Showing posts with label Range Game. Show all posts
Showing posts with label Range Game. Show all posts

Tuesday, March 1, 2016

Weapon Roles, Part 2

Last time I talked about weapon roles and different ways to get the most out of different fighting styles on their own.  Today's post is all about how those different styles interact and build off of one another. Rather than going through every style combination one by one, I've decided to focus on the basics of what makes individual styles work together, with a few examples in the form of some likely pairs.

Range Control

One of the primary reasons to work together with different styles is range. Every style has a weakness in this category.  Archers and polearms can't do much at close range, shieldmen and two stick fighters lack range to deal with polearms, and min reds have a mix of both problems.  By combining different styles, with different weaknesses in range, a pair can overcome this problem.  Possibly the most common pairing that demonstrates this is a polearm and a shield man.  The polearm is weak at close range, but the shieldman can fight perfectly fine at that range.  Meanwhile, the polearm can help against targets that out-range the shieldman.

This crudely photoshopped image demonstrates the overlapping range presented by a shieldman/polearm team. Note the danger to any target that would stand in the glaive's two handed range. 
The overall effect of this combination of ranges means the an enemy shieldman doesn't have an obvious range to prefer.  Staying at the outer bounds of the shieldman's range means the enemy can't easily attack.  They also can't close on the polearm without being in range of the shieldman's attack.  Better yet, the team also creates a range that is extremely advantageous for them.  In the zone where their ranges overlap, they can both work against the same target.  In the sample above, that means the glaive can be dishing out two-handed strikes while his shieldman is able to swing effectively at the target.

While shieldmen and dual wielders might seem to be the only styles to fit into this close range defense, other styles can also accomplish this task.  Take, for example, a pair of polearms.  Both polearms may suffer at short/close range, but by maneuvering themselves in such a way that their more preferred ranges overlap with each other's weaknesses, they can effectively negate much of this weakness.  One example might be in a formation similar to a phalanx.  The front spear has the longest range and engages targets first.  Behind him, a second spear engages anyone that is able to close on the first spear. Anyone lingering too long in medium range would be fully engaged by both.  This same pair might also exist on a line, spaced out so they can engage against anyone rushing the other while still both engaged against the enemy line.

Risk Management

Combining two shorter ranged fighters poses a different challenge.  Neither of them can reach long range, so the combination doesn't mitigate the weakness.  However, a short ranged pairing can have other benefits.  Lets take a shieldman and dual wielding fighter as an example.  The shieldman has superior defense against missiles and spears, but doesn't have as wide of a shot selection.  This combination allows the shieldman to help reduce the risk of his partner being taken out at long range, while giving the pair exceptional offense once they are able to close to their optimum range.

Risk also comes into play when considering shot selection.  What might be a risky shot in a duel, can now be covered by your partner to make it relatively safe.  One example might be a min red fighter swinging one-handed towards the opponent's sword side, forcing them to block.  This takes the risk away from his partner's attacks, allowing them to choose from a wider variety of shots.  By the same token, the min red might be safe to attack the opponent's shield with a few two-handed swings while his partner cuts off the angle their opponent might have been able to attack from.

Combined Threat

While risk management is about keeping safe on offense, combining the threat of different equipment is all about increasing the opponent's risk.  Choosing the pair equipment that threatens different target areas or angles forces the opponent to make difficult decisions.  Lower their shield to help block off spear stabs or take an arrow to the face, for example.

Spears are often a natural pairing when discussing threat.  Their long range allows them to attack from a variety of angles, even from behind the front line.  Lower angles of attack force shields to come down a bit, while moving more towards sword side to cover the hip.  Other weapons can take great advantage of this shield position, such as flails, glaives, and min reds.  All of these weapons excel at placing shots on the shield side shoulder, which will kill the target or force their guard up and away from the spear.

Threat also has great influence on the enemy's ability to attack.  Archers are a prime example.  Other than shieldmen, no one has great defense against arrows other than perhaps mobility or a helmet.  Even without shooting, the archer can apply threat by holding an arrow at the ready.  Those without shields are forced to either gamble on dodging or to duck for cover behind a shieldman.  Most choose the latter.  Because they are forced to the second rank, they have a harder time applying offense to the front.  Even though spears and glaives can reach targets from the second rank, their own shieldman cuts off a significant angle of their attack, limiting their options for targets. As you might have noticed, this is nearly a case of risk management achieved through the application of threat.

Total Offense

Combined total offense of a pair of styles may give the combination an advantage.  While threat is about opening the target up and increasing their risk, total offense is about overwhelming a target's ability to block. A pair using glaives or other two handers, might be a good example.  Regardless of the threat applied by either glaive, the pair can simply place enough two handed strikes on one target to negate the defense of a shield.  Four solid, shield breaking hits to a shield outright kills anyone, assuming they haven't dropped it before then.  The first two take the shield, the third the arm, and the forth takes the body.  This means that each glaive only needs to successfully land a single hit on the shield for the pair to be able to remove it from the equation.  They may only need two swings each to kill a target, even less if they get a limb or two.

The major drawback of a pairing like this is that it relies on killing targets before they can return strikes to the pair.  A combined charge from multiple targets or a threat that has greater range than the pair greatly reduces their effectiveness. However, while working together with a team on the line, this type of pair may be able to overwhelm a few targets quickly.

Conclusion

Working together with different styles and gear boils down to playing off of your team's strengths and covering each other's weaknesses.  Even though I have written this from the perspective of a pair fighting some target, pairs are a natural building block towards full line fighting.  Take a moment next time you are on the sidelines to watch how the line includes many of these pairings of equipment.  Even in larger groups that seem to be all working together, much of their teamwork will be done within pairs of fighters occasionally supporting other pairs.  This is especially true when looking at how support weapons are deployed.

When combining equipment and styles, the four categories I've mentioned above are all worth considering.  However, regardless of what combination, they all benefit greatly from teamwork and communication. Find a friend, work together, kill lots of people with foam covered sticks.

Thursday, July 17, 2014

Theory Thursday: Range Game and Support Weapons

I talked about range last week from the perspective of a typical sword and board fighter. This week, I thought it was appropriate to look at support weapons and how they play the range game.

Because of the extra reach, glaives, spears and most other red swords have very favorable advantages in the range game. However, most of them suffer at close range. Even skilled fighters only have a few options at close quarters, especially with longer weapons.

The extra range increments for a support weapon somewhat overlap with the breakdown from last week, with the following additional considerations:

1. One handed range. The maximum reach of a weapon is when it is held with one hand.

2. Two handed range. This varies with the distance between hands. If the hands are right next to each other, it is still shorter range than one handed range.

3. Short range. When the opponent is inside the typical range that the haft padding would be in a normal stance, requires changing angles to hit safely.

4. Close range. When you can no longer effectively use the weapon because your opponent is too close.


The ghosted image shows roughly where my glaive might end up if I were to rotate my shoulders into a one handed stab.  There is also more overlap between one handed and two handed that depends on hand position.  The overlapping zone is roughly the same size as the distance between my hands.

Original Photo by Ellie Apland


Therefore, it is the support weapon's goal to keep their opponent outside of close range, or kill them before they get there. This leads many newer users to always attack at maximum range, to try buying themselves time to get a second attack in before being inside their opponent's range. This can work, but isn't always as favorable as it seems.

Attacking at full extension also means your recovery has to start at full extension. This means more time recovering the shot, rather than attacking or blocking. Larger weapons make this even more of a hindrance. Common practice for experienced fighters is to wait at the fringes of a support weapon's range, then rush when the shot is dodged or misses. This is very visible when looking at spears and glaives doing single handed stabs at a target standing just at the very edge of maximum range.

Of course, there are a few tricks support weapons can pull off that are harder to do with a smaller weapon.  It is harder to predict the range of a longer weapon, at least the margin of error is higher. That means they can catch someone off guard who thinks they are safe. It can be extremely effective to try to deceive ones range by changing grips, stance, or shifting your weight. Use these factors to start with shorter ranged attacks, then switch to increase range when the opponent feels safe.  With a long enough weapon, one can also get away with taking a step towards the target, assuming the step doesn't have the drawback of bringing them within range of their opponent.

A note on safety is due here. Gripping a two handed with your hands close together near the pommel increases range, but drastically reduces control. There are very few times it is worth the risk for a few extra inches of reach. Also, because your hands are so close, you will lose leverage and slow the speed you can return to guard. Avoid throwing this type of shot unless it is a fairly static target with the lowest risk of hitting someone's face. Leg sweeps can work here, because it is fairly safe to the target.  Some extra control can be gained by moving the upper hand during the swing, giving you some margin to correct the final direction of the blow if the target moves.  The same words of wisdom apply to one handed strikes, using the second hand as long as possible to help keep the strike on target and removing it as that arm reaches maximum extension.

During a field battle, range control is much easier, using your own position relative to your line to dictate how close an opponent can get safely.  In one on one fighting, it requires much more work.  If you are using a longer weapon like a spear or glaive, your opponent is going to want to rush you.  You have to use footwork in order to create openings and shut down angles that they might attack from, remembering that range depends on the distance from your shoulders to the target zone.  As such, and short/close range, you have to actually get your shoulders farther from the target to hit with a large weapon, especially if only a small portion is striking surface, in the case of glaives and spears.  This also causes your upper body to be farther from your opponent's attacks.

To do this, you either have to step, lean, or change your angle of attack.  Stepping away from the opponent's sword arm greatly increases the range advantage, and can give you a better angle to counter their attacks, especially if they originally threw a wide shot or wrap.  Shifting your weight away from them moves your shoulders back, giving you around half the distance between your feet in extra range to play with.  These two combined can make for a considerable change in range and angles.

Changing the angle of attack is more about shot selection than the range game, but I'll point out a couple of things about it.  Normally, the distance from shoulder to target is the primary focus of the range game. However, at closer range, a wider shot selection opens up from wrap shots and extreme high crosses.  You are now attacking based on where your hands are, using your arms to change the angle of attack, and thereby changing the distance between your hand and target.  For example, with a minimum sized two handed sword, raising your arms above your head and throwing a cross shot to the opponents arm can be done at very close range, even more so if one leans to the side.

Another option when inside the short/close range is to choke up on the weapon, to an extreme amount in some cases.  This brings your strike zone back within range without moving yourself.  With a glaive, you can hit safely at nearly point blank by holding near the striking surface with one hand and near the middle with the other.  Spears are slightly more difficult, but you can place good stabs up close by moving your front hand closer to the tip.



Thursday, July 10, 2014

Theory Thursday: Range Game Basics

I've talked a little bit about the range game here and there, but I haven't really broken it down. Sir Kenneth has a great write up, but it is buried deep in the dark abyss of the Bel boards. If I can find a link, I'll put it here.

Lets start with the basics, your range. Your own range will eventually be second nature to you, especially after using the same weapon for a long time. However, a few key points:

1. Your maximum range is when your arm is at full extension parallel to the ground

2. You can increase your range by moving your center of mass towards the target. This includes lowering it for legs shots.

3. The position of your shoulders affects range. In line with the target brings you closer. Squared up loses range.

4. Footwork is vital to controlling range. Stepping towards the target during a swing adds a substantial amount of range.

With a static target (guinea pig), from your normal stance, hold your weapon strait out towards them. Step forward until you can just barely touch. Now point your sword down towards the leg. No where close to being in range. Now bend your knees, shift your weight forward, and twist your shoulder towards the leg. Notice how much extra range you just gained, without even stepping in.

Once we know are own effective range, lets look at our opponent. Start with the target's torso just out of reach with your weapon extended. Now have them do the same. Notice
that either of you are in range of each other's arm. This should be a good reminder of how your opponent's range changes based on what targets you present.  Also illustrates the danger inherent in swinging at targets outside of your range.

Now of course, weapon choices vary greatly from person to person and place to place. You and your opponent might have a drastic difference in range. Lets look at the ranges each of you can be at:

1. Both out of range and safe by a few steps. (like the maneuver phase of a line fight)

2. Long range: neither are in range, but two steps gets you in target.

3. Mid-long range: easily within a step of being in range, both are now at risk of being rushed. (stalemate phase of a line battle)

4a. Mid Range: You have a longer reach and are the only one that can strike.

4b. Mid range: your opponent has a longer reach and is the only one that can strike.

5. Short range: Both are in range to swing freely.

6. Too close: both are so close that neither can swing effectively. (maybe wrap shots)

There are a couple more, but they are specific to polearms and other large weapons, more on that later. As we can see, 4b is a terrible place to be. Spot 5 can be pretty rough too, especially against a skilled opponent. Foot work must be used to get yourself out of bad spots and into a more favorable position. In the case of 4b, you have to move through the range to strike, or constantly move back.

I'll talk a little more about moving in and out of range in a future post, but this is largely the foundation I learned as a new guy. It is at least a good place to start if you haven't considered much about range before. If nothing else, Kenny would be happy to teach you through negative reinforcement using his longsword.