Wednesday, December 31, 2014

A Game of Units

With a couple exceptions, the world of foam fighting is comprised of groups of brothers and sisters who unite to wage war against their foes.   In Dag and Bel we call them units, in Darkon countries, and in Amtgard companies.   These in-game organizations are forged from ties of friendship, location, or common goal.  But they tend to bleed out from inside the game itself, and for many become their out of game family and friends as well.  We spend countless hours in fields with them, wielding arms in concert, and countless nights around campfires talking game or life.  Some times they bring us great joy and pride, others great consternation or dismay, but they nearly always help shape who we become; both in-game and out.

      When I first joined the game, I fell in with the group closest to me, as was convenient for a 17 year old reliant on parental transportation.  Caledonia they were called, a somewhat ragtag group of misfits who were far from renowned for their field prowess.  But I didn't know it at the time, and I simply didn't care.  I was entranced by this new world, and these friendly, welcoming faces were the  best thing that could have happened to me.  Another thing that I was blissfully unaware of was that most of these players were in their twilight.  They were mostly insular by awkwardness, and had lost most of their fire for the fight.  But they lent me weaponry, allowed me to stand with them at day battles and even as they stopped attending soon after, they lent me their entire arsenal for me to beat my friends with.  I loved the game so much.  So it was particularly painful when I shattered my kneecap at a local 4 Horseman tournament mere months after starting to play.

      I strayed from the game for a time, mostly immersing myself in video games as I healed and rehabilitated.  The hiatus extended for a couple years, not for any reason in particular, but just due to a sudden onset of disinterest.  But, as ever for me, the yearning eventually returned.  It brought me out one fall to the fields of the Guard's practice, once again the closest unit to me at the time geographically.  The Guard is a very welcoming and unique unit, full of vibrant personalities who love to explore the sillier and flurbier aspects of Dagorhir.  Under the command of Graymael, the Guard has existed for decades and though they're rarely considered a martial force to be feared, they certainly have some skill.  More importantly, I think the way that the Guard approaches the game helps foster newer fighter's love for the game.  They're easily one of the most noob friendly groups I've ever encountered, and even the fighters they raise who decide they are taking the path of the stick-jock are given an appreciation for the finer, gentler aspects of our world.

      My first ever campout was the first Ides of March which took place 13 hours away from home on a windy horse-farm in Georgia.  This was a particularly formative event, as I met the questionably outstanding crew of the Senegal's Finest, a decently sized pirate unit based out of Eryndor in Michigan.  These kids had also made a ~13 hour trip down from their frozen homeland to swing sticks in green grassy fields, and I instantly felt at home with them.  I also became acquainted with a young Sons of Tara, from Albion in South Carolina, a group who I adore and who continue to be one of the most skilled units in the game.  The Senegal's fought hard and intense, with a novel pack ferocity that dominated the field at Ragnarok for a year or two in their prime.  I fell in love and spent considerable time bonding with them at the following Ragnarok.

      They started asking me to join soon after, without regard for the vast distance that separated my home realm from theirs.  I resisted for a while, feeling torn about leaving my friends in the Guard,  but eventually the lure of a younger, hungrier unit could no longer be denied.  The leaders at the time were Captain Evias and Captain Sindaric, both respected fighters and charismatic personalities.  They generally kept the peace and the crew continued to grow in strength and size.  I ran hard with the Senegal's and in our golden days we were deadly.  So very deadly.  In many ways it was a perfect storm, Many of the top fighters from the Senegal's Finest were amongst the top fighters in the game at the time.  And several of them still continue to wreak havoc to this day, though under other new colors and symbols.   Eryndor's style of fighting was very aesthetically pleasing, placing form over function, and it bled heavily into my personal fighting style.

      For a time I often traveled up to Michigan to attend Senegal's events, but it was still hard at times to be a integral part of a group that was located so far from me.  They hung out on the regular, and while they made serious effort to try and include me when they could, I was still always 10 hours away.  After a few beautiful years, real life and drama ensued.  I was somewhat removed from everything that happened, always learning about things second-hand, but it changed the make-up of the unit permanently.  The captains were removed from command, and in response they left the unit.  While there are still some skilled stick fighters in the Senegal's Finest, those events certainly triggered their fall.  They're looking to rebuild, and aim to reclaim their former strength.  I stayed with the Senegal's until a few months ago, mostly selling my skills as a mercenary when I traveled, though always signing in as Senegal's Finest.

      Very recently I decided to join a local unit named No Quarter!, who is based out of the DC/Baltimore/NoVa areas.  They're a tight-knit gang of well-dressed stick jocks, who hold themselves to a high standard both in appearance and in combat.  I've spent years hanging out with them outside the game and think that they're a great fit for both who I am, and what I'm looking to get out of the game in the future.  They have no leader, and everyone who is a full member has an equal voice in decisions that are made.  I'm incredibly happy about my decision to join them and hope my future with them is filled with bloody days and shiny nights.

      There are a huge variation of unit types and styles out there.  I think units help a fighter develop in many different ways, but there's also no hurry to force yourself into a unit.  It's important to find one that is a good fit for your personality and how you enjoy the game.  Many fighters stay close to the game because of a good group, and many leave for a lack thereof.  Maybe you're looking for a peer group of a similar skill level, or perhaps you're seeking a group of older vets to show you the ropes?  Do you want a family environment or a rowdy party scene?  There's a unit out there for nearly everyone, but on the off chance that there isn't, you can always make your own.  Though keep in mind that starting a unit is a huuuuge undertaking.  You need to be able to motivate a group, maintain order and attendance, dissuade drama and maintain an image.  Definitely a venture that would benefit from the leadership and experience of a game veteran.

       Units help make the game what it is.  Choose carefully, but without arrogance.  Take pride in your colors and your family.  Learn everything you can.  And let your unit help you become the best you can.

-The Golden Lion

Thursday, December 18, 2014

Review: Gorg-Tech :: Min-Red and Blue Swords

         I've handled many weapons over the years and broken many of them on the bodies of my foes, but I recently decided to make the switch to the weapons crafted by Gorg the Blacksmith, a full-time weapons crafter based near Jacksonville, Florida.  Gorg takes a new approach to foamsmithing, approaching it much like the famous gun manufacturer Glock, whom are well recognized for perpetually redesigning and improving even the smallest parts.   He’s constantly improving his techniques, and testing new materials and designs.  He’s a consistent, timely and honest business man who’s committed to providing consistent quality and amazing value.  If you can’t tell, I’m a bit of a fan of Gorg, and not just his amazing beard.  I think he’s on the fore-front of mass-market weapons technology, and it doesn't hurt that he’s an awesome person to fight and work with.  

        Here are my reviews for the weapons that I've gotten from him recently, and I’ll put out new reviews as I get swings in with other pieces of his arsenal.  I’d like to note that in the last 6 years of red-fighting, I’ve had to replace the blades on my swords approximately every 3 weeks during peak fighting season.  These weapons have already lasted me long past my normal re-blade time and are as almost as perfect as the day I got them.  For most fighters a sword's lifetime could be upwards of a year with heavy use.




Minimum Dimension Red Sword:  (49” Long)  ::  The min-red is my signature weapon, and by far the weapon that I've handled in my hands the more often than any other.  It’s a dueling weapon, and the perfect weapon for training to use longer red weapons.  As someone who’s extremely particular about his weapons, I was a bit hesitant switching to Gorg's min-reds.  But after receiving mine at Winter War and putting my customary tennis grip on it, I absolutely fell in love.  Everything about Gorg-Tech screams quality.  The foam is cut evenly and consistently, the tape is exactingly applied, and when he needs to, he applies multiple layers of Dap.  It’s low-profile allows for exacting slots chops and pocket stabs, and it comes alive and responsive in my hands.  The bottom of his handles is thick, made to allow for easier one-handed sniping, but also providing a nice solid grip for one-handed blocking.  A very complete weapon.




Matching 32” Blue Swords ::  While I may not be known for my Sword and Board or Flo fighting, I spent my early formative years as a boarder and I've also spent considerable time practicing my dual-wield in the past few months.  To improve, I decided that I needed a good pair of sticks, so I immediately went back to Gorg.  The swords I received from him are absolutely fantastic, and I've only handled a few weapons that match the way they fit into my hand.  They feel like Amtgard sticks, but deliver solid chops, snaps and flat wraps.  The way they’re balanced they can either be wielded further down near the pommel giving maximum range or even choked up near the blade, where the striking-surface become an extension of your hands.



Gorg-Tech Hammers ::  I spent a few hours playing with one of these at Winter War, and for those of you that have been looking for a hammer to complete your kit….. Man these things are an extreme amount of fun.  It handles like a mass weapon, complete with satisfying thuds when you make good contact.  They are balanced well considering that they’re hammers, but require some skill to range properly as your striking surface is a mere 6.5”long.  Acquiring one of these hammers is super high on my wish-list.

         As someone who’s been fighting for many years competitively, the introduction of functional, durable stabbing tips has given my game so many new dimensions.  That’s one of the big things that attracted me to Gorg’s gear.  He does stabbing tips better than any other weapon manufacturer in the game.  It also doesn’t hurt that his amazing wife Lady G makes some fine weapon covers (including custom ones!)  I’m happy to support Gorg, and I’ll definitely be giving Gorg my business from now on.

-Exo, the Golden Lion

Friday, October 10, 2014

Worthy Opponents, Honored Foes

     This one is a bit of a departure from my normal content, but every fighter thinks about who they see as the best.  The following is a list of my favorite warriors to watch fight in the game right now and reasons why.  This list is not comprehensive or based purely on skill, but on who I enjoy watching swing foam.  Though I certainly believe that it is those most skilled fighters who facilitate one's ability to suspend their sense of disbelief when watching foam-fighting.  These are some of the fighters whom I could see having been warlords, knights, sell-swords and champions in ages past.  Most of these fighters have a easily discernible, and highly effective personal style.  This is not a ranking of national fighters, just a single person's opinion.  I'm sure I've forgotten a few I'd like to include.... Oh well. =3

Aiden of Albion (Sons of Tara):  War-chief of Albion, experienced fighter with high hand-speed and foot-speed.  Exceptional footwork, physical dynamism and drive.  Known to kill-streak entire teams.

Bran of Albion (SoT):  Dominating fighter with commanding field presence and stout foot-work fueled shield defense.  Equally dangerous on the field and in tournaments.

Bel of Albion (SoT):  Incredibly quick hand-speed with both sword and shield.  Tends toward static footwork, but hand-speed more than makes up for it.  Also dangerous on the field and in tournaments.

Ramoen of Albion (SoT):  In most other realms of the game, Ram could be the top fighter by some margin.  But he's in Albion, so he'll have to settle for being one of the game's top lefties.  Versatile field combatant with multiple weapon load outs.

Tyriel of No Quarter :  Physically aggressive and dynamic style.  Aggressive shield work and solid, consistent sword-work.  Makes good use of his size and physicality in very close quarters.

Kai of No Quarter!  :  Experienced predictive fighter.  Reads fighter patterns quickly and accurately and makes good use of timing to capitalize in conjunction with extreme levels of patience.

David the Serene of the Senegal's Finest  :  Fights very intelligently, efficiently, and less flashy than most of the other fighters on this list.  Be careful though, as he has a history of beating insane odds against skilled fighters.

Collister of the EBF  :  Average sword-work, but easily the most physically mobile fighter in the game.  Excellent use of field strategy and knowledge of his own status as a high mobility field piece makes him a constant threat.

Evias of Albion  :  He doesn't fight as often as he once did, but he doesn't lose a beat regardless of time away.  Min-red specialist who uses a very evasive, foot-work intensive style of fighting.  Makes superb use of angles and deception to snake kill shots on top SnBers.

Arczhidea of the Amyr  :  Old unit-mate of mine who is my favorite Florentine specialist.  Quick hands, fast feet and exceptional balance made him dangerous before.  Training under Peter the Quick has made him even scarier.

Xander of RVNS  :  Jack of all trades who's particularly deadly with a pole-arm (glaive/warpole).  Also an experienced grappler who won't hesitate to disarm you and get way too close for comfort.

Batman  :  Top spear fighter that I've seen on the field in the last few years.  Deceptive range, impressive angles and exceptional accuracy.  Probably racks up consistently higher kill counts than almost any fighter in the game.

Troan of Albion (SoT)  :  Also a spear specialist, but where Batman is a killer, Troan is a guardian.  Provides a ton of control with his longer spears, works well in conjunction with skilled fighters, and is highly proficient with his buckler.

Kalika of the Senegal's Finest  :  I've included an archer on my list, because love them or hate them, they're an interesting and crucial aspect to our game.  Kalika is accurate, quick on her feet, and smart with her target choices.  Also has a brutal shield kick in close range.

Olos of Black Company  :  Arches much of the time due to a very damaged knee, but is skilled with most weapon combos.  Uses his wide knowledge of the game combined with accurate arrow shots to change the course of scenarios and field fights.

Rising Stars: These are fighters who are on their way up the ladder of foam fighting skill.  They're all hungry and likely to be top fighters within the next couple years.  Generally these fighters just need to find their own personal style to make that next level.

Minos of No Quarter  :  Highly dynamic physicality and a strong hunger to improve.  Powerful aggressive shield work.

Piknic of Kotos  :  Top fighter in Florida.  Fast, versatile and quick, voracious learner.  Loads of potential, but needs to fight with more confidence.

Snojoo of RVNS  :  Quick and smart, good physical fitness levels and hungry.  Loves thrown missile weapons. A ton.  Good with most weapon combinations.

Nibenon of Atlantis  :  Florentine specialist from Imperial Atlantis in FL.  Probably the top fighter in his unit, which is currently strongest in the state.

Ragefire of Ebon Light  :  Red fighter who's developed quite a bit over the past few years.  Good body mechanics and speed, needs to continue to improve control.



Wednesday, October 1, 2014

Field Combat Roles: How Do You Contribute Best?

    So you think you know how to swing a stick, but do you know what do you do when you're stuck amidst 200 other foam-wielding peons?  No matter what you’re armed with on the field, there are generally more and less effective ways you can utilize your weapons set to help your team achieve victory.  This is not to say that there are not plenty of non-standard ways of making a weapon combination useful and deadly, but this article should help provide guidelines for newer fighters looking to have an impact.

Weapon and Shield:  Regardless of what you’re wielding, this is the bread and butter combination for most battles.  The large defensive surface space allows for a greater number of safe options in any given combat situation.  Flankers with boards are harder to take down than their shield-less counterparts and can often penetrate deeper into lines when sweeping in.  In a line, shields help dictate the pacing of combat.  They can push in conjunction with poles to advance the line, and should provide defensive cover to their team’s longer reaching weapons.  Most board kills should occur when a staggered push happens in either direction, letting your poles handle the lion’s share of the kill work.

Florentine:  Well-suited for dueling in skirmish settings, matching up 1v1 against fighters on the outside edges of combat.  Generally at a disadvantage in close quarters line fighting, given lack of range on poles, and lack of defense against shields in a static setting.  However if a gap in a line is broken, a Florentine fighter can do considerably more damage than a SnB fighter when running the backs of a line. 

Spear :  Weapon of choice for bridge battles and line fighting.  Can selectively be used in 1v1 skirmish settings assuming either high skill levels, side-arms or ally support.  Spears are the primary dictators of the ability of a line to push forward.  A single highly skilled long-spear can potentially demolish an enemy line unless he is either matched by a similar length/skill spear or matched by multiple shorter weapons and heavy shield support.   Shorter lighter spears, with significant practice can be wielded single handed with a shield, making a solid skirmish combination.  The best spear fighters have extreme proficiency in the fine manipulation of angles, critical for a mostly one-dimensional style.

Short Reds (48”-70”):  Useful skirmishing weapons, where the lack of a serious range advantage is balanced by an increased ability to cope in close-quarter situations.  Like Florentine, not ideally suited for line work at the shorter end of the range, but quite powerful as you reach the 70” mark as long as you avoid much longer poles.   Beyond the actual ability to break shields, is the equally powerful potential shield-breaking threat.  Sometimes greater effect can be garnered from placing a single red on a shield, and making your enemy fearful to engage, than by completely destroying it.   Also, the ability to ignore armor makes it deadly inserted behind a line, also much like a Flo fighter.

Long Reds (70”):  This category generally refers to glaives and war-poles, unwieldy in close-quarters but powerful when used in concert with allies, or given sufficient space.  The ability to both stab at max range, as well as deliver shield-breaking damage creates a large threat radius around a skilled pole user.  Given enough time and opportunity a highly-proficient pole fighter can topple the balance of a line engagement by forcing the enemy line to either back off or attempt a counter charge.

Archers:  The key to effective and efficient combat archery is based strongly on the archer’s target selection.  The best archers I know aren't just accurate and quick, they intimately understand the flow of combat, and have a strong ability to judge threat.  Is it better to take the open arm shot on the pole?  Or go for a head-shot against an unwary SnB fighter?  Much of this boils down to knowing which fighters are dangerous, and prioritizing properly.

A complete army will consist of all of these elements, in varying quantities.  A heavy line fighting group might slew heavy on tower shields and spears, whereas a skirmishing unit will have more mobile, less well protected fighters wielding high-damage weapons.  Poles should be interspersed throughout the line, stacking up only to counter high-threat spears and poles.  Large shields work well to bulwark a line, with smaller ones serving as either flankers or support for poles.  Archers should be spaced with wide cross-angles allowing for multiple opportunities against high-value targets. 

Hope this guide helps you navigate the fields of battle with more purpose, I'll be writing a part two soon describing different ways to engage.  Slay well.

-The Golden Lion

Wednesday, September 3, 2014

So you want to swing like a hero?

I'm not a large-framed person.   I stand at 5'7", probably in the lowest 25% in terms of size and weight of fighters.  Regardless of this fact, I'm able to hit as hard as nearly anyone in the game, and much harder than most.  The reason for this is purely body mechanics.  In general, good form and strong mechanics allow for more efficient fighting, but it primarily serves as the most important determiner of hit strength.  Muscle means nothing if it's not trained to work properly and efficiently.  Proper body mechanics also lend towards much stronger control as well, which is a mark of a truly skilled warrior.

Every shot you throw is executed by almost every part of your body: your core (abdomen/hips), legs, chest, shoulders, arms and hands all come into play.  To attain the highest possible efficiency, aka. high shot power for low effort, you must be able to transfer the energy smoothly, and without loss, from your legs (with a step based shot) or hips/core (for a static shot) upwards through your upper body into your arms, all the way to your fingertips.  Doing this well allows you to throw harder shots from offset positioning, throw solid shots without over-committing, and break shields with less effort and less danger to your opponent.  Well-practiced, ergonomic movements are easier to control as well.  To reduce force on risky shots, you can apply force in the opposite direction preemptive to contact, using force to simply close to gap quickly first.

The core is probably the single most important part of your body for shot power.  Creating most of the force with your arms should only be necessary when forced to throw your shot from a position where using your core isn't possible.  A combination of twisting your hips/abdomen and using your shoulder as the pivot point to drive your swing allows for quick, solid power creation.  You can think about it this way:  If the force for a swing originates in your core, each part of your body the kinetic energy reaches is a stage.  If you're using your arms to create your swing force, you're committing to your shot at the second to last stage by applying power there.  If you're creating 75% of your force at your core, you have multiple stages until contact in which to modify and manipulate your swing direction/angle/speed.  Shots where power is from the core are also harder to read due to less wind-up.

Legs also contribute to shot force, but in a less direct manner.  Taking a step in a direction means that throwing a shot in that same direction requires less reach.  This allows you to tighten your swing radius/stab into a shorter arc, which allows your opponent less time to react, as well as allowing you to throw the same shot location harder with less effort, since you're not forced to reach and over-extend, which adds to your overall attack time.  Also, by stepping hard and planting a foot, a fighter can use this planted pivot to create a whip effect with their swing.  This can create wrap opportunities that aren't normally there or change a shot's angle drastically.  Remember to keep your knees comfortably bent whenever pivoting and to twist your hip into the shot as well to prevent stress injuries.

Your shoulder and chest are the next most important area for power generation, and having muscle in these regions makes a bigger difference than the others.  These muscle groups provide a measure of stability and force in conjunction with your core.  It's also important to work with your body's momentum as often as possible.  This can also encompass the use of spins, but in the case of Sword and Board and probably Flo, almost every attack you can make with a spin can be done more efficiently without one (though certainly less stylishly).  Red weapons are more spin-friendly, as it sometimes costs you more to arrest your momentum than to take that energy an convert it into a spin.

Stabbing power-generation is a bit different.  Your force should come from a combination of your shoulders/core and stepping forward.  I generally set my arm and wrist into place, and let my thumb/hand positioning guide the stab's final resting place.  You can extend a bit during the stab if you're out of ideal range, but a stable stab comes from the locking of the arm into the body.  As you step into the stab (and you should almost always be stepping, preferably with your sword side foot) your hip should be swinging as well, creating extra force by forcing the core of your weight forward.  As your arm shouldn't be contributing deeply at this point, you can use it to fine tune the final strength of the stab.  Often if I know a stab is in a vulnerable spot, or I'm in close enough range that I'm likely to hit hard without a true lunge, I'll pull force from my stab by giving with my arm.  We all want to end the day unharmed, and stabs can be dangerous when thrown hard with smaller profile stabbing tips.  Control is paramount.

When your body moves in smooth synchronicity everything becomes easier.  Energy is finite, and fighting efficiently means you can kick ass harder and for longer.  When practicing your swinging and stabbing form: slow and smooth is the key.  Hone your control, gather your force, perfect your form and become the hardest hitting, safest fighter you can be.

-The Golden Lion

Friday, August 22, 2014

Growing the Game

I'd like to cover two topics today, both a bit more philosophical than technical.  After a busy summer of sword pilgrimage, I'd like to discuss two things: the way the game is approached by different regions, and the way the game grows.

As a fighter who travels a considerable amount to fight, I love observing the flavors and subtleties that different regions bring to the game.  Certain realms are heavy on certain weapon combinations, or wear a particular style of armor more often.  They vary in their skill gaps, their number of vets, the way they hold their weapons, and what they call their shots.  What intrigues me most about these variances is how and why these realms developed in their own unique manner.  What were the contributing factors and how can this information be used to grow the game in a healthy manner?

I come from the birthplace of Dagorhir, the Aratari, a realm with fifty years of history.  The area has lots of local practices, regular well-run events, yearly feasts and decent numbers.  However the weight of experience and effects of time have resulted in a stagnation.  For many of the more experienced fighters, warriors who've been coming out for twenty to thirty years, the schedule of battles and one day a week of practice have become mechanical habit.  They still come out, and still love fighting, but the hunger is gone.  Newer fighters who are indoctrinated into these established units and groups aren't instilled with the same drive to improve their skills.  This isn't apparent from the inside, and I doubt newer fighters in this situation would understand....unless they traveled.

I developed a bit different from any of my area's contemporaries.  My very first camp-out was the first Ides of March, hosted outside of Atlanta, Georgia by the High Spires realm.  Thirteen long hours from my home realm, at a windy horse farm I fell head over heels in love with the game.  At this event, I became acquainted with my future unit, the Senegal's Finest of Eryndor, and Albion, a realm from South Carolina.  For most of these young fighters, their "careers" had started within the last three years and everything about Dagorhir was shiny and new.  They sparred late into the evening, straining to learn new tricks and techniques, and spent their hours off the field discussing the merits of various approaches to the game.  I saw the vast difference in the way newer realms looked at the game.  I tasted the possibilities and potentials, and I became hungry as well.

For the last eight years, I've continued to try and travel as much as possible, often making three or more 10hr+ trips a year.  This is both because the fighting addict in me craves opponents outside my home realm, and because I love the fresh atmosphere of newer areas of Dagorhir.  In my travels I've learned that there are a number of things that contribute to the success or lack thereof of a Dagorhir group.  The most important factor is leadership.  Leadership comes in many forms, and multi-faceted leadership fosters growth both in the realm itself as well as the fighters who reside there.  There's fighting leadership to inspire and teach the newer generations, administrative leadership to keep fighting regular and exciting, crafting leadership to show how better gear can be made, and spirit leadership to encourage continued character and style development.  An imported, skilled veteran can potentially bring competent leadership and plenty of experience, assuming he/she's willing to put some work in.

I've found that the main cause in regional differences can be traced back to the way people view the game itself.  Some groups want the game to be a hard-core reproduction of authentic medieval combat, some want to be orcs and to snarl and growl, and some approach it as a pure sport.  There's no wrong way to view the game, but much of the political strife comes from people wanting the game to change to fit their vision better.  I choose to view the game as something "new", drawing inspiration from history, fantasy and real weapon techniques, shaping a beautiful game with a bright future and unlimited martial potential.  I come out to see the people I love, immerse myself in the culture, and swing foam til my body refuses to cooperate.  I hope to see the game continue to grow, so inspire the fighters around you with clean fighting and open attitudes!

I'll return to some more technical aspects with my next article.  Thanks for reading!

-The Golden Lion

Monday, August 4, 2014

Does Size Matter?: An Analysis of Red Weapon Lengths

      Amongst the litany of questions I receive on the subject of  weapons, a very common one is: "What size red should I use?"  The simple answer:  Whatever the hell you want.  You just have to learn how make it work for you. 

I highly encourage everyone, and require my apprentices, to train and learn with a minimum length red weapon (48 inches total length).  I personally prefer the use of a max length handle, which allows for wide stable defensive grips.  Fighting min-red puts you at an inherent position of weakness, as your greatest advantage, range, is almost a non-factor.   When swinging red, top hand and forward foot dictate maximum range.  With stabs, range is dictated by bottom hand and same-side foot.  Assuming your sword and board opponent has a 34" weapon that they've got in a low grip, you may only have inch or two of additional kill range, if any edge at all.  

Thus, if you want to stay alive past the opening of a fight, min-red forces you to have sharp timing, immaculate range control and solid defensive structure.  Making a mistake with a min-red often simply results in death.  Being able to maintain the far edge of your maximum kill range for any period of time gives you safe kill potential, while reducing your enemy's.  In my experience, almost every skill and every nuance of min-red translates almost directly into longer reds.  If you can be truly deadly and feared in both 1v1 situations, skirmishes, and large-scale field engagements with only a 4ft stick, chances are that you'll be an absolute terror with anything longer.

Select Your Weapon:
In Dagorhir, as in anything else, there are different tools for different jobs, but just because a tool isn't ideal for the application, doesn't mean it's useless for it either.  It might be ill-advised to cut a cooked steak at the table with a butcher's knife, but if you're a master with a butcher's knife, it'll probably be cut beautifully regardless.  It is much of the same for Dagorhir.  A short red sword is ideal for close and tight work, as well as a common dueling weapon.  It requires greater patience in open field, but a short greatsword  is highly effective in exploiting a line-gap.  You shred through armor like paper, and the maneuverability of the smaller weapon means that you can swing more rapidly while defending any counterattack.

Moving up to the 5ft length of greatswords means you're playing with considerably more range.  Every couple of inches you add alter what a weapons capabilities and limitations are.  The mid-length style of greatsword has many more options offensively, but less overall defensive strength and a reduction in close-range capabilities.  Stabbing becomes much more effective at this point, as you can safely single-handed stab most sword and board opponents from outside their maximum kill range.  Wide sweeping chops can be thrown from just outside that range as well, giving a new dynamic to your purpose in line battles.  You can either snipe if you're fast enough, or beat opponents straight up, utilizing the extra swing your weapon's range gives you.

At 6ft you're pretty solidly in the scope of field weapons.  In my opinion, this is also the longest red weapon that can be effectively wielded in a 1v1 situation.  When played by a smart, quick fighter to the weapon's maximum efficiency, it can be nearly impossible to beat as a SnB.  During field engagements you've got a very large threat radius, and with range shifts in footwork, can kill enemies 4-5 slots down the line.  If you've been spending 90% of your time training with a min-red, playing with the six foot and up range feels like having been touched by the hands of the gods.  Very difficult size to manage in extreme close-quarters.

Glaives and their ilk above six are incredibly strong field tools, and though they can be effectively dueled with by a few top level fighters, they're far less than ideal for the purpose.  However, in a line battle, they can dictate the pace of a fight with their massive threat range (second only to long spears) and intimidation factor, combined with the sheer knockback potential of a mass weapon.  They have a long attack windup (minus stabs), are vulnerable between attacks.  Plus, having a haft means your minimum kill range is quite far out.  Haft can be useful to get certain grips, but creates dead space in your kill range.

Begin your path at the shortest weapons, as they are the most demanding, and most rewarding and slowly work your way up.  Earn your power and control, train your hands and mind to strike true.  It is at that point, that you can properly become a well-rounded red fighter.

-The Golden Lion

Sunday, August 3, 2014

The Anatomy of a Fight: A Timeline

Before I get into the nitty gritty, I'd like to touch on a point about first part of the article.  It's a strange way to think about it, but different configurations of aspect strength levels create "builds".  Some fighters excel at a few categories, or even just a single one.  Different category combinations lend themselves to certain fighting styles, and create much of the wonderful variety that we enjoy.  Utilizing your "build" or strengths to their fullest extent will help you unlock your potential by making you a more efficient fighter.  A fighter whose top skill is foot speed, could better used as a quick flanker, where a fighter who excels at range and hand-eye speed might do well slaying on a line.

Now, on to the timeline.

Most fights can be broken down into four potential segments.  When a fight plays out, until a complete cessation, the combat will adhere to one of these stages.  The sole reason for breaking it down this way is to make training easier.  Training the individual stages will better prepare you for unpredictable battlefield changes and being prepared means staying alive.

Engage:  This is from the moment you make eye contact until the moment any kind of combat contact happens.  Often superior engage technique can result in an instant kill, whereas sloppy engage technique can guarantee death.

Fight:  What we spend most of our time practicing; any time you're standing within kill range swinging/stabbing objects at one another.

Lock:  When one or both of the combatants is forced within their minimum striking range.  Grappling is often initiated when combatants enter this zone.  Use of sword-locks and leverage can yield both satisfying and successful results.

Disengage:  One or both of the fighters has exited their maximum kill range.  If the range differential is high, they will have to commit to either completely disengaging out of range or recommitting.  Tactics like purposefully entering disengage phase and immediately re-engaging with a premeditated kill shot are hard to anticipate.

It is important to understand how these stages interact and intertwine.  Conscious awareness of the transitions means that common mistakes, like drifting guard positions or lapses in attention, can be avoided.  A complete fighter is a confident fighter.

-The Golden Lion

Thursday, July 31, 2014

The Anatomy of a Fight: An Appendix

    Every fight consists of the same basic potential components.  The factors that are available to exploit rarely change, but a fighter's understanding and skill level determine how well they can manipulate them.  Today, I'll break down a combat engagement into both its component pieces, and in a future followup article, the timeline of a fight.  These components range from beginner level ideas up to advanced concepts.  The basic concepts are by far the most important, and the most advanced are useless without a certain level of basic competence.  You're guaranteed to look like an idiot if you throw an elaborate fake just to whiff your shot completely.  Solid basics strung together in creative ways trumps a single fancy gimmick move, and indicates a deeper understanding of the game.  I've included very simple explanations for each, though an essay could be written about any of these.

Basic Aspects:
This is the framework upon which everything else is built, build it well.
Range:  How close are you to your opponent?  What is your kill range and how does it compare to theirs?  If you lack range, expect to have to close.  Playing in their kill range but not yours has a one sided result.
Openings:  What potential shots do you see available to you right now?  Have you seen this opponent do something so far where they've created an opening for you?  Take advantage of it next time.
Hand-Eye Speed:  Do you swing and react faster than your opponent?  If so, maybe you should swing first and try to tag them before they're aware.  If not, expect to have to have to beat them in timing.
Foot Speed:  How quickly can you close distance and how agilely can you retreat?  This is even more critical in field battles.
Footwork: How smoothly, subtly and efficiently can you move?  How is your balance while attacking and while under duress?  This is a very important category with a high impact at top level.
Shot/Block Selection:  How wide of a shot and block selection does each fighter have?  How comfortable is each fighter with both their most frequently used and less frequently used options?

Intermediate Aspects:
I would describe these as effective and thorough utilization of the basics. 
Fakes: A fake is any kind of motion or telegraph intended to mislead your opponent.  These come in a wide variety, from eye and body fakes, to stutter steps and sword misdirection.  Very useful in conjunction with other abilities.
Timing: While timing itself is a very basic part of fighting, being able to control timing is much less simple.  Understanding both your potential timing and your opponents is critical for progression.  On a more advanced note being able to change ones timing mid-combat and playing the time between beats allow a ton of counter-play.
Angles: Once a fighter has accumulated a adequate shot selection, it becomes important to learn to use them to their fullest degree.  Skilled manipulation of angles allows that from any given position your potential opportunities multiply, as well as your understanding of when you're being threatened.
Combinations/Block-strike:  This ties in with shot selection as well.  Can you string a series of attacks together?  All quality fighters learn to do that while also expecting potential returns.
Denying:  Whether by stuffing a shot with a shield, stepping into a spear shot, or removing a potential shot, being able to deny your enemy opportunities strengthens your position.
Physicality:  Using your strength to do things like push a fighter over, lock up the enemy's weapon with your own, or shield-edging creates advantages and openings.



Advanced Aspects:
These are the mental disciplines that go beyond the actual use of weaponry.  Some of these come only with experience.
Threat levels:  Being able to quickly and accurately determine which targets are most dangerous based on the available information.  As you grow as a fighter, it becomes easier to interpret this information effectively.
Fighter Knowledge:  Simply put, if you understand what a fighter might do ahead of time, you're immediately at an advantage.  This might be either through personal experience or a second hand account, but it's a subtle and important thing to note.
Prediction:  Can you accurately determine what the fighter before you will do next?  Can you think a step ahead and use his actions against him?  In combination with skilled denying, prediction is a powerful tool.  Equally useful on the battlefield exploiting timing weaknesses. 
Baiting:  Through use of misdirection and the previous category, prediction, one can trick an opponent into attacking a false opening, thus creating your own opportunity.
Dynamic Movement:  If your basic footwork and foot-speed are good, using them in innovative aggressive manners can overwhelm an opponent who's not prepared.  It's like hitting the Nitrous at a critical time.
Intimidation:  Intimidation is not simply looking scary, it's about how to generate fear and how to use that fear effectively.  On a battlefield it can be used to stop-gap sections of line fighting, keeping fighters unwilling to risk the style of death you're offering.  In tournaments, killing intent can freeze weaker fighters, and cause even skilled fighters pause.  In a related vein, there's my favorite aspect...
Swagger:  Have you ever noticed how highly skilled fighters tend to carry themselves, both on and off the field?  These warriors know what they sacrificed for their skills (See my article on Fighter Quality), and it shows in their attitude.  They may be helpful and kind, but when it's game time they're all skill and style.  Intimidation and Swagger tend to directly correlate for very good reasons.

Hopefully my breakdown will help you pinpoint what your strengths and weaknesses are, and how to improve yourself.  Hunt well.

-The Golden Lion



Wednesday, July 30, 2014

Red Sword 101: An Introduction

    I'd like to talk a little bit about something that I'm well known to be a specialist of sorts with: great-swords.  I've spent the lion's share of my last seven years training, sparring, slaying and dying with a stick longer than four feet in my hands.  I love my great weapons, the elegance in a perfectly timed block and counter-strike combination, the brutality of a precise shoulder slot-shot so forceful that it blasts through a shield man's guard and the satisfaction of planting a stab so smooth your opponent never saw it coming.  In this piece, I'd like to explore the reasons for learning this particular style, it's strengths and weaknesses, the varieties of execution, the mindsets required behind effective red work and some common mistakes and misconceptions.


To Red or not to Red:
I am not a red weapon evangelical.  My goal is not to propagate the weapon set, I'd merely like to provide resources for those who've decided to take the path I did, and want to better themselves.  The red sword is certainly a double edged blade.  It provides additional range (with the exception of a min-red), armor bypass, shield-breaking and a certain psychological impact.  In return you're perpetually at a defensive disadvantage, limited to a single plane of defense, which must be kept far more active than a shield to be effective.  This same defensive tool is also your only offensive tool, meaning that at any given point in time, you can only utilize it for one or the other.  This means that effective red use requires smooth, conscious or muscle memory trained transitions between the two modes.  Great weapons can be paired with a buckler or a backshield to allow more defensive options, though I strongly believe them to be best used as an anti-missile option, not something to be relied on in most situations.

There's no "right" way to do red weapon.  When I decided to commit to it as a style, the only fighters really going hard with it were the Dark Angels.  Being friends with Xiao and Tiji, Rugged Lands bad-asses, and having watched Sir Soth crush his way through the War God tournament one year, I imagined the potential and knew that I'd found my calling.  My personal style is a primarily defense oriented mindset and I've practiced blade and hand blocking almost constantly.  I like to use my body language, stances, and defensive solidity to force fighter options into predictable patterns/locations, solidly meet that shot with a block and counter-strike accurately to a weak location.  I prefer shoulder slot shots, extreme close-work, and stab with a very high success rate.

Other fighters use vastly different styles, take Evias for example.  We both came up using the exact same kit , min-red and small backshield, and spent long, long hours sparring each other, but developed into vastly different fighters.  He has stronger footwork than I do, and uses it incredibly effectively in combination with his shield-evading outside work.  His angles are very hard to gauge, and his speed hard to counter.  Malkin, of No Quarter! has been fighting a local game Darkon for almost twenty years.  He is a much larger fighter than we are, and his kit consists of a 5-6foot single-edged greatsword and a buckler.  He is a distance striker, with very powerful, consistent down-chops and sweeps.  He doesn't spin and moves in a relatively linear fashion.  But his power at range is over-whelming and stepping close to him results in getting shoved over by a huge, powerful frame.  There's no wrong way to do it, you just have to find out how to make your style work.


In The Mind's Eye:
Most fighters who decide to learn red sword have already learned another style to some extent.  This is due to most experienced fighters encouraging newer fighters to sword and board, pole-arm or occasionally florentine.  I don't disagree with this practice, as red weapons are inherently more dangerous than other styles.  You are simply swinging more mass around, creating a higher chance of injury at higher force.  This is not to say that red weapons cannot be wielded safely, it just requires a higher degree of emphasis on control during the learning process.  The most skilled red fighters are not those who can swing hard enough to hurt, but those fighters who can turn a blast into a tap when they see a situation go awry.  Control is power with red swords.

Every weapon combination is accompanied by a required mindset.  This isn't to say that there isn't more than one way to approach that mindset, but the general idea is based off inherent advantages and disadvantages.  Reds are incredibly powerful field tools, in conjunction with a skilled SnB or two, a red battery can be nearly unstoppable.  In 1v1 situations, we're generally at a distinct disadvantage.  SnB fighters have a large passive blocking surface that can be actively used to cut angles or stuff shots and florentine fighters have two planes whose individual offensive and defensive options can be used independently.  In exchange we gain range advantage, leverage and power.

In Dagorhir, power is generated through efficient body mechanics not musculature.  Sure being ripped doesn't hurt, but it doesn't really help either.  Proper, smooth transfer of kinetic force from the origin (shoulders/core) to the hands is crucial.  Range is probably the most important advantage.  Given equivalent speed, you gain a potential extra swing with every 8 inches of blade length you add.  However the more range you add, the longer your recovery time, regardless of weapon weight.  If you want to force improvement, put yourself at a disadvantage even further.  To challenge myself, I like to play up top with SnB fighters, rather than resorting to lower quadrant swings.  This isn't to say you shouldn't chop legs in field fights, but you get out of training what you put into it.  Happy redding campers!

-The Golden Lion


Tuesday, July 29, 2014

So you wanna be the very best? (What makes a fighter great?)

        Dagorhir, for all it's multifaceted fun, is primarily a fighting game.  Everyone wants to be good at it, but what separates the merely good from the great?  What sets those fighters who serve as inspirations, aside from the pack?

These are the reasons the cream rises to the top.  No particular category outweighs any of the others, and the degrees factor in quite a bit.  A fighter who lacks in one category can make up for it in another.  Most top tier fighters are some combination of these attributes, but there is a vast range of "stat" variances.


Skill:
Skill encompasses most of the things that can be learned within the game: ability with weapons, knowledge of situational shot selection of both you and your opponent, knowledge of other fighters, field awareness, decision making and correct judgement of threat levels.  Fighters who fight regularly and mindfully tend to advance in this category as they gain age and experience, while they may experience a decline in the next category....


Physical Talent:
This category encompasses many individual traits that can contribute to ability, but in simplest terms being a more capable human being makes you a more dangerous fighter.  Speed allows more tactical options, both in foot-speed and hand-speed.  Strength allows a fighter to break through guards, wield larger weapons more ably and muscle openings in defenses.  Balance allows recovery from aggression and more attack options.  Size creates angle openings and contributes to intimidation in field encounters.

This category can be improved to some extent.  A weaker fighter can work out, and through his training may improve his combat abilities.  But this category also imposes a ceiling, a fighter who is extraordinarily low in natural talent may find difficulty improving consistently in other categories.  In the same regards anyone of even low middling natural talent can become a respected fighter by concentrating heavily on....


Learning Ability:
Possibly a better way to describe this would be learning willingness.  To gain skill, a fighter must both fight consistently and mindfully.  This doesn't mean swinging a sword in a field with your buddies.  It means thinking about what you're doing every time you do it and why you made those decisions.  Then whether or not you fail miserably, you think about why the result that came about did and how you could do it differently.  Better.  Watching video of your own fighting is a strong accelerator to the process, as it allows you to do your self-analyzing after the fact with a calm mindset.  Also helpful is finding a good mentor in the style you want to learn, a good sign of...


Dedication or as I like to put it The HUNGER:
This is the most important factor in who makes it to the top.  How badly do you want to be the best?  Will you be the last fighter on the field sparring after the day's fighting?  Will you drive to events twelve hours away to fight a brace of badass Numenorean knights?  Will you travel to the deep south to tangle with the RVNS and test yourself against the skilled Sons of Tara?  Go to the Aratari and match yourself against the cogs of No Quarter!?  There's a ton of very skilled fighters spread across this nation, every region's got their local badass.  The more you seek out to fight, learn and spar from, the better you get.  Simple as that.  You've gotta want it really bad.  The Hunger is what drives fighters.  Feed your Hunger.

-The Golden Lion


So, just who the fuck are you? (An Introduction)

So. Who the fuck am I?  And why the hell should you want to read anything I have to say?

Well, frankly, you probably shouldn't.  People call me the Liar King for fucks sake!  Who would listen to the poisoned words of such a renowned scoundrel?  Haha, too many damn people is who.  How do you think I became king? :D

In this wonderful, silly-serious world of ours I'm known as Exo.  And I fucking love sword fighting.  So.  Damn.  Much.

I've been fighting for some time.  Not as long as some, but probably more than most.  For me, the act and art of sword fighting are pure joy.  I can still remember the feelings and emotions of particular days 11 years ago, the sunlight and the smell of the air, the tension and the excitement.  The energy that accompanies feeling comfortable and at home with the world.

I started a stick jock, and I still am to some extent.  I take my fighting pretty seriously, but not quite like most other serious fighters do.  I fight not to win, but as an art, a form of expression and self-improvement.  I swing sticks because through that act, more than any other, I can feel eternity.  It's the reason I've been fighting greatsword near exclusively for the last 7 years.  For me, my style and fighting the way I want is as important as improvement itself, and this has dictated my skill progression over the years.

I'll cover skill plateaus and other meta fighting concepts in a future post, but I definitely feel like the next plateau I approach will be crested not through practice, but by deepening my understanding of the underlying most basic concepts of fighting.  To that extent, I'm going to be writing much of it out, as both teaching and writing seem to help me organize my thoughts.

In this blog I will try to cover a wide range of topics, such as: great-weapon from basics to advanced, line-fighting tactics and mindset, common mistakes and misunderstandings with fighting, how to improve actively and the occasional rant.  I hope you'll enjoy reading this!

-The Golden Lion