LARGE MELEE TACTICS CLASS
FIGHTERS COLLEGIUM
AS XXVI, 10-28-91
SIR AL HADAD AL HADI
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
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.
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 WALL | CALLED OUT IF YOUR WALL HAS FAILED IN AN AREA TO 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.
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.
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.
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.
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.








21 Man Generic Line

92 Man Generic Lineup- Good for all Types of Field Maneuvers