(This document is also available in PDF format).
Tristan Grey
Randal the Malcontent
Alexandre Bernajoux
Robert de Marchet
Constance de Marchet
Regan Davis
Iain MacGhilleMhuir
Arcadia de Medina
Valeria Davis
Natalia Vasilkovna Riazan
January 30, 1999
2nd Edition
A * indicates that this chapter is still under development
After playing SCA light weapons for several years, my friends and I gradually became frustrated and bored with the usual tournament scenarios. After all, once you've done one double elimination, you've done them all. This led to an increased interest in melees. After all, a melee represents the ultimate in combat -- multiple fighters, multiple weapons, terrain, goals, tactics, and strategy. This is not to say that a formal duel over a matter of honor cannot be exciting and fun. However, in comparison to running through a mock village with five of your friends looking for bags of treasure and fending off city guards, the duel is somewhat lacking. This manual is meant to be extend the melee within SCA light weapons above and beyond the usual open field battle. Within this handbook are the basic tools for creating units and scenarios for light weapons melees. In addition, the manual extends the basic melee to include missile weapons, an aspect of combat usually not seen in light weapons. This manual is not meant to be the final word in melee tactics and strategy -- instead, the manual is meant to explore some of the possibilities inherent to light weapons melee combat.
Now after almost three years of working on the manual, my friends and I have come to realize that this document is constantly evolving. In reviewing tapes of old fighter practices, events, and melees, we noticed that much of the 1st edition manual was quickly becoming outdated. Some changes occurred in response to increasing importance of light weapons melee combat in the kingdom (as seen at the Estrella War). Other changes occurred as counter-tactics rendered existing techniques for offense and defense ineffective. Some changes even occurred as several of the Blue Company instructors modified our existing training programs for new fighters into include basic melee skills. Finally, we decide to make the extra push and completely convert the manual over to HTML as the paper copies were becoming cumbersome and expensive to create and distribute. We hope you enjoy the second edition and find it a valuable resource in your light weapons fighting.
Many changes have happened in the Blue Company--focuses have changed, members have come and gone, and our knowledge-base has grown, however, we still do a great deal of work with melee and are continually trying to adapt and improve our training regime with experimentation and practice. There is a lack of interest in updating the manual, at present, however finding it online and navigating through it can truly be a pain. Thus, I am endeavoring to update the formatting and HTML to make it more closely resemble xhtml and removing some of the quirks of navigation that were present in the old manual.
I should emphasize that I have left this manual relatively unchanged from the 1999 version, simply making minor modifications to layout and hosting it on my site.
In Service to the Dream,
David ap Llywelyn ap Gwyn
ap_llywelyn@mac.com
Today's insanity, tomorrow's textbook military procedure.
-- Unknown
Winning isn't everything. You gotta look good, too.
-- Tristan Grey

It's time to kick ass and chew bubble gum -- and I'm all out of gum.
-- Duke Nukem
Wind the frog
-- Toy Story
It's all fun and games until someone loses any eye.
-- Unknown
Melees are very different from single combat. For fighters and marshals, these differences can represent a significant safety hazard. Some preparation prior to conducting a melee can reduce the risk and make this combat experience both fun and safe. Most of this section is geared towards the marshal in charge (MIC), but the topics discussed should be known by all fighters.
The primary difference between single combat and melees is in the need to expand the fighter's focus. In single combat, a fighter is able to focus nearly all of his or her attention on the opponent. In a melee, however, this focus must be divided between multiple opponents, maintaining position within the unit, following orders, and coordinating offense and defense movements with adjacent comrades. Fortunately, most of these problems disappear with training and experience.
Marshals, too, suffer from the increased number of fighters on the field. One of the most difficult problems faced by melee marshals is limited visibility. The increased number of fighters, combined with variable terrain, can make marshaling a melee a veritable nightmare. Marshaling can be made significantly easier by applying some of the same principles of unit command to marshaling. These include: advanced planning, training, and communication. Refer to Chapter 10 Marshaling Melees for detailed information.
This section should serve as a set of guidelines for setting up a successful melee. They are not meant to be the definitive standard by which melees are run. Most of the information contained within this section has been gleaned from personal experience. If some of the guidelines are not suitable for the fighters in your area or do not meet local rules, feel free to modify them.
At best, every fighter in a melee would be fully authorized in all light weapons styles, along with a marshaling authorization. However, this is rarely the case and the MIC can expect the fighters on the field to have a wide range of experience. Since the level of safety increases as fighters gain more melee experience, severe restrictions on participation generally only serve to perpetuate the problem. The final say on who fights and who doesn't is up to the MIC. To this end, fighters should make every effort to make this person's job as easy as possible. If you're doubtful about being a safe fighter during a melee, don't fight. As far as our knowledge extends, the minimum authorization for any light weapons activity, whether is be a tournament, duel, or melee, is single point authorization. Considering the heightened risks inherent to melees, no exceptions should be made.
Green cards? We don't need no stinkin' green cards!
-- Robert de Marchet
Even with single point authorization, a fighter may not be ready to melee. In our experience, the level of training prior to authorization can vary from 3 months to over a year. Remember also that single point authorization tests a fighter's skill and presence of mind in single combat only. Out there in the melee, a safe single combat fighter may very well become an extremely dangerous melee fighter. When in doubt, always think of safety first.
At fighter practices, however, not all of the fighters are going to be authorized. The question then becomes: Who should you let on the field? We recommend that the more experienced fighters decide. Fighter practices tend to have quite a few regular fighters. Ask their opinion of a new or unknown fighter's readiness to melee. If the fighter is training at that fighter practice, seek out the instructor (chances are the instructor is participating in the melee) and ask their opinion. If in doubt, pull the fighter off the field. If you're the marshal in charge, you have both the final say as well as the responsibility.
Two words: Testicular Strangulation
-- Angelique Rive de Hellsgate
While the armoring standards should be more than adequate for melees, we recommend that if you have extra armor, you should wear it. Reinforced gorgets, heavier gloves, breast protectors, and plastrons are all examples of additional armor which can decrease the chance of injury during melees. In general, the risk of heavy touches and broken weapons greatly increases in melees. In addition, don't be caught on the field wearing armor below the standards. If you're the MIC, do a quick armor inspection prior to letting the fighters take the field.
How do you hold your schlaeger?
-- Alexandre Bernajoux
With both hands!
-- Martin Silverthorne
The weapons allowed on the field are a reflection of the fighters on the field. Offhand weapons, particularly daggers, scabbards, and second rapiers, can be easily misused during melees. Accordingly, the MIC can restrict the weapons allowed on the field. These restrictions can also be extremely useful in balancing mismatched units. The following restrictions have been determined through trial and error. A wide variety of melee scenarios have been run by the authors of this handbook and the restrictions below represent the results of those practices.
This melee condition allows each fighter to have a single rapier. This restriction should be used if a majority of the fighters on the field do not have the offhand authorizations or the level of melee experience is low. This is the weapon restriction that promotes the greatest level of safety.
This melee condition allows each fighter a single rapier and a defensive secondary (cloak, scabbard, short scabbard, or buckler). While slightly more risky than the single point restriction, this restriction is still very safe and is good practice for those fighters not possessing offhand authorizations. Should the situation arise where a defensive secondary is being used inappropriately, we recommend that the weapon restriction be increased to single point only. Late in the fighter practice (which is often when melees generate), when fighters begin to fatigue, the MIC should consider increasing the restriction to single point again.
This melee condition allows each fighter their choice of weapons. This level of restriction should be reserved for fully authorized fighters. Defensive secondaries may be allowed for those fighters not possessing off hand authorizations to prevent imbalance. This is the most risky of the weapons restrictions.
In addition to weapon restrictions, the presence of off-hand weapons on the field creates additional concerns during a melee scenario. The two primary concerns for the MIC are scavenging and discarding.
In some scenarios, the MIC may allow scavenging. Scavenging allows fighters to take weapons and secondaries from the dead. Some fighters are fanatically against loaning out their equipment. The MIC might be wise to clear scavenging with all fighters prior to the melees. If anyone has a problem with it, don't allow it.
With the popularity of light weapons combat in various kingdoms, weapons (particularly swords and daggers), are becoming much more period in design. Unlike the modern fencing weapons which use a simple dished guard and straight grip, many fighters are equipping their weapons with elaborate swept hilts, quillions, and ornate pommels. While these embellishments definitely improve the "look" of light weapons combat in the SCA, they do also represent a substantial hazard on the field. Discarded weapons using extensive hardware (quillions particularly) will generally orient themselves with at least one quillon upright when discard. The quillions then act much like a caltrop. Fighters who trip on or fall on such a weapon could very easily suffer serious injuries, particularly to the back of the head, kidneys, and back. The MIC should warn fighters not to simply discard weapons when losing an arm, but hold onto the weapon until it can be handed to a marshal, tucked into a belt, or sheathed.
The field of combat will vary greatly depending on the site and type of melee. At a minimum, the MIC and his or her primary marshals should do a walk through of the field and highlight any potential safety hazards (holes, stumps, spiked pits, etc.) These hazards should be marked and all marshals and fighters should be made aware of them before starting. The boundaries of the field should be clearly defined and in the case of terrain with definite dangers (ravines, cliffs, ditches, barb wire fences, etc.), the boundary should be marked with an artificial boundary, such as construction tape, ropes, hay bales, or walls. In addition, those boundaries should be tasked to specific marshals.
In particularly poor terrain, the MIC may wish to impose weapons restrictions and reduce the number of fighters allowed on the field at any one time to reduce risks. More marshals can then be added to the field for melees involving vision obstructing obstacles, such as walls, buildings, trees, and tents.
This section deals with several topics of concern found in every melee. These should be discussed with the fighters prior to the melee. The MIC will be much better off clarifying the rules before tempers flare or accidents happen.
Any rules regarding Death from Behind should be clarified prior to the start of the melee and all fighters should be made aware of them. Based on extensive research and field trials, we recommend that Death From Behind not be allowed on the field (for more information, see Chapter 15, Death From Behind). Sure, this restriction is somewhat unrealistic, but the risks inherent to Death From Behind far outweigh the benefits of more realistic combat. If in doubt, don't do it!
Bring out your dead! Bring out your dead!
-- Monty Python and the Quest for the Holy Grail
Melees generate large number of bodies. How these bodied are disposed of represents an interesting challenge to the marshals. The safest approach (and also the least realistic) is to have dead fighters leave the field. Typically, these fighters hold their weapons in such a manner as to denote death. This particular approach keeps the field clear and prevents dead fighters from being stepped on/stabbed/kicked. An alternative is to leave the dead on the field -- dead fighters die in place and assume a comfortable position on the ground. This adds additional obstacles to the field and heightens the realism of the combat. If the dead become too numerous, the marshals should call a hold and clear the field. This particular option should be reserved for experienced melee fighters.
Recently, missile weapons have entered the realm of light weapon melees. These weapons include such items as throwing knives, pistols, bows, and crossbows. The primary difficulty with such weapons is making them hit hard enough to be felt through the armor while preventing the possibility of injury. Our experience includes Nerf Crossbows, pistols (using surgical rubber tubing), and throwing knives. Though rather unrealistic looking, Nerf Crossbows are both safe and effective. Throwing knives are easy to make and inexpensive. Pistols are the most expensive and labor intensive to make. They are also the most realistic. Like any nonstandard weapon, their use on the field is conditional and the MIC should present the matter to the fighters prior to combat. See Chapter 9 Missile Weapons, for more information regarding the use of missile weapons in melees.
In addition, the presence of missile weapons also poses a danger to marshals. While such weapons as Nerf crossbows and foam throwing knives are relatively safe, rubber band pistols represent a definite eye hazard. Marshals in scenarios involving missile weapons should never take the field unless they are wearing good eye protection. Eye glasses may be usuable, but safety goggles are safer and cheaper. In addition, marshals may also wish to wear long sleeve shirts and pants into order to avoid bruising or welts from poorly-aimed shots.
I'm not quite dead yet, sir.
-- Monty Python and the Quest for the Holy Grail
Melees are often chaotic and usually the fighter's experiences are much more intense than in single combat. If you make what you consider to be a good touch, and your opponent does not take it, do not become irate. The blow may have been missed in the confusion. Fighters will often need to take several seconds to review the recent action and determine what happened. If the problem persists, call a hold and ask the fighter if they are feeling the blows. Be polite -- poor manners have no place on the field of combat. Should the problem continue over several melees, take it up with the marshals.
A melee represents a significant amount of chaos on the field. If the melee scenario is very complex, marshaling must be extremely competent to prevent the melee from degenerating into absolute anarchy. Chapter 10 Marshaling Melees, covers this topic in greater detail, but some guidelines regarding marshaling will be given here. Melee marshals should be experienced field marshals. Green marshals are very likely to be overwhelmed by the action of a melee and may miss important items or events, such as armor failing, broken weapons, movement into hazardous terrain, etc. In addition, the marshals may be required to keep track of the victory conditions, a task which can add a significant amount of distraction to an already difficult job. We recommend that melee marshals wear something more than normal garb on the field. Melees can quickly spread out across the available terrain and it is not uncommon for a marshal to be looking in the wrong direction and suddenly find themselves in the midst of combat. Marshaling staves are highly recommend for both control and protection.
This chapter serves as a glossary of some of the terminology we use during melees. In general, such terminology allows a commander to quickly outline the coming battle using terms that everyone can understand.
Check on the unit on that guy.
-- Garth.
The following terms are used to described locations within a unit.

The front of the unit faces in the direction of the advance. In most units, the front of the unit represents the greatest concentration of offensive and defensive capability.
The rear of the unit is normally the area behind the front line of the unit. In most formations, the rear of the unit is extremely vulnerable, as all weapons are oriented to the front. Since Death From Behind is uncommon in our SCA light weapons melees, the rear of the unit is rarely attacked.
A unit's flanks are the left and right sides of the units as you face the direction of the advance. Flanks are more vulnerable to attack than the front, but less vulnerable than the rear. Since the rear cannot be attacked when Death from Behind is restricted, the flanks are often the most common points of attack on a unit. For more information on making up or moving in formations see Chapter 14, Formations.
Who are those guys?
-- Butch Cassidy and the Sundance Kid
A corporal commands a team.

A sergeant commands a lance.

A lieutenant commands a company.

A captain commands a battalion.

A flanker is a unit that is ordered to break away from the main unit and fight independently. Flankers are usually tasked with destroying key personnel, achieving limited goals, drawing the enemy's manpower, guarding the commander, plugging holes in the line, and acting as reserves. Chapter 7, Flankers, explores the role of the flanker in greater detail.
A skirmisher is a unit tasked with delaying an enemy unit. Skirmishers are often used during retreats to slow attacking units and allow a commander time to re-consolidate and re-deploy their forces. Fighters tasked as skirmishers are also commonly used as flankers.
In a classical military unit hierarchy, large complex units are created by combining smaller units. Organization simplifies the chain of command and imparts a great deal of flexibility within a unit. We have adopted this philosophy in the creation of light weapons units.
Our experience has led us to use combinations of three. Each unit in the hierarchy we've "designed" is composed of three smaller units. In theory, a unit commander will be able to place two units on the line with a third held back in reserve.
Fighters should never operate alone unless the number of available fighters restricts the creation of pairs and teams. At a minimum, a fighter should always have a partner. This leads to the formation of the pair (see Chapter 5 The Pair).

The team is the basic unit of the hierarchy (see Chapter 6 The Team). A team consists of two fighters and a corporal. The size of this unit is 3 and contains one corporal.

The lance consists of 3 teams and a sergeant. The lance is the basic tactical unit on the field, as teams are rarely fielded alone.

Excuse me, but Corporal Hicks is just a grunt.
-- Aliens
Murphy was a grunt.
-- Murphy's Laws of Combat
Melees represent a significant departure from single combat. Accordingly, there are quite a few differences in being a soldier in a unit as compared to being a fighter in a duel. This section examines some of the aspects of being a good soldier in the melee setting.
In most melees, units are small enough that commanders and soldiers can easily recognize friend and foe. In larger units or at events where the fighters are not familiar with each other, identification becomes extremely important. Identification helps the commander to locate sub-units and solo fighters on the field.
One of the most visible identification features is a tabard. A tabard is usually not much more than a wide strip of cloth with a hole cut in the middle for the head. Tabards can have ties along the edges to keep it in place, although most tabards are belted on. For common units and fighting households, tabards bearing the unit's colors and arms are the norm.
Armbands are another popular method of marking friendly soldiers. Most armbands are nothing more than a thin strip of cloth knotted about the upper arm. A common fancy form of the armband is the garter. This particular variation is usually secured with elastic material and trimmed with lace. While less visible than tabards, armbands are cheaper and easier to replace. To avoid confusion with dons and cadets, the color of armbands should not be white or red.
The least common unit identifiers are belts, baldrics, and sashes. Standardization is the key to the effective use of these identifiers. In some cases, confusion can occur when an enemy unit inadvertently wears a matching color identifier. When using these identifiers, avoid the colors red, white, green, yellow or blue.
Every soldier has different footwork and accordingly, every soldier moves at a different rate on the field. In a melee, however, this difference in movement rate can quickly leave one or more soldiers alone on the field, easy targets for flankers. Soldiers within the unit must take great care in matching their rate of movement to that of the unit, both in advancing and retreating (see Chapter 11 Training Melee Skills).
Since most units in SCA light weapons melees are relatively small, the need for precision drill and marching is quite low. Soldiers can easily adjust their position and movement to match that of the rest of the unit by visual inspection. Commanders can quickly spot soldiers who are out of position and make corrections.
The buddy system is essential to your survival. It gives the enemy somebody else to shoot at.
-- Murphy's Laws of Combat
Unlike single combat where a fighter can focus their attention on a single opponent, melee combat forces the soldier to focus on several different opponents at once. The soldier must limit their offense/defense to avoid entangling adjacent comrades. A soldier in the line must concentrate their attention on a small zone. Typically, this zone is a 45o arc to the front of the soldier, which extends out to lunge range.

The primary disadvantage of using a zone is that it leaves a soldier's flanks open to attack. The key to using zones is to interlock them to provide unbroken defense along the line. Adjacent soldiers protect each other from attack and prevent shots to the flanks of each individual soldier. Within a typical zone, a soldier can expect to engage 3 opponents.

Note that a soldier will share two of their opponents with adjacent comrades. This simplifies the melee for the soldier on the line and allows commanders and lieutenants to more easily specify targets for individual soldiers to attack.
There's nothing more satisfying then having someone take a shot at you and miss.
-- Winston Churchill
The key to the interlocking zones is allowing your adjacent comrades to handle the defense of your flanks. This is a significant departure from single combat were you are required to handle this yourself. Realize that if the end fighters within your zone attack, they open themselves up for a counterattack from your adjacent comrades. The trick is to concentrate your defense on the opponent directly in front of you and your attacks on the enemy fighters on his/her left and right.

In addition to your defense, there are times when a soldier is required to defend a particular adjacent comrade. The most common example of this defense is having a bodyguard for the commander. The bodyguard's primary mission is not to kill other fighters, but to make sure that enemy fighters do not kill or disable the commander. Another possibility is protecting a specialist fighter, such as a sniper, who primary mission is to engage and destroy certain personnel.
In addition to the protection afforded by adjacent fighters, personal defense is often handled exclusively by the off-hand weapon. Under melee conditions, use of the primary weapon to handle personal defense limits one's offensive capability and opens the fighter up to binding. Off-hands weapons are described below according to their length and melee characteristics.
Short weapons in the off-hand are very effective at increasing one's personal defensive capability. The choice of a short weapon is primarily dependent on one's skill level. Some short weapons can be used effectively with little training while others require significantly more experience to use. The use of an off-hand weapon will require a portion of the fighter's concentration. If you are not confident with an off-hand weapon, the use of one in a melee may greatly reduce your offensive and defensive capabilities.
The buckler is the simplest of all the short off-hand weapons. In most kingdoms, this small shield is approximately 12 to 16 inches in diameter and is secured by a center grip. A much more rare form of the buckler is strapped to the fighter's forearm. Due to the buckler's small size, the amount of protection affords is limited. However, the buckler doesn't require extensive training and can deflect shots without being moved. In addition, the buckler is very effective in deflecting missile weapons. Buckler is recommended as a starting off-hand weapon for new soldiers.
The short (or dagger) scabbard is a cut-down version of the normal long scabbard. Short scabbards are typically 18 inches in length and vary in weight. Short scabbards rely on sweeping motions in front of the fighter in order to deflect thrusts and cuts. Due to the decreased length, the short scabbard is much more suitable for personal defense within a melee as it doesn't easily entangle adjacent fighters. The short scabbard is an excellent off-hand training weapon for those soldiers wishing to move on to dagger.
The dagger is rarely used as a offensive weapon during a melee due to its short range. In many cases, kills made with a dagger are executed by flankers who have the mobility and position to engage single opponents. In comparison to the short scabbard, the dagger handles slightly differently when used defensively. First, the dagger is usually less rigid than the short scabbard. This aspect of the dagger requires its wielder to be much more aware of how the dagger engages incoming blades. Typically, a dagger has a rigid edge and a flat side. If the flat side catches a blade, there is a good chance that the dagger will flex and not deflect the incoming blade. Even the rigid side of the dagger can be made to flex somewhat and for this reason, the dagger should always be used to catch an incoming blade near its tip. Accordingly, the dagger should always engage incoming blades early. We have experience with the American Flexi-Dagger (AFD), the Black Tulip (sadly this company is defunct) and the Prieur dagger blade. We recommend the stiffer, heavier, Black Tulip and Prieur-type blades (Editors Note: Triplette now produces a #2 flexi-dagger blade which is as stiff as the aforementioned dagger blades); especially for use with schlaeger. For the more inexperienced dagger fighter, we recommend the more bendable AFD for single combat where dagger kills are more frequent.
The cloak is perhaps the hardest of the short off-hand weapons to use during a melee. Due to its non-rigid nature, the cloak is very susceptible to entanglement with adjacent soldiers. Cloaks should be used by soldiers on the ends of the line where the extra space decreases the likelihood of entanglement.
Even short off-hands weapons pose a threat of entanglement. Soldiers should practice keeping the motions of their off-hand weapons small and quick. This is especially true with dagger and short scabbard. Large sweeps with these off-hands will have you hitting your adjacent comrades' legs, arms, or head with mortally embarrassing results.
The primary long weapons currently used in the off-hand are the second sword and long scabbard. Long off-hand weapons can be highly effective at opening up opponents for shots from your adjacent comrades. Due to their large size, these weapons are not as effective for personal defense and represent a significant entanglement risk when used in such a manner. Instead, these weapons should be used aggressively to disrupt the enemy defense.
The primary use of these weapons is to sweep your opponent's blades to one side. Both long scabbards and second rapiers can be used in this capacity. Most sweeps are executed using parry VIII (down and to the outside of the lead leg), although other parries can also be used to sweep. Sweeps should be timed to correspond with attacks. If the attack is late after a sweep, then the entangled opponents will have time to free their blades and defend against the attack. In concert, the first soldier sweeps and the second soldier quickly attacks, taking advantage of the momentary disruption in the enemy's defense.
Binding an opponent's blade requires significantly more skill than the sweep. In this technique, a soldier uses both of his or her weapons to entangle the enemy's blade. Binds require extremely good timing and extensive practice as the soldier executing a bind must cross his or her own blades. Binds are typically used against attacks in order to catch the maximum amount of the opponent's blade. The most common of the binds is the X bind. In this bind, the soldier catches the enemy's blade, during their thrust, by sweeping the soldier's blades down over the top of the enemy blade in an X. The enemy's blade is then caught between the two blades and forced down, leaving the enemy open to attack. Binds require a veteran soldier who can anticipate attacks and read opponents. Binds are most effective when at least half of the blade is entrapped. This prevents most disengages and requires the opponent pull the blade back before returning to the en garde position. The primary advantage of the bind over the sweep is the more effective trapping of the enemy blade. A sweep can usually be disengaged and avoid. A successful bind, however, prevents disengaging and requires the trapped blade to be pulled back from the bind. This action is very slow and opens the trapped enemy, as well as their nearest comrades, to attack. At the same time, the bind is much more vulnerable to attack then the sweep and requires more skill to execute.
With the increased popularity of schlager, the use of a case of rapier (two swords) has undergone several modifications. Since schlager blades are available in a variety of lengths, some fighters are adopting a long/short blade combination (45"/36") of blades. While this style does have possibilities, fighters should realize that longer blades require greater strength to handle effectively and are much more flexible, resulting in poor point control.
Extending the principle of interlocking zones to offense dictates that your primary targets are the opponents found at each end of your effective zone. With speed, experience and good fortune, you'll be able to catch your opponents when their concentration is focused on another part of the line.

Attacking the end opponents within the zone greatly increases the chance that an attack will be successful. The disadvantage of attacking this opponent is that they will be at slightly greater range than the opponent in front of you. Accordingly, you may not be able to get in a killing blow without moving out of position on the line. Instead of moving, concentrate your attacks on the nearest points on your opponent's body. Alternate targets include primary hand, off-hand, legs, and head. In single combat, these target areas tend be difficult to hit as your opponent often counterattacks with a killing blow. In melee, the ability of your opponent to counterattack is greatly limited and most of these target areas will be open due to the oblique direction of the attack.
The taking of the primary hand is a difficult, but extremely effective shot. Most fighters train predominantly on a single hand, particularly if their original light weapons training was done outside of the SCA. Forcing them to switch to their off-hand will greatly decrease their offensive and defensive capability in combat. This shot can also be used to set up a killing blow from one of your comrades. During the confusion of switching hands, the opponent will be extremely vulnerable to attack.
While the taking of the off-hand is not quite as devastating as the taking of the primary hand, this shot is also effective in decreasing the offensive/defensive capability of a fighter. When fighting opponents using short weaponry (daggers, bucklers, cloaks, etc.), the taking of the off-hand reduces their personal defense leaving them more vulnerable to attack. Removing the off-hand of fighters using long weaponry (long scabbard and second rapier) prevent these fighters from sweeping blades and making simultaneous attacks. Off-hand shots also limit an opponent's flexibility. Should the opponent's primary hand be taken after losing the off-hand, that opponent will be unable to attack or defend.
In a melee situation, leg shots are often overlooked because fighters tend to concentrate their attention to the upper body. There are certain situations which mandate the targeting of legs. Any melee scenario where the unit is defending dictates that leg shots be used heavily. Every time a soldier takes a leg of an opponent, the mobility as well as the manpower of the enemy unit is decreased. If the terrain and situation permits it, move the unit back after legging an opponent. Once out of range, the legged enemy can be safely ignored. If the rules permit resurrection a legged enemy cannot return and is, effectively, "dead" for good.
In single combat, the head is often a very difficult target to hit. Not only is the head usually back out of range, it is a small target. In addition, shots to the head must land flat against the mask in order to prevent skipping and grazing. In some ways, the fencing mask increases the difficulty of landing good head shots due to its smooth, curving surface. On the positive side, the fencing mask increases the surface area of the head, making the target slightly larger. In any case, the head is one of the more lucrative alternate targets, as it results in a kill. The optimum time to take a head shot is when the opponent has moved forward to make their own attack. In that situation, the head will be within range and vulnerable and the opponent's concentration will be on attack, not defense. Snipers are extremely fond of taking head shots under these conditions.
A common mistake of new soldiers is to be tentative with their own attacks. They often hang back in fear of being attacked from the sides. While this course of action is effective in preventing death, it does little to promote the offense of the unit. This situation is very common when a numerically superior force of new soldiers is faced with a veteran solo fighter or pair. Instead of pressing the attack and overwhelming the smaller unit, the new soldiers hang back. This allows the smaller unit to press their own attack and pick the soldiers off individually.
In the melee environment, the deep lunge usually represents a suicide attack. Once in a deep lunge, the fighter's flanks are exposed and the fighter's position is extremely difficult to defend. In addition, the fighter is less likely to be sure of the footing prior to lunging and runs the risks of slipping. Short lunges, on the other hand, overcome many of the difficulties encountered in the deep lunge. A typical short lunge only cover 12 to 14 inches and offers a much faster recovery, less exposure on the flanks, and better stability on unknown footing. The disadvantage of the short lunge is, of course, the limited range. The limited range is offset by an opponent's inability to retreat any significant distance without fatally exposing their own comrades. The short lunge can be coupled with sweeps and binds for very fast attacks against vulnerable opponents with minimal risk of counterattack. To better understand the nature of melee attack and defense see Chapter 11 Teaching Melee Skills.
What is your major malfunction?
-- Full Metal Jacket
Anything can get you killed, including nothing.
-- Murphy's Law of Combat
Another difference between single combat and melees is the necessity to follow someone else's orders. For a fighter used to making their own decisions regarding when and where to engage in combat, this can often lead to problems with the execution of complicated plans. Be a soldier. Only one person can be the commander and that person is counting on you to be at the right place at the right time to make their plan work. If you have a problem with the plan, talk to the commander before the melee starts. A good commander will take the time to listen to your suggestions and criticisms. Don't expect the commander to suddenly revamp everything to do it your way, though. Once you take the field, you are expected to follow the commander to the best of your ability.
A common problem during melees is lack of communication between soldiers. The principle of interlocking zones relies heavily on adjacent fighters working together. Once adjacent soldiers lose touch with each other, they quickly become vulnerable. This is especially true when one of the adjacent soldiers is wounded or killed. We have developed code words and phrases that help make communication unambiguous and understandable in the press of combat.
A flesh wound? Your arm's off!
-- Monty Python and the Quest for the Holy Grail
When a soldier takes a hit to the arm, there will be several seconds during which the soldier is extremely vulnerable to attack. This vulnerability arises from the necessity of switching weapons from hand to hand. The wounded soldier must also adjust his position and stance to the change in hands. An arm shot followed by a killing blow is a quick, effective combination, particularly if the soldiers executing these shots have timed their attacks. The fighters adjacent to the wounded team-mate also become vulnerable as their defense drops momentarily in that zone the wounded fighter was responsible for. If you are wounded in the arm, immediately call it out. Typically, this call consists of "Arm!" Say it loudly enough so the nearby soldiers in your unit can hear you, and can adjust their blade play to temporarily "cover" for you.
Leg shots quickly disrupt the interlocking zones and rapid adjustment of the line is necessary to reestablish correct defense. As with the arm shot, a legged soldier should immediately call out the injury. Typically, this call consists of "Leg!"
Death of a soldier represents the maximum disruption of the line. Once a soldier dies, both adjacent soldiers are now vulnerable and a rapid adjustment of position in necessary. In most melees, a kill is quickly followed by several more in a "cascade failure" as the unit attempts to reform the line. If you are killed, immediately call it out. Typically, this call consists of "Dead!"
A soldier can sing out when receiving too many close attacks from the enemy and wants to retreat slightly without causing a general disengagement or retreat. The soldier typically calls out, "I'm RED ZONED, here." Soldiers on either side of a red zone movement should think primarily about defending themselves and the red zoned team-mate until that soldier calls out, "O.K." or appears less pressed.
Or some similar call is used during scenarios which allow Death/Capture From Behind. Use of "Flanked" or "We're being flanked" is discouraged as it sounds too much like "flankers" which could result in a general recall/retreat of friendly flankers who think they're being given orders.
This command is used to close gaps in the line caused by casualties, obstacles, terrain, or movement. In most case, soldiers should automatically dress their line as gaps represent a severe weak point in the unit. In addition, the command "Dress the Line" indicates that soldiers are ahead or behind the line and that they should move appropriately to keep the line continuous.
This command is given by a designated soldier who is tasked with breaking a formation or making a "suicide charge." We DO NOT recommend running into opponents or making unsafe body to body contact. There are times when the key to flanking or destroying an enemy formation can be found in one position, terrain feature or fighter. An experienced veteran soldier, who has permission, can "go ronin" and break up a costly stalemate. Soldiers should go in behind the ronin and kill adjacent fighters during the disruption.
The measure of man is what he does with power.
-- Pittacus
The Claw. The Claw is our leader. The Claw decides who stays and who goes.
-- Toy Story
You are what you do when it counts.
-- John Steakley
The most challenging position in a unit is that of commander. As a commander, you will need to plan your unit's mission(s) as well as lead your unit into battle. The role of the commander is extremely important to the effectiveness of the unit. Military history is filled with examples where a good commander was able to achieve decisive victory in the face of overwhelming odds. At the same time, there are also countless examples of where poor commanders lost the field even when conditions favored them. This section covers a few of the aspects of being a commander. It is not meant to cover all aspects of command. Most of this section is devoted to highlighting two key aspects: planning and executing a mission.
Maybe, if I had a month to plan, I could come up with something.
-- The Princess Bride
Planning is primarily up to the commander and lieutenants. Prior to the start of the melee, the units will be briefed by the marshal in charge regarding the rules of the melee, including the victory conditions and boundaries. The unit now has a few minutes to prepare prior to the start of combat. During this time, the commander of the unit has to accomplish quite a few tasks. First and foremost is analysis of the scenario, terrain, and enemy. The results of this analysis will dictate the plan the commander decides upon.
Is this going to be a stand-up fight, sir, or just another bug hunt?
-- Aliens
At the heart of every melee is a set of victory conditions which dictate which side wins. These conditions can be as simple as killing the entire enemy unit or holding a position for a certain amount of time. At the other end of the spectrum are complex conditions involving accomplishing several different goals such as: ambushing an enemy unit, killing their commander, obtaining a key from the dead commander's body, and then escaping. The more complicated the scenario is , the more complicated the plan tends to become.
In this type of scenario, the unit is tasked with defending a person, object, or position. The usual victory condition is to prevent the enemy unit from taking the position (occasionally within a specific time limit), usually by completely destroying the enemy unit. Performing well in defensive scenarios can be extremely difficult depending on the terrain and enemy unit.
In this type of scenario, the unit is tasked with destroying an enemy unit, over-running their position, obtaining a certain object, or killing key personnel. Offensive scenarios tend to have very specific victory conditions which makes them easy to plan and accomplish.
In this type of scenario, the victory conditions contain both defensive and offensive objectives. A classic example of this type of scenario is Capture the Flag. In order to be victorious, the unit must capture the enemy flag while protecting their own flag. This type of scenario can be frustrating to plan for due to the simultaneous and usually conflicting nature of the victory conditions combined with the fluidity of the combat. Commanders should examine every detail of the victory conditions, as many scenarios have a number of loopholes which can be exploited. If you are unclear about any aspect of the scenario, talk with the marshals.
Some melee scenarios will have time limits. These limits can be imposed either as victory conditions or as scenario limits. The most common limits are those used to define the end of a scenario and occur most often in resurrection scenarios. This allows the marshals to delineate a clear ending to an otherwise open-ended scenario. In other cases, time limits are imposed to insure that the melees proceed in an orderly fashion and prevent scenarios from running overly long. In any case, the commander should be aware of time limits and ensure that the plan will work within the allotted time.
How important is this doorway?
-- Tryffin Mac Ualraig
The Queen's honor is at stake.
-- Rivka Vladimirovna Rivkina
See you in Valhalla.
-- Tryffin Mac Ualraig
Terrain plays an important part in the deployment of the unit. Ignoring the terrain will quickly get the unit into trouble. Terrain can either work for the unit or against it. In some cases, the terrain will offer no advantage either way.
If the unit is tasked with the defense, the commander would be wise to position the unit such that the terrain works against the enemy. For example, if the unit is defending a bridge, the commander would be better off deploying on the bridge. Deploying the unit along the river bank is ineffective as the river provides natural protection for the defending unit (sounds obvious, but we've seen it happen). Good defensive terrain protects the flanks and rear of the unit. Examples of good defensive terrain include bridges, gates, gang planks, crest of hills, tree line, and alleys. For the best results, units should experiment with defending before, on, and behind a defensive position.
If the unit is tasked with the offense, this type of terrain facilitates attackers by allowing flanking and enveloping attacks. This allows the offensive unit to divide the enemy unit into smaller pieces and prevent regrouping. Examples of good offensive terrain include open fields, villages and terrain features which mask the flankers movements.
Neutral terrain offers no advantage to either side. This type of terrain typically makes combat as well as command and control very difficult. Examples of neutral terrain include woods, swamps, and thickets.
A commander would be wise to remember that strong defensive terrain can be held against overwhelming numerical superiority. Sun Tzu recommends 10:1 odds before mounting an attack against a fortified position. While most defensive terrain in SCA melee combat rarely offers this degree of protection, many defensive positions are quite capable of requiring 2:1 and 3:1 odds to be taken successfully. Obviously, these strong positions should be denied to the enemy if possible.
In most melees, the commander gets the opportunity to see the other team and make an insightful assessment. In some cases, the commander may even be able to observe rehearsals and unit placement. The four important aspects of assessing an enemy unit are: number of fighters, level of experience, weapons and placement.
The size of the enemy unit is very important to the unit placement. If the unit is outnumbered, then the commander would be wise to seek good defensive terrain. If the units are more evenly matched, the commander can go either with a defensive or offensive placement. If the unit outnumbers the enemy, a very aggressive placement may be warranted. Unit commanders must also forecast the rate of casualties expected during combat. Some situations may require suicide attacks by veteran soldiers and sub-units in order to break up enemy formations, capture key positions, or destroy expert fighters (see Chapter 14 Formations). If such losses greatly increase the unit's chances for victory, then the commander would be wise to order them. Numerical superiority can be highly advantageous to a unit, but our experience shows that a TEAM with melee training and experience working together can defeat units with a 2:1 and 3:1 numerical advantage if said enemy unit is really a collection of individuals and not a TEAM. An additional caveat here: A fundamental mistake we see most commanders make is in their inability to sacrifice individual soldiers and units to achieve a strategic goal. Rarely does a victory condition require a commander to retain even half of the soldiers they began with (in reality a unit suffering 50% casualties is often "hors de combat" for the rest of the war). Remember this when planning.
An enemy unit will generally contain fighters with different levels of experience. In general, the following ranks can be applied to fighters.
This fighter possesses basic fighting skills and little to no experience. Typically, this type of fighter has less than 6 months SCA light weapons experience and knows only single combat. This fighter should be paired with a more experienced fighter that has good command skills. This type of fighter is also sometimes referred to as fodder.
This fighter possesses good basic fighting skills, offhand experience, and some melee experience. They are familiar with all weapon types and know a variety of advanced techniques. Fighters at this level are just beginning to develop their own fighting style. Fighters at this level general have 1 to 4 years of experience.
It's so obvious.
-- The Seven Samurai
This fighter possesses mastery of basic fighting skills, extensive offhand experience with mastery in one or more forms, and has participated in a large number of melees. Typically, this fighter has 5+ or more years experience and are often instructors, cadets, or dons (for more information, see Chapter 13 Fighter Analysis).
Over the buckler, around the building, under the don, off the newbie -- nothing but mask.
-- Randal the Malcontent
Escape is not his plan. I must face him. Alone.
-- Star Wars
The table below is designed to help commanders in deciding what type of sub-unit is necessary to effectively destroy a particular level of fighter. Use the leftmost column to determine the skill level of the enemy fighter. The commander then reads to the right to determine how many fighters of a particular skill level are needed to effectively destroy the enemy fighter.
| Unit Tasking based on Enemy Fighter Experience Level | |||
| Enemy Fighter Level | Beginner | Intermediate | Expert |
| Beginner | 2 1 0 |
0 1 0 |
0 0 1 |
| Intermediate | 3 2 0 0 |
0 1 2 1 |
0 0 0 1 |
| Expert | 4 3 1 0 0 |
0 1 2 2 0 |
0 0 0 1 2 |
For intermediate and expert fighters, we recommend 2:1 and 3:1 numerical advantage, respectively, for maximum effectiveness. Even the best fighters can be overwhelmed and destroyed using sufficient coordinated force. In addition to general experience level, there are some special types of fighters which need to be identified. These fighters should be tasked with very specific missions with regards to enemy unit(s). Their destruction is usually a tremendous blow to the enemy unit's effectiveness.
Where the hell did that come from?
-- Valdemar Gillanders
Snipers are generally intermediate or expert fighters with a well-developed attack. Snipers are extremely effective at picking off attacking fighters as well as disarming and legging fighters in the line. In general, snipers rarely attack, preferring to wait for targets of opportunity. Snipers are best killed by tasking a pair of soldiers to them. One soldier baits the sniper by attacking opponents adjacent to the sniper. These attacks should only be feints. The other soldier then waits until the sniper "uncovers" and then counterattacks. With luck, the sniper's attention will be focused away from the counterattack, allowing the sniper to be easily killed. If the sniper cannot be killed, attempt to disable the primary hand. This should reduce the effectiveness of a sniper.
Some expert fighters are ill-suited to fighting in the main unit and are tasked as flankers. Typically, this fighter is solo and generally armed with rapier/dagger or rapier/rapier. The primary mission of this fighter is to flank the enemy unit and harass or destroy a large number of fighters. The key to this fighter's success is skill and mobility. A roving flanker should be identified quickly and dispatched by tasking 2 or 3 soldiers to destroy them once they leave the enemy unit. Typically, a flanker requires two intermediate soldiers or an intermediate/expert combination for destruction.
Commanders are usually obvious -- they're the person surrounded by the others during the planning phase and the one shouting orders during the melee. A good offensive technique is to kill the commander quickly. This disrupts the plan and in some cases, removes all effective leadership from the unit. Good commanders will plan for such a contingency and will sport 1 or 2 soldiers as a personal guard.
Look Out! He's got a sword!
-- Guard #1
You fool! We've all got swords!
-- Guard #2, Aladdin
The type of weapons the enemy is using will often dictate the placement of the unit's own weaponry. Weaponry is broken down into two main categories: short and long.
Short weapons are designed primarily for personal protection and have limited reach. Weapons in this category include daggers, cloaks, short scabbards, and bucklers. Short weapons typically provide extra protection for fighters on the line.
Long weapons have extended range and are generally used to sweep a fighter's blade off line in preparation for attack. These weapons include second rapiers and long scabbards. As a rule, short weapons should be matched against long weapons. For example, the commander spots an enemy fighter with a long scabbard. Knowing that the enemy fighter is going to use it to open up lines of attack, the commander tasks one of his soldiers with a dagger against him. The dagger provides additional defense if the enemy fighter manages to sweep his rapier off line. During deployment, those soldiers with short weapons should be tasked to flanking units. The additional defense is useful in keeping these soldiers alive. Additional offensive capability is less important, as these soldiers are already using position and mobility to their advantage. Soldiers with long weapons should be tasked to the main unit. Their primary task is to sweep enemy blades off line and open up offensive opportunities. When pairing soldiers together within the unit, the commander should also pair long weapons with short weapons. This allows the long weapon to sweep and the short weapons to attack.
That was your plan, Ray? Get her?
-- Ghostbusters
There is no such thing as a perfect plan.
-- Murphy's Laws of Combat
If it's stupid and it works, then it isn't stupid.
-- Murphy's Laws of Combat
Planning the unit's mission is the most difficult task the commander faces . Based on the analysis of the scenario, terrain, and enemy, the unit commander must now decide how to effectively deploy his or her soldiers to achieve victory. Even a poor plan is better than no plan at all. Commanders will find that their units fight significantly better if the soldiers have an idea of what their tasks and positions are during the melee. The plan should answers the 5 Ws: who, what, where, when, and why.
This is the first step in planning and defines which soldiers in the unit belong to which sub-units. The size and composition of each sub-unit will be based primarily on the sub-units task(s) during the melee. An additional step at this point is delegating additional lieutenants to lead sub-units.
The second step is to task each sub-units. Common tasks include defending key objectives, destroying enemy fighters, capturing key objectives, distracting enemy sub-units, and assisting other sub-units. The lieutenant in charge of each sub-unit should be clear with respect to the tasks they've been assigned.
Once the sub-units have been established and briefed on their missions, the commander should then describe where each sub-unit should be positioned during the melee. Sub-units tasked with defending fixed objectives should be physically placed in position by the commander. Sub-units tasked with detaching from the main unit or acting as flankers should be told what positions they need to occupy on the field along with routes. Key landmarks should be used to ensure that these sub-units move to the correct positions.
The sub-units need to know when to execute their missions. In many cases, timing will be controlled by the commander via vocal commands. However, complicated plans or scenarios involving large separations between sub-units may require slightly different timing schemes. Some of these "go signals" include: executing after moving a certain distance, engaging the enemy, capturing a key terrain feature, after a certain amount of time has passed, etc.
Sub-units need to know why they are doing a particular task. This knowledge makes it much easier for the sub-unit to execute the task because they have a clear idea of what is going on. Knowing "why" also allows lieutenants to make necessary adjustments within their sub-units while keeping the overall mission of the unit intact. Situations will change on the field and this nearly always ends up trashing the original plan. For maximum flexibility, lieutenants (and commanders) need to know the "why" of their mission in order to quickly adjust the plan.
No plan ever survives initial contact.
-- Murphy's Law of Combat
Exceptions prove the rule and destroy the battle plan.
-- Murphy's Law of Combat
No two melees are ever "the same" - even when the enemy, terrain, and scenario are identical. A commander would be wise to realize the implication that the same plan may NOT work twice. If you want to greatly increase the chances of your unit achieving victory on the field, HAVE A PLAN. If you want to go one step further, HAVE A BACKUP PLAN. If you feel your plan is weak or you don't think you have a good handle on planning, don't despair. Experience is the best possible teacher. If your plan causes your unit to be crushed, take a couple of moments to talk with your team-mates to see why things didn't work. Don't just rely on your perceptions of the battle -- use the additional perspectives of your lieutenants and soldiers. If you plan causes your unit to achieve a stunning victory, again take the time to find out what went right.
The tough part of being an officer is that the troops don't know what they want, but they know for certain what they don't want.
-- Murphy's Laws of Combat
Here's a blatant hint: listen to your soldiers. While you may be the commander, one or more of your team-mates may have more experience and in some cases, more command experience. Ask their opinions regarding enemy strength, terrain, and the scenario. During the briefing, listen to the comments, criticisms and suggestions. Then, YOU DECIDE. The key here is NOT to let the unit be run by committee. You're the commander -- listen to others, but don't let them run the unit. Finally, appoint good lieutenants. If you're planning on splitting the unit during the melee and actually separating the sub-units by a considerable distance, take the time to find able lieutenants. This will greatly reduce the chances of a sub-unit being destroyed during the melee. Give the lieutenants some initiative, too. If you try to command every single soldier in a 10 fighter unit, you'll be killed very quickly. Let the lieutenants do most of the work -- that's their job.
A riot is a spontaneous outburst. A war is subject to advance planning.
-- Richard M. Nixon
This checklist is provided as a brief point summary of the planning phase. For those commanders who are new, it might be a good idea to put this checklist onto a 3x5 card and laminate it. This allows a commander to quickly run through the main points of planning and deploying the units and prevents missing key elements.
For very simplistic scenarios, this checklist will seem like overkill. However, the checklist is invaluable when faced with a very complicated scenario. In time, most of the items on the list will come to mind automatically. The commander will be able to quickly and confidently plan a successful mission. Experience is the key to deciding which portions of the checklist are important.
McCoy, Spock, myself, and a Security detail will beam down to the planet surface.
-- Star Trek
The creation of sub-units is an integral part of the planning phase. Sub-units allow the commander to delegate authority and reduces their workload. Once sub-units are in place, the commander can move blocks of soldiers around the battle field more easily. The number of sub-units should reflect the number of different tasks the commander envisions.
I don't care what's holding him up -- we're taking the bridge and we're taking it now!
-- Kelly's Heroes
"Consider this your first command decision." - Star Trek: Next Generation
Once the unit has been briefed and the melee started, now is the time for the commander to actually lead the troops into battle. This section covers some of the important aspect of leading fighters and maintaining command and control on the battlefield.
The commander shouldn't be standing behind the unit. This is a bad idea of two reasons. First, it lowers the unit's strength as there is one less fighter on the front line. In a large unit this may be relatively unimportant, but in a small unit, it can be critical. Second, the commander must be in a position to see what's going on. This requires that the commander be right up front and in the action. Obviously, leading from the front places the commander at a significant amount of risk. If the enemy commander is competent, rest assured that you have been tasked for destruction early on in the melee. The key here is to create your own guard. Their mission is simple -- protect you from the enemy. Depending on the size of the unit, we recommend 1 or 2 guards. Any more than that simply draws valuable manpower and limits your mobility. A trio led by the commander is a very effective sub-unit which offers a substantial amount of protection.
Every command which can be misunderstood will be.
-- Murphy's Laws of Combat
On the field, the commander will have to give commands. In the heat of battle, the commander must be extremely vocal. In a melee, everyone is shouting, swords are clashing, and everyone's ears are covered by masks and padding. Commands should be simple and loud. Prior to the battle, the commander should review the basic commands for attacking, moving, and splitting the unit. When giving commands, here are some hints: Look at the fighters you want to command. Oddly enough, this is something commanders don't do on the field. Also, repeat the commands several times. If you shout "Retreat" during a hectic engagement, maybe half your soldiers are going to hear you, with occasionally disastrous results. If you shout "Retreat" three times, you have a much better chance that ALL the soldiers will hear you and responding correctly. In some cases, shouting will not be enough. If you need to get in touch with a sub-unit out of audio range, send a runner. A nice feature of the trio sub-unit is that it allows the commander to detach a soldier to use in this capacity, without leaving the commander open to attack. Don't give the runner a long command either -- keep it very simple.
You really shouldn't parry with your face.
-- Tristan Grey
He's dead, Jim.
-- Star Trek
Even with your guard, there are going to be times when you're going to buy the farm. A good commander plans for this particular disaster by establishing a clear chain of command. This is not to say that your death will not affect the unit -- chances are your unit is now doomed. We recommend that you take this time to study the battle. A good commander never passes up the opportunity to extend their knowledge, particularly of other commanders.
Don't Panic.
-- Hitchhiker's Guide to the Galaxy
Uh...Help.
-- Randal the Malcontent
Inevitably, there will be times when the plan doesn't work. On the one hand, this is bad as you're now in the unenviable position of pulling something out of your butt on the field without the luxury of time to plan. On the other hand, this melee will no doubt generate a first class "No shit, there I was..." story. First and foremost, remain calm. It's OK to feel the icy black hand of fear around your heart - it is NOT OK to let your troops know this. Act confidently. Believe in yourself and your soldiers. If you turn into a blithering idiot on the field, don't be surprised if the lieutenant standing next to you cuts your throat (again, we've seen this happen).
It's humiliating, I know, but for God's sake, take it like a man.
-- True Lies
If the situation is really getting out of hand, retreat and regroup. Fall back to a defensible position (if one exists), reestablish your formation, and start thinking. If you've already got a backup plan, now is the time to use it. Here are some last ditch "plans" which occasionally work.
Stay on target.
-- Star Wars
Somebody wake up Randal.
-- Tristan Grey
Hey diddle, diddle, straight up the middle.
-- The Longest Yard
When in doubt, attack. Advance the unit and engage the enemy. At this point, caution is a waste of time. Press the attack strongly and concentrate on the weaker enemy fighters. The rationale here is; if you know you're going to die, try to take some of them with you. Kamikaze attacks by veteran soldiers are an excellent way to destroy key enemy fighters and disrupting the enemy formations and plans. The redeeming factor of this plan is that it might actually work. The chances for achieving victory are slim, but it is possible.
Game over, man, game over!
-- Aliens
In some cases, the best approach may be to raise the white flag and surrender the unit. While less messy than attacking, this approach offers no chance of victory. The danger here is that some enemy commanders may not offer quarter and in surrendering you've just doomed the unit.
Run away! Run Away!
-- Monty Python and the Quest for the Holy Grail
We're leaving!
-- Aliens
In some melee scenarios, it is possible to leave the field and end the melee. In this case, the best alternative is to quit the field. Remember, "He who fights and runs away, lives to fight another day." While this option doesn't heap fame and glory upon your unit, it is sometimes a prudent choice for a commander facing imminent defeat.
"An enemy infantry unit of 200 men is marching off to battle. At the base of a large hill, they spy a lone Blue Company mercenary at the top. The mercenary begins shouting insults at the unit. The infantry commander quickly grows annoyed and dispatches a soldier to deal with the mercenary. The soldier and mercenary disappear over the top of the hill and the sounds of battle are heard. After a few minutes, the mercenary reappears and begins berating the unit again. Annoyed, the commander dispatches 10 soldiers. They, too, disappear over the hill and the sounds of battle rage. After fifteen minutes, the mercenary again reappears to hurl insults again. In a fit of rage, the commander now sends 50 soldiers to kill the taunting rogue. The soldiers march over the hill and a terrible ruckus ensues: the clash to steel, shouted commands, screams, and a cloud of dust drifts over the summit. Finally, a lone soldier crawls back down the hill. Severely wounded, the soldier yells to the commander. "Sir, sir!" he cries, "Don't send any more men! It's a trick! There are two of them!" - Robert de Marchet
A commander must balance victory over the safety of the unit. Ideally, a commander should be able to crush the enemy and not take a single casualty. Sometimes, this will happen and everyone will be happy. However, most melees are going to result in several soldiers being killed. If a commander is not willing to sacrifice troops to gain victory, then there is little chance that the unit will be victorious. Some common situations requiring sacrifices are described below.
In most cases, a defensive position can usually be won through attrition of the enemy fighters. The commander places sufficient pressure on the position and with skill and some luck, destroys the enemy fighters. In some cases, however, a defensive position can be exceedingly difficult to capture using normal tactics. A sacrificial frontal assault may be necessary to crack the enemy defense and allow attacks to open up the position. Typically, one or two veterans will rush the enemy line in an effort to sweep enemy blades and kill enemy fighters. At the same time, the rest of the unit concentrates their attack on the portions of the enemy line being hit by the rushing soldiers.
In some defensive scenarios, the unit may be forced to retreat to a secondary defensive position. If the new position requires several seconds to occupy, a fighting withdrawal of the entire unit may be unsuitable. This is particularly true of retreating through a narrow gate or alley. Under these conditions, the commander will want to delay the enemy unit just long enough to execute a fast retreat and re-deploy. To achieve this goal, a flying squad, forlorn hope or skirmishers should be tasked. These soldiers must defend the entire retreating unit against the oncoming enemy and delay their attack long enough for the unit to take the new position. In most cases, one or two veterans will be facing the entire enemy. Their mobility will be restricted. Casualties among skirmishing soldiers will be very high, typically, total loss.
If the enemy unit possess an expert fighter, it may be necessary to use a pair or trio to rush the fighter and destroy them. Depending on the skill level of the enemy fighter, they may be able to destroy one or two of the assaulting soldiers. This sacrifice is often made to prevent an expert fighter from destroying the unit via attrition. No matter what the situation, the decision to sacrifice a soldier should result in a substantial gain for the unit. At the very least, a sacrificial soldier should kill one enemy fighter before being killed. In many cases, the sacrificial soldier is able to achieve several kills as they are no longer restrained by caution. Considering the small size of most light weapons units, sacrifices must be kept small in order to prevent the unit from wasting too much valuable manpower.
They call him the Sand Spider.
"Why?"
Probably because it sounds scary.
-- True Lies
Just as in an actual military unit, morale is extremely important to the effectiveness of an SCA unit. Beginner and intermediate soldiers can be easily intimidated in the presence of a strong enemy unit (such as a baronial or kingdom guard). This intimidation is often manifested in such comments as "Damn, we are going to get our ass kicked.", "Oh man, we're facing the So and So's." and "Look who's on the other team!". If the unit believes they are going to lose, chances are, they will. Be positive and let the troops know it. Exude confidence -- once the troops realize you're not worried, they'll stop worrying too.
Pep talks aren't just for football coaches -- they work in melees, too. Psyche the unit up and the performance level will rise dramatically. Lieutenants need pumping up -- in most cases these soldiers are new to command and really need a confidence boost. From a physiological point of view, fear causes tension within the human body. This tension interferes with the fine motor control essential for good point work in the melee setting; resulting in sloppy attack and defense.
"Esprit de Corps" (pronounced: es-PREE-day-core) essentially translates into the fighting spirit of the unit. Elite military units such as: the U.S. Army Rangers, U.S. Navy SEALs, Britain's SAS paratroopers, Germany's GD9, etc. build esprit de corps. The members of these units are essentially warrior-fanatics who's loyalty to the unit inspires 110% performance. This tends to bring the unit together into an extremely tight-knit team and allows them to focus their energies with devastating effect. This "unit integrity" results in a synergistic effect where the sum of the whole is greater than the sum of the parts. On that same note, the intimidation factor brought to the field by these units can be demoralizing to enemy personnel. This level of integration in SCA Light Fighting is usually only seen in households and mercenary companies (hint, hint). Commanders would be wise to take such espirit into account when encountering such a unit.
Field experience is something you don't get until just after you need it.
-- Murphy's Laws of Combat
Good commanders are NOT created from books or manuals. They are created on the field, in the thick of battle. This manual can only give you a little taste of what it is a commander needs to say and do -- the final say in commanding lies in leading units and gaining experience. It takes experience for a soldier to become a good commander. Plans will fail and soldiers will die - fortunately, in the SCA, death only lasts until the next melee.
One enemy soldier is never enough, but two is too many.
-- Murphy's Laws of Combat
The simplest of all the sub-units is the pair which, as the name suggests, consists of two fighters. The pair is a very versatile unit as it offers good defense along with excellent mobility. In general, though, the pair is a relatively weak unit unless the fighters composing the pair are very strong. New fighters should not placed in pairs.
The key to the pair's defensive capability lies with each soldier protecting the other. The typical attack pattern of the pair is to have one soldier attack while the other defends. These offense/defense roles alternate and provide a high degree of protection to the attacking soldier. This type of defense is based on the two soldiers maintaining close proximity and timing their attacks. The manner in which the fighters stay together varies on the amount of melee experience the pair has together.
The simplest method of maintaining good position is to hold onto the other fighter. The contact point varies with pairs, but some common examples include the shoulder, belt, and baldric. Holding your partner's buttocks is not recommended as it provides a severe distraction and should be reserved for only the most intimate of fighters. Touch is best suited to very new pairs or those fighters with very little unit practice. While very simple, touch can reduce the pair's mobility, particularly when retreating.
But with the blast shield down, I can't even see. How am I supposed to hit anything?
-- Star Wars
After participating in a number of melees and training classes, soldiers in a pair will no longer rely on touch and instead maintain position via peripheral vision. Peripheral vision allows the fighters to separate slightly which allows greater mobility and more flexible attack patterns. It also increases the range of each soldier's attack.
At this level, the soldiers in the pair have been fighting as a sub-unit for an extended period of time. They are familiar with each other's range, attack patterns, and timing. The pair maintains its position based on experience. This pair can now be considered extremely lethal.
In general, the relative position of the soldiers within the pair will vary according to the team's membership. The optimal spacing for two fighters is best determined in combat. Poor spacing will usually result in the pair being easily crushed. Adjust spacing to the point where the pair is able to last for a significant amount of time in combat. We do offer some basic positions for fighters in the pair.

The fighters stand shoulder to shoulder with about 6 to 8 inches between them. This formation is the most flexible and is generally the most common formation adopted by pairs. The weapons placement in this formation is generally unimportant, although left and right hand fighters would be wise to take up positions such that the longer weapons are in the outside hands of the pair. This prevents entanglement and adds additional defensive capability to the flanks of the pair.
Stagger, stagger. Crawl, crawl.
-- Yellowbeard

This formation is similar to the line formation except that one of the fighters in the pair takes a half step backwards. In this formation, the back soldier is offered better mobility in case of a flank attack to the pair. However, the back position prevents the back soldier from defending the front soldier very well. In general, the weaker of the two soldiers should be placed in the back position. This serves to protect the weaker soldier by increasing range of incoming attacks, but still prevents the immediate destruction of the front soldier. Weapons placement in this formation is slightly more critical as the front soldier should have a short weapon (dagger, short scabbard, or buckler) for maximum personal defense. The back soldier is better off with long weapons (second rapier, long scabbard). A second rapier is a common weapon for the back soldier as it allows quick attacks both to the front and to the flanks. This formation often occurs "unconsciously" when an aggressive solo fighter is paired with a less experienced beginner. The disciplined soldier holds formation with a beginning soldier until their partner develops the confidence needed to hold station without help. In our experience, the team is more effective when the veteran is conservative, anyway.

In this variation of the line formation, the distance between soldiers is increased to several feet. This formation is often used by intermediates and experts when engaging a single enemy fighter (or a pair that has one fighter legged. For more information, see Chapter 13 Fighter Analysis). The increased distance can divide the enemy fighter's focus, allowing simultaneous attacks. This formation is extremely dangerous in that the pair cannot cover each other effectively and can be defeated "in detail." The wide line formation is recommend for intermediate and expert fighters ONLY.

This formation extends the staggered formation to the point where the back soldier is directly behind the front soldier. This is a relatively rare formation, but it can be effective: particularly when the unit is being attacked from different directions. Often, the soldiers are facing in opposite directions and in some cases may fight back to back. This formation, like the wide line, can be extremely dangerous in that the soldiers in the pair are not covering each other well. The mobility of this formation is severely restricted. This formation is often seen when a pair is surrounded or a scenario allows Death From Behind.
When attached to the main unit, the pair merely functions as part of the line and should merge its attack patterns with that of the main unit. Once the pair is detached from the unit, the pair's attack patterns change in order to provide the maximum in mobility, speed and accuracy without compromising defense.
The pulse is a very common melee attack pattern. This pattern consists of alternating attacks between the members of the pair. As one soldier attacks, the other soldier defends. Once the attacking soldier returns to position, the defending soldier then attacks. In many cases, the retreat of the attacking soldier will draw one or more of the enemy fighters forward into the upcoming attack of the defending soldier. The pulse can also be used by larger sub-units. The pair initially begins in a line formation.

While the pulse can also be used with the wide line and staggered formations, the defensive capability of this pattern is greatly reduced. One of the soldiers attacks, usually with a lunge.

The other soldier maintains position and defends the attacking soldier. Next, the attacking soldier returns to the initial position and the defending soldier attacks simultaneously.

The key is to time the retreat with the attack so the defending fighter is able to catch any attacking enemy fighters moving forward. Finally, the second soldier also returns to the initial position.

While this sequence illustrates a single pulse, the pulse attack pattern can be made continuous by replacing the final retreat with another attack. Pulse require excellent timing and coordination between the members of the pair to insure that both soldiers are prepared to pulse.
When the pair is fighting a single opponent or another pair, the greatest threat stems attacks by a flanking unit. Once the enemy crosses the flank, they are able to concentrate on a single soldier. The cross-over attack pattern is useful in defeating flank attacks and is a effective alternative (if done correctly) to wheeling a pair to meet the flank attack. This is an advanced attack pattern. It requires good timing and mobility. If either element is lacking, then the cross-over is a veritable death trap for the pair. This attack pattern should be only be attempted by experienced pairs. The pair initially starts in a line formation.

The staggered formation can also be used if the flanking fighter(s) envelopes the back soldier. If the flanking fighter(s) attacks toward the back soldier, then the best option is to wheel the pair. Once the flank attack begins, the back soldier drops behind the front soldier. The front soldier rotates in place to meet the flank attack.

This position is risky because the back soldier will lose sight of the flanking fighter(s).

At this point, the back soldier has moved completely around the front fighter is now in position for a flank attack on the enemy unit. As the enemy's attention should be focused on the front fighter. A strong attack at this time will usually destroy one or more flanking fighters.
This attack pattern requires excellent timing and mobility. The front soldier must be skilled enough to resist the enemy until the back soldier is in position to counterattack. Should the front soldier be destroyed, the back soldier ends up advancing blind with no support. In most cases, this will result in the back soldier being killed as well.
If the pair is facing a solo fighter or a very weak pair, a particularly effective attack pattern is the simultaneous attack. In this attack pattern, both soldiers attack at the same time in order to overwhelm the enemy unit. If done properly, this attack pattern is devastating. The initial formation for this attack pattern is limited to the line, staggered, or wide line formations.

The column formation requires too much movement to properly execute the simultaneous attacks. The wide line is often the standard initial formation as it precludes the necessity to space the soldiers in the pair prior to attacking. The first step is to adjust the spacing between soldiers in the pair such that they form a 45o angle with the enemy unit.

In addition, the soldiers turn inward slightly to protect their flanks. If the unit is in the wide line formation, then the spacing is already correct. Once the soldiers are in the correct positions, both soldiers make a strong attack on the enemy unit.

The key is to have both attack occurring at the same time. This prevents an effective enemy defense and greatly increases the chances for successful kills. This attack pattern is susceptible to flanking and should be executed as quickly as possible to prevent the enemy unit from moving. For best results, the pair should start in the wide line position. Both soldiers must attack simultaneously or the enemy unit will have opportunity to defend against both attacks.
The pair offers excellent offense and defense as long as the pair maintains its mobility. Should the terrain restrict that mobility or if a soldier in the pair is legged, a large part of the pair's offense/defense will be negated. The impact of the wounded soldier on the pair will depend on the pair's skill level and mission.
The best way to deal with restrictive terrain is to avoid it. If the lieutenant in charge of the pair realizes that the sub-unit is being forced into restrictive terrain, the best option is to move the pair away. In some cases, a strong attack can also remove the threat of being boxed in by destroying a portion of the enemy unit threatening the pair. There will be cases where the pair will be unable to avoid restrictive terrain. This usually occurs when the pair's mission forces them into such areas. The key to the pair's defense at this point is formation. Depending on the terrain and the enemy, the pair should adopt a formation which maximizes defense each soldier provides for the other. The line formation is usually a good choice when the soldiers in the pair have equal skill. If the skill levels are disparate, then the staggered formation (with the weaker soldier in the back position) is a better choice. If the pair is tasked with defending a position and the members have sufficient skill, the wide line position is often a good choice. This position allows the pair to cover a large amount of terrain at the expense of reduced defense. The wide line should not be used by beginner soldiers.
Leg shots are common in melees. They are particularly effective against those units on the offensive. Legged fighters reduce the mobility of a unit, reduce the effective manpower of the unit, and in some cases, separate the units into smaller pieces. In a pair, a legged soldier instantly destroys the mobility of the pair, occasionally jeopardizing the mission. At this point, the pair can either remain together or split up. This decision should be based on the mission objective.
I'm not leaving my wingman.
-- Top Gun
A good soldier never leaves a man behind.
-- Toy Story
If the pair elects to remain together, the first step is to get into a staggered formation. The injured soldier is placed in front to maximize their range while the uninjured soldier takes the back position. This formation is extremely difficult to defeat as attacking units must avoid attacks from two different elevations. The front soldier should concentrate on taking arm and leg shots at the attacking fighters as these target areas are now readily accessible, particularly if the enemy is attacking. The back soldier should concentrate on defending the front soldier. If both soldiers are legged, then the best option is to get into a line formation with the pair facing slightly outward. The outward facing decreases the effectiveness of flank attacks and allows the pair to defend a larger area (For more information on attacking a pair, see Chapter 13 Fighter Analysis).
If the pair splits up, the uninjured soldier should immediately link up with another sub-unit. Stay with the injured soldier until you have planned your route and identified any obstacles. When you decide to go tell the uninjured soldier you are leaving. Move quickly when linking up with the nearby sub-unit and get into formation as smoothly as possible. Splitting up is always a risky move as both soldiers become vulnerable to massed attacks. Pairs are especially deadly to solo fighters as they have excellent mobility and offensive capability.
Should one of the soldiers in the pair be killed, the decision of the remaining soldier is to stay solo or join another sub-unit. This decision will be based primarily on the mission of the pair. If the pair's mission is to harass the enemy, tie up enemy manpower, or bend the enemy's line, then the remaining soldier should hold position and continue the mission. In many cases, this will result in the complete destruction of the pair. From a historical perspective, leaving one's post in the face of the enemy was considered desertion and was often punishable by death. While that penalty is not imposed under the SCA rules, a soldier should remember that their mission is a part of a larger plan. Should the pair's mission fail, then the entire unit may face defeat.
A large part of the effectiveness of the pair lies within maintaining good communication during combat. Communication is the key to coordinating attacks, maintaining position, and identifying enemy threats. In addition, the lieutenant commanding the pair must be decisive. The pair's primary defense lies in its mobility --indecision can often limit that mobility and open the pair up to attack. Once the pair has been selected, the commander's first task is to decide on a formation and relative placement of the soldiers. Next, the commander should explain the pair's mission and specify the tasks of the other soldier. Finally, the commander should go over what the pair will do in case of restrictive terrain, being legged, death of a team-mate, etc. The pair should then take formation and await placement.
We are the three Amigos, Hey!
-- The Three Amigos
In addition to the pair, the other primary unit found in light weapons melees is the team. Consisting of three soldiers led by a lieutenant or commander, the team offers several advantages over the pair. First and foremost is the increased offensive and defensive capability. The additional soldier also adds increased endurance to this sub-unit, allowing it to last longer in the face of mounting casualties. The primary disadvantage of the team over the pair is decreased mobility. Due to their limited mobility, teams are used for defending objectives and supporting flankers. The team is also excellent for attacking defensive positions. Another common use for the team is acting as a guard for a commander. In any case, the team is a solid unit and suitable to a variety of tactical situations.
Due to the relatively large size of the team, the team can assume several different formations. In most cases the formation used by this sub-unit is the line.
The team offers similar attack patterns to that of the pair with some modifications. In most cases, the team can outperform pairs using the same patterns due to the increased defense inherent to the team.
The only modification to this attack pattern over the pulse executed by the pair is that all three soldiers pulse. This allows one extra attack over the pair and increases the defense of the middle soldier during their attack.

In the case of the team pulse, the center soldier attacks first.

The end soldiers in the team defend the center soldier's flanks. The center fighter then retreats into the line while the end soldiers simultaneously attack forward.

Finally, the end soldiers return to their position in the line.

The ripple attack pattern is a variation of the pulse attack pattern. The difference lies in the order of the attacks. The ripple pattern is used to rake a line of opponents. This results in the enemy "holding in place" which can have valuable strategic value when a team of flankers is pressing the enemy flank. The ripple is very effective when the enemy unit is in the process of adjusting their line due to accumulating wounded or dead fighters. The primary disadvantage of the ripple attack is that attacking soldiers are slightly more vulnerable than in the team pulse. Accordingly, this attack pattern should be used when the enemy is in retreat or not in position to counterattack. The ripple pattern starts with the team on line.

One of the end soldiers then attacks forward while the other two soldiers defend. The ripple attack pattern can be started from either end of the team.

The first soldier retreats back into the line while the center soldier simultaneously attacks forward. The center soldier is defended by the retreating (first) soldier and the end soldier.

The center soldier than retreats and the last soldier attacks forward.

Finally, the last soldier retreats back to the line.

The ripple attack has more "forgiving" timing than the team pulse. The two end fighters don't need to coordinate their attack as finely. However, the attacking soldier in the ripple attack is usually supported by only one team-mate on the line and does not have the added protection from the distraction caused by the simultaneous attack found in the team pulse.
One of the benefits of the additional soldier in the team is the ability to execute flank attacks. In this case, one of the end soldiers breaks away and flanks the enemy unit. The remaining pair then launch a frontal assault while the flanker attacks the enemy flank. This particular attack pattern is very effective against pairs. On command, the flanker detaches from the team and moves to attack the enemy flank. For more information on the use of flankers, refer to Chapter 7 Flankers.
Attack This attack pattern is exactly the same as the cross-over attack for the pair. The only difference in the team version is that the movement of the far outside fighter dressing to cover the end fighter being engaged. The pattern starts the same way the pair version does with the exception of the movements made by the additional soldier.

As the enemy fighter begins flanking, the center soldier drops back and toward the attack. Simultaneously, the outside soldier dresses into the spot vacated by the center soldier.

At the end of the pattern, the center soldier has moved into a position to threaten the enemy's flank. The outside soldier has moved up to take position next to the inside soldier.

This change is position is extremely useful if the enemy fighter does not continue flanking and instead engages the soldier facing them. Since the center soldier's movement is masked from the attacking fighter, the presence of the outside team soldier significantly improves the chances of catching the enemy fighter unprepared and killing them. The cross-over attack can also be used with an outside fighter dropping back and around the unit to engage the flanker. The increased distance that must be traversed makes this variation of the cross-over less effective and less common. Another variation of the cross-over can be found in Chapter 15 Death From Behind.
The team offers superior defense over the pair. The additional soldier creates the interlocking zones discussed in Chapter 3 Being a Soldier. Since the team does not rely on mobility for defense, the loss of mobility due to restrictive terrain or legged team-mates is less of a problem for a trio.
A legged soldier does not seriously threaten the well-being of a team. In cases where the team is tasked with defending an objective, legging soldiers of an experienced team actually improves the team's defensive capabilities.
In this situation, the wounded soldier goes to their knees and calls out, "I'm legged." The able-bodied soldiers should immediately take up position on either side and slightly to the rear of the wounded soldier. This configuration prevents the wounded soldier from being flanked and forces the enemy to engage the team head-on. The able-bodied soldiers should hold their position beside the wounded soldier for two reasons. First, they will draw attacks from the enemy which the wounded soldier can counterattack effectively. Second, the wounded soldier is very susceptible to flanking attacks and the presence of the unwounded soldiers prevent such occurrences.
In this situation, the two wounded soldiers should take position side-by-side. The able-bodied soldier takes a position behind and between them. The able-bodied soldier then defends the two wounded soldiers. The wounded soldiers can then meet enemy with counterattacks, while being "covered" by their able-bodied comrade. This formation is more vulnerable to flanking attacks as the mobile soldier must move from side to side, defending both flanks. Enveloping attacking against this formation are particularly effective where terrain permits.
Should one of the soldiers in the team be killed, the team reverts to the pair. Tactics and strategy should be modified in accordance with the nature of the "new" sub-unit. For more information refer to Chapter 5 Pair. If two soldiers in the team are killed, the remaining soldier can either fight solo or link up with a sub-unit.
Of the two primary units, the pair and the team, we believe the team is best suited for teaching melee skills. Every aspect of the basic melee skills can be improved upon by being in a team: movement, communication, complimentary blade work, strategic thinking, experience and a growing sense of accomplishment and esprit-de-corps. As a fighter progresses in their training, these basics (with some refinement) can be a foundation for performing the more advanced/complex duties of the pair. Fighters new to melees should be placed in teams with a veteran soldier in command. Scenarios should be simple and geared toward teaching new (or old) fighters the basics of melee combat.
The enemy diversion you're ignoring is the main attack.
-- Murphy's Laws of Combat
Flankers are a specialty unit that detaches from the main unit. Flankers are tasked with a variety of missions, including occupying enemy fighters, destroying key personnel, capturing/defending key positions, disrupting enemy formations, preventing enemy movement, and gathering intelligence.
Flankers are often the best individual soldiers within the team. As a flanking unit often operates a substantial distance from the main body and lacks numerical superiority, flankers are often expert fighters. This increased skill level serves to protect the flanking unit and make up for its lack of manpower. Beginner fighters should never be used as flankers as they lack the necessary skills to make them effective. Flanking units will have high casualties due to their separation from the main body and the general nature of their mission. The soldiers within the flanking unit should be able to operate as a pair or as solo fighters. Each flanker should have the following attributes:
Find out what Calvaras is doing and I'll write a song for you myself!
-- The Magnificent Seven
A flanker must be an excellent single combat fighter and be capable of withstanding 2:1 and 3:1 odds for prolonged periods of time. In some cases, the flankers mission maybe to inflict as many casualties as possible before sucumbing. In a battle to the last man, a high kill to death ratio can be highly effective in swinging the tide of battle.
A flanker must have good footwork and be able to move quickly through difficult terrain. A flanker should attempt to attack the enemy units at their weakest points. A flanker should engage stragglers and other "targets of opportunity." To accomplish these tasks, the flanker must be in good physical condition and be able to attack enemy positions before they can be reinforced. In addition, flankers need to be able to move out of harms way once the enemy realizes the flankers intent and decides to bring a larger force to bear on the flankers.
Flankers need to carry as many offensive weapons as possible. Standard combinations for flankers include rapier/dagger and rapier/rapier. Scabbards, both long and short, are viable alternatives, but they definitely lack offensive capability. In addition, a flanker must be able to fight well with both hands. Losing an arm is very common in the melee environment.
Flankers must remain cool and collected during the heat of battle. Since they are operating independently, they must be able to think on their own and adapt to the changing conditions before them. Flankers who fail adjust their plans based on enemy positioning and intent are easily immobilized and destroyed.
A flanker should exude an aura of death and destruction. Beginner fighters should fear a flanker on the basis of reputation, and intermediate fighters should hesitate before engaging. Intimidation is the oldest form of psychological warfare and flankers must be able to intimidate their opponents. This often prevents flankers from being rushed and overwhelmed with mass attacks (as any well trained melee team can and should do; regardless of a flanker's skill or experience). In most cases, dons and cadets make good flankers. These fighters often possess exceptional single combat skill. Their intimidation factor is high, mostly due to reputation. The colorful scarves they wear also serve to heighten fears and uncertainty in the untrained mind.
Flanking units are rarely commanded by a lieutenant. Soldiers within flanking units should be willing to operate as a team to achieve a difficult objective, but for the most part, these veterans will operate independently. A unit commander will often outline a mission objective for the flankers and simply turn them loose.
Flankers use "unconventional" practices rather than the standard melee attack patterns (already outlined in Chapter 5 The Pair and Chapter 6 The Team). They attempt to engage the enemy at points where they will face only one or two fighters. Where possible, they use their individual skills to overwhelm an enemy. This section is devoted to common tasks for flankers.
A common task for the flanker is to "bend" the enemy line. This creates a gap in the enemy defenses and allows the main unit to concentrate the main attack on a weak spot.

Flankers leave the main body and move to a flanking position where they threaten one end of the enemy line.

The enemy line will bend in order to prevent the line from being attacked on two fronts. Adjacent fighters will shift position in order to prevent their personal flanks from opening up too much. As a result, a weak spot will form in the enemy line where the adjacent fighters will be unable to defend each other effectively. In the figure below, the weak spot has formed between the number four and number five fighter.

Once a weak spot occurs, strong attacks which kill or disable the disrupted fighters can quickly create large gaps in the enemy formation. The bending of the line can limit the enemy commander's vision and prevent them from making appropriate adjustments to their formation.
The retreating enemy is probably falling back and regrouping.
-- Murphy's Laws of Combat
Restriction of enemy movement is another common use of flankers. In this case, the flankers are used to "pin down" an enemy unit in position. When used in conjunction with terrain, flankers can be extremely effective in prevent a unit from maneuvering. This flanker task is common when a numerically superior team is attempting to pin down an enemy unit so that the team's full strength (in terms of sword points) can be brought to bear on the enemy and destroy them. In this example, a numerically superior team is pursuing an enemy unit through restrictive terrain.

The enemy unit has retreated into a corner and is preparing to shift right and escape. The terrain, in this case, favors the enemy. It may allow them to escape around the team's flank. In addition, the narrow confines prevent the commander from facing the enemy with his entire team's strength. Realizing that the enemy has a chance of escaping around his team's flank and perhaps hitting them from behind, the commander deploys two flankers to close off the enemy's escape route.

The flankers move into position and the commander then advances the main body to put pressure on the enemy unit. With the enemy's escape route to the right blocked, the team can now engage the trapped enemy to the front and on the flank.

In this particular case, the commander is taking a risk that the enemy won't try a hard push against the divided team. If the enemy could overwhelm either the main body or the flankers, then the hunter could quickly become the hunted. Splitting the team is always a dangerous gamble, but the heavy tactical advantage gained can be worth the risk.
Some melee scenarios require the team to capture some objective: a position, object, or person. The enemy unit is tasked with defending an objective. Flankers can be used effectively in these scenarios to move around the enemy's lines and capture the objective. In this example, an enemy unit is defending a key objective. They are in a wedge formation with the objective behind them. The team commander is advancing in a line formation.

The team commander decides the best course of action is to draw the enemy's attention and send a flanker around the enemy unit's flank to secure the objective. With that goal in mind, the commander presses the enemy unit strongly along the right flank.

In response, the enemy unit shifts right. The flanker, seeing the enemy focus shift to the right, quickly moves around the exposed flank. The flanker is now behind the enemy unit and moves forward to capture the objective.

Depending on the victory conditions, this melee is probably over. If the flanker must then hold the object or return it to his team, the best opportunity lies in continuing around the enemy unit and rejoining his fellows on the far right flank.
Flankers in this type of attack pattern are extremely vulnerable. In many cases, the flanker is not supported by the terrain and can be quickly engaged by a larger unit. The success of this attack pattern relies on the aggressiveness of the main body. The harder the main body presses, the more likely that the entire enemy unit will be distracted or engage.
However, this technique is also an excellent method slip a small unit of fighter behind the enemy's main body in order to inflict Death From Behind. In that situation, the flankers should coordinate their DFB with the main unit in order to inflict maximum casualties in the enemy unit. As the enemy reacts to the flankers, the main unit can conduct a hard press to roll up a weak flank or split the enemy unit at a weak spot.
He can't block all of us.
-- Randal the Malcontent
Flankers are also used as skirmishers. In this role, the flankers are tasked with delaying the enemy advance to allow the team to retreat and/or re-deploy. In military history, skirmishers were often employed as scouts and ranged ahead of the main force. This prevented the main body from being ambushed while advancing through unknown terrain with limited visibility. Skirmishers were used to determine distances between a retreating force and enemy units as well. In SCA light weapons melees, skirmishers are typically used by defending units. If a particular position starts to become indefensible, the commander is often forced to fall back. The retreat can becomes a rout as the attacking units press home their advantage. Skirmishers are often left in place to hold the attackers back until the team can retreat. Skirmishers are best used in very restrictive terrain, such as narrow gates, brides, or alleys. This prevents the enemy unit from bringing a large amount of fighters to bear on the skirmishers. Skirmishers can be used in virtually any situation. They can be considered "human tripwires" or alarm systems. In the example below, the team defending the bridge needs to fall back to the far side and re-deploy.

On command, the end soldiers fall back behind the team and retreat over the bridge.

These soldiers are re-deployed first to prevent gaps from forming in the main line. The commander orders the skirmishers to prepare. The end soldiers have now crossed the bridge and re-deployed on the far side.

The commander and the personal guard now fall back. The skirmishers must delay the enemy unit from pressing an attack during the team's retreat. The skirmishers now retreat to the bridge head to take advantage its natural "choke point" characteristics (it limits the number of enemy fighters they must face and prevents flanking attacks).

The bridge itself guards the skirmisher's flanks and increases their survivability. Meanwhile, the commander has reached the far side of the bridge and is readjusting the team's formation to meet the enemy threat. Once the main body is in place, the commander can recall the skirmishers.

In most cases, the skirmishers will be completely destroyed by the advancing enemy, although this depends heavily on the individual skill level, teamwork and experience of the rear guard soldiers. If the skirmishers do survive and terrain is suitable, they should conduct a fighting withdrawal and rejoin their unit. In the bridge scenario just described, this is probably the best course of action. In less favorable terrain, such as an open field or woods, the skirmishers might be better off breaking contact and running.
She blinded me with science.
-- Thomas Dolby
"An officer is faced with the following tactical situation. If he leads his unit down one road, there is a 50% chance that 100% of his command will be eliminated. However, if he leads his unit down the other road, then there is a 100% chance that 50% of his command will be eliminated. Which road should the officer take?" - Discover Magazine
Melee combat can also be viewed from a highly abstract and theoretical point of view. While this perspective is very difficult to apply directly to any given melee, it does serve to illustrate several basic aspects of melee combat. Combat models have been used for centuries to aid in the scheduling of manpower and supplies. These models allow quartermasters and supply officers as well as commanders and kings to estimate what resources are necessary to defeat an enemy.
The most simplistic of the combat models consists involves the comparison of casualty rates between the two units. A unit's size at any time t is a function of the casualty rate A and the unit's initial size x0. This function is expressed as x(t)=-At+x0 The comparison of two units requires two equations and the resulting linear system represents the battle. Both units start out with an initial number of soldiers, x10 and x20.
x1(t)=-A1t+x10
x2(t)=-A2t+x20
t>0
As the battle progresses, Unit #1 and Unit #2 loses soldiers at the rate A1 and A2 respectively. Victory occurs when either x1(t) or x2(t) becomes zero. This system can be represented graphically as a pair of lines.

The figure above represents a batt