Warfare Battles

Why swords?

One reason is that it beats having to tear things open with your bare hands.

Still, given that high tech is available, why don't Amberites carry guns? Assault rifles, grenade launchers, laser-guided mini-missile pistols. They even could carry blaster rifles if they wanted.

Yet they still lug those blades around. The main reason is that swords are reliable.

It doesn't matter what Shadow you happen to stumble into, a big piece of steel with a sharp point and a sharp edge is going to work. Shadows of high tech, low tech, or magic, you name it, a pig-sticker is dependable.

Even if the Shadow is so screwy that the edge is dull and the point is blunt, you've still got a handy, heavy thingie useful for bashing people.

A sword can be used to stab, chop, or cut, block or parry. Better yet, it keeps the enemy a good couple of steps away.

Just in case something oozes acid, or arcs electric charges, or has other unpleasant personal habits, a sword leaves you a bit of breathing space.

Anyway, in Amber swords are traditional. And Amber tradition is based on a lot of hard-fought battles.

So Amberites use swords.

Also quarter staffs, axes, hammers, spears, and anything else that comes to hand, but the combat system works pretty much the same way for all hand to hand weapons. See Wujcik's Example of Closely Ranked Sword Combat.

Sword moves & choices

The following combat choices also apply to how one handles everything from troops on the field of battle, to strategy in a chess game.

So now you're hauling sword. What can you do with the thing?

In any combat you've got choices. Let's break 'em down into two major kinds of choices, defending or attacking.

Each move can then be modified with deception, or using Strength in combination with Warfare. First off, what everybody learns first, defensive moves.

Main Combat Choices - Defensive

Any move where your major concern is saving your own neck is considered defensive.

Usually the opposition has to be clearly superior to you in Warfare before they can hurt you in a defensive position.

Pure Defensive

The heck with trying to hurt the other guy! Saving your own skin is your number one priority. If you've got even a suspicion that the other guy is better than you, go pure defensive.

It's also a handy choice if you've got to deal with some kind of distraction, like a Trump contact. Pure Defensive minimises your chances of getting hurt.

Basically you stand your ground, moving back when pushed, and wait for the opponent to come to you. Since you leave it to the other guy to make the first move, it gives you an advantage.

Up against two or more opponents? Again, pure defensive means you keep moving, moving so that they get in each other's way.

Better yet, move so that only one can attack you at a time. And, if you end in a situation where you can't seem to keep the enemy from circling around behind you, you know you're being out-matched.

What if you do get hurt when you're in pure defensive?

Run!

Anyone who can score on you while you're staging this kind of fortress manoeuvre is too good. Way too good.

A wound when you're in a Pure Defensive position is the universe's way of telling you something is seriously wrong.

On the other hand, if you manage to hurt the other guy when you're in Pure Defensive, you can be pretty sure you've got the upper hand.

Measured Retreat

The idea is that you back off, hoping that your opponent will come after you, pushing a bit too far, and creating an opening. Works two ways, because you're protecting yourself, and, if the enemy doesn't follow you, then you've got a clean chance to escape.

Hasty Armour Defence

When in doubt, pick up something large to use as a shield, or squeeze yourself into a protected position, and make it into a makeshift fortress.

It might work, it might not, but it beats being skewered. Not only is it a low risk option, but the first blows will probably be absorbed by the furniture in use.

Main Combat Choices - Offensive

Attacking always carries a certain risk. If you really want to make a measure of the opposition, preferably with your sword as a dip stick in the other guy's chest, then you've got to come out of your shell.

Fight!

Most fighters take this stance. It just means you fight in reaction to your opponent, taking advantage of openings, defending against attacks, and holding your ground.

This is also an option that gives you a chance to respond to opportunities where you can test the opposition's Strength.

When both combatants choose Fight, it means the battle will be determined purely on Warfare. Pretty quickly too.

The Feint

The idea is that you pretend to strike in one direction, then, when the opponent goes to defend, you strike in another direction.

If you're a lot worse than the enemy, this is going to be super obvious. Expect to take damage.

If you're a lot better than the enemy, they'll either fall for your ruse, which lets you hurt them, or they'll chicken out and retreat.

Finally, if the two of you are pretty even in Warfare, this is going to depend on a judgement call on the part of your opponent. The enemy guesses wrong, and you'll score a wound. If the enemy guesses right, it might be you taking the wound.

The Revealed Opening

Deliberately open yourself up, make something that looks like a mistake, or otherwise try to sucker your opponent into coming in a little too hard and fast.

If your opponent is equally matched, or has less skill, then it will look exactly like a real vulnerable opening. If they take the bait it's an opportunity to do damage.

On the other hand, if your opponent is a lot better than you, then your trap will be obvious. At which point it may be you who is in danger.

Advance

Steady, relentless pressure. You move forward, pushing for all the openings, shoving your opponent back.

Psychologically, a great move. Show your confidence! Intimidate the enemy!

All of which will work great, and you should damage the enemy, if you're really better.

If you're evenly matched, or out-matched, then this is a move that'll set you up for getting hurt.

All-Out Attack

You launch yourself on the enemy. Forget about defending yourself, you're willing to take a scratch if necessary. Kill! A cocky, foolhardy thing to do.

Hope you're really a lot better than your opponent. In which case this option will definitely turn things your way, and you'll score the most damage possible.

On the other hand, if you're relatively equal, or worse, this is the choice that lets you collect the most serious wound.

Combat Modifiers: Faking It

Aside from just bashing away, you can also try your luck at deception in swordplay. In Amber it's often not how good you are, but how good somebody thinks you are.

These moves are also handy for maintaining a disguise, when you'd rather not have anyone know your true identity, or true abilities.

Feigned Inferiority

Since you are deliberately moving more slowly, and reacting with less skill, you may take slightly more damage than you might otherwise.

On the other hand, there's a lot to be said for getting the enemy to incorrectly evaluate your skills.

If you are considerably better than the opposition then Feigned Inferiority should be easy.

You'll take no more damage than you choose to take (sometimes it's very convincing to take a couple of small wounds).

You can also look as klutzy as you like, from just below your natural rank, all the way down to Shadow rank.

If only marginally better, or equally matched to the opponent, then you're likely to get hurt. Certainly you'll take damage faster, and more seriously, than if you fought at your peak.

In the worst case, if you are significantly worse than the enemy, Feigned Inferiority can get you killed.

By trying such a complex tactic, you're making yourself a lot more vulnerable (on the other hand, if you want to appear dumb and helpless, and you're sure the other guy won't kill you, this might be a good option).

Feigned Superiority

The idea is to pretend to be much better than you actually are. It's helpful to have a model to imitate.

For example, if the character has had the opportunity to fence with, or better yet, take lessons from, Benedict of Amber, it might be possible to imitate his superior style and flair.

At least for a little while. Unfortunately, not having the true ability means you're opening yourself up for any really serious threats.

If you're a lot better than your opponent, you've got a good chance of pulling this off. And no increased chance of taking any damage.

For bouts where you are fairly equally matched, things are a little riskier. Imitating someone else won't work quite as well as fencing in your own style. You're somewhat more likely to get hurt.

When your opponent is significantly better than you, this is a good way to get killed. The risk is high, and, unless the ruse succeeds right away, the style you imitate won't make up for your vast disadvantage.

Combat Modifiers: Combining Strength and Warfare

Strength can be a natural complement to Warfare in a sword battle. At a critical moment, a character with superior Strength can vastly improve the Warfare equation.

On the other hand, Strength isn't something you can use all the time, since most swordplay requires no particular muscle.

Beat or Bind

Beat is the fencing term for bashing the other guy's blade with your own. You hammer on the other guy's blade, adding your Strength to your blow.

Bind is similar, except that you attempt to catch the opponent's blade in a tight little circle, forcing it away.

The Bind requires more skill, and more of an advantage in Warfare, than the Beat.

If you have the better rank in Strength then how a Beat or Bind turns out depends on how you compare in Warfare.

If you are roughly equal in Warfare, but have a superior Rank in Strength, this can create a significant advantage. By bashing or moving the other blade out of the way, you gain a shot at a quick thrust or cut.

If the other fencer is clearly better than you, and you have a superior Strength, then this might work the first time, but only the first time. After that, knowing your advantage, the enemy will avoid future contests of Strength.

If you're the better swordsman, and better in Strength, then you can use the Beat or Bind to clear away the opponent's sword.

Another choice with the Bind is to disarm the enemy, flicking the weapon out and away. A Beat, in this situation, could also be used to break an enemy's weapon.

On the other hand, if both parties have roughly equal Strength, then a Beat won't do much of anything other than waste a valuable opportunity.

Remember that this particular Strength battle depends on just a couple of tiny muscles in the thumb and forefinger, which have to broadcast their power down a long lever (the blade). There has to be a really large difference in rank for there to be any advantage on either side.

Worst case, where the other guy has a much better rank in Strength, can be really bad.

Failure will leave you open for a cut or slash, even from someone whose Warfare is a bit worse than yours. Then, after the Beat, your enemy will know your weakness, and attempt to exploit it.

Rough Housing

In the midst of a fight, sometimes there's the opportunity to get in a punch, a kick, or a good shoulder bash.

Which is fine if you've got a superior Strength, but not too smart if you're weaker. Your chance of success depends on your Warfare.

If you're a lot better in Warfare, then you've got a good chance of getting in your blow, and it's unlikely you'll take any damage.

If both you and your foe are equal in Warfare, then the results of Rough Housing will depend on your respective Strength.

Also, when you are both roughly equal in Warfare, and you initiate Rough Housing, it gives your enemy a free shot at grabbing you, and changing the battle to Strength.

If you are definitely inferior in Warfare, a Rough Housing move can be pretty risky. The enemy can choose to either avoid the physical blow, or take it and simultaneously wound you with the weapon at hand.

Worse, if you are badly outmatched in Warfare, the foe can avoid the Rough Housing attack and get in a good wound.

Bait and Switch

Getting the combat away from Warfare and into Strength. Walk right in to the opponent's range, and grab whatever is handy, hopefully switching the combat from a Warfare to a Strength contest.

If you're a lot better in Warfare, this is easy and carries no risk. In fact, it's pretty common for Amberites, facing a bunch of normal Humans, to just grab and toss anyone in their way.

If you're equal, or slightly better, in Warfare, this move is sure to involve some risk.

Chances are, you'll have to take a wound in order to get your hands in place.

Since wounds get worse as combat progresses, it's a good idea to do this kind of thing early.

Switching to Strength is particularly bad if you are outmatched in Warfare. Then the enemy can cut you up pretty good as you move in.

If you are a lot worse in Warfare, you may never even get your hands on the antagonist, and still take damage.

Ranged Warfare

The final type of combat is ranged combat involving crossbows, guns, phaser rifles or whatever.

This type of attack is really bad news for the defender. Characters cannot use their Warfare to defend against these type of attacks.

The only defence is luck (and careful planning, and good intelligence, and so forth). And getting out of there quick!

Massed or automatic fire counts as one rank better. So a group of goons with machine guns and Shadow rank Warfare count as a Real rank attack: and only 1 point of Bad Stuff means you are likely to get hit.

Maybe that's another reason why Amberites seem to stay out of higher-tech Shadows. There are too many ways to die before you even know your enemy has their finger on the trigger.

Monday, August 25, 1997
Suhuy
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