Thursday, October 20, 2016

Fundamentals: Following Through

We talk about following through with swings fairly regularly, but what does that really mean?  Following through is continuing a swing until its force is fully delivered to the target.  When teaching newer fighters about the concept, instructors often explain this as aiming beyond the target.  For example, if one wants to hit the opponent's shoulder, they should aim their shot to go through the shoulder into the chest. By mentally planning to have the shot hit well past the target, the body's motion used for the swing ends up carrying on beyond when the hit actually makes contact.

Why is continuing the swing after it hits important? Every time a part of swing is stopped or slowed prematurely, it loses power.  Even adjusting the angle of attack can reduce the power of the swing. Changing the speed or direction of a swing forces your body to do extra work.  This combination means that a swing that you "put a lot of effort into" may end up still hitting light.  In turn, that causes your perception of an opponent's call of "light" be tinted by your own inflated feeling of how hard you swung. So not only are you hitting way lighter than the effort put into the swing would suggest, you are also building up a feeling that your opponent has a high hit tolerance.

As I've mentioned in Overswinging, the bounce of a shot helps aid in recovering or comboing it.  By not following through, you fight against the force used to swing the shot in the first place, and get rid of some of that bounce.  By not following through, you are essentially wasting energy, either by swinging extra hard to compensate for the wasted effort to get a sufficient hit, or by swinging a wasted shot that will end up being light.  Through a long day of fighting, that wasted energy will take its toll.

You will notice above, I mention that the body must continue its motion as part of the follow through.  This is important, as some out there don't explain that simply letting the sword motion continue isn't the same as following through with the swing. From the moment your body stops the motion, the shot loses power.

From the moment your body stops the motion, the shot loses power.

Lets look at an example. A common situation where I see this regularly is with min reds. As I've mentioned before, they aren't really suited for breaking shields efficiently. This is made even more true when the user doesn't follow through with their swings.  Many times I have witnessed a min red user attempting to place many shield shots in rapid succession, only to have them all called light.  The problem is that by trying to fit in as many swings as possible, the user ends up having to stop their body's motion before the shot has connected.  Essentially, their body ends up starting the motion for the second swing by the time the first has hit.  Not only are they reducing power by not following through, they may be further hindering the hit further by pulling their arms back to prepare for the second swing before they've even hit.

In order to deliver a good, solid shield hit here, the min red needs to keep their body motion until as much of the force of the swing is transferred to the target as possible.  Attempting to block a counterswing or recover to guard are often causes of not following through.  This means, for min reds, that often the choice is between being able to block, or delivering enough force to be a solid hit.

Following through doesn't only apply to slashing weapons.  Stabs have a stark contrast between a good hit and a light hit.  Without any follow through, a stab might touch the target, but it won't always be sufficient. Even with only a short bit of follow through, however, the force goes up drastically.  Stabs, then, should be aimed to be stabbed "through" the target, not stop on them.

A common cause for stabs landing light from not following through is actually range.  At max range, the body can no longer continue the stabbing motion, which causes it to greatly reduce power as it approaches this range (as different parts of the body reach their limits of extension or twist). Roughly, the last few inches of reach that can touch a target will have a significantly lower impact than a shorter ranged stab.  Those "last few inches" turns out to be about how far of a follow through is required to land a solid hit.  By reducing that follow through, you reduce the hit force proportionately.

One thing to note here, is that following through also might result in excessive hits in some cases.  For example, a close/medium range stab with full follow through, to an opponent that is unaware, will likely hit on the side of excessive.  The same is true for backstabbing with a sword.  By choosing specifically not to follow through with the entire body, one can scale back their hit force for their opponent's safety and generally courtesy.


Saturday, October 15, 2016

Fundamentals: Combos

This post didn't make it out nearly as fast as I had hoped.  Between work trips and Okfest (complete with post-event plague), I've been a little behind.  I also realized that combos was a little larger topic to narrow down to fundamentals than I had originally planned for (go figure).  There are other posts in the works, but they might be a bit delayed as well.

Last time I took a look at the basic swings. While each of those shots has value on their own, especially for new fighters developing their skills, combining different shots together is essential to overcoming foes.  Most newer fighters tend to step up and swing once, then go back to guard and repeat.  As we talked about in Overswinging A Sword, this has a few potential issues in energy efficiency as well as giving your opponent more time to defend themselves.  Another issue is that by pausing between attacks while within range to swing, you allow your opponent the opportunity to take control of the fight and put you on the defensive with a combo of their own.

What we often see from more experienced fighters is approaching to range and using a combination of many basic attacks or feints (see bottom) to keep their target on the defensive and unable to counter effectively.  Commonly used combos tend to utilize the rebound from a strike as we talked about in Overswinging to recover into the next attack.  As such, most typical combos attack opposite sides of the target or switch to/from legs and arms.  Besides the natural flow of the rebounding energy, an added bonus to switching target zones is that the opponent's guard might move to cover one direction and expose another target.

I had originally considered breaking down several combinations of the basic swings here, but that started to become a little much to write in a clear fashion.  Instead, I have decided to break down a few things that significantly impact a combo's effectiveness.  Combos tend to be a defining characteristic of fighting style and part of individual development, which makes them difficult to break down to a simple list of swings (picturing a fighting game's moves list).  While simple combos can be thrown together at practice with little forethought, I have found that thinking about fighting outside of practices to be extremely valuable in improving. So, here are some things to consider when contemplating how to put together your own combos:

Common Reactions

By "common" here, I mean what many fighters often do, which can vary by person and group.  Some common reactions are more universally true than others.  In general, when thinking about combos and fighting, you should be asking yourself "what would I do to counter that swing?" This, at least, gives you some idea of what a fighter might do against you.  Each step in a combo should go through the same though process. This sort of critical thinking is the core of developing as a fighter, both for developing your combo and analyzing your own reactions to swings.

Common reactions to a swing can help figure out what swing should follow it in your combo, or where your guard should go to help it.  For example, a leg sweep is often countered by a cross to your arm.  This gives you a rough idea of where your shield should be during the swing to reduce your risk, and also an idea of where an opponent's arm might be exposed after the swing.

Many shots don't have just one common reaction, but a few different ones depending on the opponent.  The high cross, for example, is often countered with a high cross (usually a simultaneous kill), but others counter it with a very short cross towards their opponent's exposed sword arm (highly effective counter).  However, both of those attacks target the sword side, which still gives you some idea of what the opponent will do.

Knowing and understanding common reactions is an important step in utilizing feints in your combos.

Power vs Speed

As I talked about in overswinging, it is difficult to combo into the same swing/target with enough power because you are fighting against the recoil of your swing or stopping the swing early to bring it back to swing again. Both options waste time and power.  To target the same general area, one needs to work with the recoil and allow the sword to pivot around the hand, arcing back into the same area a few inches away.  Even then, power is lost as the arm/body don't fully recover from the first swing.

It is ideal, from a power standpoint, to hit targets on the opposite sides of the opponent, because your arm and body will already be coiled to deliver the next blow.  For example, when swinging to the opponent's shield side, your elbow tucks in towards the body, but throwing a cross shot causes your elbow to pop out away from the body.  The extra distance covered as the sword goes around from side to side also acts as a wind up for the next shot, which can allow each blow to be substantial.

By starting the next swing before completely finishing the previous one, the combo is done faster, but it loses a significant amount of power. 

While combos are great for hitting many targets quickly, there is danger in executing the combo too quickly.  By starting the next swing before completely finishing the previous one, the combo is done faster, but it loses a significant amount of power.  This is especially problematic for lighter weapons and min reds that already require a decent commitment to following through with shots. This can be extremely frustrating as many shots in a row will be called "light". (More on following through on the next post)

Some shots in combos can be intentionally light.  The cross shot is often used this way to temporarily disrupt an opponent's sword so they will be less able to swing.  Other shots may be thrown light as a way to trigger a common response or guard reaction from the opponent, without wasting the energy of a swing that may not have had a good target, such as a shield side swing to hopefully cause the opponent to move their shield over or up slightly.

Number of swings

A two shot combo is quick and forms a good building block for other combos by adding other swings to the end or as a follow up to a different swing. A nine shot combo that assumes the target moves a certain way for three of them, on the other hand, is way too complicated to be effective.  For the most part, combos end up being either a two or three shot attack, or some combination of common two and three shot combos.

If we knew we could kill a target with specific number of swings, that would the be correct number to have in the combo.  But, because our target can move and block, we have to assume some of our shots will fail.  As such, some combos are geared towards swinging enough to land a single blow or to take a specific limb.  For example, a simple combo that is often learned early is a short cross to the opponent's sword followed by a leg sweep.  The short cross is assumed to fail, but allows one to safely close for the leg sweep and protect against the counter swing. So, even though the first swing didn't "do" anything, it was worth doing.

In general, a combo only needs enough swings that it can regularly accomplish a set goal.  Adding extra swings after such a combo is optional, and completely dependent on the opponent's reaction to it. If the opponent somehow blocks your amazing combo's finishing blow, but has to leave themselves wide open to a followup, then add another swing when the opportunity occurs.  If the combo is super effective, but leaves you winded every time you use it, maybe you can figure out a more efficient way of achieving the goal with less swings.

As the number of swings in the combo increases, there is a good chance that your arm will be exposed for a longer period of time.  This is especially problematic in fights that are larger than one on ones.  Even a combo that does a decent job of protecting the arm against the opponent, will often leave the arm exposed to other fighters on the opponent's team.

Goals

Do you need the target dead, legged, armed, or just to move them?  Not all combos have to kill the target.  Sometimes simply forcing someone out of their position or keeping them occupied is valuable to your teammates.  Some combos are entirely about getting a feel for your opponent's reactions without making any attempt to kill them outright.

Even individual swings within the combo can have goals. For example: a short cross the close the distance safely, shield side swing to move their guard over, followed by crossing over to a sweep to take their leg, then finished with a high wrap shot to kill them over their now low guard.  Each swing here has a purpose.  If they didn't, it wouldn't add anything to the combo.

Using any combo repeatedly has diminishing returns.

Options

Using any combo repeatedly has diminishing returns. Combos work best when they can lead into a number of possible swings. By using different options at each step in a combo, it becomes less predictable by your opponents and can better capitalize on targets of opportunity.  Lets take a look at the short cross.  If I were to throw a cross at your sword, I end up in a position that could naturally flow into a number of other shots, like a leg sweep or a swing to their shield side shoulder. In the event that I were to only ever throw a short cross, followed by a leg sweep, my opponents would soon figure it out.

One way to develop options is to practice each option as its own combo. This will help make each options a little smoother, and be easier to switch to as the situation dictates.

Number of opponents

Combos are almost always discussed in the context of killing a single target.  However, combos can be used against multiple opponents to some extent.  For example, a min red user might target one opponent's shield for the sole purpose of luring another opponent to counterswing.  In this case, the mid red user would have already planned for the common response and brought up a block, then followed with a counterswing of his own.

This line of thinking is often used more for support weapons, as they are most often facing an array of targets on the line, rather than dueling.  One key to consider here is that the recovery force between swings is carried over to a new opponent, rather than adjusting target locations on the same opponent.

Considering the common reactions of multiple opponents, and how they are different in a team vs solo, is way beyond the scope of this post.

Feints

There are many finer points of feints that might warrant their own post, but I have included them here due to their importance in many combos. In essence, a feint is using many of the body mechanics used to execute an actual swing, but only enough to convince an opponent that swing is about to happen. "Only enough" takes a bit of time to figure out, and varies greatly by opponent.  Newer fighters and those with a preference to counter swinging tend to react more heavily to certain motions. Other fighters only react when the sword reaches a certain distance from them, and don't react at all to anything outside of that.

For example, to fake a leg sweep, one might bend their knees, dip their sword side shoulder a bit, and  pull their elbow in slightly to rotate the sword to vertical (out of A-frame).  This is enough motion to (hopefully) fake out some opponents, but doesn't add much momentum in the sword, making swinging towards a different target fairly easy.  Should the opponent lower their shield to try to block the leg sweep, one could then just push out their arm into a pop shot to that shoulder, as the arm is already coiled correctly for the strike with the sword in relatively good position.  If they don't fall for the feint, one could just continue the motion to throw the actual swing instead, which the opponent hasn't decided to block.

The best feints give options to follow up with, either pressing the attack that was mimicked, or striking one of several other targets that might open up after the feint is "bought" by the opponent.

I mention feints in this post because they can be used in lieu of an actual swing in a combo under the right circumstances.  In the case above, we could also have just used a leg sweep and recovered it into another swing, but that recovery would have taken much longer and been less likely to hit an open target.  By feinting for the leg sweep instead, you save that effort and reduce the risk of the opponent's counterswing taking your arm, all while setting up a good second shot.  Feints can even be put into combos with other feints, each one leaving a couple of possibilities for follow up depending on the opponent's reaction.

Another use for feints, which I mention here for completeness sake, is to gauge an opponent's reaction.  If one was to fake a high cross, for example, an opponent with a tendency to counterswing will be far more reactive than other fighters.  This gives you a slight edge when considering what your opponent will do against your next combo, and might suggest leading with a feint would be effective at opening them up.






Thursday, September 22, 2016

Fundamentals: The Basic Sword Swings

I looked at the basic swing for sword a couple of weeks ago, so I will skip over it here.  That basic swing is one of several basic attacks that form to core of several styles using one-handed weapons.  Single sword, sword and board, and two sword techniques all draw from these basic attacks and add a layer of their own fundamentals.  Rather than muddle up the basic swings with extra diversity here for those styles, I want to focus strictly on the motions required to do the most basic attacks so we can build on them in a later post.  Several of these are sort of tinted towards sword and shield because that is their most common usage. Note: these shots do not apply equally to lefties in terms of value, unless they are fighting other lefties, but the motions are much the same.

Below is a list of the remaining five basics shots. I have tried to focus on the motions required for the sort of "base case" of the attack, the version I would teach a new fighter. By learning these shots, one begins to be able to see how they can adjust a swing to change targets or combine motions to make a different swing. Next week In a few weeks, I could go into how to combine these motions into different shots, but I want to keep with the fundamentals.  With that in mind, look for a post on combos next week that looks at how the basic shots can work together.

The Pop Shot

This is one of the lesser used attacks out of the basics.  It doesn't hit particularly hard, and has some limits on usefulness.  The big advantage is that it is super fast at hitting an exposed shoulder. Despite being seldom used, it is perhaps one of the easiest attacks to learn and uses very simple motions.

The goal of the pop shot is to go from guard to hitting the opponent's shield side shoulder (assuming righty vs righty) as quickly as possible. Now, your arm is already slightly cocked in guard, with the elbow bent a bit.  This usually ends up with your forearm roughly pointed at the target's shoulder.  The sword tip is slightly tilted in towards you head/shield.

In order to hit the target's shoulder, you'll need your sword to both get closer and to align with the target.  Getting closer is as easy as punching forward with the arm directly towards the target, extending the wrist with a snap at the end to get the most range possible as the sword angles forward.  Aligning the sword is just a small rotation of the wrist done in conjunction with extending the arm.  Just like with our look at how to swing a sword, extra power (and range) comes from rotating the shoulders/torso towards the target, starting with your hips.

Unlike most swings, the pop shot ends up being somewhat more like "pushing" your sword into a target, rather than a typical slashing motion.  This motion makes the pop shot a building block for other "swings" that use similar motions of the wrist after moving the arm towards a target.

Recovering a pop shot that hits a target is fairly easy.  The sword will naturally bounce up from the target, so raising the hand and pulling back to guard takes a minimal amount of effort.  This does leave you forearm exposed briefly until you can fully recover.  Overswings with the pop shot, especially with a heavier sword, are much more difficult to manage.  Perhaps the easiest recovery is to carry the force down by rolling the wrist, twirling the sword to the outside and back up towards guard.

The Wrap Shot

What I might consider the opposite approach to the pop shot, the wrap is designed to go around a target's defenses and hit with the back of the blade. This means that it doesn't take the shortest or fastest route. Also unlike the pop shot, the wrap generally carries a decent amount of force into the shot and is probably the shot newer fighters struggle with learning the most.  Because of the position required to strike, a wrap shot is best used at close/point-blank range. It can be used further away occasionally to hit arms, but it is only really possible to hit a torso shot from that short range.

There are many different variations of the wrap shot, but the one we generally start out teaching newer fighters is a basic, wide wrap aimed towards the middle of the opponent's back or shield arm. This isn't the most direct or efficient wrap shot, but it allows someone to learn the motions a little easier.  The swing starts much like our basic swing with tipping the sword to the outside, rotating the torso toward the target, bringing the elbow in towards the body, and extending the arm all in one motion to propel the sword in a bit of a corkscrew.  The difference comes from carrying the corkscrew motion around by rolling the wrist over, causing the blade to turn such that the back edge is towards the target. After rotating the wrist, the elbow should naturally want to bend out as the shot hits.  At this point, starting your recovery with the torso will pull the shot towards you a bit, giving it slightly more power.

A good wrap shot will feel smooth for most of the motion.  Should you start rotating your wrist too late or too early, you'll end up fighting against the motion rather than redirecting the hit.  A good way to feel how the motion should be working is to simply swing your sword back and forth loosely by your side, rotating the wrist as it passes by your hip.  You are looking for that same smoothness when throwing a wrap shot.

The motion itself requires rolling the hand/wrist over mid swing.  Improperly timed, that can lead to a ton of strain on the wrist and elbow.  If the swing is interrupted during the transition from front to back of the blade, it causes additional strain on the arm. For these reasons I generally recommend not overdoing it on practicing wrap shots.  Try to space out the practice and focus on the motion, before trying to deliver extra power.

The Chop 

Unlike the finesse used in a pop shot, or the technique used in a wrap, the chop shot is a shot that focuses on using the torso's power to deliver a solid blow. A very common use is to attack the "slot" between the opponent's sword and shield, particularly as they throw a wide wrap or are recovering from a swing, aiming for the inside of their forearm.  One reason this particular chop is used regularly is because the natural motion of blocking (with a shield) will cause your body to rotate into the shot.

The shot is very simple overall.  Rotate the torso towards the target.  As the torso rotates, slightly extend the arm to draw the sword down into their arm.  You'll notice here that wrist motion is minimal.  In fact, much of the shot is done with a locked wrist, specifically as the blow lands.  Other than extending, the arm doesn't move much either.  Overall, chop shots rely on the torso's rotation for a vast majority of their power.  In order to hit solid, more rotation is generally used, including as part of the follow through.

Because of the limited arm and wrist motion, the basic chop shot is also slightly shorter ranged than other swings.  Its advantages come from power and, as in the above example, efficiency of motion.  The chop to the inside of their arm is perhaps the fastest swing to use in that example because it causes the sword to take the most direct route to the target with very little wasted motion.

The Short Cross

This is a very common attack for righty vs righty because it targets the enemy's sword side.  A successful cross shot can tie up the enemy sword or put an opponent onto the defensive to avoid leaving their sword arm open.  Here I am breaking the cross shot into two types, the short cross and the high cross.  While very similar in basic execution, they differ in range, utility, and risk.

Much like the pop shot, the short cross uses a punching motion. However, the short cross adds wrist and further torso rotation towards the target's sword side.  The shot ends with a wrist extension.

That sure sounds a lot like a pop shot pointed at a different target, doesn't it?  Yes, kind of, which illustrates why learning the basic shots is important for developing further.  The difference here though, is the the short cross has far more power than if you were to execute it more like a pop shot by simply aiming your arm, then punching out.  That extra power comes from the rotation of the arm.

One important note about cross shots is that due to the rotation, they have a tendency not hit squarely on the blade, often closer to corner of the blade or even flat depending on where they meet the target.  Many vets will actually angle their sword in the hand to compensate before/as they throw a cross to ensure a cleaner hit and avoid flatting someone.  While other shots have similar rotation, they generally follow a wider, more complete arc, giving the swing more time to level out the rotation.

For lefties, the short cross can be an important tool to have as it is one of the few techniques that effectively targets a righty's shield side.  Many righties shift their shield over towards their sword side to help guard against a lefty.  This leaves their shield side somewhat vulnerable.

The High Cross

While I am including it in this fundamentals post, the shot by itself isn't ideal.  Later on, adding shield work, footwork, and combos into the mix helps make up for many of the shortcomings of the high cross. The swing itself is much like what a short cross would become with a bad overswing or over rotation.   Rather than targeting a sword, the attack targets the opponent's chest/gut/hip.  The main problem with the shot is that in order to be able to land it on a target, you have to be in a position that the opponent can hit a similar target on you with the same technique.  This is one of the largest causes of simultaneous deaths.

The way the swing is often executed, in addition to the normal motion of a short cross, the rotation is aided by raising the elbow and bending the torso with the swing.  This change in position also helps aid the sword in angling straight down, ideally somewhat parallel to their shield so it might pass behind it.  This angle is what makes it a shorter ranged attack than the short cross as your sword can't be fully extended out and also pass behind their shield.

Now, because the high cross is rotating so far, an overswing can be painful, and there isn't a great way to recover the force due to the awkward position.  Because of being so hard to recover, the overswing will leave your arm and defenses vulnerable. For these reason, it is generally safer to avoid throwing a high cross at its max range, as an opponent may well move back and cause an overswing.

The Sweep

Attacking the opponent's legs, a sweep follows the curve of their shield down into the leg.  While I can utilize some variant of the basic swing, wrap, or even the pop to attack the leg, a sweep can be more ideally suited for the job.  As I have discussed on the range game before, leg attacks require one to be closer to the target and some extra work to help close the distance.

The motions of the arm are much the same as the basic swing, but the forearm takes a wider arc to the outside as the arm lowers a bit.  This makes the sword follow a smoother, wider circle than the basic swing. Following this arm motion, without adjusting the body, will result in either being out of range or likely hitting the bottom of the shield

In order to compensate for this problem, many newer fighters are temped to lean their torso forward. This causes one's shoulder, or even back, to be highly exposed to the opponent. Most of the range and positioning can more safely be done by bending the knees.  This brings the shoulder lower and closer to the target, which improves range.  It also keeps your body centered and guard relatively intact, especially with a shield.

One could also choose to lean slightly towards the sword side, causing a dip in that shoulder, while simultaneously shifting weight onto the the sword side leg (if it is forward).  This still keeps ones guard relatively intact, but does have a couple of problems.  For starters, this lean ends up placing your head in the path of a common counter swing used against sweeps, which will result in getting hit in the head many more times than simply bending both knees.  The other problem is that your weight ends up almost entirely on one leg, making it an easier target and reducing your ability to dodge other attacks.

Recovering from an overswung sweep, or even some hits, it is often easiest to sort of complete the circle, rather than pulling the sword back.  During the swing and the recovery, the arm is much more exposed to attack than during many other swings because the hand has to be so much lower than the normal guard.



Thursday, September 15, 2016

Fundamentals: Overswinging A Sword

So, overswinging a sword isn't a fundamental, but recovering from a swing properly is. It is a problem that many newer fighters face. An overswing happens when a swing misses a target altogether. Now, the obvious problem here is that missing causes you to generally be in a bad position, either with your sword low or arm extended well past the target.  Perhaps less clear to newer fighters, is that recovering an overswing both takes longer and more effort than recovering a swing that hit a target.

Recovering from a single swing that hit the target is fairly straightforward.  Once your sword hits, it will naturally rebound back in the direction in came from.  This natural bounce helps fuel your recovery, and sort of refunds some of the effort put into the swing.  By doing the opposite motions with the muscles that got the swing there, recovery should feel smooth. For the most part you are just returning your body to its normal, rested state.  All of your recovery for most swings is going to be first in, first out.  Your swing started with your hip rotation, so will your recovery. The rest of your body follows the hip back into position. Your resting position will be back to whatever stance you started in.

So why is an overswing so bad?  Well, for starters, your opponent is no longer stopping your sword for you.  That means you now have to stop the sword, then recover to your guard.  The more force you've put into the swing, the more force you have to stop in midair.  This places immense strain on your body and drastically slows the recovery.  You end up doing twice the effort to get back to defend yourself as you would if you had hit anything.  You are also losing some of the energy from your initial swing that would have been refunded with the bounce.

Stopping a swing midair can also lead to injury or soreness.  This is especially true if it is a frequent occurrence.  Certain shots are far worse to stop, as well.  For example, the wrap shot already places a fair amount of strain on the wrist, and stopping it mid-motion isn't fun at all.

Overswings are going to happen, even to veteran fighters. The difference between a vet and new fighter here is in how they recover.  Ones natural inclination is to stop the swing, and pull it back into guard.  We've already talked about how that is going to be bad. Veteran fighters, however, have grown accustomed to following through with their swings and carrying the motion around, either into another swing or to reset to guard.  

For example, if I were to swing for your leg and miss completely, rather than stop my sword and bring it back up to guard, I would carry the motion past your leg and rotate it around.  I can carry this motion either back to guard or into another swing.  This uses my arm only to redirect the motion, not to stop it.

Obviously, hitting your leg would have been ideal, but by carrying that motion around I'm not wasting effort or time stopping a swing.  I can also carry that force onward to another swing so I end up conserving some of the energy I've put into my first swing.  It also distributes the strain of the recovery out, rather than concentrating it all into stopping the sword.

This concept of carrying motion on into another swing forms a basis for combos. When getting a bounce from hitting a target, one can use the recovery to guard to help power another swing.  This causes your sword to basically orbit your guard or sword hand in between strikes, using your arm to redirect the motion and effort into the next hit.  The same principles also make it harder to hit the same spot twice in a row with the same swing and with sufficient force, because you are fighting against your recovery force with your second swing.

One note here, there might be some vets out there thinking that they can recover an overswing really easy and it doesn't put too much strain on them.  While that may be more true for your 12 oz, counter-weighted sword, it isn't really going to be the case for heavier weapons or those with a balance point further out from the handle.  Having your balance point in the handle might help reduce the amount of force required to recover an overswing, but it does that because there is less force carried in the tip of the sword to begin with.  This is more important on swings that involve wrist extension or rotation, and much less important for attacks like the chop that don't rely as much on the sword and arm for power. (more next week on that)

That being said, some swings fit into this concept of recovery better than others.  I'll talk more about the basic swings next week, and try to point out where some of those swings differ in terms of recovery.

Thursday, September 8, 2016

Fundamentals: Swinging A Sword

How do you swing a sword?  A question that doesn't get asked nearly enough by new people, and isn't always taught by vets.  While we often talk about different shots and techniques, I think the basic attack of swinging a sword directly at the enemy gets overlooked.  Granted, vets don't throw a basic swing most of the time (since it will just hit an opponent's shield), but the body mechanics of it are great building blocks for other attacks.  Also, for newer fighters that are working together to fight more experienced people, landing a good, solid hit from a flank can be essential to success.  Nothing quite as discouraging as finally hitting a good fighter's back or side only to hear "light".  While it may be a very limited problem at a local practice, at events it is going to happen.

Lets set up the following scenario to look at the motion required to hit a target.  Your opponent is already fighting someone else, and hasn't noticed you approaching from their side.  Your sword side is "behind" them, like a right-handed fighter approaching an opponent from the opponent's left.  This makes your most direct attack a straight swing to their back.  You have approached swinging range while maintaining your normal stance and guard (in case they actually notice you).

Now, the typical stance starts with the sword arm's elbow bent and the wrist turned slightly so the sword angles towards the shield side. The shoulders are squared up towards the target, and one foot is forward.  Assuming the sword side foot is forward, this means your torso is slightly twisted away from where you want to swing.  If the shield foot is forward, your torso ends up twisted towards where you want to swing.

We know where you started, but how do you get the sword from this stance to end up hitting the middle of their back, blade first, and with sufficient force?  For starters, you'll have to rotate your arm/wrist so the blade is tipped outside of your swing. Rotation here is a mix of a little bit of wrist motion and moving your elbow closer to the body, which essentially uses the shoulder muscles to help.  You'll also want to extend your arm, in a motion similar to punching.  Of course, doing both motions separately is awkward and slow.  However, combining the two causes your sword tip to travel in a nice, smooth corkscrew motion.  Add a little wrist extension to the end, and you are doing a pretty decent swing.

The only missing piece now is that that combination of motions doesn't really add a lot of power to the swing.  Most of your effort so far is just re-positioning the sword, not adding power in the direction of your target.  This is where your stance and torso motion are very important.  As stated above, sword foot forward makes your torso twisted away from the target.  That also means it is coiled in a way that you can use the muscles to twist into the swing.  This can add significant impact to your swings.

You will hear vets talking about using your hips when you swing.  Really, what they are saying is to lead your shot with your hips, so that your torso is essentially coiled to add to the swing.  In our shield foot forward example, this means starting your swing by rotating your hips towards your shield side.  Now, keeping your feet planted and twisting your hips here can work, but another alternative is to simply switch stances as you swing.  By moving your sword foot forward as you swing, it forces your hips to naturally rotate.  The rest is just following that motion up with the torso and the arm motions.

To summarize:
  • Start the swing by rotating your hips in the direction you want to swing.  
  • Follow the hip motion with the rest of your torso.
  • While rotating into the shot, use your arm to position the blade to strike.
One point here I would like to highlight, a good swing like this uses the whole body, not just a single group of muscles.  Besides adding power and speed to your swings, this also distributes the work/effort required.  Ideally, that means that you shouldn't end up being sore in only one spot.  For example, many new fighters have issues with their wrists being sore.  Likely, this is caused by using the wrist to swing, rather than using the whole arm and body combination. This concept of using the whole body in swings will be a running trend throughout the fundamentals series of posts.

My next post will look at over swinging and recovering from a swing.

Monday, September 5, 2016

Fundamentals Intro

Someone pointed out that this blog was dead, it isn't quite.  Posts will be super sporadic thanks to a fairly busy work schedule.  I will try to do better at rolling out more posts much more often. This particular post has a good chance of being a bit of a rant, but it seems like it might be a good place to start for future posts.

With "new guy season" well underway, I've been thinking a lot about the fundamentals of different equipment and what to focus on when teaching newer fighters.  I started out thinking about how I fight with glaive, and realized that almost all of my style just boils down to the few fundamentals executed efficiently.  As we think about weapons that are safer and lighter, we start to see more divergence from fundamentals into odds and ends of "advanced" or "situational" techniques. (quotes here because some of those "advanced" techniques are things vets can get away with, despite being bad form)

This all came to an interesting conclusion: our more dangerous, harder to use equipment is easier to build fundamentals with because the variance in technique is much lower than things like sword and board.  For example, glaive can be broke down into three two-handed swings, a one-handed swing, and stabbing.  While it make take some time to practice and perfect those techniques to refine placement, combos, and energy efficiency, it is easy to focus on these core techniques.  If we look at sword and board, our introductory weapons set, there are at least 6 basic types of swings to learn, plus a few stabs, and a lots of shieldwork.  While that isn't a huge amount to learn, it all gets muddled with a much larger variety of possible attacks and combinations with shieldwork and swings.

Designing a class or one-on-one instruction around the fundamentals of sword and board seems fairly straightforward, but the most common interaction between vet and new fighter comes on the field at practice.  Many times, the "wow, what did you just do to kill me?" response from a new fighter draws the vet to explain an advanced technique or unique combo.  I wonder how this impacts a newer fighter's development of the fundamentals.  Are we distracting them from the core techniques, or giving them an incentive to build them?

With all that in mind, I think the next few blog posts will be geared towards the fundamentals.  While I am temped to start with the overall fundamentals of swordfighting like footwork, stance, and situational awareness, I think it may be more beneficial to focus on the building blocks of how to swing a sword.

Now, of course, others have already ventured down this territory.  The Amyr, for example, teach a class at about every Midwestern event about the basic shots.  This is good instruction to learn what types of shots are possible, but I would rather look at the various motions that combine together to make those shots happen.  After all, if we want to work on the fundamentals, mastering the basic motions of a shot allows one to adapt a shot to hit where they might need to.

The next post, then, will start with the super basic "how to swing a sword".  As always, questions, comments, and suggestions are always welcome.  Stay tuned!

Saturday, September 3, 2016

Local Units

Squire Takus talked today about units, specifically his unit (Wolves of the North).  I got to talking to a few people and realized that we don't have a great resource to identify units, their members, and what they do on and off the field.

So what is a unit?  For the most part, a unit is a group of fighters that fight together, train together, and try to coordinate their fighting on the field to a much higher degree than a loose collection of people would.  They usually include some sort of rank/command structure and a general style of fighting as a group.  At most events, we also do 'unit battles' where each unit fights on their own team. Outside of fighting, units are often friends that hang out and have fun off the field.  You will also find that most units choose to camp together at larger events.  Along with that, units are generally set up to help their newer members gear up and often coordinate to help each other work on fighting related projects like garb, armor, and weapons.

Each unit also has its own method of accepting new members, usually into some sort of grace period known as petitioning or pledging.  This is a chance for the unit and potential recruit to figure out if they are a good fit for each other. Different units also have a variety of trials, either for membership or to advance ranks within the group.  Sometimes, you'll hear someone refer to a "barrel", this is a specific type of trial involving fighting a long series of fights.

There are many more units out there than I will talk about today, since I'm only going to be looking at units with members that fight in Numenor (at UIUC).  Several of the units represented locally are also national units, with members spread all across the country that get together to fight at events.

Wolves of the North:

Squire Takus recently founded the Wolves with the intent of making a unit that was accessible to newer fighters.  The end goal is to get a combined arms group using a mix of flanking, an armored front line, and support weapons like spears, glaives, and bows all working together. This is a great unit to look at if you are wanting to try out the unit experience and see what it is all about.

As a newer unit, I don't know their process of inducting new members, so feel free to ask Takus about it.

Local members include: Squire Takus (leader/founder), Sir Gradamere, Macintosh, and Finrod (among others).

The Amyr:


The Amyr is a unit with a strong focus on training themselves and teaching others.  While fairly small in number nationally, their average skill and fitness is generally higher than most units. A majority (I think?) of the unit is currently local to Numenor.  The typical gear you will find them with is either sword and shield or two swords. Almost all of them have fancy garb with the lotus symbol on it.

I don't know too much about their rank structure, but there are plenty of people to talk to if you are interested.

Local members include: Sir Cyric, Sir Hurin, Dame Volpin, Sir Himmel, Horus, and Arc (and many more).

Urak-Hai:

Another unit inspired by Lord of the Rings, the Urak-Hai are designed to be a hard hitting, heavily armored unit.  Founded by Sir Vhil (a local knight that is a rare sight), many of the unit's inner workings are designed to inspire the members to conform to the hard hitting group they are named after.  In order to achieve the rank of Ravager, for example, a member has to achieve so many points in various challenges of strength.  They also have a minigame called "Ork Bowling" where various members compete to knock down the most people (from standing) in a given day.

While once very large locally, many of their members have moved, and are now spread out nationally.  At larger events, you will see a large group of fully armored up orks charging into the enemy line, not simply to kill them, but to bash their way through.

Local members include: Feral (local leader), Sir Orso, Rainbow Shark, and Shadrac.

Dark Guard:

Dark Guard was founded locally by the now retired Sir Klaws from former members of the Urak-Hai, and still has a majority of its active members in town.  Their primary focus is flanking and exploiting the weaknesses in the enemy line. They work very well in pairs and small groups.

The unit's "theme" is based on Mordor, from Lord of the Rings.  For example, the Nine Nazgul are the veterans and leadership of the unit, a rank that was achieved by completing a series of trials to put their skills to the test.

Local members include: Sir Sarif (leader), Nikita(leader), Kabibbles(leader), Squire Larkin, and Squire Kyle.

Black Company:


The Black Company draws its name and mercenary theme from the book series of the same name.  As a true group of mercenaries, during unit and realm battles, they are often contracted out to different groups--accepting a variety of forms of payment, like beer.

For a long time, the entire unit would carry javelins, along with their usual gear.  The group itself is well known for the trials they place their petitioners (those wishing to join the unit) through, including a number of pushups with each headshot or death.

Draggeron is the only full member locally (I think?), but petitioners Lynard, Simba and Bean fight locally as well.

Triad.GIF
The Triad:

The Triad is actually three different units, that all come from the same origin many years ago and sometimes group up at events.  The three all started as Brotherhood of the Falcon, then split into three groups: Brotherhood of the Falcon, Elite Blood Falcons, and Dark Angels.

The three units are fairly close nit, often referring members of the other two as "cousin", a reference to the Brotherhood origins.

Brotherhood of the Falcon:

Often shortened to BOF, Brotherhood of the Falcon centered around teamwork and family.  Full members refer to each other as "Brother", both as a rank, and a sign of being part of a family.  On the field, they used a combined arms approach with a heavy front line of large shields and armor supported by a few support weapons and a strong group of flankers.  They spend some time drilling and practicing working in pairs.

Joining the unit requires a full member to sponsor you as a pledge.  During time as a pledge, it is a chance for you and the unit to decide if you are a good fit for each other.

Much of the rank structure and iconography used by the unit is drawn from Warhammer/Warhammer 40k, which a number of members play.  Spotting their members is usually easy, they all wear a belt sash with the Falcon on it. Local membership is limited, but nationally the unit is quite large.

Local members include: Sir Piper (national leader), Sir Torry, Sir Rukus, Zuloo, and Bronek.

Elite Blood Falcons:

Elite Blood Falcons, EBF for short, is similar to BOF in their family approach to their members.  The most common equipment used by several of its members is flail and shield.  Those wishing to join the EBF are known as "Almost Blood Falcons", ABF, which function similarly to petitioners/pledges to other units.

In order to ascend from ABF to EBF, they must complete a trial where they must protect an unarmed (and pierced in both limbs) person from a few waves of attackers.  This barrier to full membership helps keep the unit's overall skill on the field high.

Some of the EBF's trials are named after those of the Clans from Battletech/Mechwarrior, though similarities are limited. While small locallly, the unit has a fair number of members nationally.

Local member is Sir Galin.





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.

Tuesday, February 23, 2016

Weapon Roles

This is the first in a series of recent requests.  I'm a little rusty, so this on isn't quite up to the typical standard.  I'll try to do better next time, which will be soon-ish*. Part 2 of this topic is now posted.

In previous posts, I've discussed the various roles a fighter could take on the field and a little bit about how different roles can interact. Today I'd like to take a look at how different weapons and fighting styles fit in to the mix and the roles they serve on the battlefield. In a future post, I'll be looking at how these different weapons and fighting styles can be used in conjunction to maximum effect.

Arrows and Javelins

Missile weapons can rack up a large kill tally, but their primary role in a fight is to take down key targets.  This often means targeting enemy support weapons, skilled archers, or even great shieldmen that are making an impact on the fight.  A few well placed shots can have a dramatic effect on the line.  All of a sudden, one side might have a significant advantage in polearms on one flank and be able to gain a major breakthrough.  Even taking an arm or leg of a support weapon will generally sway the fight against them.

When missiles don't have a good line on hitting a target, they can still offer a significant threat from a distance to limit that fighter's options for position and strikes.  By having an arrow nocked or a javelin pointed, it will usually cause the other team to cover up and slow their offense for a little bit. As with other support weapons, the goal is to have an impact on the fight, either through kills, wounds, or threat.

Min Red

"Min Reds" are roughly the smallest possible size to be considered a red weapon (minimum 24 oz, 48" long in Belegarth).  In an intense, packed line fight, we often see them sort of trumped by 8'+ polearms.  However, they do still fit into a very useful niche as a very fast, anti-armor weapon.  While they can break shields, their low weight and short range make it much harder to land a solid, shield-breaking hit.  They are best used on a thick line as an arm sniping weapon.  See an arm, hit the arm.  This lets the user stay relatively safe near a shieldman, while still out ranging enemy shieldmen as they swing.  When the lines are thinner, they are good when working in pairs with any other style. This reduced the danger of a rush and allows the user to utilize that bit of extra range to help their teammate.

Rather than fighting in a more fixed position on the front of the line, min red users are better suited to in/out, hit/run tactics.  By only advancing into range when they have a solid opportunity to take a limb or get a kill, they can mitigate much of the risk against polearms and missile weapons. Important to note here, however, is that extremely dense lines make getting in and getting out of the fight much more difficult--there just isn't enough room to get between teammates.

Another useful way to deploy weapons of similar length and weight is as a one-handed weapon with a shield.  Too slow and awkward for most one-on-one fights, the combination gives the user a great deal of reach over the typical shieldman.  When the line is dense, this advantage is further improved by reducing the enemy's ability to advance into their range.  This creates the ideal scenario in the range game, where you can strike at an opponent that can't reach you back (with the exception of support weapons).

Flails

All sorts of hate is always directed at flails, but they are an extremely effective tool--especially when combined with various support weapons. Many fighters haven't learned how to effectively defend against flails one-on-one, let alone when faced with other threats. On a heavily packed line, they excel at either exploiting or causing shields to be out of position.  As fighters lower their guards against spears, the flail makes quick kills targeting the shield side shoulder.  As people raise their guards to counter the flail, spears can more easily target the sword-side hip.

The other sort of key area for flails is in situations like flanks or gaps where the enemy isn't already prepared for fighting against them.  The typical fighter, when flanked or rushed, will default to the normal guards and blocks.  Flails require a slightly different approach to blocking and can catch fighters off guard, all while having their natural advantages. That's part of why we often see them used by flankers and shock troops. However, flails are shorter ranged than support weapons and max length one handed swords.

Two stick

Florentine, flo, two stick, dual wielding, whatever you would like to call it, often gets left out of line fighting. The advantage in defense of a shield or range in a polearm makes two sword a less obvious choice of weapon. Two swords can deal out a lot of damage in a short span of time with proper practice, position, and timing.  The key to using them in a line battle is to pick your moment to go in.  Vision gaps, staggered gaps, breakthroughs, or anywhere light on support weapons are great places to go.  The extra weapon allows you to apply significant pressure to a single target as well as a fair range of blocking (like a very tiny punch shield).

As a skirmisher, two stick can be very effective at winning a series of one-on-one fights.  Generally, they are good at taking down stray enemy fighters that can be singled out.  This includes shock troopers and flankers that have successfully broken through to the backfield.

Two stick really shines, though, when it can flank the enemy.  The ability to strike many targets quickly and efficiently can wreck a line that is facing the other way.  Even though they will have little defense against archers hanging out in the backfield, the two stick fighter can have a huge impact before they are shot.

Polearm

Polearms are really the main offensive tool of the line (at the initial phases of battle) and the primary defense against enemy polearms. While ranged weapons get some kills, polearms have a much higher attack rate and often a better angle of attack.  Add in the occasional glaive to break shields, and it is easy to see the damage they can inflict.  Besides directly killing targets, they are one of the best tools for pushing an enemy line back.  Most groups of fighters will back up to stay just outside of the range of a polearm, or advance to that point if the polearms back off.

The initial target of most polearms is other polearms.  However, weakening the shieldman around those polearms is an equally important job.  Taking a shieldman's leg reduces his ability to block missile weapons or to cut off the line of attack against polearms.  This makes it easier to take out the enemy polearm.  Event threatening those shieldmen will leave openings for friendly fighters to exploit, just like flails and missile weapons.

On defense, polearms play the role of disrupting the enemy.  Pushing spears off target, blocking off lines of attack, or threatening legs to slow an advance.  Their job here is to suppress the area and make their presence felt, even if they aren't getting kills or wounds.  This is similar to missile weapons being a threat, but requires the polearm to attack very quickly against many targets, while trying to fend off enemy polearms.

Armor

As I've mentioned in a previous post, armor shouldn't be exclusively used as a "whoops, I didn't block that" crutch, but as a tool.  You will get surprised, get back hacked, or miss a block, and the armor will sometimes catch it, cool.  When armor really comes into play is when a fighter can intentionally go into a high-risk situation (like rushing a spear through a couple of shieldmen) and come out intact and swinging.  While it is possible to do so without armor, those extra hits give a few extra options to someone like a shock trooper or flanker to exploit and gives them a much higher chance of success.

The other role of armor is helping manage range against polearms.  Because armor mitigates single-handed stabs, polearms have to approach a bit closer to land a solid two-handed strike accurately. The advantage gained for your team is that your own support weapons can now more easily target the enemy polearms.  This extra protection against one-handed stabs also can prove crucial when defending a friendly polearm because the enemy will be stabbing at or near your frequently.

Sword and board

I saved this for last because it is the most common style on the line.  Shieldmen serve many roles. Their sort of primary role is forming a strong line for support weapons to support.  This means maneuvering to cut off gaps, to block missile sight lines, and to keep a solid formation.  A number of shieldmen must be dedicated to direct defense of support weapons.

While those defensive roles are paramount to a successful line, shields also allow offense that is more unique than other styles.  The ability to rush and survive (just like armor) can have a huge impact on a fight. The shield cuts off many angles that a line fighter would use to counter a rusher, especially when in the hands of a skilled fighter.  In essence, it allows the fighter to almost ignore counters from one side while using their sword to tie up fighters on the other. While a great fighter with two swords could accomplish this, it isn't particularly easy with a shield, let alone without one.

This passive defense is ideally suited for shock troopers and flankers as they maneuver through gaps or in close proximity to the enemy line without support. The typical flanker uses a decently sized, lightweight punch shield that allows them to block off a variety of angles as they engage the line and are surrounded by threats.  In contrast, shock troopers tend to prefer a strap shield better geared for bashing and punching. This is because they will more often be pushing through a line, rather than being between the enemy line and their archers/reserves.