Olde Welsh Forge

Group Combat

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OUTLINE:
A: BASIC OBJECTIVES
1. TEAM PLAY
2. FIGHT SMART
3. MANEUVER FOR ADVANTAGE
4. MAINTAIN SUPERIOR NUMBERS
B: COMMANDS & COMMANDERS
1. BASIC COMMANDS
2. SUB COMMANDERS
3. COMMANDERS
C: POSITION ADVANTAGES
1. TERRAIN
2. NUMERIC SUPERIORITY
3. GROUP MOVEMENT
4. ENGAGEMENT
D: FORMATIONS
1. WEAPONS BALANCE
2. GROUP INTEGRITY
3. MICRO FORMATIONS
4. SQUADS
5. ADDING MULTIPLE SQUADS
6. FULL BATTLE LINES
E: BATTLE PLANS
1. OBJECTIVE
2. MAINTAIN A REALISTIC PLAN
3. CHAIN OF COMMAND
4. RALLY POINTS
F: COMBAT POINTERS

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A. BASIC OBJECTIVES

OBVIOUSLY THE MAIN OBJECTIVE OF LARGE MELEE TACTICS IS TO WIN THE
BATTLE AND KEEP AS MANY OF YOUR PEOPLE ALIVE AND UNWOUNDED AS POSSIBLE. FOR
THOSE OF YOU WHO WERE AT THE PENSIC FIELD BATTLE THIS YEAR, YOU MAY HAVE
SEEN THAT THE PLAN OF ATTACK WORKED VIRTUALLY PICTURE PERFECT FOR OUR
INITIAL ENGAGEMENT. AFTER THAT POINT THINGS WENT DOWN HILL AT A RAPID RATE.
ALTHOUGH WE WERE OUT NUMBERED ALMOST 2 TO 1 THE INITIAL ENGAGEMENT CAUSED
ENOUGH DAMAGE AND DISORGANIZATION TO THE EASTERNERS TO HAVE MADE IT AN
ALMOST EQUAL ENGAGEMENT. AT THAT POINT THE MIDDLE AND ALLIES ATTACKED ANY
SMALL GROUP THEY COULD ENGAGE. WE SENT GROUPS OF 30 PEOPLE TO ATTACK
OPPOSING GROUPS OF 5 AND 10. WHAT HAPPENED THEN IS THAT THE EASTERNERS
REFORMED A LARGE ARMY WHILE WE WERE WIPING OUT SMALL GROUPS. THIS LARGE
EASTERN ARMY OF APROX 150 FIGHTERS LITERALLY MOWED DOWN THE
MIDDLE ARMY SKIRMISH GROUPS OF 30 FIGHTERS. THIS HAPPENED VERY FAST AND
THEN THE EASTERN ARMY, WORKING TOGETHER, HAD ONLY TO CLEAN UP THE FIELD.

THIS IS A GOOD EXAMPLE OF WHAT CAN HAPPEN WHEN THE FIGHTERS BAN
TOGETHER TO ATTACK. I AM NOT SAYING THAT A GROUP OF 30 SHOULD NOT ENGAGE A
GROUP OF 10. THEY SHOULD HOWEVER KEEP AN EYE OUT FOR OTHER GROUPS THAT THEY
CAN JOIN FORCES WITH. IF I HAVE THE CHOICE OF CHASING DOWN 10 OF THE ENEMY
TO WIPE THEM OUT OR LETTING THEM GO SO I COULD JOIN WITH AN ALLY FIGHTING
FORCE, I WILL ENLARGE MY ATTACK FORCE. LOOK AT IT THIS WAY 3 TO 1 ODDS ARE
GOOD BUT 6 TO 1 ODDS ARE BETTER. THE BETTER THE ODDS THE LESS CHANCE OF
TAKING SEVERE DAMAGE TO YOUR FIGHTING FORCE.

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B: COMMANDS & COMMANDERS

HERE IS A LIST OF COMMANDS TO BECOME FAMILIAR WITH. THESE ARE NOT
CARVED IN STONE. SOME PEOPLE MAY WANT TO HAVE A DIFFERENT STYLE OF
COMMANDS. WHATEVER WORKS IS FINE AS LONG AS YOUR ARMY IS WORKING OFF THE
SAME COMMANDS. ALSO OF NOTE IS THAT, YOU DO NOT WANT YOUR OPPOSING FORCES
TO START CALLING YOUR COMMANDS. THIS WILL CAUSE HAVOC IN THE LINES AS SOME
OF YOUR TROOPS START TO ACT ON THE COMMANDS THEY HEAR. ADDITIONALLY SOME OF
YOUR TROOPS WILL FIGURE OUT WHAT HAPPENED, THEN THEY WILL NOT ACT ON ANY
COMMANDS FOR
FEAR OF MAKING A MISTAKE.

PREPARATORY ACTION EXECUTION
READY FORWARD MARCH
READY RIGHT OBLIQUE
READY LEFT OBLIQUE
READY RIGHT TURN
READY LEFT TURN
READY WHEEL RIGHT
READY WHEEL LEFT
READY FLANK RIGHT
READY FLANK LEFT
READY STOP
READY CHARGE



OTHER COMMANDS THAT GET CALLED AS NEEDED ARE

REFORM THE LINE SELF EXPLANATORY

RALLY ON "----" REGROUP AROUND A MARKER OR AT A PREDESIGNATED PLACE

BREECH IN THE CALLED OUT IF YOUR WALL HAS FAILED IN AN AREA TO
WALL DRAW THE COMMANDERS ATTENTION

SUB COMMANDERS BECOME VERY IMPORTANT IN LARGER BATTLE FORMATIONS
BECAUSE YOU CAN NOT YELL LOUD ENOUGH FOR 100 PEOPLE IN ARMOR TO HEAR, SO
YOU HAVE SOMEONE TO REPEAT OR PASS ON YOUR COMMANDS. REMEMBER, IT IS HARD
TO COMMAND MORE THAN A GROUP OF 6 OR 7 PEOPLE WHEN THEY ALL GET ENGAGED
WITH AN ENEMY LINE. WITH SUB COMMANDERS YOU HAVE SOMEONE WHO KNOWS THE
BASIC BATTLE PLAN, THEY ARE REASONABLY BATTLE WISE, AND WILL NOT GO BERSERK
AT THE FIRST BLOW THROWN. IT DOES NO-ONE ANY GOOD FOR AN INDIVIDUAL TO TAKE
OFF AFTER THE ENEMY WITH 4 TO 6 OF THE UNIT IN TOW.

COMMANDERS HAVE THE DUBIOUS HONOR OF LEADING THE TROOPS INTO THE GLORY
OF BATTLE; AND THEY ARE NORMALLY CONGRATULATED IF WE WIN AND AN IDIOT WHEN
WE LOSE. HOW MANY TIMES HAVE YOU SAID "WHY DID THEY SEND US INTO THAT MEAT
GRINDER" OR "YOU WANT US TO DO WHAT?" HERE IS THE SECRET TO THAT ISSUE, THE
COMMANDER CAN ONLY BE AS GOOD AS THE TROOPS. WHEN THE PEOPLE FIGHTING THE
BATTLE STAY IN FORMATIONS, FOLLOW COMMANDS, AND FIGHT WELL IT BECOMES A LOT
EASIER FOR THE COMMANDER TO LEAD THEM TO VICTORY. LISTEN FOR COMMANDS.

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C: POSITION ADVANTAGES

THERE ARE ALWAYS ADVANTAGES OF POSITION. THESE MAY BE TERRAIN, TROOP
PLACEMENT, OR ANY OTHER ITEM THAT COULD BE CONSTRUED AS HELPFUL. SOMETIMES
YOU HAVE A CHOICE AND SOMETIMES IT IS JUST LUCK'S DRAW. TO MAKE THE BEST OF
ANY POSITION EVALUATE YOUR TROOPS, THEIR TROOPS, THE WEAPONS BALANCE FOR
BOTH SIDES, AND ANY OTHER FACTOR THAT COULD COME INTO PLAY. WHEN YOU ADD
THESE FACTORS UP IT SHOULD GIVE YOU A FAIRLY GOOD IDEA OF HOW THE ODDS
BALANCE OUT. IF THE ODDS ARE TO MUCH AGAINST YOU THEN REGROUP, IF YOU CAN.
I THINK THAT MOST ALL OF YOU UNDERSTAND THINGS LIKE:

DO NOT FIGHT UPHILL IF YOU CAN HELP IT.

ATTEMPT TO PLACE YOUR TROOPS SO MORE OF YOU ARE FIGHTING THAN
THEM.

NEVER CHARGE THRU A MARSHY AREA TO ENGAGE.

MAKE YOUR OPPONENT FIGHT IN THE UNADVANTAGEOUS AREAS.

A LOT OF WHAT HAPPENS CAN BE TURNED TO YOUR FAVOR IF YOU JUST REMEMBER
TO USE YOUR HEAD. BE CAREFUL NOT TO LOSE YOUR OPPORTUNITY BECAUSE YOU WERE
SPENDING TIME THINKING, "WHAT DO I DO NOW?". THE BEST SUGGESTION I CAN
OFFER YOU IS TO RUN IMAGINARY BATTLES IN YOUR HEAD, OR ON PAPER. DRAW OUT
LINES AND FIGURE OUT WHAT MOVEMENTS WILL BEST HELP ONE SIDE OR THE OTHER.
IF YOU THINK ABOUT WHAT COULD HAPPEN YOU WILL BE LESS LIKELY TO BE
SURPRISED WHEN YOUR OPPONENT DOES SOMETHING YOU NEVER SAW.

ENGAGEMENT IN WAR ALWAYS SEEMS TO BE A LARGE ISSUE. THERE ARE TWO TYPES
OF ENGAGEMENT I WILL DISCUSS IN THIS DOCUMENT. THE FIRST IS NORMAL
ENGAGEMENT WITH AN OPPONENT. THE SECOND WILL BE LINE ENGAGEMENT. NORMAL
ENGAGEMENT CAN ONLY OCCUR WHEN YOUR OPPONENT KNOWS YOU ARE THERE. MOST OF
THE TIME THIS MEANS EYE CONTACT. ALWAYS MAKE SURE YOU HAVE EYE CONTACT WITH
YOUR OPPONENT BEFORE YOU SWING AT HIM. IT IS VERY HARD TO READ YOUR
OPPONENTS MIND SO I WOULD RECOMMEND THAT YOU GIVE YOUR OPPONENT THE LARGEST
BENEFIT OF A DOUBT YOU CAN. REMEMBER THAT IF AN OPPONENT ATTEMPTS TO RUN
AWAY FROM AN ENGAGEMENT THAT IS HE IS STILL ENGAGED UNTIL HE IS OUT OF YOUR
WEAPONS RANGE. THIS MEANS YOU CAN HIT HIM FROM REAR AS LONG AS HE REMAINS
WITHIN YOUR WEAPONS RANGE. IF YOU ARE NICE AND JUST TAP HIM HE DOES NOT
HAVE TO ACCEPT IT IF THE FORCE IS LIGHT. HE PROBABLY SHOULD ACCEPT IT. LINE
ENGAGEMENT IS SLIGHTLY DIFFERENT. IF AN OPPONENT IS IN HIS LINE WHICH IS
FACING AN OPPOSING LINE; YOU MAY TRY TO ENGAGE HIM FROM BEHIND OR THE SIDE.
HE WILL HAVE TO TURN TO FACE YOU BEFORE YOU WILL BE CONSIDERED ENGAGED.
THIS DOES NOT MEAN EYE CONTACT. YOU CAN NOT FORCE YOUR OPPONENT TO TURN HIS
BACK FROM ONE ENGAGEMENT TO MEET YOU. THIS WOULD BE UNSAFE. IF HE DOES TURN
TO FACE YOU YOU WILL BE ENGAGED; HOWEVER, HE WILL STILL BE ENGAGED WITH THE
LINE HE WAS IN UNTIL HE GETS OUT OF THEIR WEAPONS RANGE.

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D: FORMATIONS

HERE WE WILL START BY DISCUSSING THE WEAPONS BALANCE OF A FIGHTING
UNIT. A GOOD EXAMPLE OF A GENERIC BALANCE IS; 60% SHIELDS, 30% POLES &
SPEARS, AND 10% MISC WEAPONS. IF YOU HAVE A 20 MAN UNIT THIS COULD LOOK
LIKE THIS: 12 SHIELDMEN, 3 GLAVES, 3 SPEARS, AND 2 FLORENTINE. THESE
NUMBERS ARE VERY SUBJECTIVE DEPENDING ON THE OBJECTIVE & TERRAIN. IN A CASE
WHERE YOUR UNIT WOULD BE TRYING TO BREAK A SHIELD WALL AND YOU HAVE THE
UPHILL ADVANTAGE YOU MAY WANT EVEN MORE SHIELDS AND LESS SPEARS. IN A CASE
WHERE YOUR UNIT WOULD BE HOLDING A BRIDGE IT WOULD BE MORE ADVANTAGEOUS TO
HAVE 50% SHIELDS AND 50% SPEARS & POLES. LOOK TO THE BATTLE PLAN AND
DETERMINE THE BEST WEAPONS ADVANTAGE FOR YOUR UNIT.

KEEP YOUR MANEUVERS SIMPLE. COMPLICATED MANEUVERS WILL CAUSE YOUR UNIT
TO DEVELOP GAPS AND ENGAGE IN AN UNEVEN LINE GIVING THE DEFENDERS AN
ADVANTAGE. WHENEVER YOU CHARGE, YOUR LINE MUST STAY EVEN SO THE SHOCK VALUE
IS EVEN ACROSS YOUR OPPONENTS LINE. THIS WILL PREVENT THE DEFENDERS FROM
SUPPORTING EACH OTHER AS WELL AS THEY COULD. OVER ALL FIGHT SMART; MAINTAIN
A SUPERIOR ADVANTAGE IN YOUR ENGAGEMENTS.

ALWAYS KEEP AS TOGETHER AS YOU CAN. THE 'GROUP' OF FIGHTERS WILL LAST
LONGER THAN SINGLES OR PAIRS. ENSURE THAT YOU KNOW, AT THE VERY LEAST, THE
FIGHTERS THAT ARE LINED UP AROUND YOU; THEN KEEP WITH THEM. WHEN THE UNIT
LINES UP ASSIGN YOURSELVES TO MICRO FORMATIONS. MICRO FORMATIONS ARE THREE
TO FIVE MAN GROUPS THAT STAY TOGETHER WHEN THE SHIELD WALLS COLLIDE. THERE
IS ALWAYS A POINT IN THE BATTLE WHEN THE SHIELD WALLS COLLIDE. WHEN THIS
HAPPENS THE BATTLE BECOMES A SWIRL OF BODIES AND WEAPONS WHILE EVERYONE IS
TRYING TO KILL THE ENEMY. THIS POINT IN TIME IS WHEN THE MOST DAMAGE IS
DONE TO UNITS. BECAUSE THE UNITS BECOME SO FRACTURED. YOU HAVE NO-ONE TO
WATCH YOUR BACK OR SIDE OR TOP OR BOTTOM, AND WEAPONS ARE SWINGING AT
EVERYTHING. THE ONLY WAY TO MINIMIZE THE.DAMAGE TO THE UNIT IS BY STAYING
WITH
SOMEONE. THE WHOLE UNIT IS TRYING TO COME THRU THE ENEMY LINES SO INSTEAD
OF RUNNING OFF TO KILL ALL THE SPEARMEN YOU CAN, SLOW DOWN JUST ENOUGH SO
WHAT IS LEFT OF THE MICRO FORMATION CAN KEEP UP. THEN THE FOUR OF YOU CAN
KILL SPEARMEN UNTIL YOU SEE A FRIENDLY FACE. IT IS VERY IMPORTANT THAT WHEN
YOU DO COME ACROSS THAT FRIENDLY FACE THAT YOU JOIN FORCES. THIS IS WHERE A
LOT OF BATTLES ARE WON OR LOST. BOTH ARMIES HAVE BEEN FRACTURED AND
SUFFERED LOSSES; HOWEVER, THE ARMY THAT REJOINS FORCES THE FASTEST IS MORE
LIKELY TO COME OUT ON TOP OF THE ENGAGEMENT.

WHEN YOU HAVE THE MICRO FORMATIONS SET UP YOU CAN START PLUGGING THEM
TOGETHER LIKE LEGGOS TO FORM SQUADS. FOR EXAMPLE IF YOUR MICRO FORMATION
CONSISTS OF FOUR MEN EACH. IT THEN TAKES THREE MICRO FORMATIONS TO FORM ONE
SQUAD AND THREE SQUADS TO FORM ONE COMPANY. CONTINUE TO BUILD YOUR UNITS IN
THIS MANNER UNTIL YOU HAVE FULL BATTLE LINES. NOW YOU HAVE SET UP YOUR
BATTLE LINES IN A FORM THAT CAN BREAK OFF AND REFORM EASILY. FOR EXAMPLE IT
BECOMES VERY SIMPLE TO SEND THE END MICRO FORMATION TO CUT OFF OR DELAY AN
ENEMY FLANKING UNIT.

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E: BATTLE PLANS

FIRST, YOU NEED TO DECIDE WHAT THE OBJECTIVE OF THIS BATTLE IS. IE:
HOLD AN AREA THE LONGEST, THE TEAM WITH THE LEAST AMOUNT OF RESURRECTIONS
WINS, ELIMINATE ALL OF THE OPPOSING SIDE. ALL BATTLES ARE TO BE WON OR
LOST, IN SOME THERE ARE SPECIAL OBJECTIVES THAT YOU WILL NEED TO KNOW PRIOR
TO ASSIGNING A BATTLE STRATEGY.

SECOND, MAINTAIN A REALISTIC PLAN. IF YOU HAVE A WOODS BATTLE TO FIGHT,
YOU DO NOT WANT TO HAVE YOUR TROOPS RUN 3 MILES JUST TO HAVE A SMALL
TERRAIN OR POSITION ADVANTAGE. THEY MAY GET THERE IN ABOUT 25 MINUTES, VERY
TIRED, FOR THE ADVANTAGE OF ATTACKING THE OPPOSING TEAMS REAR GUARD BY
SURPRISE. THERE ARE A LOT OF IF'S IN A PLAN LIKE THAT. MAKE YOUR BATTLE
PLAN WITH ALL THE FACTORS ACCOUNTED FOR. KEEP YOUR UNITY, KEEP THE TROOP'S
SPIRIT UP, KNOW WHERE YOUR ENEMY IS, AND KEEP YOUR SUBCOMMANDERS INFORMED.
I DO NOT KNOW ANY ONE PERSON THAT KNOWS ENOUGH ABOUT EVERYTHING TO MAKE AND
RUN A FULL SCALE BATTLE PLAN WITHOUT BEING ADVISED AND ASSISTED ALONG THE
WAY.

THERE IS A CHAIN OF COMMAND IN WAR AS WELL AS EVERYTHING ELSE. IF YOU
ARE THE SHIELDMAN ON THE FLANK AND YOU SEE ENEMIES PREPARING TO AMBUSH YOUR
FLANK TELL THE SUBCOMMANDER FOR YOUR SQUAD.- THE SUBCOMMANDERS WILL JUDGE
WHETHER TO ACT IMMEDIATELY OR ADVISE THE UNIT COMMANDER.

WHENEVER POSSIBLE TRY TO HAVE A PREDETERMINED RALLY POINT. THIS COULD
BE A SPECIAL BANNER, PENNON ON A SPEAR, OR A CERTAIN TREE ON THE FIELD.
ENSURE THAT THE TROOPS KNOW ABOUT WHERE THIS RALLY POINT IS AND WHEN THEY
SHOULD GATHER THERE. THIS ASSISTS IN THE REGROUPING OF YOUR UNITS.

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F: COMBAT POINTERS

SHIELDMEN - USE A HIGH GUARD DEFENSE IN THE WALL. THIS WILL ALLOW YOU
TO PROTECT YOURSELVES FROM FACE THRUSTS BY LOOKING THROUGH YOUR BASKET HILT
OR JUST PAST YOUR BLADE. THE MAIN OBJECTIVE OF A SHIELDMAN IS TO STAY
"ALIVE". DO NOT WASTE YOUR ENERGY TRYING TO BEAT DOWN THE DEFENSE OF AN
OPPOSING SHIELD WALL. THAT IS WHAT THE POLEARMS ARE FOR. IF A GOOD SHOT
PRESENTS ITSELF THEN TAKE IT BUT DON'T TAKE CHANCES.

REMEMBER THE PHRASE 'LEG THEM AND LEAVE THEM'. AN OPPONENT THAT HAS
LOST HIS LEG WILL NOT BE MUCH IF ANY ASSISTANCE TO THEIR TEAM. IF YOU TAKE
AN OPPONENTS LEG LEAVE HIM WHERE HE IS UNTIL IT IS TIME FOR MOP UP
OPERATIONS.

WALL BREAKERS - FORCE YOUR WAY INTO THE BEAM DRIVING YOUR OPPONENT
TOWARD THE OUTSIDE EDGE OF THE LINE. USE YOUR WRAP SHOTS TO TAKE THEIR
HEADS AND LEGS. POLE MEN AND SHIELDMEN WILL APPLY CONSTANT PRESSURE TO THE
LINE AND PROTECT THE WALL BREAKERS AS MUCH AS POSSIBLE. REMEMBER, THE
SHIELD WALL IS WHAT YOU ARE AFTER. ROLL THEM BACK OUT OF THE WAY AND MAKE
THEM MAKE THE MISTAKES.

AT THE POINT IN TIME THE SHIELD WALL FALLS APART REMEMBER YOUR MICRO
FORMATIONS. STAY GROUPED WITH NO LESS THAN THREE PEOPLE. ONLY ATTACK
OPPOSING GROUPS WITH LESS NUMBERS THAN YOUR SELF, PREFERABILITY TWO TO ONE
OR BETTER ODDS. AS YOU SEE OTHER ALLY MICRO FORMATIONS, JOIN FORCES AND
BECOME HUNTER SEEKER FORCES. HUNT THE ENEMY AND SEEK YOUR TEAM MATES.

ALWAYS STAY GROUPED WITH YOUR TEAM MATES.

BE READY AT ALL TIMES TO FALL BACK AND REGROUP. LISTEN FOR THE COMMAND
AND WHEN YOU HEAR IT REPEAT IT.

IN YOUR SMALL UNIT TACTICS REMEMBER TO FLANK YOUR OPPONENTS WITH YOUR
EXCESS NUMBERS.

SHOULD YOU FIND YOURSELF OUT NUMBERED, RUN AWAY. AND IF YOU CAN NOT RUN
AWAY REMEMBER TO DEFEND EACH OTHER AS MUCH AS POSSIBLE.

ALSO ENCLOSED WITH THIS SECTION ARE SOME STRATEGIC TROOP LAYOUTS. THESE
ARE JUST TO GIVE BASIC EXAMPLES IN TROOP POSITIONING AND MANEUVERING.

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