Phoenix Company Medieval Re-enactment Inc.

 

Combat Rules

[Combat] [Weapons][Armour] 

BASIC GROUND RULES

The first and foremost rule in re-enactment combat is SAFETY. The entire purpose of your training is to ensure that you are capable of fighting without hurting anyone. In our style of combat, being the victor is of secondary importance to enjoying yourself and putting on a good show. In fact, many of our 'battles' are staged so winning and losing isn't important.

The consumption of alcohol or drugs is NOT permitted before or during any form of re-enactment combat. Intoxication and fighting safely do not mix as you must be in total control to place shots accurately. Show some responsibility in this area; if you've had a couple of drinks earlier in the day don't participate in a battle or fighting practice. If you do, you will be suspended from fighting indefinitely! Save the serious drinking for the pub after the battle.

If you should hear the words 'STOP' or 'MAN DOWN' at any point, cease fighting immediately. This applies to everyone. Don't carry on because you think it doesn't concern you, IT DOES! You may be about to back onto something sharp, or a child may have run onto the battlefield.

Weapon Care

All weapons must conform to the company safety standards. There must be no sharp edges, all burrs must be removed, and the weapon must be clean and free from rust and/or dirt. No weapon should ever be stuck into the ground.

Valid Target Areas

Strikes to the following areas are permitted, resulting in a hit on the target:

* Crown of Helm (vertical blow only)

* Torso

* Shoulders

* Hips

* Legs

* Arms

If attacking from behind avoid strikes to the spine or kidney area and all thrusts. When attacking a female combatant, avoid blows to the breasts (if possible).

Unless stated otherwise a hit on a valid target area is a 'kill'.

Forbidden Target Areas

Under no circumstances shall deliberate contact be made with the following areas:

* Face

* Side of head

* Neck

* Groin

* Hands (below and including the wrists)

* Joints (elbows, knees etc.)

* Back (spine, kidney etc.)

Protective Equipment

The following is the minimum of protective equipment required for combat.:

* rigid steel helm (or equivalent).

* stout leather gloves (preferably with mail backing) in a natural colour.

* authentic clothing with no bare skin exposed on the valid target areas.

 

LEVELS

1) Militiaman:

Equipment: No equipment ownership required. A stout pair of leather gloves in a natural colour is recommended.

Weapon competence required: None

Weapons trained: Basic formation, Weapons Drill, sword (one handed) and quarter staff.

Combat: No combat is allowed.

Training: Must show willingness to learn and help the development of all members of the club.

 

2) Soldier:

Equipment : Safety equipment (rigid metal helm, leather gloves, basic garb), sword, quarterstaff.

 

Weapon competence required: Sword, quarterstaff.

Weapons trained: Formation, Weapons Drill, sword (one handed), quarter staff, shield and spear.

 

Combat: May participate in one-on-one combat. May only participate in other forms of combat when requested by an instructor.

Training: Must show willingness to learn and help the development of all members of the club.

3) Man at Arms:

Equipment: Stout pair of leather gloves in a natural colour (metal reinforced recommend),Rigid metal helm, sword quarter staff, basic garb, torso Armour, spear (or pole arm) and shield within the company time period.

Weapon competence required: Sword, quarterstaff, spear and shield.

Weapons trained: Formation, Weapons Drill, sword (one handed), quarter staff, shield, spear, sword & dagger, axe, mace, pole arm, scimitar and bastard sword.

Combat: May participate in all forms of combat.

Training: Must show willingness to learn and help the development of all members of the club

4) Sergeant:

Equipment: Metal reinforced pair of leather gloves in a natural colour, rigid metal helm, sword, quarter staff, basic garb, full armour, spear (or pole arm), shield, and four other weapons within the company time period.

Weapon competence required: A total of eight weapons.

Weapons trained: Any weapon with a historical basis in the company time period that can be used with safety.

Combat: May participate in all forms of combat.

Training: Must show willingess to train and help the development of all members of the club.

WEAPONS:

BLADED WEAPONS

1. Used single handed. Attacks must be made with the weapons "live" edge to a valid target area to score a valid hit. Control of weapon must be maintained at all times.

2. Accurate placement of blow. Must be able to deliver a blow to a moving or stationary target at a variety of ranges.

3. Delivery of blow without undue force. Must be able to deliver a blow to a moving or stationary target at a variety of ranges without excessive force.

4. Control of weapon. Must maintain control of weapon during an attack by a group, without reacting in a dangerous manner.

5. Parrying. Combatant should be able to safely parry most attacks from other bladed weapons. Should be able to safely parry a thrusting attack. Should be able to safely block and close

6. Shield Use. Must be able to safely parry most attacks without placing self or opponent at risk  

HAFT WEAPONS

1. Used two-handed with or without a shield. All blows should land on the valid target area. Spear-heads must not rise above mid-chest of opponent. Spear should not strike top third of opponent's shield. Combatant should not over-reach himself. Control of the weapon must be maintained at all times.

2. Accurate placement of blow. Combatant must be able to deliver a blow to a moving or stationary target at a variety of ranges within weapon's range.

3. Delivery of blow without undue force. Combatant must be able to deliver a blow to a moving or stationary target at a variety of ranges without excessive force.

4. Safe use of shield. Shield should be slung at correct height, and used safely. Shield should be held centre grip. Control of Shield must be maintained at all times. Must be able to safely parry and block most attacks without placing self or opponent at risk

5. Hooking. Combatant must be able to safely hook and disengage a shield without danger to self or opponent. Must be able to safely lock and disengage a weapon without danger to self or opponent

6. Control of weapon. Combatant must maintain control of weapon AND shield during an attack by a group, without reacting in a dangerous manner.

7. Unit combat. Combatant must be able to follow orders and fight effectively as part of a larger unit in both one and two ranks.

8. Parry most blows effectively. If used in conjunction with a Dagger, Combatant must be able disengage weapon safely.

OFFHAND WEAPON USE

Off hand must have steel or harden armour on it, also Competent use of weapon in off hand.  

WEAPON COMPETENCE

In order to have competence with a weapon and therefore able to use weapon in combat the following must be true

1. Must show knowledge of all strikes and blocks with the weapon.

2. Must show ability to fight constantly for five minutes, retaining control at all times.

3. Must show ability to fight more than one opponent simultaneously and safely.

4. Perform/receive a charge safely.

Acknowledgements

[Combat] [Weapons] [Armour]

Any Questions? please E-Mail

   Andrew in Palmerston North New Zealand

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