An Essay on
Melee Tactics
By Duke Kein MacEwan
Copied from
Stefan’s Florilegium:
http://www.florilegium.org/ under Combat/ melee-tactics
I have been fighting in the SCA
for 12 years now. I have commanded
units from 2 fighters to the entire Eastern
army. At Pennsic XXII,
I commanded the largest force
ever commanded by an Ansteorran King
in a foreign war. I have
commanded the Ansteorran forces at Gulf
Wars twice. I have on many
occasions defeated larger forces or
forces with a distinct tactical
advantage. I occasionally feel like
I actually know what I am
doing. I am writing this essay in the hope that it will help anyone
who
wishes to learn the strategy
and tactics that I use in SCA combat
on the battle field. I will try
to include things that will be of
interest to a beginner or a
seasoned veteran.
Chapter One: Job Descriptions
SHIELDMEN
The shieldmen are the backbone
of any unit. They are what keeps the
unit from being overrun by the
enemy. They are the main part of the
defense of the unit. I split
shieldmen into three different types.
1) Shield in
the line
Any shieldman
must be aware of and capable of the duties of the
shieldman in the line. The
shieldman in the line has three main
duties. They are;
1. Keep your buddies alive: This is achieved by holding your place
in line, following orders well and intelligently and paying
close attention to the enemy. Communicate with your teammates.
Sometimes a friend can be saved
by simply saying, "(Insert name
here), Behind you!!" This
sounds simple, but I have seen men die
on the field because their
buddies didn't think to yell at them.
2. Stay alive: This is achieved by keeping your eyes open and
your view unobstructed. Do not
get distracted from your attention
on the enemy. Enemy spearmen
and archers are waiting to catch you daydreaming.
Do not focus on one danger to the exclusion of all
others, either. This is called
"tunnel vision" and it will cause
spear points and crossbow bolts
to sprout from your head and
body. Some people teach that
your eyes should be hidden behind
the shield so that they are not
a target. I think that it’s too
important for a shieldman to
know what is going on, so I teach
shieldmen to hold their eyes
just over the shield and protect the
top of their head and their
eyes with their weapon. Also
important in staying alive, is
not over extending. Do not go for
the kill if it exposes you too
much.
3. Kill: In a static battle a shieldman can sometimes get a kill
when he is paying attention and
he sees that one of the enemy is
distracted. Look for kills on
the angles to your left and right.
You should only take this
opportunity if you are 70% sure of
getting the kill and 98% sure
of surviving the attempt. If they
are in a formation that is
charging then the shieldmen must lay
about themselves with semi-wild
abandon. Ferocity is important
and you can knock an entire
unit off balance by projecting your
determination. Hit them hard.
Make them crumble. But remember to
stay alive and keep your
buddies alive. An experienced tournament
fighter will usually get more
kills in these situations. Don't
let anyone tell you that single
combat skills are not important
on the melee field.
Inexperienced fighters are often relegated to
duty as line shieldmen. These
fighters should remember that if
they fall the entire unit might
fall. So, inexperienced fighters, if you want to be a valuable
addition to the melee unit then I
have one word for you:
PRACTICE!! (That goes for experienced
fighters too. Just because
you're the hottest stick on the
tourney field doesn't mean you
won't get tunnel vision and let
Joe-Newbie gut you with his
spear.)
2) Flank
Shield:
The flank
shields are the shields at each end of the shield wall.
They are very important because
they define the limits of the unit.
The flank shield must have an
excellent understanding of the
commands that a commander will
give. If one of the flank shieldmen
screws up a command then there
is a good chance that at least half
of the shieldmen in the wall
will as well (say that three times
fast). Flank shieldmen should
be skilled at defense because they
only have a buddy to protect
them on one side. They should be
aware of enemy flankers and
take appropriate action against them as
long as they can take that
action and maintain line integrity.
1. Right Flank:
This shieldmen is the one that
all other shieldmen will be
looking at to set the speed and
direction of any maneuver the unit
makes. It is very important
that this shieldman has clear
communication with the
commander. The right flank also has a greater opportunity to
kill the enemy than most of the line shieldmen. If the
timing is right then he can
kill several enemy fighters on the line
by throwing rap shots that
strike his opponents. He should not throw
caution to the winds. He must
remember the duty of a line shieldman
for he is one. He should be
aware that the enemy directly in front
of him will probably be left
handed.
2. Left Flank:
It is important but not
essential that this fighter be left
handed. It is better to have an
experienced right-hander here than an inexperienced lefty. He
should do all the things that the right flank
does. He should also check the
line periodically and make sure it is
dressed.
3) Reserve
shield:
The reserve shields are both
the safety net and the surprise
attack of the unit. They are
almost always experienced fighters. I
place my reserve shields behind
the spearmen. They have 3 main
duties beyond the duties of any
shieldmen (see above). These
duties are:
1. Protect the flanks: A reserve shieldman must pay close
attention to
as large a view as possible. He
must have an understanding of the
dynamics of a situation. If the
reserve shields have not been given
specific orders to attack, then
they must watch carefully for enemies
who arrive in the backfield of
the unit. They must engage these
enemies and protect the
commanders and spearmen.
2. Flank the enemy: When the time is right, the reserve shieldmen
can
turn the tide of the battle.
They do this by having a good idea of the
"big picture" of an engagement.
Any time two forces meet, there will be a time for each of them
when they are vulnerable to a fresh attack.
3. Solve problems: Reserve shieldmen must be patient. If they wait
and let an engagement unfold
somewhat, then they can see when and
where to apply their attack or
fill in holes in the defense. They
should always shore up a
weakness on their own team before exploiting
a weakness of the enemy. It is
not useful for a reserve unit to go and
slay three times their number
if the rest of their unit dies while
they are seeking glory. This
leads to conversations like the
following:
Squire:
"Did you see me, Boss!? I attacked on the right flank right
after Lay On was called. I got
in their back field and killed 4 guys!
Then I got 2 guys when the ten
of them gave me single combat at the
end."
Knight:
"No, I didn't see you because our left flank was overrun and I
was busy fighting 14 guys. They
swept our back field, slaughtered our
line, broke my spear, dented my
helm, and gave me a bruise on my thigh
the size of New Hampshire. By
the way, I've decided not to vote for
you in the next circle."
I cannot stress
enough that reserve shieldmen must pay attention to
everything. In the opening
moments of an engagement they will probably
be the only fighters in the
unit who are not actively engaged with the
enemy. Even the commander is
probably trying a few shots with his
spear. They must see any threat
to the unit and deal with it without
awaiting orders. Reserve
shields must understand that sometimes they
will have the most glorious job
in the unit and sometimes they will
not even swing a stick.
SPEARMEN:
Spearmen are the teeth of a
unit. They are the ones who will get
the most kills in almost every
situation. I strongly recommend
that every spear have a sturdy
hook on the end. It should not be so
big that it will interfere with
effective thrusts, but it should be
large enough to do the job.
Spearmen should
work together and communicate well. They must
double team their targets
whenever possible. One spearmen can hook
a shield while the other
thrusts. Or they can attack a target in
two places at the same time.
Spearmen can be
defensive. They can defend their friends against
enemy spear thrusts quite
effectively, but no spearmen should be
thinking that he is there
solely for the sake of defense. He must
keep a sharp eye for targets.
Sometimes a
good target is only available for a second. Watch for
them out of the corner of your
eye. If you look at a shieldman, he
will know that you are thinking
about targeting him and he will be
ready for you. Look for targets
on the angles. Also look low. Often
shieldmen begin to concentrate
on the defense of their heads, and
their bellies, groins, or
thighs come open.
Try to keep
your spear working at the enemy as much as possible as
this will tire the enemy
shieldmen. It will also tire you, so be
aware of your fatigue and
rotate out of the line when you are tired
so that your unit can keep a
constant supply of fresh spearmen
attacking the enemy. If your
unit has no reserve spears to spell
you then go defensive for a bit
while you refresh your strength. It
is easier to rotate spearmen
than shieldmen.
Avoid over
extending. An enemy spearmen would rather kill you than
the shieldman in front of you.
A sudden rush, thrust and retreat
can sometimes be effective in
taking out an enemy spearman who is
being a special nuisance. If
you do this you should arrange for
another of the spearmen in your
unit to defend you as you make the
rush. If you make this
arrangement then you will probably survive
your attempt. If you do not
arrange for your defense, then every
enemy spearman in the line will
target you as so on as you step
out. Remember that every
Ansteorran fighter is worth three fighters
from any other kingdom, so if
you kill one spearman and then die it
is a bad trade.
Do not get
tunnel vision and concentrate on one target. If there
is an enemy Duke with a spear
in the line opposing you, do not
focus solely on him. His squire
will probably gut you.
If you are in
the open field you must see the opening and react
quickly. Sheildmen on the open
field are usually more vulnerable to
attacks on the angle or attacks
when they are engaged with your
shieldmen. They are also more
of a threat to you because your lines
are not as well defined as they
are on a bridge or in a static
situation.
If you are
overrun and a shieldman gets past the point of your
spear, do not give up. If you
concentrate on defense and escape,
you can survive his attacks and
retreat to a range where you can
bring your spear back into
play. I will sometimes run away from an
opponent with my right hand
only on the butt of the spear. I will
drag the spear over my shoulder
behind me. Often times the
shieldman who I am running from
will try to strike me down, but
instead he strikes my spear
shaft. Sometimes he runs up close
behind me and the spear shaft
gets tangled between his legs and he
stumbles. This does not upset
me at all. When I have achieved the
distance that I want, I will
stop and turn around to my left,
lifting my right hand up and
over my head. This puts the spear
shaft directly into my left
hand and I am once again a dangerous
opponent. This takes practice.
If you are in a
limited front battle (bridge, castle, etc.), and
your shield wall is charged and
you are crowded in and cannot
fight, then point the butt of
your spear up over your head. Choke
up on the shaft until your
hands are only two feet from the head of
the spear. Use your spear to
block blows to your head from swords
and polearms. Thrust down into
the faces and chests of your
opponents. Doing this can make
you effective when you would
normally be helpless.
Left handed
spearmen have an advantage because they tend to thrust
toward the sword side of most
opposing shieldmen. All spearmen
should practice using the spear
with their off hand on the butt of
the spear. Sometimes the only
way to hit the target is to switch
hands.
POLEARMS:
Polearms are the claws of a
unit. When two shield walls come
together is when the poles get
their turn at killing. The enemy
shieldmen are used to worrying
about thrusts from in front of them,
but when the walls close
together then a poleman can rain blows on
top of their heads. Then the
polearms should get in and replace
spears. Get the spearmen to
move back so that you can work. You
have to spend most of the time
standing back while they work, so
make sure they back up when
your time comes. Poles and spears
working together can be
especially useful. The poles can strike
from above while the spears go
low and thrust for bellies and legs.
Poleman can
also be useful on the flanks. They can make short work
of an enemy flanker after a
reserve shieldman has stopped his
charge. They can also stop an
enemy flanker if things are
desperate. If the flanker is a
right handed shieldman then put your
polearm along the left side of
your body and concentrate on
blocking his blows. If he is
left handed, put the pole on the right
side of your body. Stop him
with your body and start yelling for
your buddies to kill him. You
will probably not be able to kill
him yourself, but that should
not keep you from trying. If the
scenario is a static battle
then the poles may not get to fight
much. Poleman should be aware
that they will not be fighting for
90% of the time in a bridge or
static scenario. They should be
thinking of ways that they can
contribute. They can help defend
shieldmen and spearmen with the
heads of their weapons. They can do
traffic control to make sure
the spearmen have plenty of room to
work. They can try to steal
enemy spears by grabbing the shafts
with their gauntleted hands.
They can watch the enemy carefully and
tell the commanders if the
enemy is making some plan or move.
Above all, they must not become
impatient and expend themselves
foolishly, because when the
shield walls come together on a bridge,
pole arms are invaluable. I
lost a major bridge battle, because the
poles that I had held in
reserve until I needed them had grown
bored and done a suicide
charge. When the enemy charged and I
needed those poles to chop them
up, they weren't there, and the
enemy marched over us.
ARCHERS:
Archers are becoming more and
more important on the Ansteorran
battlefield. Archers should
integrate themselves into a unit,
moving among and behind the
spears or to the flanks, looking for
targets. It is important that
you stay alive, but your buddies
will be busy, so if you find
yourself in danger, RUN! The best
place to run is into the back
of your own shield wall. Imagine
your attackers dismay, when
instead of running down a helpless
archer, he finds himself
engaged with two reserve shieldmen and a
nervous polearm man. You should
warn your buddies that you are
bringing enemies into the
backfield. Screaming bloody murder is
usually quite effective.
You can
sometimes stop a charging enemy by pointing your weapon at
him in a threatening manner,
even if it is not loaded. This
sometimes allows you that extra
second you need to run and scream
like a banshee.
You should
attempt to make every quarrel or arrow count. Get as
close to the enemy as you can
before firing (remember the minimum
distance rule). You will
sometimes be ignored until you reach a
certain range. A good archer
can find that range and stand just
past it getting good shots,
until he or she is noticed. If an enemy
is looking at you, he is very
hard to hit. SCA missiles do not move
as fast as the sword blows that
all fighters are used to blocking
or dodging. Look for fighters
who are not focused on you. Look for
targets on the angles. The
enemies directly in front of you are
probably aware of you and
defending against you. Be inconspicuous.
If you don't have good targets,
MOVE!
An archer
should keep a mixed quiver of both thistle and Markland
heads. Use the Marklands for
long range and the thistles for short
range or for when your target
is engaged in combat. If a fighter is
in actual physical contact with
the enemy, he is unlikely to feel
the impact of a Markland arrow,
so thump him with a thistle. The
new Baldar blunts seem to be a
good compromise between the accuracy
of a Markland and the punch of
a thistle.
Archers can
team up. Archer pairs or groups of three can be very
effective. One archer can move
in one direction being very visible
about it while his partner
stays put and remains inconspicuous. The
enemies will have a tendency to
move their defenses to bear on the
visible archer, giving the
other archer good shots at flanks. If
the enemy sends out a runner to
kill the visible archer, the
runners flank is open to the
inconspicuous one. (The visible archer
should still run.) Archers in
groups of four or more become very
juicy targets for flankers, so
avoid "archer clumping". (I invented
that term.)
Beware enemy
archers. Hiding behind a pavise or a shield wall is
one way of keeping them from
shooting you, but it is difficult to
be effective while hiding.
Moving is almost as good and allows you
to shoot some of the bad guys.
A moving target is difficult to hit.
If you are in the open, don't
stop to reload! Either reload while
you are moving, or find
someplace to hide. Shooting them first is
also a good way of keeping
enemy archers from shooting you.
I am hesitant
to put instructions here about choosing targets,
because, in general, I say that
if you have a choice between two
targets, take the easier target
and get the kill. I say that as an
archer. As a commander, I say
that it would really be handy if you
killed off the enemy commanders
first. So, here is my list of
priorities, in order, of who to
choose to kill first: Skilled
commanders, Skilled flankers,
Skilled archers, Skilled spears,
Unskilled commanders, Unskilled
spears, Line shieldmen, Unskilled
archers, Everyone else. Other
commanders will probably have a
different list. Let this list
influence your shot selection
slightly. Mostly, take the sure
shot and get the kill. I would
rather have a low priority
enemy dead than a high priority enemy
missed and alive.
Many people,
when they think of archers, they think of massed units
of archers who darken the sky
with flights of deadly cloth yard
shafts. While romantic, it has
been my experience that putting all
your archers in a single unit
is a mistake on the SCA battlefield.
Why? Because, they are very
vulnerable to flankers. It has also
been my experience that volley
fire is a waste of time and
missiles. Volley fire supposes
that if you get enough missiles in
the air, some of them are bound
to strike home. While it is sound
in theory, in practice I have
found that we seldom have enough
missiles. Basically, volley
fire orders archers to shoot all at
once at a certain time, whether
they have a target or not. Believe
me, it is difficult enough to
hit an enemy when you have a target.
There is no reason to waste
missiles when you don't.
OTHER WEAPONS:
If you fight with a great
sword, act like a polearm. All other
weapons, should act like
reserve shieldmen.
Chapter Two : Formations
For purposes of
this chapter, I am using a unit size of twelve
fighters. If the number of
fighters in the unit is twelve the
ideal ratio is 5 line shields/
4 spears/ 1 pole/ 1 archer/ 1
reserve shield. The unit
commander should be one of the spears.
This ratio is definitely not
set in stone. If the unit is smaller
or larger the ratio should be
applied as well as possible.
Plan Alpha:
This is the standard formation
that you will usually see on the
battlefield. It involves having
the line shields in front, standing
shoulder to shoulder. Sheildmen
might lock their shields together
or leave a six inch gap between
each shield, depending on the
preference of the commander. I
prefer a six inch gap. Spears and
polearms stand behind the
shields. Reserve shield(s) is/are behind
the spears and poles. The
archer slides in where best he can.
In the open
field, this formation is fairly good for line units,
not so good for cavalry units.
Its weakness is the flanks. It is
good on a bridge or limited
front. If it is used on a bridge in a
large battle, you should make
sure that friendly fighters do not
crowd the back of your shield
wall so that the spears can't work.
(There is a trick to this. All
fighters are eager to join the
battle, so keeping them back is
a constant struggle. You must be
polite, but insistent, and be
ready to tell the same fighters to
move back several times.)
Plan Beta:
I'd love to take credit for
inventing this formation, but the fact
is, I stole it from Hrabia Jan.
He and Bjornsburg used it in the
first Outlands war. I'm sure
that Jan probably researched it from
some period text, and it might
be as old as the Romans. It's fairly
radical on the SCA battlefield,
though.
This formation
has half the line shields in front with a sword's
length between them. The spears
and poles filter into the gaps
between the front line shields.
The other half of the line shields
are behind the spears and
poles, about 5 ' behind the first rank of
shields in line with the gaps.
Reserve shields hang out in the back
until needed.
In this
formation, every fighter has a "sphere of influence" which
is the circle in which he can
strike an opponent by taking one
large step. Any enemy within an
individual's "sphere of influence"
should be engaged and killed.
The strength of this formation is
that so many of the "spheres"
intersect. Thus when an enemy strikes
the unit, the enemy finds many
weapons turned against him. Another
strength of this formation is
that an enemy flank attack meets much
the same resistance as a
frontal attack. Plan Beta is also useful
for units that are light on
shields. Great swords, poles or two
weapons can take the place of
the second rank of shields.
The are two
problems with this formation. One problem is that it
requires most fighters in the
unit to be of medium ability or
better. This problem is easily
solved through practice. The other
problem is that is slightly
more vulnerable than Plan Alpha to a
concentrated frontal assault.
This problem is addressed and solved
in the next chapter on
commands.
I find this
formation to be very useful in the open field, whether
for cavalry or for a line unit.
It can be useful on a bridge if the
enemy has gone stationary,
especially if they have grounded their
shields.
Other Formations:
I mostly make due with these
two formations. I occasionally will
use a column formation to get a
lot of troops through a small hole
quickly, but I form up plan
Alpha or Beta as soon as I can.
I have seen
other formations used, but having seldom used them
myself, I do not feel qualified
to write about them.
Chapter Three: Commands
Form up
Form up means, get into your
positions quickly and efficiently.
Unless otherwise stated, form
up in Plan Alpha.
Dress the line
Dress the line means get the
shield wall in shape. If you are a
line shieldman, you should look
right to see that you have the
proper spacing between you and
the next fighter, then look left to
make sure your buddy is doing
the same. If you are behind the line,
you should assist the line
shieldmen in doing this in whatever
fashion seems appropriate
(remember they are your friends.)
You should
dress the line after any maneuver, whether told to or
not.
Advance
Advance means "Go." Walk
forward in a normal fashion. It is
important to "dress your line"
while advancing. Do not stop until you
are given the command "Stop".
Walk over or around obstacles while
maintaining your speed. It is
very important to maintain your speed
while approaching the enemy.
Many units slow down when they enter
spear range. This is foolish.
The enemy spears have more time to do
their work. You should quickly
get so close that the enemy shieldmen
are protecting you from the
enemy spearmen. If line shieldmen slow
down on approaching the enemy,
it is usually very inconvenient for the
friendly spearmen because they
have to step over the corpses of their
line shield companions to
engage the enemy. If no order to stop is
given, after you engage the
enemy, you should attempt to continue at
the same speed over your
opponents.
Advance to engage
Advance to engage means advance
(as above) until your shieldmen are
engaged with the enemy shield
to shield, then stop and fight.
Advance by step
Advance by step means to take
one step forward. The command should
be given as follows. "Advance
by step!"..... everyone waits......
"Step!" ..... everyone steps.
Further "Step" commands can be given
without the preparation
command.
Double time
Double time means "advance" as
above except at a trot.
Triple time
Triple time means "advance" as
above except at a jog.
Charge
Same as triple time, but faster
and meaner.
Retreat by step
Same as "advance by step"
except backwards.
Single file left
The commander calling this
command should be on the left flank of
the shield wall. All fighters
in the unit should pivot 90 degrees
left where they stand . They
should then follow the person in front
of them closely. The commander
should lead the unit where he wants
them to be then stop. When the
unit stops all fighters should pivot
90 degrees back right.
Single file right
Same as "Single file left", but
to the right.
Slide left
The formation moves to the left
without turning or breaking their
formation.
Slide Right
Same as "Slide Left" but right.
Do I need to tell you this?
Angle Left
Advance at an angle to the
left. Make it a 45 degree angle unless
the commander tells you
otherwise. He should try not to make it
too complicated as few soldiers
bring protractors onto the field
with them.
Angle Right
Same as "Angle Left" but right.
I am going to assume that you know
this now.
Refuse the Left
This command is used when the
wall is about to be flanked. It must
be executed quickly and
accurately. When this command is given, the
shieldman on the right flank
pivots slowly to his left. The shieldman
on the left flank runs backward
on a curve that is the circumference
of a circle that has a radius
of the length of the shield wall. Every
other shieldman moves backward
at an appropriate speed to keep a line
formation between the two flank
shields. Spears and poles move
backwards behind that line.
Reserve shields move to the left flank
and support. Continue this
movement until the commander says "Stop". I
hope this explanation is clear
and no one has to get out a geometry
textbook to figure it out.
Refuse the Right
I leave this as an exercise for
the student.
Regroup
This command is used after your
unit has engaged the enemy, when
your unit has scattered into
individual fights or smaller units. Upon
hearing this command a fighter
should disengage from whatever
engagement he may be in and
form up with his buddies in Plan Alpha in
front of whoever is calling the
command. He/she should also begin
shouting "regroup". This
command, quickly followed, can win a battle
for you. If your unit is a UNIT
when the bad guys are a scattered mob,
you can take advantage of their
conf union and destroy them.
Retreat (When in Plan Beta)
This command addresses the
problem of an enemy charge when your
unit is in Plan Beta. The
command should be given as "Retreat one
two". One the word "retreat"
the spears and poles in the front line
have to take two steps back and
to the right. On "two" the shields
in the front line take one step
back while the shields in the back
line take one step forward.
This puts your unit into Plan Alpha one
step back from where their
original line was. This takes practice.
The Caladin Manuever- "PREPARE for
the CALADIN RIGHT(or left)...GO"
This manuever is used to
penetrate into the backfield whenever the enemy unit is
filling a gap such as a bridge, bridge end, or the gate or
sally port at Gulf Wars. Probably the best distance from
which to execute this command is three to five yards.
On the prep "PREPARE for the CALADIN
RIGHT..." the second rank and the reserve shields
prepare/begin to line up with shields first, then poles, and
finally, spears behind the right flank(or left if called)
shieldman. On the "...GO!!", the right flank shieldman
charges the shieldman directly in front of him, pushing him
from the side and into the rest of the enemy shieldwall so
as to "blow" a hole through which the rest of the second
rank may go. The front rank advances at the same time as the
flanking shield charges, and engages the enemy unit shield
to shield. The first shield from the second rank to get
there decides whether to assist in keeping the hole open, or
going through. Because of this, it is very important to have
capable personnel in these two positions. When the bulk of
the unit is through the gap, the front rank disengages and
follows. If done correctly, the front rank will have no
problem disengaging a confused or at least worried enemy.
Remember to reform quickly in the enemy's backfield.
The Cannon- "PREPARE the
CANNON...FIRE"
This manuever takes advantage
of an enemy units lack of initiative. As an enemy force of
smaller size approachs, they will tend to slow with the
anticipation of contact. This is the time to use this
manuever. It is designed to make quick work of the enemy.
This manuever is performed from Plan Beta. The best range to
execute this manuever from is five or six yards.
On the prep "PREPARE the CANNON",the
polemen move back and to the right just as if they were
moving back to Plan Alpha. The back shields, however, wait
for the "FIRE!!!" command at which point they charge double
time into the enemy. The front rank of shields, as well as
the rest of the unit, charge at a regular pace on the same
command. This should have the affect of the first contact
opening up their shieldwall, followed quickly with another
strong shield and pole advance such that the enemy is
literally swept away.
The Pulse Charge- "PREPARE for the
PULSE...GO"
Often in melees, if the battle
becomes static on a bride, or in a gap, the spearmen begin
duelling. This manuever is used to suddenly attack these
spears so that they die, or move away. Often, on completing
this manuever, it may be followed up with an advance of one
or two steps if the victory condition calls for taking
ground towards a flag, or bridge end.
On the prep "PREPARE the PULSE..." the
front rank of shields does exactly that. They prepare to
step into the enemy, take two or three shots, and then move
back into their original position in the shield wall. The
reason that a prep is given, is so that they all move
together. As well, the commander can "time" the execute
command of "...GO!!!" so to take greatest advantage of
patterns in the enemy attack.
Break-out- "BREAK OUT ON ME!!!"
This is not really a manuever per se,
but a really needed tool on the battlefield. As often as
not, when two armies collide, they swirl, and unit cohesion
falls apart. At the same time, a lot of killing is done,
and usually a hold is called. During the hold, look
around. If the unit is so engulfed as to be ineffective,
the enemy is going to make short work of it when lay-on is
called. Find a way out, and WAIT for lay-on to yell "BREAK
OUT ON ME!!!", and then head for daylight. This will allow
the unit to extract themselves from the situation, form back
up, and come back in as a unit to do some real damage.
Engulfing Manuever- "Second rank, file RIGHT(or
left)...GO...ADVANCE"
This manuever is used to quickly flank
an enemy, bringing most or all of the units weapons to bear
on the enemy. What makes the flank very strong is that the
same unit is attacking both the front and side of the
enemy's unit. There is no best range for this manuever and
so the employment of it requires careful consideration in
the timing of the "GO" and "ADVANCE" portion of the command.
On the prep "Second rank, file
RIGHT..." the second rank turns to the right. On the
"...GO...", the second rank runs in a file around their own
right flank and on to the enemies flank. On the
"...ADVANCE!!!", the front rank advances into the enemy
unit's front
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