Manbearcat
Legend
However, there's one very different aspect to this sort of thing than you'd find in the average D&D battle in that here one side is specifically trying to avoid contact while the other is trying to initiate it; and all in a rather closed environment (football has rules; war often doesn't). In a D&D battle most of the participants are usually trying to initiate something, usually involving damage to the enemy if successful.
Well, I would just say that in any "squad-based genre stuff" (comic books specifically or genre fiction generally, et al...which is pretty much the only place you see this stuff...small recon or infil/exfil units in the military as well), everyone is trying to accomplish the same macro goal in any given conflict while each having discrete, primary micro goals (with secondary and tertiary goals as well).
Group: Escort the princess.
Dude 1: Keep bad guys on you and off the princess and your pals.
Dude 2, 3: Kill the bad guys.
Dude 4, 5: Make it easier/feasible for Dudes 1, 2, 3 to do their respective jobs.
Every sport has an analogue to that with the Group goal being "Win the game."
But neither of those realities really have much to say about the legitimacy of the phenomenon of "martial forced movement" in general or "martial forced movement at a distance - eg 12 - 15 feet or so".
Which is fine for as long as the script holds true. But if the QB has to scramble to avoid pressure and a 3-second play suddenly spans into 7, all bets are off. The receivers do what they can (on their own initiative and choice) to get open, the backs do what they can (at their own choice) to cover them, and the QB just tries not to get killed. (side note: often the quickest way to tell who the best players really are is by how well they do when off-script; how they react when the designed play falls apart)
A D&D battle (almost always) has no pre-set script or series of play calls. Some parties try to design standard operating procedures but every situation is different, and if the party insists on sticking to the SOP all the time they're actually putting themselves at an overall disadvantage..
Lan-"thanks for the primer on what all the pass routes are called"-efan
Again, I think the premise that you and I are addressing might be diverging a little bit. The premise I'm addressing is:
"Martial Forced Movement is a real thing (in both genre fiction and real life) and Martial Forced Movement At a Distance is a healthy portion of it."
That is really all I'm addressing. It is a real phenomena whereby the OODA Loop that participants in a martial exchange inhabit is significantly about (a) being where you want to be and putting your adversary in a spot (often a Catch-22) that they don't want to be in and then (b) exploiting that competitive advantage you've attained in doing so. The specificities of the dynamics will vary situation to situation contingent upon the context of the situation, but broadly, the general gist remains the same. Threaten (on the rare occasion this might be verbal, but for most purposes, this is nonverbal and is probably the primary "forced movement at a distance" effect), deke/juke, wrongfoot, imposition of will. All of these things force an adversary to respond in a split second with a (basically) subconscious routine of permutations and spit out a response. In many/most cases, the borderline automated response will be some sort of "movement that was forced upon it." This might include a collection of territorial bears wrangling over a fishing spot, a pair of lion packs both going after the same kill, the X-Men, Weekend Warrior Basketball, NFL Football, the 4 pm brawl at the flagpole between two cliques, or Easy Company of the 101st Airborne assaulting multiple, fortified gun positions on D-Day.