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Being recently inducted into the command structure of an SCA army I would like to address this. Basically because I had the exact same notion going in.
There are many factors to consider when commanding an army in the SCA. Some of which are listed below:
1. Training - The army is basically comprised of "volunteers". Not only that but volunteers that only train sporadically. Realistically, even if you started training your troops months in advance at every event you will only be able to train a certain percentage of your troops and only a few times at the most because not everyone goes to every event, and some don't go at all.
2. Complexity - with a volunteer army that has only minimal to moderate training you can only really expect them to be able to carry out very simple commands. Ie, advance at a step, charge, ground your shields. With commands like wheel right, wheel left, mad dog right, mad dog left being advanced commands.
3. Experience - how experienced is your army. Is a significant amount of your army made up of people who are new or at their very first war? If so you can't expect them to know how to repel a full sprint Tuchux charge. You can instruct them but until they are knee deep on dead bodies they won't understand.
4. Desire - This is a game. If you are to strict or regimented you will get "fall off". Ie, people will get tired of your yelling and stop fighting, OR even worse break off into smaller groups and do their own thing. Not everyone is going to enjoy the intricacies(sp?) of how the "* of the Wombat" maneuver works or even care how to carry it out. Some people are just there to hit other people.
5. Information - no one likes the "blind leading the blind" tactic. Inform your troops of their jobs realistically and with enough warning they can organize (if this is possible).
6. FUN - Make boring stuff fun, make the fun stuff MORE fun and you will have a happy army. If no one is having fun they will do something else. Not every second has to fun, but try and make the best of every situation.
With all of the above PLUS other factors like Allies, Scenarios, Scenario changes at the last minute, weather, etc. Sometimes "Get'em" is about the best you can hope for with a SCA army.
Kyrian wrote:For the record, I have no idea what the "* of the Wombat" is supposed to be...
Izareth wrote: but if your character was raised by elves, that's usually pretty lame nomatter who you are.
Orion Nomad wrote:...
If not just keep the picts commin
...
Forkbeard wrote:Keep the picts comin? Hell they been extinct for a thousand years.
;Thanks Jimmy.
As for shield wall tactics, you're best be is to get all your guys learning the basic commands.
Forward.
Back.
Stop(not Halt, cuz it sounds like hold).
Turn Right.
Turn left.
Scatter.
Form up.
And of course, Charge. But make sure you teach them that charge does not mean run up to the enemy and fight them. I mean run THROUGH the enemy and hit them if you can on the way through, then re-form on the other side.
And don't make them stand too close, but don't let them stand too far apart either.
FB
Hatchet Warrior wrote:right arm straight out
...Wait a minute that seems familiar... So a shield wall is just a modified inspection formation from ROTC?
Izareth wrote: but if your character was raised by elves, that's usually pretty lame nomatter who you are.
Forkbeard wrote:And of course, Charge. But make sure you teach them that charge does not mean run up to the enemy and fight them. I mean run THROUGH the enemy and hit them if you can on the way through, then re-form on the other side.
FB
Tiercel wrote:Sometimes I stay on my knees for so long, I forget, and have to leave them both down.
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