United Empires of the Middle Ages
Medieval Reenactment Society
Marshall Tome

VERSION 1.0

Copyright (c) 2000

Copies may be made by members of the, UNITED EMPIRES OF THE MIDDLE AGES, for circulation to other members, so long as no changes are made and the copyright statement is included.


Part II: Marshalling on the Field

There are four equal priorities in being a Marshall: safety of combatants, safety of non-combatants, fair witness, and showmanship. Over-emphasizing any one at the expense of the others will tend to make the fighting less enjoyable for everyone (though if you must go overboard, pick safety of non-combatants).

Being Marshall-in-Charge

As Marshall-in-Charge, you are responsible for organizing the marshalling. This does not mean that you have to do it all yourself. You do, however need to:

Check that the field can be safely fought upon. Check the site before it is reserved for the event. Can someone in armor, with restricted vision, cross it safely (i.e. without injury to themselves or others, tripping being an inherent hazard of combat in rough terrain)? At minimum, check at the beginning of each day to see if there are holes, soft spots, rocks, etc. If they are serious and cannot be worked around, move the fighting somewhere else.

Arrange for equipment inspection. (This is covered in detail below.) Arrange for Marshalling for all of the combat. That means an absolute minimum of one marshal per single combat(preferably two or three), and enough Marshall's for group combats (melees and war battles) to both surround the fighting (to keep an eye on the boundaries) and keep most of the fights under general surveillance (for things like armor falling off, broken weapons, etc.). (If volunteers seem to be in short supply, point out to the fighters that they do not get to start until sufficient Marshall's are available.)

When it is all over, write up a report on the event (see the Paperwork section above).

Equipment Inspections

At each event, the Marshall-in-Charge must inspect all of the equipment in use in combat (armor and weapons). This inspection should random for Carded Fighters, but should include ALL new (non-carded) Fighters. This in no way relieves the individual combatants of their responsibility for following the Equipment Standards (Appendix 3). Rather, it is intended to provide a second pair of eyes (hopefully at least a little more experienced, but not necessarily) and an outside point of view. A reminder: Equipment that was perfectly serviceable at the beginning of the previous event, may well have broken since. And even the most experienced fighters occasionally forget some piece of armor or another.

The inspection outlined below is merely by way of example. Usable for all combat Classes of the United Empires of the Middle Ages. It necessarily does not include checks for additional requirements that your individual Empire may have added. Until you have done it so many times that it becomes redundant, using a check list might be helpful as you do the inspection.

Equipment Inspection For New Combatants and Random Carded Combatants

All of this is based on the Equipment Standards given in the Appendices. You should be familiar with them, as well as with any other requirements that your Empire may have instituted. The fact that one of the requirements is not mentioned on this checklist does not mean that you should not notice if it has not been met.

Armor inspection must be done with all armor on the body of the combatant who is going to wear it. It is not otherwise possible to get an accurate idea of what is covered and what is not, nor of where gaps may occur as the combatant moves.

Before you start, remind yourself that armor is hot, not to mention heavy. If the weather is hot, try to find some shade in which to hold the inspection, or at least for the fighters to stand in while waiting to be inspected. (Similar reasoning applies in case of rain, freezing cold, or other inclement weather. Just because it is possible to fight, does not mean that it is pleasant or desirable to stand around in armor during inspections.)

Marshalling in General and for Single Combat

At minimum, there must be one Marshall for a single combat. Two or three would be better, and will be able to see more of the fight. Four or more will get in the way, and block the view from the sidelines, without providing noticeably better marshalling.

As noted earlier, marshalling has four parts of nearly equal importance: safety of combatants, safety of non-combatants, fair witness, and showmanship. Excessive concern for any of these, to the neglect of the other three, will make fighting less enjoyable for all concerned. While these concerns apply to all marshalling, they are most detailed and balanced in single combat.

THE MARSHALL-IN-CHARGE IS NOT TO BE A COMBATANT, AT ANYTIME!

Safety:

The field itself can cause safety problems. Before you begin, look over the area where the fighting will take place. Look particularly for large holes, soft spots, and rocks. (The fighters will generally accept small holes, rocks, etc. as part of the background.) Once the fight starts, you will want to try to keep it away from these areas. If the hazards are serious, move the fight.

As the fighters come out onto the field, take a quick look to see that they have remembered all armor pieces --- especially elbow, neck and hand armor. These are the likeliest to be removed and then forgotten. This should not take any time at all; it is not a full inspection nor an attempt to catch some idiot who is trying to play silly games with the rules --- just a quick double check to help someone who may be distracted by the excitement of the day.

Once the fight is started, watch particularly for breakage: broken armor, broken tempers, broken people (i.e. injuries), broken boundaries (outsiders, especially small children and pets, do not always realize that they are supposed to stay off of the field during combat). If something breaks, first off shout "Hold!" --- several times, if necessary. (Fortunately, most fighters will hear and respond to a cry of "Hold!", even when they won't notice their own names). If the first cry of "Hold!" does not cause the fighters to stop, get in between the fighters (or between the fighters and whoever has wandered onto the field) and block the weapons with your staff until the fighting does stop. (Keep yelling "Hold!" while you do --- eventually they may notice.) That is why marshals should always carry staffs on the field.

Bear in mind that in the United Empires of the Middle Ages we are here to have SAFE fun, as such you as Marshall are in charge of the field, and the event at ALL times! Various re-enactment groups have somewhat differing traditions as to how much the Marshall should intrude himself at a event. On one extreme, some groups expect the Marshall to keep his opinions to himself except in the case of clear and immediate safety hazards, during combat only. At the other extreme, some groups expect the marshal to volunteer advice anytime. If you are new to marshalling, try to find a good balance between the two, this is expected of you. BUT REMEMBER THAT YOU AS MARSHALL CONTROL THE SAFTEY OF ALL PERSONS AT THE EVENT! IF AT ANYTIME YOU FEEL THAT YOU HAVE LOST CONTROL, DO WHATEVER IS NEEDED TO REGAIN IT. EVEN IF THIS MEANS CALLING OFF THE REST OF THE EVENT(AN EXTREME MEASURE.).

Witness:

You are expected to be an impartial witness to exactly what you saw happen during the event and any combat. Ideally, be able to describe any event out of the ordinary that you saw to the Marshall-in-charge. (Do not be afraid to state "I don't know" if you were looking at one part of the event when something (perhaps) happened in another part.) Do not try to impose your view unless you see what appear to be major and repeated problems.

If combatants ask about their combat. Be prepared to recount the last 3-4 blows on your side of a combat: where they started, their angle of approach, how they were blocked or where they landed. Leave the blow counting to the participants of combat unless you see dents forming in armor; usually, they have a much clearer perspective than the Marshall. When stating what you saw, try to do so tactfully. Prefacing your statements with "It looked to me like . . ." or "It appeared . . ." is preferable to a dogmatic assertion of what happened. Similarly, it is preferable to ask, "Was that dent in your helm before?", rather than saying "That blow put a 6 inch dent in the side of your helm" --- the latter may be 100% accurate, but It is unnecessarily antagonistic to someone who may honestly have thought the blow too light (because most of its energy was absorbed in bending metal).

How to Watch a Combat:

In order to be able to answer as accurately as possible, you need as clear a view as possible. This means being close to the combat. You need to strike a balance between getting closer to see, and staying back out of range of the combat yourself. Just what the appropriate distance is for you will depend on your level of experience with combat, i.e. how well you can judge what the range of the weapons is and whether you are in or near it. In general, for single combat 20 yards is to far, and 2 yards, to close. In the absence of a better idea, consider 5 yards for weapons less than 3 1/2 feet in length, and 8 yards if either combatant has a longer weapon. Try to keep moving so that the combatants are roughly centered between you and the other marshals for the fight.

Showmanship:

Keep an eye on the audience. UEMA events are a spectator sport just as medieval tournaments were. (A spectator sport for members of the Society and our guests, but a spectator sport none the less.) Your part of the show is to keep things safe and fun to watch, avoid blocking the view from the sidelines during combat, and help were needed at other times of the event. This means fast pre-fight checks and announcements, a minimum of holds and discussions during the fight, and a strenuous effort to stay out of the way and help keep the event moving smoothly. (If it's cold, wear several layers of tunics and move even more; one man in a cloak can cut off the view from a whole pavilion, or even two.)

Marshalling Melees

When marshalling a melee, the witness function is necessarily relegated to a very low priority. (It is not that it is unimportant, just that it is impossible for a handful of Marshall's to be accurate witnesses to the details of a couple of dozen separate combats.)

You should have a minimum of 3 Marshall's for the first 20 fighters, plus one additional Marshall for each 10 fighters up to a total of 500 fighters and 51 Marshall's. If you have more than 500 fighters (actually, if you have more than 50 fighters) you should have an experienced Marshal-in-Charge and a sizable fraction of experienced marshals. It is preferable to have more marshals for free-for-all melees.

The Marshall's should station themselves around the edges of the melee. This allows control of the borders at the same time as they see as much of the melee as possible in one glance. It also keeps them from having a combat run into them from behind. Be careful that you do not get so interested in the part of the fight in front of you that you forget about another part which is moving around behind. As always, keep moving and stay close enough to spot safety problems.

In very large melees it may be desirable to have some of the Marshall's in the middle of the field, in addition to those around the edge. These Marshall's should be wearing Class 2 Armor. If you are one of these, be especially aware of fighters who may be coming up behind you (or who you may be backing into).

Marshalling Wars

Before the War:

  1. The general rules under which the war will be conducted, compromises between conflicting side's standards, and the Tactical Limits for each planned battle should be negotiated and agreed to in writing in advance by the authorized representatives of all belligerent groups involved. The rules and Tactical Limits should be published in the appropriate newsletters. For inter-Empire wars, notices should be placed also in the local newsletters of the groups involved. In addition, copies of all of the rules and agreements should be available on-site, as a handout for people who do not receive (or do not read) the newsletters.
  2. Each side in a battle should provide a reasonable number of trained and experienced Marshall's. If not enough Marshall's are available, the sides should arrange for a draft from their armies.
  3. All Marshall's should be separately briefed, by the Marshall-in-Charge, prior to the meetings of all participants. (They should also attend the group briefing.) Emphasis at this briefing should be on enforcing the rules and Tactical Limits for each battle, and to preventing accidents that could arise from hazards related to the Tactical Limits and to the actual terrain.
  4. All participants should have the rules and the Tactical Limits explained to them. With any questions being answered by the autocrats and the Marshall-in-charge. If the Tactical Limits vary radically from battle to battle, this procedure should be repeated for each battle.
  5. Equipment inspection must take place before combat starts, with particular emphasis on any modifications made, between conflicting Empires standards.

Marshalling the War:

  1. A supervising Marshall (Marshall-in-Charge) should be chosen for each war (and possibly for each battle). He shall be responsible for the activities of the Marshall's in his charge. If possible, the Marshall-in-Charge should not be a member of one of the belligerent groups. The Marshal-in-Charge for a particular battle may not participate in the battle as a combatant.
  2. When "Hold!" is called, all combat shall cease. The combatants shall drop to one knee (if possible) where they stand. Conversations relating to the conduct of the battle are not permitted between combatants. Changes of position/location are not permitted, unless ordered by a Marshall. If movement away from a boundary or hazard is necessary, the combatants shall maintain their relative positions and distances, if at all possible.

    To end a "Hold", the Marshal-in-Charge will call "All Rise"; when the combatants have resumed their feet, the Marshal-in-Charge will call "Lay On" to signal the resumption of the fight.

  3. "Hold" will normally be called only for broken armor, broken tempers, broken people (injuries), or broken boundaries (outsiders wandering on to the field or Combatants about to wander off it), or to enforce the rules and Tactical Limits.
  4. "Hold" should not be called for dropped weapons, fighters who have slipped and fallen (unless they are in danger of injury), or the approach of a combatant to a boundary where there are no spectators (nor any natural hazards, such as cliffs).
  5. Marshall's have the preemptory authority to remove from combat and from the field any combatant who violates the rules or Tactical Limits, or who performs any unsafe or dishonorable act. Such removal may only be discussed during the battle if the Marshall permits it. The Marshall's ruling may be appealed to the Marshal-in-Charge.
  6. Marshall's have the authority to regulate the movement of non-combatants on the field, and to control the location of spectators.
  7. In the event of an emergency, such as an injury, the Marshall's shall cooperate with the authorized persons responding to the emergency, and keep the area clear of would-be spectators.

Marshalling Missile Combat

  1. All equipment inspection must take place before combat starts.
  2. Missile combat, especially archery, shall not be conducted within enclosed areas (such as Tournament Lists) or where spectators are in close proximity to the field boundary.
  3. The Marshall-in-Charge shall be responsible for establishing a safe area for spectators and non-combatants. The Marshal in Charge shall warn all spectators of the danger of missile weapons prior to the start of combat. He shall attempt to minimize the risk to all spectators, participants, and bystanders by as much as is possible given the constraints of the site.
  4. Where missile combat is to take place, a readily identifiable boundary for the combat shall be established. All spectators shall be at least 40 yards beyond this line unless the Marshall-in-Charge determines that a lesser distance will be adequate.
  5. Any combatant who crosses the boundary of a spectator's area must cease fighting and should be treated as specified in the rules or Tactical Limits for "routed fighters." Any combatant who crosses such a boundary and then discharges a missile or endangers a spectator will be ejected from the battle and may be ejected from the event or subject to other sanctions.
  6. Rules for capturing/slaying missile combatants shall combine fairness and realism with safety. A minimal set is given in Appendix 2.
  7. Marshall's should pay special attention to tactfully telling fighters of arrow strikes that they fail to feel, to enforcement of the capture/ slaying rules, and to strictly enforcing the rules above concerning crossing boundaries.
  8. It is strongly recommended that non-combatants wear eye protection, which is sufficient to protect against the combat arrows in use. Marshall's also must wear groin and kidney protection. Non-combatants will bear conspicuous insignia that identify their non-combatant status (usually the arms of their office). Marshall's are also will wear a Marshall's sash, and carry a clearly marked Marshalling staff.

COMBAT AUTHORIZATION

A. GENERAL:

All persons who wish to participate in UEMA combat activities must get authorization from the Marshall-in-charge at each event. UEMA combat is defined as armored combat, combat archery, marshalling, scouting, and banner bearing in combat. Other activities clearly falling within the scope above are also considered combat-related activities.

  1. The GME has established a procedure for authorizing combatants for participation in UMEA combat-related activities. This procedure shall verify the candidate is familiar with the following:
    1. The armor and weapon standard's of UEMA.
    2. The Convention's of Combat for UEMA.
    3. Their Empire's specific Conventions of Combat.
    4. Their Empire's armor and weapon Standards.

    In addition to the above requirements the candidate must demonstrate that he/she is able to function on the field in a manner that is safe both to himself/herself and his/her opponent.

  2. Only the Marshall-in-charge may give Authorization to be a combatant.
  3. No authorization may be issued until a properly completed Waiver and informed Consent to Participate in UEMA Combat-Related Activities is filed with the Marshall-in-charge for that event.
  4. Waivers for UEMA combat related activities shall be redone at each event.
  5. Combat authorization may be issued for a period of up to One (1) year, but is NEVER to exceed, Eighteen (18) months.

B. NON-CONTACT AUTHORIZATIONS:

  1. If the Marshall-in-charge for of event allows Non-Contact participants (Scouts, Non-Contact Archers, Banner-Bearers, et cetera) in UEMA Combat-Related Activities they shall establish a procedure for authorizing non-contact participants in such activities. These procedures shall verify that in addition to the General Requirements, that the candidate is familiar with the following:
    1. All safety requirement's applicable to himself and his opponent.
    2. How he/she can be "killed".
  2. The candidate should demonstrate under combat conditions how to die safely.

C. MINOR AUTHORIZATION:

Minors (6 to 18) may be given authorization with these additional requirements:

  1. No person below the age of fourteen (14), Five (5) feet tall, and 125lbs, may be authorized in Class 3/4 combat or the marshalling of Class 3/4 combat.
  2. The parents or guardians of the minor must witness UEMA Combat, discuss with the Marshall-in-charge how it relates to the participation of their child, and execute a "Minor's Waiver and Informed Consent to Participate in UEMA Combat-Related Activities". The Marshall-in-charge must countersign the waiver.
  3. At any event in which minor combat involved. All minor's must either have a parent or guardian present, or must be in possession of a properly-executed "Medical Authorization Form for Minors" designating some adult present at the event as able to authorize medical treatment in the case of an emergency.

D. MARSHALL:

  1. A Marshall may be authorized to be a Marshall-in-charge after he/she demonstrates the ability to oversee combat, judge a fighter's authorization, and inspect weapons and armor. However, until he/she is trained, and on the roster of the local Marshall guild, they may not be the Marshal-in-Charge of an event, or sign the paperwork to authorize a fighter or non-contact participant.
  2. Until a Marshall has undergone Marshall's Authorization, he/she can not give final approval of the suitability of weapons or armor, or be involved in the authorization of participants.
  3. Only the GME or one of his/her Deputies may perform a Marshall's Authorization. This person must witness the authorization and execute the appropriate paperwork to insure the authorization is registered. As a minimum a Marshall's Authorization shall include the following:
    1. The candidate must have a good working knowledge of this Guide, and any additional Empire rules or conventions.
    2. The candidate must be willing to enforce the Rules in this Guide, and any additional Empire rules or conventions.
    3. The candidate must demonstrate the ability to safely control UEMA Combat, whether this be single combat, team combat, general melee, or part of a war environment.

COMBAT INJURIES

The following text (i.e. the section on Combat injuries) is the policy statement on the procedures and protocol for treating injuries that may occur in combat areas.

  1. GENERAL:

    It should always be remembered that when an injury occurs on the field the primary concern is getting to and assisting the injured party. Second to this objective, but no less Important, is the safety of persons entering the field to help and the well-being of anyone already on the field. (For example, fighters standing around in armor in the sun could be subject to heat problems.) The Marshall's shall work together to assist the injured and promote the safety and well being of all parties on the field.

  2. When an injury is suspected on the Field
    1. No one shall enter the combat area until summoned by a Marshall.
    2. In the event of any suspected injury on the field, the Marshall should halt all fighting in the area and determine if additional help is needed. The hold may be a "local hold" as long as the safety of the injured person may be maintained.
    3. A Marshall should call for additional medical attention if he or she suspects that a participant is experiencing more than momentary distress. It is an extremely serious matter to delay the application of first aid when it is needed, and a Marshall who ignores injuries may be subject to revocation of their authorization to supervise combat-related activities.
    4. Combat cannot resume until the injured participant can continue, is removed from the field, or the provisions in paragraph E. below are met.
    5. If the area is large enough and the Marshall-in-Charge on the field can provide adequate Marshall's to protect the injured party and the support personnel, fighting may be moved and allowed to resume on the rest of the field. Both the Marshal-in-Charge and the responding medical staff must be in agreement for this to happen.
    6. The Marshall-in-charge should survey the overall situation as well as attending to the injured party, and make every effort to release as much of the field as possible so that combat may proceed.

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