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Three General Principles Of Combat

Discussion in 'Combat Training' started by Artenen Aeolus, Mar 23, 2017.

  1. Artenen Aeolus

    Artenen Aeolus Paladin | Captain of the Magna Navis Lore Master LarpCraft Host '17 Donor Myths & Legends Mythical | Legendary | Epic Member 2017 Waivers Blogger Elder Host Vault House of the Iron Ring Lifetime Award Mapped

    I really like this video which can get some dialog going pertaining to combat.



    My notes -
    1. Minimum effort rule. This is huge, in larp we exhaust ourselves in battles and running and so much more... the art of pacing yourself pays off HUGE when you have later in the day things or team things. In a weapon fight, this is also where new players tend to be shown as they will many times submit max force into a blow or they'll exert extra flailing or twirls or some such thing during a battle.

    2. Staying in contact. I agree with this both in fighting and close contact or sash roleplay. Happens far more often with polearms at distance however. Lots of wins come from winning a binding situation.

    Great Courses, will have to check that out. Could get lots of ideas for lore :) Welcome to The Great Courses Plus | The Great Courses Plus

    3. Ideal Range. Oh, where to begin on this one... learning ideal range at... range... really separates the pros from the amateurs. Time and time again when a new player things they are far enough away, many times they are not. Likewise, less experienced players will more-easily be overtaken by an experienced player by shorting the new persons range making their weapon useless.

    He says buff a lot lol

    what are your thoughts?
     
  2. King Murdoch McArthur

    King Murdoch McArthur LarpCraft of Milwaukee Host, chevalier paladin Lore Master Natus Gryphe LarpCraft Host Transferred Character Myths & Legends 2017 Waivers Elder Epic Profile Lifetime Award

    Quick thought

    1. Minimum effort rule. This is huge, in larp we exhaust ourselves in battles and running and so much more... the art of pacing yourself pays off HUGE when you have later in the day things or team things. In a weapon fight, this is also where new players tend to be shown as they will many times submit max force into a blow or they'll exert extra flailing or twirls or some such thing during a battle.

    This is why soldiers/ martial artists train. So that their minimum is much greater than a "normal" minimum. Conditining conditioning conditioning. Kids this is why Jean at almost 60, can fight full out all day in asteel kit and half you 20 somethings are near death after a short run in leather. As Napolean said "a strong will may fule a frail physique" but as Ken Sahamrock said lack of conditioning makes cowards of us all." Both are true.

    But do not do wasted movenments, all this spiining flailing japanese cartoon stuff doesn't work and is a waste of energy.

    2 Musashi goes into with his idea of "stickyness"

    3 Range is essential know your measure and their measure and where the fight is worst for them.

    I dig this vid in general
     
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  3. Birna Fathmbjornsdottir

    Birna Fathmbjornsdottir Barbarian LarpCraft Sheboygan Elder Natus Gryphe Myths & Legends 2017 Waivers Elder Lifetime Award

    First rule of being good at fighting? Cardio.
    Second rule of being good at fighting? Economy of motion will overcome lack of cardio sometimes.
    Third rule of being good at fighting? Practice until you know exactly your reach and how your movement affects that reach. Practice until your defense is there without thought.
     
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  4. King Murdoch McArthur

    King Murdoch McArthur LarpCraft of Milwaukee Host, chevalier paladin Lore Master Natus Gryphe LarpCraft Host Transferred Character Myths & Legends 2017 Waivers Elder Epic Profile Lifetime Award

    Pretty much. That is the path to "git gud"

    Train train train....i used to :(
     
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