ANST - An Essay on Melee Tactics (554 lines long)

Lord Larkin O'Kane larkin at webstar.net
Wed Oct 8 18:06:52 PDT 1997


An Essay on Melee Tactics
By HRM Kein MacEwan


   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 i 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.

 a) 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.

b) 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:

A) 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. 

B)  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.

C)  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 clos e
   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. Rese rve 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 usion 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.

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