This is a combat-centric blog that discusses fighting concepts ranging from basic to advanced. It is written from the viewpoint of a greatsword specialist, with ~10 years of fighting experience. Please like my Facebook page at: facebook.com/TheLionsStride
Wednesday, February 25, 2015
Dagorhir Tournaments: Becoming a Complete Competitor
Tournaments are a tricky subject in Dagorhir. They are generally regarded as being unimportant to developing a fighter’s skill, and are rarely the centerpiece for an event or campout. Even Ragnarok has seen a downturn in tournament participation, with only a handful of units fielding fighters over the last few years. The perceived taint of cheating, whether factual or not, has kept many skilled fighters away; for fear of having a rightful victory ripped away by an dishonorable opponent. But, this year at Ragnarok, I witnessed a very clean, fairly well run tournament, and I'm hoping that it heralds the potential for change. I'm a competitive fighter and I crave the adrenaline rush that "fighting for keeps" evokes in me, so I've always loved tournaments; and I genuinely believe that tournaments can bring much to the style, flavor, and substance of our game.
Simply put, skill sharpens skill. Granted, there's an element of competition to any form of foam fighting, but the game changes completely when only the victor advances. The adrenaline rush in a tournament is simply a different breed from an epic field or forest fight. The pressure to perform is much higher for each individual, and even in team tournaments, the failure of one can spell doom for the whole team. It forces a fighter to establish a "One Fight" mentality where your concentration focuses to a sharp point. I consider it a form of mental fortitude, the tournament mindset, and I find that fighters who are both exceptional on the field and in tournaments are more complete combatants and contenders.
In Amtgard, the tournament scene is an institutionalized system that is handled very differently from Dagorhir. There are game sanctioned awards for exceptional performance in any number of areas, whose collection culminates in a knightly title. The most relevant to this discussion are Orders of the Warrior, which are given for exceptional tournament performance. Nearly every Amt event has a tournament of some kind, whether they are Martial or Arts and Sciences. This perpetual competition has created some exceptionally talented fighters and they're generally well known due to the obvious victor nature of tournaments. I'm not advocating Dagorhir adopting any of these ideas, but giving this as an example of the way it can enhance a game.
There's a wide variance in the way that tournaments are run in regards to weapon classes, elimination style, and even heralding standards. The most important of these to the integrity of tournaments is the use of active heralding. Not only does this eliminate much of the ambiguity in tournaments by having multiple experienced herald/fighters watching the entire match from different angles, but also helps grow skill by recognizing weak points in your own game. Tournament heralds need to be comfortable and willing to call shots on even the most respected of fighters, with no favoritism shown at all. Consistently utilizing this style of heralding will do much to help the reputation of tournaments, and potentially Dag as a whole.
I don't expect most fighters to care about tournament settings; but the fact that many top tier fighters avoid them says something about their current standing. If effort is expended to run better organized, cleaner, and faster tourneys, the average skill level across the country could take a leap. Consider running local tournaments, but keep in mind and emphasize the importance of sportsmanship and honor. Participate in them, and learn from the defeats you will inevitably be handed. Use tournaments as a way to gauge your current skill level, and help provide you with the hunger you need to improve across the board.
-The Golden Lion
Wednesday, February 18, 2015
Why So Serious? How to Keep the Mind Clear of Rage
This is a short article written by Mr. Dark (formerly known as Maeo), who is an old friend of mine, currently petitioning to the Brotherhood of the Falcon. He's always been a talented fighter, but has also suffered from a history of temper flare-ups. Here is a look into how one can temper their flames, even when they burn brightest, and even in those for whom the inferno threatens to consume them.
***
"At Wolfpack Opener I was not in a great mental place. I was moody, angry, and, simply put, looking for an excuse to go hard on someone. Anyone at all. Not quite the way you want to be at the first major Midwest event of the year. Then a unit mate of mine struck me in the noggin. Not on purpose of course, but a solid shot to the dome still instigates those fight or flight signals, no matter the reason. The rage burned brighter. So, I tossed my weapons to the ground and took a walk.
The freezing cold of Illinois gnawed on my flesh as I marched to the cadence of my self-loathing. Christ. I wanted to tear a fucker's head off. The more I walked, the cooler my temperament became. The rage retreating deep into the recesses of my mind for warmth. I found myself back at the entrance to the gym. Feeling my in self-imposed exile was served (and tired of the bone-chilling winter of the 'nois), I returned to the event. The battle I left was still going strong and my equipment lay in the center of the field where I'd abandoned them. I slowly navigated through the sidelines of the field, holding my head high and my shoulders back despite the massive chip that still sat there.
I pushed my weapons off the field and began strapping on my gloves and picking up my shield. Then I noticed something. Peeking through a door stood a gaggle of little girls, eyes wide and amazed at the chaos. The most excited of the group (and presumed leader) spoke up.
"What are you doing?" she asked.
"Having a sword fight," I replied.
"Why?"
"Because it is fun." I declared.
In agreement the leader threw up her arms and her cohorts nodded.
"Does it hurt?" another asked.
"No," I replied and I handed the gaggle my club to inspect. I explained the game as a massive pillow fight, which seemed to satisfy them. Itching to return to combat, I waved good-bye and told them to enjoy their day as I went to rejoin the mock mass-murder. The children's eyes returned to the field, no longer seeing chaos, but organized play fighting.
My day improved, having had to confront what I do and why I do it on its very simplest terms. I believe that gaggle of girl children, dressed all in fluorescent pink and silver, were sent by the universe to remind me of that. Sword fighting is fun. All of it. The beautiful choices of garb. The Ferrari bright weapons. The fancy kung-fu footwork. The over the top deaths. The satisfaction of a surgically precise shot. The shock of bone-crushing shield bashes. The fun in all its forms.
Human beings have a way of over-complicating things. It's in our nature. Our brains are perpetual thought machines, and mind tends to steer towards the melodramatic. If you ever feel yourself getting frustrated by this game (and if you are reading this, you are playing enough to where that is a certain possibility), do yourself a favor and take a walk. Explain to seven-year-old-you how you grew up to be a warrior slaying kin on a battlefield. And I dare you not to smile."
***
Anger is a problem that we all suffer from occasionally. Nobody is perfect, and everyone has things that set them off. The truth is: we're playing a combat sport. There is always going to be the potential for anger and frustration, but it is very important to remember that you do this for enjoyment. Sportsmanship must be maintained, even (or perhaps especially) against those we might not like much. Every single person who stands on the field is out there to enjoy themselves, and nobody wants to go home hurt at the end of the day.
The game is about fighting, but it's the people who make the experience mean something. If you find yourself frustrated or upset, remove yourself from the field before you hit your breaking point. No good comes of continuing to swing a stick while your temper crescendos. Folks don't want to fight against rage-beasts any more than they want to fight against cheaters, so don't be that guy/girl. Take a walk, get some fresh air, and try to clear your mind before returning every time. Even if you already have a reputation for a short-temper, it's never too late to change that. Make a special effort to treat others on the field exactly the way you'd want to be treated. Accidental head shots happen in both directions, and I'm sure you'd rather not have every single person you accidentally hit in the head blow up screaming at you.
I personally have made special effort to curb my own hotheadedness, which used to be a defining feature of my attitude and fighting long years back. In fact one of my apprentices tells me that his earliest observations of my shouting and anger left him with as strong an impression as my skill. But I wanted the game to grow healthily, and so I made a promise to myself to try harder to rise above the hate. For each person who manages their rage, there's another person whose good time won't be dragged to a halt. Fight hard, but fight clean.
-The Golden Lion
***
"At Wolfpack Opener I was not in a great mental place. I was moody, angry, and, simply put, looking for an excuse to go hard on someone. Anyone at all. Not quite the way you want to be at the first major Midwest event of the year. Then a unit mate of mine struck me in the noggin. Not on purpose of course, but a solid shot to the dome still instigates those fight or flight signals, no matter the reason. The rage burned brighter. So, I tossed my weapons to the ground and took a walk.
The freezing cold of Illinois gnawed on my flesh as I marched to the cadence of my self-loathing. Christ. I wanted to tear a fucker's head off. The more I walked, the cooler my temperament became. The rage retreating deep into the recesses of my mind for warmth. I found myself back at the entrance to the gym. Feeling my in self-imposed exile was served (and tired of the bone-chilling winter of the 'nois), I returned to the event. The battle I left was still going strong and my equipment lay in the center of the field where I'd abandoned them. I slowly navigated through the sidelines of the field, holding my head high and my shoulders back despite the massive chip that still sat there.
I pushed my weapons off the field and began strapping on my gloves and picking up my shield. Then I noticed something. Peeking through a door stood a gaggle of little girls, eyes wide and amazed at the chaos. The most excited of the group (and presumed leader) spoke up.
"What are you doing?" she asked.
"Having a sword fight," I replied.
"Why?"
"Because it is fun." I declared.
In agreement the leader threw up her arms and her cohorts nodded.
"Does it hurt?" another asked.
"No," I replied and I handed the gaggle my club to inspect. I explained the game as a massive pillow fight, which seemed to satisfy them. Itching to return to combat, I waved good-bye and told them to enjoy their day as I went to rejoin the mock mass-murder. The children's eyes returned to the field, no longer seeing chaos, but organized play fighting.
My day improved, having had to confront what I do and why I do it on its very simplest terms. I believe that gaggle of girl children, dressed all in fluorescent pink and silver, were sent by the universe to remind me of that. Sword fighting is fun. All of it. The beautiful choices of garb. The Ferrari bright weapons. The fancy kung-fu footwork. The over the top deaths. The satisfaction of a surgically precise shot. The shock of bone-crushing shield bashes. The fun in all its forms.
Human beings have a way of over-complicating things. It's in our nature. Our brains are perpetual thought machines, and mind tends to steer towards the melodramatic. If you ever feel yourself getting frustrated by this game (and if you are reading this, you are playing enough to where that is a certain possibility), do yourself a favor and take a walk. Explain to seven-year-old-you how you grew up to be a warrior slaying kin on a battlefield. And I dare you not to smile."
***
Anger is a problem that we all suffer from occasionally. Nobody is perfect, and everyone has things that set them off. The truth is: we're playing a combat sport. There is always going to be the potential for anger and frustration, but it is very important to remember that you do this for enjoyment. Sportsmanship must be maintained, even (or perhaps especially) against those we might not like much. Every single person who stands on the field is out there to enjoy themselves, and nobody wants to go home hurt at the end of the day.
The game is about fighting, but it's the people who make the experience mean something. If you find yourself frustrated or upset, remove yourself from the field before you hit your breaking point. No good comes of continuing to swing a stick while your temper crescendos. Folks don't want to fight against rage-beasts any more than they want to fight against cheaters, so don't be that guy/girl. Take a walk, get some fresh air, and try to clear your mind before returning every time. Even if you already have a reputation for a short-temper, it's never too late to change that. Make a special effort to treat others on the field exactly the way you'd want to be treated. Accidental head shots happen in both directions, and I'm sure you'd rather not have every single person you accidentally hit in the head blow up screaming at you.
I personally have made special effort to curb my own hotheadedness, which used to be a defining feature of my attitude and fighting long years back. In fact one of my apprentices tells me that his earliest observations of my shouting and anger left him with as strong an impression as my skill. But I wanted the game to grow healthily, and so I made a promise to myself to try harder to rise above the hate. For each person who manages their rage, there's another person whose good time won't be dragged to a halt. Fight hard, but fight clean.
-The Golden Lion
Monday, January 26, 2015
Reigniting the Spark
For many Dagorhirrim, as the years roll by, foam fighting becomes less like a hobby and more like a lifestyle. Friendships, bonds, and a love of the game brings folks out for decades. Even after taking long breaks and having drastic lifestyle changes, many people find themselves pulled back into our world. How can someone extend the life expectancy of their Dagorhir experience and continue both having fun, and keeping the thrills fresh? Here's a couple ways that you can use to reinvent your game experience.
Don't Expect the Past to Repeat:
Sometimes you just get a perfect storm of personalities and conditions. Everyone gets along beautifully, everyone is motivated to improve and people's attendance is strong. These Golden Ages can galvanize an entire region into building itself up, or fuel the establishment of well-attended large-scale fighting events. But people grow older and life happens. Some folks will start families, some will move away, and others will just slowly and silently fade into the noise, never to be heard from. As fantastic and inspiring as these golden ages can be, when they pass, they can leave a vacuum in their place. Like a train forced to slam on its emergency breaks from full speed, the absence of the leadership that prompted the explosive growth can cause a drastic shift to the opposite of the spectrum. Dagorhirrim become accustomed with their group's idealized dynamics, and without a smooth and measured leadership transfer, there is a high chance of a period of stagnation. When things are too perfect, everything that follows can seem bleak in comparison. Newer members who only ever knew a period of strong, careful leadership, and pristine organization, may not know how to react to the new way of things.
Sometimes you just get a perfect storm of personalities and conditions. Everyone gets along beautifully, everyone is motivated to improve and people's attendance is strong. These Golden Ages can galvanize an entire region into building itself up, or fuel the establishment of well-attended large-scale fighting events. But people grow older and life happens. Some folks will start families, some will move away, and others will just slowly and silently fade into the noise, never to be heard from. As fantastic and inspiring as these golden ages can be, when they pass, they can leave a vacuum in their place. Like a train forced to slam on its emergency breaks from full speed, the absence of the leadership that prompted the explosive growth can cause a drastic shift to the opposite of the spectrum. Dagorhirrim become accustomed with their group's idealized dynamics, and without a smooth and measured leadership transfer, there is a high chance of a period of stagnation. When things are too perfect, everything that follows can seem bleak in comparison. Newer members who only ever knew a period of strong, careful leadership, and pristine organization, may not know how to react to the new way of things.
Even within a single unit's evolution, there will be points in time which each member considers the "Best of Times". The most important thing to remember is that this game is what you make of it. Constantly reminiscing and comparing your current situation to past glories is a sure-fire way to become discontent with your status. Meet new faces and personalities, and let them influence your game experience in a positive, open-minded manner.
Embrace the Entire Game:
If you've spent your entire 5 years fighting being a pure-stick jock, and find yourself bored of Dagorhir, maybe it's time for a change of pace? The game is a multi-faceted jewel, and there are many different ways to enjoy it. You could explore the worlds of crafting, fashioning fine arms and armor, or elegant garb. You might find it enjoyable to participate in Bardic competitions, or flesh out your long-neglected character into a story-tale hero or villain. Or perhaps you've done everything but take fighting seriously? When treated like a martial pursuit it can be very fulfilling. Attend some practices!
If you've spent your entire 5 years fighting being a pure-stick jock, and find yourself bored of Dagorhir, maybe it's time for a change of pace? The game is a multi-faceted jewel, and there are many different ways to enjoy it. You could explore the worlds of crafting, fashioning fine arms and armor, or elegant garb. You might find it enjoyable to participate in Bardic competitions, or flesh out your long-neglected character into a story-tale hero or villain. Or perhaps you've done everything but take fighting seriously? When treated like a martial pursuit it can be very fulfilling. Attend some practices!
How about trying something that's new for you in the game? Come up with ideas for new games to play, battles to fight or events to run. Mix it up and try different weapon combinations, or fight with a less than ideal setup. Try to attend more out of state events and meet new people across the nation! There's a thousand ways to enhance your experience, you just gotta be willing to put some thought and work in.
Dagorhir can be as much or as little as you want it to. What you receive from the game is a product of the effort you put in and the people you surround yourself with. If it's not working for you, try to change the variables. It's your free time, you should enjoy it.
-The Golden Lion
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
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
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.
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
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
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