 

The only tactical comments I can make was when we cleaned up the top two bridges, everyone stopped fighting and cheered.  I yelled that the fight wasn't over and that we needed to go and finish off the other bridges.  More importantly, I checked each bridge to make sure we had at least one person occupying it.

........I think that was the victory condition.  If I was really savy, I would have read what the victory conditions were ahead of time.  ;)

Friday - Mountain Pass Battle

This was a fun MOAB style battle.  In a nutshell, there were four passes; the goat path, the hot gate, the mines, and the catacombs.  Two were narrow (2 fighters wide) and two were wide.  Two allowed the use of spears, two did not.  There was something for everyone.  The way the battle works is that the attackers get unlimited resurrections while the defenders get three lives.  There's a time limit, and then you switch sides.

Tactically speaking, the wide paths are shoving matches.  The attackers need to send their heaviest guys in and keep charging and shoving people off the sides.  If they can get some killing in, go for it.  The defenders, OTOH, gain very little by killing people, except if its to stop a big aggressive charger.  Every kill is just replaced by the guy behind him. 

We were on the goat path.  I'm not sure what the best tactic is here, but my gut says that it largely depends on how each unit on the path is built.  If you are big shieldmen, then you probably want to charge and push people off the path.  If you are small spearmen, then you may want to just fire away.

The path we were on had a lot of archers and we struggled dealing with them.  I actually managed to avoid getting shot (the exception being the time I stopped to let a dead guy get out safely) and I think that was due to a lot of focused training against archery over the last several years.

In my opinion, here's the key to avoid getting killed by arrows.

Step 1)  Stay out of range, or at least far enough out that you can more easily doge incoming arrows.
Step 2)  Watch the archers, not the shields.  If you are more than 5 feet away from the shields, you don't need to look at them.  They aren't going anywhere and they aren't going to do anything.  The archers will.
Step 3)  When its your turn to fight, run up to the front and keep throwing shots until you die.




Toward the end of this battle, one of our fighters (Boagrius of Galatia) grabbed three shields and convinced them to charge ahead of us to shield us from arrows.  When they got to the front, they charged right into the mass of fighters (why not, there's unlimited resurrections) and quickly died.  However, they pushed us past the end of the path and allowed a mass of our unit to break through and get to the banner that they were protecting.  Score!

Note:  A few years ago a local Duke (Duke Brennan) told us at a practice that when you have unlimited resurrections and a time limit, that you need to be aggressive and continually charge.  I think his advice was good enough in that it applies to 90+% of the situations, but technically it isn't correct.  I only know this because I have called charges in the past that didn't lead to a single kill, and have since gotten better at quickly analyzing our troop makeup before calling the charge.

In a nutshell, if your unit is 100% spears and archers, calling a charge isn't going to do diddly.  Here's my rule of thumb; if you have more fighters than them, and at least as many shields, then you are probably ready for a charge.  This assumes that they don't get bonuses for being better fighters, in a defensible position, or they calibrate higher than your guys (maybe they cheat?  Maybe your guys don't throw hard shots).  Otherwise, you may need to use your spears and arrows to weaken your opponent before charging.


Hope you enjoyed reading!