The
smaller unit flees before our combined might. We chase them through the trees
and underbrush. Without warning, weÕre hit by unseen forces all along our right
flank. They gain a momentary advantage, and in the midst of the ensuing
scuffle, I receive a strong blow to the head. ÒIÕm dead!Ó I yell as I fall to
the ground and pull my shield over my fetal body. IÕm surrounded by the crunch
of leaves and twigs under many booted feet, and the thwack of rattan on leather
and metal. All I can see are feet retreating down the hill, and then returning
in a renewed frenzy of activity. The battle rages on, all around me.
Someone
trips, and several hundred pounds of flesh and steel land on top of me. In this
position, itÕs an easy load to bear. Finally our enemy is pushed back down the
hill, and the noises of fighting grow distant. I feel a tap on my helm, and
look up into the face of a fighter I donÕt know. ÒItÕs all clear,Ó he says,
Òyou can go resurrect now.Ó I leave the woods, suck down some water, and
prepare to reenter the forest, one more time.
The
firing of the cannon, the call of ÒLay onÓ by the Marshals, a whistle blow, or
any combination of the three signals the beginning of the battle.
When
the cannon fires everyone wants to run. DonÕt! Unless speed is vital to your
objective, take your pace from your unit.
Move
with your unit. Stay with your unit. Fight as a unit.
Shield
up! Shield up! Keep your shield up!
The
only legal charge is a three-step charge. In practice, this means you can speed
up from a walk just before you hit the opposing line. Or, you must slow down
from a run just before making contact. Neither is easy.
When
making contact during a charge, drop your weight down and then push forwards,
just like in football.
DonÕt
worry about killing anyone yet. Your first objective is to break their line.
DonÕt
go head-to-head with an opposing shieldman. Try to push between two enemy
shieldmen.
On
your way through the line swing your sword at your enemies. This is the only
time you may strike someone who is not facing you. This is also the perfect
time to kill that bastard you just shoved out of your way. Once you have passed
one or two steps beyond the enemy line, you must stop striking at that line.
You cannot attack someone from behind.
Do
not hit with your shield! You may make contact and then push, but shield
bashing is strictly prohibited.
If
there is a guy on the ground, just walk on him. Seriously, step up on his
shield and keep going. This is why itÕs important to die correctly.
If
you get hit, take it immediately. If you donÕt, you will be repeatedly clubbed
like a baby seal.
HereÕs
how to take your shots:
Shield
arm - Put your shield and arm behind your back and swing your sword like your
life depends on it.
Sword
arm - Put your sword and arm behind your back and keep moving. Your shield can
keep your brothers alive. Also, your enemies may not know youÕve lost an arm,
and aggressive shield work can occupy an opponent so your friends can kill him.
Legs
- Drop to your knees and keep working. YouÕre out of the direct line of sight.
YouÕd be surprised how many kills you can get from this position.
Head
or body - Yell, ÒDead!Ó Fall down, roll into a fetal position, and pull your
shield over your body. Stay there until you are told to move.
Die
loudly. This has two important purposes. First, it tells your companions that
you are no longer with them. Secondly, it keeps you from being driven into the
ground like fence post.
If
you ever feel unsafe in the middle of a battle, die properly and leave the
field at the appropriate time.
There
are two times it is appropriate to leave the field if you are dead. During a
hold a Marshal may call, ÒDead out!Ó Or if the immediate area is clear of
fighting, someone will tap you on the helm and give you an all-clear signal. At
this point you should leave the field by the shortest safe route, and then work
your way back to your mustering point.
Hold!
Whenever you hear it, repeat it once, stop attacking, and drop to one knee.
Only after all fighting has stopped should you stop blocking.
General
Hold - This stops action across the entire field. They can become annoyingly
long.
Local
Hold - Local holds only affect a small area and Marshals usually stand around
its boundary. If you stumble into a local hold, you are immediately bound by it
and cannot leave. This is usually done for medical, or minor safety reasons, or
to remove large piles of dead bodies.
Hats
off! Water Bearers in! - If you hear the Marshals call it, you know it s going
to be a long hold. Take advantage of the water bearers while you can...Hey! I
meant drink the water!
Internal
Water - With your helm on, there are two ways of drinking water. Suck it
through a straw. Or, tilt your head back and pour it on your face, and
hopefully in your mouth.
External
Water - This can be more important than you realize. Pour some over your head
or down your back. If there is even the slightest of breezes, youÕll cool down
quickly.
Soak
a bandanna in water and wrap it around your head or other body part. ItÕs a
great, quick cool-down.
Drink
Gatorade or other sports drinks if you have the option.
Always
be polite and thank the water bearers, they may be saving your life.
A long
water hold is often called in the middle of long battles to keep fighters and
Marshals from collapsing from heat exhaustion and dehydration.
A
short hold is often called just following the initial impact of a charge. This
is for safety reasons, and to remove the newly created piles of dead.
It
is improper to discuss any tactical issues during a hold.
Anyone
can call a hold. If you see something dangerous, like someone on the ground
screaming in pain, or someoneÕs helmet kicking around the field, yell, ÒHold!Ó
Be prepared to tell everyone why you called it, and let the Marshals take it
from there.
At
the end of a hold the Marshals raise their staffs and call, ÒStand if you are
able.Ó Get ready.
When the Marshals call ÒLay on,Ó or blow the whistle, recommence killing.
Read our news blog, and take a sneak peak at whatÕs in the pipeline
