ighting

 

                                                                       

Clash Of The Titans

 Marshaling Convention        

Armor and Weapons Standards and Inspection

Specific Weapons Standards 

Combat Conventions

Rules of Engagement

 Rules Specific to Combat Archery

The Seven Battles of Panhandle Skirmishes

A)     Marshaling Convention

1)       Sir Cedric the Just of Dorchester. Shall be Marshal-in-Charge of Panhandle Skirmishes. The Kingdom of Meridies may designate their Earl Marshal and such other warranted representatives to assist in marshaling the battles. Other kingdoms represented are welcome to supply appropriately qualified marshals to assist. The Marshal-in-Charge has ultimate responsibility for all combat related activities at this event. As these are friendly skirmishes, we anticipate no need for a marshal's court. However, Significant disputes will be solved, if possible, by a consensus of the Kings of Meridies and Trimaris. The King of Trimaris remains the final authority in marshallate matters.

2)       All field marshals at Panhandle Skirmishes shall operate under the supervision of Sir Cedric. The marshals for each battle shall be appropriately designated and equipped. No battle may begin without a sufficient number of marshals to police the battle.

3)       No steel weapons may be carried on the field by anyone, including marshals.

4)       The area for combat shall be clearly marked and pointed out to all participants. For the safety of spectators, no engagement is allowed outside the designated area.

5)       The Marshal-in-Charge reserves the right to stop all combat activities due to excessive heat, dangerous weather, or any other safety concern. General Holds will be called whenever major safety concerns arise. Such holds may be initiated by the marshals or by fighters who become aware of major safety issues. When a General Hold is called, all fighters shall echo the hold, combat shall cease, and fighters shall lower their weapons and drop to their knees, if possible. There shall be no discussion of tactics during the hold. Violation of this rule may cause a fighter to be suspended for the day.

6)       Marshals may stop the fighting in localized areas to move the fighters away from a boundary or obstacle without calling a General Hold. In such instances, fighters are expected to cease hostilities, follow the directions of the marshal, and resume fighting when instructed.

7)       Marshals have the power and duty to remove any person violating the rules of combat, including those who fail to accept blows, those who are endangering safety, and those who ignore instructions or the rules for the battle.

B)      Armor and Weapons Standards and Inspection

1)       All Society for Creative Anachronism armor standards will be enforced at Panhandle Skirmishes. Fighters must meet the armor standards of the kingdom for which they fight (Trimaris or Meridies). In general, inspection of armor will be done by the fighter's kingdom. Trimaris inspectors will inspect Trimaris and those who will fight for Trimaris; Meridies inspectors will inspect Meridies and those who will fight for Meridies. All weapons must meet the standards of the Kingdom of Trimaris.

2)       No fighter may participate in the battles without passing armor inspection. No weapon may be used if it has not been inspected. Fighters should call the marshals' special attention to any unusual weapon intended for use. Fighters must present themselves for inspection by the posted deadline for any battle with all of their equipment, their authorization card, and their site token.

3)       Siege weapons WILL be allowed this Panhandle Skirmishes. Scouts (with a reduced armor requirement) are NOT allowed.

4)       Each kingdom should supply sufficient marshals to inspect their own fighters by the posted deadline for each battle. New fighters may only be authorized in accordance with the requirements of the fighter's respective kingdom. Those passing inspection will be marked with a helmet sticker, which remains the property of the SCA/Panhandle Skirmishes, and may not be marked or altered by anyone except an authorized marshal.

C)      Specific Weapons Standards

1)       Maximum spear length is nine feet. This will be enforced. Only rattan and protruded linear fiberglass are allowed. Fiberglass spears must have at least a three-inch diameter-thrusting tip. The end of the shaft must be capped with a schedule-40 PVC pipe cap to prevent the shaft from penetrating the tip. Rattan spears must have at least a two-inch thrusting tip. No fiberglass spears less than seven feet. No counter weights are allowed on spears, but sliders are allowed.

2)       No laminated blades allowed.

3)       Butt spikes are only allowed on pole arms. Spears must have thrusting tips at least 3 inches in diameter. Poles and other two-handed weapons must have tips at least 2 inches in diameter. Single-handed weapons can have in line tips. The ends of weapons should be rounded to mimic the circumference of the stick.

4)       No modern camouflage may be worn while participating in the battles.

5)       All shields must have the edges covered with hose or equivalent to prevent damage to combatants or weapons.

6)       Shield edges may not have flexible extensions or flaps that extend beyond the rim or edge of the shield.

7)       No thrusting shields are allowed.

8)       No passive shields are allowed. If the hand does not control the shield, it is considered armor, and any good blow struck must be taken.

9)       No hinge shields are allowed.

10)    Shields may be grounded. Only one shield per person.

D)      Combat Conventions

1)       All fighters are expected to remain calm and control themselves at all times, remembering that their opponents are honorable and chivalrous. These are to remain friendly skirmishes. We are all here to have fun.

2)       No one may participate as a fighter or marshal while under the influence of alcohol, mind-altering drugs, controlled substances, or prescription medications with a similar effect.

3)       Use of excessive force is prohibited!

4)       Thrusts to the face are allowed head-on, touch only. Thrusts to the side, back or top of the head do not count.

5)       Thrown weapons are allowed and may be gleaned.

6)       There is no 90-degree limitation for two-handed weapons.

7)       The body may not be used to grapple an opponent, his shield, or weapon.

8)       If a fighter uses his hands to try to steal a spear or grasp a weapon's haft, the fighter's hands must be fully armored.

9)       An opponent that has fallen must be allowed to regain a defensive position before he is re-engaged. A fighter who has fallen may not throw blows while his opponents are allowing him to regain a defensive position.

10)    Striking from behind is forbidden.

11)    All helmets will be clearly marked to denote the kingdom a fighter represents. No fighter may change the helmet marking for the purpose of deception. If a combatant is questioned about his allegiance, he/she is obliged to declare or be struck. It is a dishonor to fight against a comrade;  even more so in the friendly battles.

12)    It is each fighter's responsibility to understand these combat rules. Ignorance will not be an excuse.

E)       Rules of Engagement

1)       No more than four fighters shall attack a single opponent. When a fighter is part of a formed unit (as a shield wall) that is fighting a similar unit, he may strike and be struck by any opponent within range. If a breakthrough occurs, one shot delivered in passing is allowed to the fighters passing and being passed.

2)       Attacking an opponent from the rear who is not aware of your presence is strictly prohibited. It is unsafe and unchivalrous. The opponent must be made aware of your presence and intent by gaining engagement before you strike him. Gaining engagement is accomplished by establishing eye contact or noticing that your opponent has acknowledged your presence as a threat by nodding, taking a defensive stance, or turning to face you. You may not strike while your opponent is turning to engage. You may not attack an opponent because he seems to be ignoring your attempts to engage. Deliberate refusal to engage is grounds to be removed from the battle, as is deliberate striking from behind without gaining engagement. Shouting "I am not engaging you" constitutes yielding the fight, and the one refusing to engage must leave the field or face removal by the marshals.

3)       Local "holds" may occur, wherein a marshal stops combat is a small area to move the fighters away from a boundary or obstacle, etc. Fighters may not re-engage until instructed by the marshals to do so.

4)       The marshals will enforce these rules. Our goals are safety and fun. Remember that the marshals are the appointed representatives of The Crown. Do what they say.

F)       Rules Specific to Combat Archery

1)       Archers are subject to a ten-foot rule of engagement. No arrow may be fired at a target less than ten feet away.

2)       Arrows may not be gleaned.

3)       Archery shots must all be in-bound; that is, if the arrow misses its mark, it should not leave the field.

G)      The Seven Battles of Panhandle Skirmishes

Between the battles there will be warnings at ten minutes, five minutes and one minute before the signal to lay on. Except in the resurrection battle (Battle 7), no fighter may enter a battle if not on the field and ready when the lay on signal is given.

Battle 1: Friendship Battle 9:00 a.m. So that each king may show off the strength and character of his chosen warriors to those of his rival, the kings agree to let the armies be chosen by lot. Trimarians will fight next to Meridians, not to see which can vanquish the other, but to see which fight with greater skill and which better demonstrate the qualities of honor, valor, and chivalry.

Battle 2: Alliance Field Battle with Archery and Siege Equipment So that each king may show the number and quality of his countrymen, friends and allies, each will bring his own men and all who declare to join him. The fight will be to demonstrate skill in archery, siege engineering and hand-to-hand combat, as well as the knightly virtues on the field of battle. The kingdoms, and those who declare to fight for a kingdom, shall be awarded a side of the field. Thence, each side will have fifteen minutes to assume their place and plan strategy. Fighting shall begin at the signal, and shall continue until the last man from one side is defeated.

Battle 3: Alliance Field Battle, No Archery So that each king may show the number and quality of his countrymen, friends and allies, each will bring his own men and all who declare to join him. The fight will be to demonstrate skill in hand-to-hand combat, without the benefit of archers' skill. Fighters for each of the kingdoms shall take the opposite side of the field from which they started in Battle 2. Thence, each side will have fifteen minutes to assume their place and plan strategy. Fighting shall begin at the signal, and shall continue until the last man from one side is defeated.

Battle 4: Archer's Championship and Field Battle Let each king demonstrate his strategic prowess, assuming armies of equal strength. Bring on the archers and siege engineers to begin, and let them lay on to each other until one side is bereft of archers. Then, let the victorious archers and the warriors from both sides take up the charge, until one side emerges victorious.

Battle 5: Bridge Battle, with Archery and Siege Equipment  The sides for the first bridge battle will be determined by flip of a coin. Their majesties will agree whether to fight with allied warriors only or to even out the sides before the battles begin. Each army will then take up positions at opposite ends of the field. Archers shall stand in front, behind marked lines. Engineers will man their equipment from their side of the field. On the start signal, archers and engineers shall take aim at their opponents of the other side and fire until they die in battle or exhaust their supply of ammunition. When the last archer for one side or the other falls, it shall be the signal for the remaining warriors to lay on. Those victorious archers that are still alive and have arrows may continue in the battle to aid their side. Fighting shall continue until the last man from one side is defeated.

Battle 6: Bridge Battle, with No Archery. The kings find themselves across the dangerous moat from each other on an otherwise lightly treed field. Three bridges span the moat, and are the only means of passage, since Trimarian dragons ply the depths of the moat. The kings with their army shall try to gain the other side and utterly defeat the other's army. On the real field, the kings agree, archers would only have position to fire on the central bridge. The sides for the first bridge battle will be determined by flip of a coin. Their majesties will agree whether to fight with allied warriors only or to even out the sides before the battles begin. Once the sides are determined, each army shall assume its position on one side of the stream. No fighter may cross the stream, except on one of the three bridges (marked with raised platforms or hay bales). Archers from either side may only fire toward the center bridge. The battle will end when one army defeats the last fighter of the other army.

Battle 7: Strategic Bridge Battle, with No Archery Now the kings must demonstrate the commitment of their armies to defend them. Are they willing to face individual defeat to save the life of their king? With the three bridges still in place as before, the armies take the opposite sides of the field from battle 5. The army of each king shall try to gain the other side and defeat the enemy king, while defending their own king. As before, no fighter may cross the stream, except on one of the three bridges (marked with raised platforms or hay bales). Archers from either side may only fire toward the center bridge. The battle will end when one army defeats the king commanding the other army.

Battle 8: Resurrection Battle with Three Standards and Archery So that each king may demonstrate the tenacity and stamina of his valiant fighters, a resurrection battle will be held. Individuals defeated in battle may make their way to the back of the field and be nursed back to health, living to fight another day, as long as their strength holds out. The fighters will contest for three standards. A center, fixed standard is a great prize, but each army must also defend its own standard on its side of the field. Whichever army holds more of the standards during the battle shall be the victor. The sides for the resurrection battle will be determined by flip of a coin. Their majesties will agree whether to fight with allied warriors only or to even out the sides before the battles begin. Once the sides are determined, each army shall assume position on its side of the field, with its standard. Once planted, the standard may not be moved for the duration of the battle. Exactly 60 minutes later including holds, the signal to end the battle will be given. Every 20 minutes the Earl Marshal's from Trimaris and Meridies will determine who is in control of each banner, by mutual consent. At the end of the time period all fighters will be resurrected, battle will be joined to the last man standing, for final fun of the day.

 

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Last Updated 9/17/2003