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Fence in play as you would in fight The peril in any simulated fighting lies in the temptation to begin to train only for the "sporting fun" of competitive sparring, instead of using sparring ("free-play") merely as only one aspect of overall weapon study and practice precisely the approach ARMA advocates. Consider always that sparring is a tool not an end in itself. To test the veracity of our techniques we practice fight in a manner that is as realistic as possible without injuring one another. This is a dynamic process of interpretation-practice/application-reinterpretation, which allows us to evaluate and refine our understanding of historical teachings. To answer the age old question of how to prepare a fighter for real encounters some form of mock-combat has always been found necessary. But in this the problem arises of just how to determine what would or would not have been a good hit that incapacitated or killed your opponent and thus prevented their responding to do the same to you. We try to answer this question much as the historical schools of defence did. We have devised four key ideas to guide us in our practice fighting. ARMA's four general rules of thumb for mock-combat free-play:
Basic Guidelines Just as our historical forebears did, the ARMA advises itsstudents to develop skill at free-play using blunt steel blades and wooden weapons employed with controled yet quick and firm blows. We also advocate additional training through use of padded contact weapons. We also encourage group mock-combat conducted in this manner. Our goal is to have a fighting mindset not a play-fighting mindset; to be good at fighting, not at play-fighting. The following guidelines govern only ARMA contact sparring for group combat:
Those who would assert any proposition as to fighting technique or weapon use have the opportunity to do so. Only, be prepared to argue your case in the "courtroom of combat" and prove your theories in the "laboratory of battle" However, weapons will be matched to their historical reality (for example, a two-handed sword should weigh like a two-handed sword). For instance, if someone wants to assert they can use a shield and spear in one hand while fighting with a long axe in the other, they can try to all they want. If one can successfully wield a single dagger against a shield and sword for example, then so be it. Rules will not be contrived to so as to interfere with skill. Participants may make and devise any padded contact-weapons they wish within the guidelines, provided there is a historical model as precedent. All weapons must have discernible killing portions (blade edges, points, etc.). All weapons must have regulation cores and fully padded with proper foam. Participants are warned to first use proper ARMA contact-weapons before attempting to construct their own.
The ARMA System is structured for allowing unarmored, unpadded fighters to participate (just as they did throughout history). In fact, consider that the very point of armor is lost when there is no contrast with sparring unarmored or lesser armored opponents. What is the point if everyone is equally armored? The duel ability of contact-weapons to be used in either armored or unarmored sparring is a great asset of the system. The ARMA sparring system & free-play method does require more discipline to learn and develop control as novice participants cannot feel they can make up for lack of skill by trying to "put all their might into a blow" (it's not designed for this when unarmored). Above all, the weapons are intended so you can hit your opponent not as hard as you want necessarily, but as hard as they need to feel it.
In free-play, blows are never "counted as good" just because they make contact especially light or weakly thrown strikes. Light, flippy, wrist-flicking touches are hardly appropriate practice for the full-arm slashing blows of a sturdy cutting blade. We do not accept "non-contact." blows or light wrist taps and flipping wrist touches that would be virtually irrelevant with sharp swords (nor are such moves advisable if in trying to use them your arm is cleaved off or your head hacked). Keep in mind, the sole purpose of contact-sparring is just that, "contact". When utilized, padded contact-sparring weapons let you strike with intent in proper range, force, and follow through. If you never train to hit with full speed and full power how then can you possibly learn to properly calibrate your blows? How can you judge in what context light controlled strikes can even be effective? Target Areas and Hits for Group Mock-Combat Unarmored Target Areas: The whole body excluding: head, throat/neck, and groin. Hits to the head or off-target areas are ignored. Unhelmeted fighters can not be struck to the head. Armored Target Areas: The whole body excluding the throat/neck, and groin. Hits to off-target areas are ignored. Armored sparring or free-play includes both helmets and either Light or Heavy armor. Unarmored sparring is without armor/padding (but may or may not include helmets). Against unarmored targets no blows should cause pain. All are made with good contact (not soft or light but not full-contact either). Without armor on their is just no need for full power strikes. Strikes can be made clearly, strongly, and with great speed while still being safe and discernible to your opponent. With ARMA contact-weapons, this must be demonstrated and experienced to fully appreciate it. Any solid, clear, firm blow to a limb, armored head, or the torso is a Kill. Any other contact can either be considered insufficient (and called Light") or Disabling if made against a limb. Participants may call blows Light, Disabling or Kill. Thus, blows to arms and legs may result in either "death" (dismemberment) or a "wound." Strikes to armored heads are called either Light or a Kill. In the case of disabling blows to arms, participants no longer utilize the arm. Arm targets include the whole arm (fingers, hand, wrist, forearm, upper-arm). Shoulders count as Torso. Disabling hits to the legs restrict tactical movement to limping (no walking fast or running). Legs strikes do not require the fighter to sit, fall, kneel or lie down. They may continue standing and fighting, but must restrict their movement to limping. Legs targets include the entire leg (foot, shin, knee, and thigh). Hips count as torso.
There are no restrictions on how one uses a regulation weapon except that Disabling and Killing blows are struck with the authorized, padded portions. There are no restrictions on the number of opponents one may be engaged by nor the direction they may attack from. Participants fight 360 degrees until either one or both are "Killed", call a halt, or a third party calls a "Safety Hold!". No referees or intermediaries are required or used under this system. Kills and Disabling hits are in affect for the remainder of that bout (assuming single combat) or the encounter (in the case of group fights). In group fights (melees) Killed fighters must sit or lie immobile until all combat in the vicinity (approximately 50') ceases. The general guidelines for single-combat or duel apply equally and wholly to mass group melee. Armor Implications in Group Mock-CombatArmor is defined as any authentic material used in historical fashion on limbs, torso or head. Imaginary armor such as aluminum, plastic, foam, or rug does not qualify. ARMA stresses dissimilar armors. That is, a variety of armor types that reflect increasing protection and categorized as either Unarmored, Light or Heavy. Light armor consists of actual leather (soft or hard, minimum 1/8" thick) or heavy padded cloth (minimum 1/2" thick). Heavy armor is replica mail, brigadine, and hardened leather (minimum 1/4"). Types of plate also count as Heavy armor, but padded weapons are not intended for use on plate since, unless all corners and edges are rounded off or folded over, it tears them up. Helmets must be a minimum of 18 gauge steel or 1/4" hardened leather. Helmets must be fully encasing with either a face plate, metal mesh, or bars. Eye-sockets and openings must be no larger than 1 1/2 " wide (small enough to prohibit a weapon tip thrusting through). Wearing Light armor on the torso allows the participant to receive 2 blows before resulting in a Kill. However, consider any single sufficiently firm or strong blow as resulting in an immediate Kill. Light armored limbs can receive 2 blows before being Disabled. However, any single sufficiently "great" blow causes an instant Kill. With Light armor, any 2 blows received results in a Kill. When wearing Heavy armor on the Torso, the fighter can receive 2 blows there before resulting in a Kill. However, consider any single sufficiently firm or strong blow as resulting in an immediate Kill. Heavy armored limbs can receive 2 blows before being Disabled. However, any single sufficiently "great" blow may result in instant Disablement. The first Limb blow is called as a "Quarter Kill". With Heavy armor, any 3 blows received as good result in a Kill. No draw cuts on are viable on Heavy armor. Notice that the rules governing the nature of blows received are left up to the individual, but that once struck, wounds become a matter of allowable hits based on armor. This methods combines subjective and objective elements and avoids the cycle of feeling a blow too much vs. not feeling it at all. It acknowledges qualitative differences in armor types as well as in the severity of blows and allows for simple sparring to be a reasonable simulation of combat. The focus is on the use of a simulated weapon safely performing as a real one would. When attacking from behind, it is often necessary only to tap or firmly touch the opponent rather than delivering a blow. When making any thrust at unarmored targets or against helmets, caution should be taken in using a looser grip as it is safer than a firm one. Participants may face both armored and unarmored opponents in the same melee. When an unhelmeted fighter confronts a helmeted opponent, they may not strike the helmeted player to the head either. This is the "reciprocity of helmet law". The helmeted player is not subject to a killing-target area that their opponent, by virtue of being unhelmeted, is not. Helmeted fighters do have the option of rescinding this and allowing their helm to be a target for unhelmeted opponents (unless openly stated to you, assume any helmeted opponent has not done so). Although they are not a requirement when fighting unarmored, participants are encouraged to wear gloves and any other padding they feel comfortable with (i.e., shin guards, cups, knee and elbow pads, mouth pieces, etc.). If openly agreed to, participants may elect to spar or play full-contact wearing protective padding instead of replica armor. Although this form of padded fighting does not qualify as historical armor and is treated as if Unarmored for purposes of wounds and kills, it does allow for harder fighting and stronger blows. Minimum recommended padding is a helmet, knee and elbow pads, shin guards, and heavy gloves. Advisable protection includes collar, upper arm, kidney and hip padding. Suggested equipment for this is street hockey, martial arts and baseball gear, and home-made plastic armor. However, for realism and appearance, such modern padding or equipment should not be obvious. Any "open face" sparring head-gear or helmet may be worn but is not viable for receiving head strikes. No face stabs are allowed unless helmets are fully encasing. The philosophy behind the ARMA contact sparring system is that the less the rules, the more the fun. The more inclusive the fighting rules are, the less restrictive and idiosyncratic your fighting will be. What matters is not personal assertions of skill, nor the proclamations of rules books or the well-meaning intentions of organizations, but only how good you are in battle.
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