With Uprising on the horizon, I thought I'd talk a little bit about melees. Try to get us in the mood, as it were.
In the modern army, there is a standard doctrine for when you are ambushed. When you first come under fire, you should do three things: move shoot and communicate. Once you've done these three things, you can try and figure out tactically what should be done. A while back, I was thinking about that, and how (or if) it applies on the melee field. And you know what, even though ambushes are rare in the SCA, the general principle still works. After all, an enemy trying to roll your flank is does have its similarities to an ambush.
The first part is to move. When that hot-shot team comes barreling in, trying to roll the flank, don't just stand there and let them, move to engage them. Yes, they'll be expecting it, but it still forces them to react, instead of merely acting. And it allows you at least some say on the ground you fight over. Nine times out of ten, flankers will slow down considerably when you move to intercept them.
Since the majority of us don't go onto the field with rifles, we can't literally shoot, but that doesn't mean we can't throw shots. As you rush over to defend that flank they're trying to roll, throw shots at them. Don't go for the kill, just attack. At least for the first thrity seconds of the engagement. The modern equivalent is suppressive fire: throwing bullets at the enemy so they'll duck. When you start throwing shots, those flankers you slowed by merely standing in their way will stop dead in their tracks, buying you (and more importantly, your commander) time. Once you've stopped them in their tracks, then you can start getting fancy and going for the kills.
So far so good. By simply moving to intercept and throwing a few shots, you've stopped the advance of their flankers. Now comes the most important part: communicate. Now, even though it comes last in the trinity of action, you should be doing it all along. When you first spot the flankers, sound off. Yell something like, "Flankers left!" which, of course, you follow up with, "Moving to engage left!" and "Engaging left!" and the oh-so-important "Dead!" if the unfortunate happens. And don't be afraid to use your outside voice. If your commanders can't hear you, they can't send reinforcements.
Like any set of rules, the Trinity of Action has its exceptions. If you're not on the flank being rolled, don't pull out of the line to intercept them without orders, just sound off and know someone will deal with them. Likewise, if your orders include the phrase, "at any cost" but aren't to "defend the flank" or "keep them from getting through" then sound off and drive on. You'll notice that, even if you can't move or shoot, you should still communicate. I can think of only one time when you shouldn't communicate, and that's when you're trying to sneak up on the enemy. Other than that sound off.
I know it's all pretty basic stuff, but it is the heart of melee: Move, Shoot, and Communicate.
No comments:
Post a Comment