Move Along Lil’ Doggie – Switching Teams and Siege Tactics

Friends recently I participated in a siege battle at Pennsic 47 and thought Id share a few observations

Anyone Home?: We were a few people short of fielding up to three engines. Luckily we were able to shuffle some people around, myself included, to get them fielded. The scenario dictated: once an engine was destroyed, or couldn’t be operated (too few engineers) that the engineers cannot move. Well then, OK! But if we are to keep and engine running, a ballista for instance would best be served by having 4 engineers so if one died, there is a replacement. Some people only want to fight with their unit. That’s OK as well, but if you’re open to moving, and you have more than enough people, consider moving to a new home for a bit. The greater glory and honor will be served in keeping your team alive as opposed to just your squad.

fig. 3,4Targets of Choice: In some cases, being smart about targeting helps. A larger hit zone, proximity, obstructions. But I want to talk specifically about unceremoniously ganging up on people. Referring to fig. 3,4 we can see the concept of ganging up on one or two targets. Thereby increasing the hit chance. This can take targets out more quickly and reduce the return fire. This combined with position, can be brutally effective.

fig.1,2Field Position: “Nobody move! Maybe they wont see us!”… and so it was. Not one engine moved. It seems to me that if there is one line facing another line, moving engines to increase the distance from opponents, while maintaining good distance to others whom your teammates are targeting is a good thing. Moving out of their range? Even better! Referring to fig. 3,4 we can see the concept. Move your engines if possible. During set up, engines that can’t move put them in a safer position. In this case we had an elevation advantage. If we had moved engines to the top of the hill, they’d have to shoot uphill effectively reducing their range. Then combine this with fire concentration… again, brutal.

Rules: There are rules, then there are scenario restrictions. This can be in the form of increased safety zones, etc. Now scenario or Kingdom rules can augment, but not replace, or reduce Society law (eg: reduce safety ranges). But important things to note are thing like, if a ballista bolt is moving, am I dead? According to Society rules, once a bolt touches the ground then hits you, you are not dead (section VI). This happened to my team.

Swords to Plowshares: It has happened before where as a combat archer, I have put my bow aside and stepped on to a siege team to keep the engine running. And vice versa. Being aware of your surroundings and communicating need can sway a battle BIG time.

Wrapping up: Not trying to write a novel, just a few observations from the field, and I hope it helps!


 

References: https://www.sca.org/officers/marshal/docs/siege/siege_engines_handbook.pdf

Heed the call of your Warlords!

throwing maces and daggers
throw-y thingies

We all want to have fun on the field. It is vitally important that we listen to ourselves, and gauge properly. This can dictate our level of involvement. Taking this as a given, there are things we can do to be as effective as we can be, regardless of perceived (or real) level of engagement.

A few topics of note…

Your Tactics
After considering what your comfort level is, it is important to gauge the scenario and your place in it. By way of example, bridge battles and open fields are very different beasts, and how you engage can vary. In an open field you are a sitting duck. Pair up with another archer, or find someone with a shield.

Fighting alone can work, but you need to keep your eyes open and be open to change your tactics as the battle progresses. Generally your job is not a front line job, but second or third in line is perfectly acceptable.

Armies Tactics
As combat archers and siege engineers, were are limited by the number of events we can attend and practice at. Go to events where Siege and CA are not happening, and be a spectator or water bear. This affords a great chance to see how the armies communicate, eaves drop or participate in conversations about tactics. watch how squads break up and form.

Looks for groups who practice together and watch their tactics. How do they file up? Who’s in front or back? Which weapons are most effective for the chosen positions? What can you do to fill gaps in a squad that has formed? Why has a squad formed?

A Tuchux squad may have formed to spearhead a rush, that may not be the best use of a CA’s energy.

Commanders and Warlords
Know who your Commanders and Warlords are. Listen to their commands. In war scenarios they are constantly surveying the situation and plans can change. There should always be purpose in commands. In the example of timed scenarios, the timing of these commands are usually crucial. And if the commanders are doing their job, it should make your job easier and more fun.

Show up before the battles start, sit in on the pre-battle huddles so you know what the plans are, and if unclear, ask what your role is!

Effective CAs and Engineers almost always play a vital role in victory. If a commander calls for an archer, take note and be available. If they call for siege at a location, rain devastation on that location.

Go to events that are set up for commander and unit training. In Atlantia we have War Practices that are just for this. Talk to your heavy community and find out when and where.

Communication
Some of the aforementioned depends on communication. In the scenario of a bridge battle, width is a premium. Its legit to say, “archer advancing”, and move up to the second or third line. When approaching a teammate, let them know you are there with an, “Archer on your left shoulder <YOUR NAME HERE> (or person in the blue tunic). If they have shields they can help defend you from incoming pole-arms and arrows. But they can’t if they don’t know you’re there.

The act of being vocal about this can also strike fear in the defenders line. You will see the ‘pucker up’ effect when shields start to crowd and pole-arms step back or aside. Necessarily making them less effective.

Know your commanders and sub-commanders voices, keep an ear open for commands being passed along. Listen to the lines when they say, “Take out the person in red”. Generally this means that opponent is being particularly effective and their removal helps lead our team to success.

This topic of communication deserves a whole article of its own, but is a lesson learned with time, and awareness.

Flexibilty
Cross authorizing in weapons forms can be a very handy thing. For instance if you are authorized in Siege and CA, If you see an engine is down to one engineer, and your team can be effective with siege in the scenario, fall back and assist on the engine. Or vice versa!

Do you have plenty of archers and no cover? Grab a shield and a handful of thrown weapons. You can act as a moving wall for another archer, as well as deflect from the random heavy charging in to club a ‘baby seal’. Authorize in spear or pole-arm. Perhaps a scenario doesn’t allow for CA or siege, that doesn’t mean you need to sit it out, grab a spear and get to work!

In the end the more you put into the job, the more satisfying it will be. Knowing you are effective, needed, and respected goes a long way.

Crossing the Lines – Multiple Fighting Disciplines

Onager with Sling

Greetings friends,

When it comes to tactics, you may want to look inward. Not every scenario will have siege, or combat archery. What do you do then  if you are only authorized in one or the other?

Get authorized in multiple disciplines of course! I know several combat archers who fight with some other form of weapon: Spear, Polearm, sword and board. Whatever your poison, you should have a backup plan.

Take an evert that happens in Atlantia like War of the Wings, there are always scenarios with combat archery, less with siege, but always rattan. If you are the kind who wants to stay active as much as possible, get authorized in spear or some other rattan weapon form. If there is a scenario where there are three battles, the first two have CA but the last does not, by being allowed to pick up a hand weapon you can still fight with your team.

What about the siege/CA combo? Siege engines are a real consideration when it comes to events. Not every event can have siege, the ones that can sometimes don’t. So what are the blockers? Perhaps there are not enough engineers? Maybe someone that has an engine doesn’t have enough people? In this case communication is key. By participating in these communities you can let them know you are available in needed. You could be the one to sway the balance.

It may be the case that there are fielded engines, but an engine is left one person short to legally use. If you can safely dispose of your weapon/gear and assist, it can easily sway a battle. Not to mention act as a guard for other approaching enemy combatants.

Take a bridge battle for instance, these are target rich environments. All you as an engineer have to do is get your missile anywhere on the other side of the bridge.

Only fight rattan? Grab some thrown weapons! There may be Missile Weapon Tourneys happening you can participate in!

Whether your goal is not having downtime, or simply being versatile, be all that you can be in the cross-disciplined army.

Being effective on the front lines – Combat Archery

Being a combat archer can be a thankless job, but someone has to do it.

movie_splash
click to view movie in new window/tab

Regardless of your calling on the field, be good at what you do. As a combat archer that means effective. Taking out prime targets. Listening to unit commands. Paying attention to the field.

Effective:

There are various measure of effectiveness. For instance upon “lay on!” being called, lob a volley. It can slow the advance and perhaps break ranks of an untrained unit. I like to fight 2nd or third from the front line depending on the scenario. This allows shields and polearms to do what they have trained to do: work together. If you hang too far back it can be harder to spot and eliminate prime targets.

Prime Targets:

Your job is to pick off fleshy exposed targets like polearms and spears. However you can take a pot shot at a shieldmans face and make them take their eyes off combat. Through communication or luck when they drop their shield to peek, a poleman can poke them or another archer can shoot their face. Siege engines are great sitting ducks as well. Know your engine types, how many minimum it takes to operate, and battle scenarios (resurrection).

Unit Commands:

Listen to your team mates. Let them know you are behind them. They can block incoming shots with shields and otherwise protect you from poles, and spears. In some cases you will hear a command like, “Take out the King!”, do your friends a favor, take the King out! Your team is surveying the opponents strengths, and your job is to help them eliminate the opponents defenses so progress can be made. Participate in pre-battle scrums and know what the overall strategy is. Good commanders use all the tools available of which combat archery is an effective one.

Surveying the Situation:

Sometimes it helps to look at the bigger picture. Survey the area. There may be a spearman in front of you but do you have a lack of shields on the front line right now? Can an opponent archer wipe your side out? Then take out their archer. Is there about to be a breach in the opponents defense somewhere you are not? Lobe a shot or two in support and help clear their path. The defense may not be expecting it and exposing opportunities.

In the end, making the opponent frustrated or angry isnt the goal. But if they do get frustrated they will do things like suicide, or break ranks. This is when you know you are doing your job, I give you exhibit A:

Click here to view the movie: Combat Archery