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Please explain Flail usage (SCA / Historical)
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<blockquote data-quote="jesseghfan" data-source="post: 3801675" data-attributes="member: 19504"><p>Well . . . that is somewhat of a factor in SCA fighting - say, if someone calls a hold (stop) or if someone calls that they are dead . . . but, in general, there is little pulling of blows in the SCA - depending on what you mean by that:</p><p></p><p>1. SCA hits full force. There are a few monstrous weightlifters and truly dedicated fighters and the like who don't hit all out - they in effect pull the blows- but they are rare. (Rather, hitting hard is one of the traits one associates with most great SCA fighters.) With one handed weapons (as are most of the flails discussed here), most SCA people hit with pretty much full force- with the constraint that you usually can't fully wind up as it telegraphs the blow and simultaneously leaves you off balance/vulnerable defensively. Most normal mortals (like myself) try to figure out how to hit harder, not softer.</p><p></p><p>2. Two handed weapons like greatswords and some polearms also hit plenty hard without a full-out baseball type swing. But, often, such wind-ups are impractical (take too long, make you vulnerable) unless you have shieldmen protecting you. Still, there are rules limiting this to a degree (no more than 90 degree arcs, interpreted generously) that two handed flails also would have to follow. Within that 90 degree arc- swing away!</p><p></p><p>3. If someone goes down or a hold is called or the like you _try_ to stop your blow- or at least don't power it all the way through, if you realize in time. But blows thrown travel fast and hard - you aren't going to be able actually to, say, keep the blow from hitting someone once the weapon has started forward. That's what armor is for. That's why we practice "dying defensively." Yeah, a flail would mean blows rain in for an extra second, but I think most SCA fighters would gladly accept that risk to increase our fun and authentic choices. Getting hit hard (on your armor) is just part of playing- even occassionally when "a timeout is called."</p><p></p><p>Just wanted to make clear that, unlike some groups, SCA combat is "full force" with armor (particularly helmets) absolutely necessary to avoid near or actual fatality. Get hit where there is little or no armor by a direct blow, you are in a world of ouchies (once the shock wears off) and a black and blue of boastful size and beautiful hue. Thus, I would be very hesitant to list inabilty to pull as a major factor- such as innately variable blow impact strength, the fear of tangles and ensuing injuries, or even the difficulty in avoiding targeting the few forbidden body areas.</p></blockquote><p></p>
[QUOTE="jesseghfan, post: 3801675, member: 19504"] Well . . . that is somewhat of a factor in SCA fighting - say, if someone calls a hold (stop) or if someone calls that they are dead . . . but, in general, there is little pulling of blows in the SCA - depending on what you mean by that: 1. SCA hits full force. There are a few monstrous weightlifters and truly dedicated fighters and the like who don't hit all out - they in effect pull the blows- but they are rare. (Rather, hitting hard is one of the traits one associates with most great SCA fighters.) With one handed weapons (as are most of the flails discussed here), most SCA people hit with pretty much full force- with the constraint that you usually can't fully wind up as it telegraphs the blow and simultaneously leaves you off balance/vulnerable defensively. Most normal mortals (like myself) try to figure out how to hit harder, not softer. 2. Two handed weapons like greatswords and some polearms also hit plenty hard without a full-out baseball type swing. But, often, such wind-ups are impractical (take too long, make you vulnerable) unless you have shieldmen protecting you. Still, there are rules limiting this to a degree (no more than 90 degree arcs, interpreted generously) that two handed flails also would have to follow. Within that 90 degree arc- swing away! 3. If someone goes down or a hold is called or the like you _try_ to stop your blow- or at least don't power it all the way through, if you realize in time. But blows thrown travel fast and hard - you aren't going to be able actually to, say, keep the blow from hitting someone once the weapon has started forward. That's what armor is for. That's why we practice "dying defensively." Yeah, a flail would mean blows rain in for an extra second, but I think most SCA fighters would gladly accept that risk to increase our fun and authentic choices. Getting hit hard (on your armor) is just part of playing- even occassionally when "a timeout is called." Just wanted to make clear that, unlike some groups, SCA combat is "full force" with armor (particularly helmets) absolutely necessary to avoid near or actual fatality. Get hit where there is little or no armor by a direct blow, you are in a world of ouchies (once the shock wears off) and a black and blue of boastful size and beautiful hue. Thus, I would be very hesitant to list inabilty to pull as a major factor- such as innately variable blow impact strength, the fear of tangles and ensuing injuries, or even the difficulty in avoiding targeting the few forbidden body areas. [/QUOTE]
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