Text
Hersir Handbook IV
March 2008
Record of Amendments
Amendment
Number
Date
Amended
Amended By
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Signature
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CONTENTS
1. INTRODUCTION ............................................. 7
2. THE BATTLEFIELD ....................................... 9
2.1.
2.2.
2.3.
2.4.
2.5.
2.6.
2.7.
2.8.
2.9.
2.10.
BARRIERS .............................................................................................. 9
POSITION MARKERS ............................................................................... 9
ACCESS POINTS ...................................................................................... 9
PUBLIC ADDRESS SYSTEM ...................................................................... 9
FIRST AID POINT ..................................................................................... 9
APPROACH ROUTE ................................................................................ 10
FOSTRAR .............................................................................................. 10
ARCHERY ............................................................................................. 10
CAVALRY ............................................................................................. 10
STREET FIGHTING ................................................................................. 10
3. DURATION OF COMMAND ........................ 13
4. COMMAND STRUCTURE ........................... 15
4.1.
4.2.
ARMY .................................................................................................. 15
UNIT .................................................................................................... 15
5. DUTIES ............................................................ 17
5.1.
5.2.
5.3.
5.4.
5.5.
5.6.
5.7.
BATTLE STAFF...................................................................................... 17
ARMY COMMANDER ............................................................................. 17
SUB-COMMANDER ................................................................................ 17
UNIT LEADER ....................................................................................... 18
SUB-LEADER ........................................................................................ 18
STANDARD BEARER.............................................................................. 18
HERSIR ............................................................................................... 18
6. SAFETY CHECKS ......................................... 21
7. ARMY STRUCTURE ..................................... 23
7.1.
7.2.
7.3.
7.4.
7.5.
THE HEARTH TROOP'S MISSION ............................................................. 23
THE SKIRMISHER'S MISSION ................................................................ 23
THE MISSILE WARRIOR'S MISSION ....................................................... 23
THE LINE UNIT'S MISSION ................................................................... 24
THE ARMY RESERVE`S MISSION ............................................................ 24
8. UNIT STRUCTURE ....................................... 25
9. TACTICS ......................................................... 27
9.1.
9.2.
ATTACK IN ECHELON LEFT/RIGHT ........................................................ 27
ATTACK IN LINE ................................................................................... 27
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9.3.
9.4.
9.5.
9.6.
9.7.
9.8.
9.9.
9.10.
BREAK CONTACT ................................................................................. 28
BULLS HORN ATTACK........................................................................... 28
DEFENCE AGAINST CAVALRY ............................................................... 29
LEFT/RIGHT FLANK ATTACK ................................................................. 29
OBLIQUE ATTACK LEFT/RIGHT ............................................................. 30
RAMS HORN ATTACK............................................................................ 30
RETIRE IN LINE ..................................................................................... 31
ARMY CLOSE ORDER ............................................................................ 31
10. SIGNALS ......................................................... 33
11. STANDARD SCRIPT ACTION .................... 35
11.1.
11.2.
11.3.
11.4.
11.5.
11.6.
11.7.
11.8.
11.9.
11.10.
ENTRY ON TO THE BATTLEFIELD .......................................................... 35
LEADERS PERFORMANCE...................................................................... 35
SUB-LEADERS PERFORMANCE ............................................................... 35
DEATH OF A WARRIOR.......................................................................... 36
DEATH OF UNIT LEADER ....................................................................... 36
DEATH OF ARMY COMMANDER ............................................................ 36
DEATH OF MAILED WARRIOR ............................................................... 36
DEATH OF ALL ONE'S FOLLOWERS ........................................................ 36
LOSS OF UNIT STANDARD ..................................................................... 36
LEADER RUNS AWAY ............................................................................ 37
12. OFFICERS LIVES .......................................... 39
13. FORMATION MANOEUVRES FOR MELEE
UNITS .................................................................... 41
13.1. STANDARD FORMATION ....................................................................... 41
13.2. ABOUT TURN ........................................................................................ 41
13.3. AT EASE ............................................................................................... 42
13.4. BOARS SNOUT ...................................................................................... 42
13.5. BREAK CONTACT ................................................................................. 43
13.6. CLOSE ORDER ...................................................................................... 44
13.7. COUNTER CHARGE ............................................................................... 44
13.8. CRESCENT ............................................................................................ 45
13.9. DEFENCE AGAINST CAVALRY ............................................................... 46
13.10. EXTEND THE LINE ................................................................................. 46
13. 11. FORM ONE RANK .................................................................................. 47
13.12. FORM TWO RANKS ............................................................................... 47
13.13 RETIRING WHILST ENGAGED ................................................................ 48
13.14 HUNTING GROUP .................................................................................. 48
13.15. INTERPENETRATION (I) ........................................................................ 51
13.16 LEFT/RIGHT WHEEL ............................................................................. 53
13.17 MARCH ON .......................................................................................... 53
13.18 ORDERED ADVANCE ........................................................................... 53
13.19 RALLY ................................................................................................ 54
13.20 REFORM .............................................................................................. 54
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13.21.
13.22
13.23
13.24
13.25
13.26
ROUT FROM CAVALRY ........................................................................ 54
ROUT FROM INFANTRY ........................................................................ 55
SHIELDBURH ....................................................................................... 55
SHIELDWALL ...................................................................................... 56
SKIRMISHING...................................................................................... 57
SKIRMISHERS VERSUS CAVALRY ........................................................ 58
14.CONSIDERATIONS FOR MISSILE UNITS 61
14.1. ABOUT TURN ........................................................................................ 61
14.3 FREE MELEE ........................................................................................ 62
14.4. OPEN ORDER ........................................................................................ 62
14.5. ROLLING VOLLEYS LEFT/RIGHT ............................................................ 62
14.6 VOLLEYING, RANKS ADVANCING ......................................................... 63
14.7 VOLLEYING, RANKS RETIRING .............................................................. 64
APPENDIX A.TERMINOLOGY ........................ 65
(I)
(II)
(III)
GENERAL............................................................................................. 65
FORMATIONS ....................................................................................... 68
TACTICAL ORDERS ............................................................................... 70
APPENDIX B. GENERAL COMMANDS
REFERENCE ....................................................... 73
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1. INTRODUCTION
The Hersir` Handbook is so called, because it collects together details
of command and manoeuvre, which are used by the Hersir, to control action on
the battlefield. The title Hersir, is given to leaders of proven ability over the
full range of command tasks and is therefore an acknowledgement of
considerable achievement.
Unit leaders and their command groups in the society are volunteers,
whose skills make a major contribution to the enjoyment of participants and
spectators alike. As a guide to commands and the expected resulting action,
this book is equally important for all Combat Training Officers and
complements the Combat Training Manual.
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2. THE BATTLEFIELD
Battlefields may be of many sizes and shapes, many of the factors
governing the size and shape of a battlefield are out of our hands but there are
some basic requirements of all battlefields.
2.1. Barriers
There must be two barriers separating the public from the warriors.
The barriers must be at least ten feet apart or however much greater as deemed
by the Health and Safety Officer. Between the barriers there must be signs
warning the public of the danger of getting to close to the action. It is the duty
of the marshals to erect the battlefield barriers after consulting with the Battle
Captain and the Health and Safety Officer.
2.2. Position Markers
Position Markers will be set up close to the inner barrier and between
both. The start lines will be marked by red or blue boards and the centre line
of the battlefield will be marked by white boards. Unit leaders must be aware
of them especially when directing scripted action.
2.3. Access points
There must be at least one point of access to the battlefield for the
armies, preferably two. There must be a clear approach route for the armies at
the time required for commencement of the battle. These access points must
also be suitable for emergency vehicles, if not an additional access point must
be made. Access points must be staffed by marshals at least fifteen minutes
before the commencement of the battle and throughout the performance.
2.4. Public address system
The PA must be situated between the barriers in a position from which
the commentator can see all the action, this is normally at the centre of one
side.
2.5. First aid point
The first aid point must be in an easily identifiable position, normally
next to the PA. A qualified first aider, designated by the Health and Safety
Officer and with a full up to date first aid kit , must be present during any
combat display.
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2.6. Approach route
The approach route to the battlefield must be as clear of obstacles as
possible and normally wide enough to allow three warriors to walk abreast.
These two points will not always be achievable, if not extra time must be
allowed for the warriors to get to their forming up point. The Battle Captain
will walk the approach route and note the time it takes. For each defile passed
through one minute must be added for every ten warriors. If an obstacle has to
be climbed then two minutes must be added for every ten warriors. Unit
Leaders must ensure that their units are reformed before moving off again.
2.7. Fostrar
Fostrar wishing to participate in combat training and support roles on
the battlefield, must report to the Battle Captain and supervising adult, on
arrival. Fostrar on the battlefield must be supervised by a dedicated adult and
must be made known to all warriors.
2.8. Archery
When archery is to be used the size of the battlefield becomes critical.
If the battlefield is longer than the range of the bows then archery may be used
by both sides. The Battle Captain will consult the designated Missiles officer .
In the case of a shorter field, the end(s)must be clear of audience to allow the
archers to shoot in that direction.
2.9. Cavalry
If cavalry are to be used, the battlefield must be long enough to allow
the horses to manoeuvre safely away from the infantry. There must be a clear
area behind the enemy warriors to allow the horses to run off and be brought
under control if necessary. There must be an escape route from the battle field
towards the horses stabling area, clear of all obstacles and audience, to allow
loose horses an avenue of escape.
2.10. Street fighting
When fighting in streets a double barrier is still required. This is to be
provided by two sets of marshals who will be clearly distinguishable from one
another and clearly identified to both warriors and audience. One set of
marshals will control the audience as the outer barrier, the other will control
the warriors as the inner barrier.
The warriors on the flanks of the opposing forces will act as an
additional safety barrier when there is an audience on their flank. The flank
warriors will not fight properly, they should just clash weapons above their
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heads and pressure their own warriors away from the audience. The inner
warriors should fight as best they may.
The chief marshal must carry a whistle and if in their opinion the
combat is unsafe they should blow the whistle and keep blowing it until
combat has ceased. The warriors should break contact, the performance may
continue but no fighting should take place until the chief marshal has given the
all clear to the Unit Leaders.
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3. DURATION OF COMMAND
All officers appointed to lead units and armies exercise their authority
from the Battle Captain`s script meeting until all battle standards are returned
to the Battle Captain.
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4. COMMAND STRUCTURE
All armies throughout history have had some sort of command
structure, at the minimum it was a leader and followers.
The following is a full recommended command structure which
assumes no restriction on the size of the battle. Adjustments will have to be
made when numbers so dictate.
4.1. Army
The army must have a commander, who will need two or more subcommanders to convey orders to the units and take control of part of the army
when necessary. The number of sub-commanders will increase in proportion
to the number of units in the army and/or the total strength of the army. For
every two units there should be one sub-commander, for every 100 warriors, or
part thereof, over the first 100 there should be an additional sub-commander.
Eg. An army with six units has one commander and three sub-commanders. If
the total strength of the army is 201 there should be an additional two subcommanders making a total of five. This will ensure that orders can be
transmitted quickly when both army and battlefield are large.
4.2. Unit
A unit must have a leader, who will need one or more sub-leaders to
ensure that orders are carried out properly and promptly. The number of subleaders will depend on the size of the unit, for every ten warriors, or part
thereof over the first ten, there should be one sub-leader. Eg. A unit of nine
warriors will have one leader and eight ordinary warriors. A unit of ten
warriors will have one leader, one sub-leader and eight ordinary warriors. A
unit of eleven warriors will have one leader, two sub-leaders and eight ordinary
warriors. Each unit should have a standard bearer. The standard bearer should
be an experienced warrior of the same quality as the sub-leaders.
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5. DUTIES
Each officer in the command structure has various duties that must be
performed to ensure the smooth running of the battle. A small amount of effort
on the part of every officer in the command structure will result in a successful
battle that is enjoyable to participants and spectators alike.
5.1. Battle staff
The Battle Captain and Assistant Battle Captains constitute the battle
staff. Their duties during the course of a scripted battle are the same:
Ensure that the armies and units have properly appointed officers.
Collect warrior attendance figures from Herred/Lethang representatives.
Allocate warriors to units.
Ensure that all officers understand their duties, the script and their part in the
script.
Ensure officers carry out the safety checks.
During the course of the battle give cues to the officers as necessary.
Attempt to keep the battle script on course and to time.
Make or authorise changes to the script when necessary.
When possible, liaise with opposite numbers in the other army.
Liaise with counterparts in other societies.
Ensure that any problems from the battle are dealt with by the proper Society
officer or agency.
5.2. Army commander
Must ensure that the army is ready to begin the battle, mustering at the right
place at the right time.
Must understand the battle plan.
Must ensure that all the unit leaders understand the battle plan.
Must ensure that the unit leaders carry out their pre-battle safety checks.
Must make modification to the battle plan when required.
Must attend officers script briefing and de-briefing.
Must be in possession of a watch
5.3. Sub-commander
Must assist the commander mustering the army ready to start the battle.
Must understand the battle plan.
Must transmit the orders of the commander.
Must take command of a part of the army if ordered to do so.
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5.4. Unit leader
Must attend the Unit Leader briefings.
Must be familiar with the script.
Must be in possession of a watch.
Must make self and other members of the unit command group known to the
unit.
Must ensure that the unit is ready to begin the battle.
Must carry out the pre-battle safety checks.
Must advise warriors of the presence of Fostrar and their role.
Must be in possession of, or have immediate access to a file, to remove burrs
from metal weapons.
If leading a unit of archers must be in possession of a bow scales.
Must lead the unit through the script and issue clear commands.
Must liaise with other unit commanders of their army, with regard to
unscripted actions.
Must attend the de-brief after scripted battles.
Ensure that any problems concerning the unit and warriors of the unit arising
from the bat
5.5. Sub-leader
Must assist the unit leader mustering the unit ready to start the battle.
Must be familiar with the script.
Must assist the Unit Leader with the safety checks.
Must repeat the orders of the unit leader and ensure they are carried out.
Must ensure the coherence of the unit as a fighting force.
Must transmit reports from the unit leader to the army commander when
necessary and relay advice from the Battle Captain to the Unit Leader.
Must lead sub-units detached by the unit leader if ordered to do so.
5.6. Standard bearer
Must collect the unit standard from the Battle Captain.
Must raise it at the muster point.
Must march and stand immediately behind the Unit Leader to identify the
location of the Unit Leader.
Must repeat all orders of the Unit Leader when in combat with the enemy.
Must defend the unit standard.
Must return the unit standard to the Battle Captain.
5.7. Hersir
Carry out any of the above duties when appointed.
Provide guidance to Unit Leaders, Sub-Leaders and Standard Bearers.
Recommend unit leaders to the Battle Captain for promotion to Hersir.
Be prepared to take a command group role at short notice.
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Advise the Battle Captain on matters concerning the management of musters
and battles.
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6. SAFETY CHECKS
Safety is of paramount importance to all members of the Society and
particularly for the warriors. It is in every warrior`s interest that weapons and
equipment on the field are of a high standard and not a danger to themselves
or others. To ensure that these standards are maintained the officers of the
Society must make periodic checks of equipment.
At the pre-battle muster the unit leaders must check:
That all warriors have the safety equipment prescribed in the hand to hand
combat and archery rules.
That all metal weapons conform to the Society’s weapons specifications and
are free from burrs.
That all shields are in a safe condition.
That all sharp tools or weapons have been left off field.
That all arrows have undamaged blunts, the shafts are un-damaged and there is
at least 18" of fletching with four or more flights.
That all wooden parts of weapons have no cracks or splinters.
That all bows have a draw weight of not more than 35lb at 28"
.
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7. ARMY STRUCTURE
In the Viking Age warriors went to battle with the best equipment they
could afford, this meant that there was a good deal of variety between them.
Most units of an army represent a leader and followers, these followers could
have a variety of weapons and equipment. It is not unusual to have lightly
armed and equipped warriors in the same unit as heavily armed and equipped
warriors. Archers and slingers may also be in the unit, the Vikings particularly
were known for their use of the bow. The more wealthy the leader the more
heavy infantry in his unit. A kings hearth troop would only have wellequipped warriors.
Some nationalities were known for producing certain types of warrior.
Because they were generally poor, the Welsh had more light warriors. As time
went on there was a tendency towards concentrating troop types together to
make a bigger impact but this was rarely the case in the tenth century.
Most good commanders would keep a reserve so as to exploit the
enemy’s weakness or to back up a unit in difficulty. Heavy infantry were best
for leading the main fight and light skirmishers would be sent out from their
parent units to harass the enemy.
7.1. The hearth troop's mission
To keep the army commander alive.
If the commander dies they fight on around the body until the enemy is
defeated or they are all killed.
7.2.The skirmisher's mission
To spearhead major attacks by the army.
To harass the enemy while the army deploys.
To harass the enemy while the units of the army redeploy.
To prevent the enemy following up units, which are breaking contact with the
enemy.
To engage and drive off the enemy skirmishers.
7.3. The missile warrior's mission
To harass the enemy while the army deploys.
To harass the enemy while the units of the army redeploy.
To harass the enemy as they advance.
To prevent the enemy following up units, which are breaking contact with the
enemy.
To engage and drive off the enemy skirmishers.
To engage and drive off the enemy missile warriors.
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To engage and kill enemy leaders and commanders.
7.4.The line unit's mission
To fight and defeat the enemy line units.
7.5. The army reserve`s mission
To strengthen any unit of the army, which is in danger of being broken.
To counter any attempt by the enemy to take the army in flank.
To make flank attacks upon the enemy when the commander so orders.
To replace routed, broken, or tired units.
To skirmish with the enemy and delay their advance while the army rallies and
or reforms after being broken.
This mission is vital to the survivability of the army, it is not a mission
that should be entrusted to an inexperienced unit.
The reserve unit should be experienced and steady in combat, it must
respond to orders quickly and without question, it's warriors must be fit and
able to move quickly.
The reserve is the unit which is going to save the army from disaster, it
is the unit which will turn victory into triumph.
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8. UNIT STRUCTURE
Unit sizes will vary depending on the number of warriors available, it
will not always be possible to have sub-leaders, if there are only five warriors
in the unit they will all be needed in the front rank.
Wherever possible a unit reserve should be appointed. In a unit of
eleven warriors the two sub-leaders will have to fulfil this role alone, if the unit
is large enough a quarter to a third of the warriors should be appointed to the
reserve. A unit of fourteen warriors should have one leader, two sub-leaders,
eight main body warriors and three reserve warriors.
The reserve will be commanded by one of the two sub-leaders when
needed.
The unit reserve's mission is:
To strengthen any part of the main body which is in danger of being broken.
To counter any attempt by the enemy to take the unit in flank.
To make flank attacks upon the enemy when the leader so orders.
To replace casualties or tired warriors.
To skirmish with the enemy and delay their advance while the main body
rallies and or reforms.
This mission is vital to the survivability of the unit, it is not a mission
that should be entrusted to inexperienced warriors. The warriors of the reserve
should be experienced and steady in combat, they must respond to orders
quickly and without question, they must be fit and able to move quickly.
The reserve are the warriors who are going to save the unit from
disaster, they are the warriors who will turn victory into triumph.
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9. TACTICS
The following may be used in a scripted or un-scripted battle, they are
not intended as the only tactics that may be employed but as a guide to what
may be done. The use of agreed commands and movements make
communication on the battlefield, more effective.
9.1. Attack in echelon left/right
Command: Echelon right/left – Attack!
The ordered flank unit advances towards the enemy. When it has
advanced fifteen paces the next unit in the line advances towards the enemy.
When the second unit has advanced fifteen paces the next unit in the line
advances towards the enemy. This continues until the whole line is advancing
towards the enemy. The commander may vary the number of paces. Units may
be ordered to adopt the boars snout formation for this attack.
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9.2. Attack in line
Command: In line – Attack!
All units of the army advance in a single line towards the enemy. All
units must ensure that no gaps are allowed to develop between or within the
units.
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9.3. Break contact
Command: Break Contact!
The army breaks contact with the enemy by moving back ten paces and
reforming shieldwall facing the enemy. If the unit is to retire further, the unit
standards should be sent back to the position where the army is to reform
before the command is given. (See 13.5).
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9.4. Bulls horn attack
Command: Bull`s Horn – Attack!
The flank units advance towards the enemy. When they have advanced
fifteen paces the units on their inner flanks advance towards the enemy. When
these units have advanced fifteen paces the next inner flanking units advance
towards the enemy. This continues until the whole line is advancing towards
the enemy. If the commander wants a greater or lesser gap between the units
the number of paces should be stated in the order. Units may be ordered to
adopt the boars snout formation for this attack.
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9.5. Defence against cavalry
Command: Form Circle!
If the flanks of the army are threatened by cavalry they should bend
back until they are behind the centre thus forming a circle. The warriors should
be in shieldwall and all supernumeraries within the circle.
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9.6. Left/right flank attack
Command: Rear Flank– Attack Left/Right!
The enemy’s front is attacked while a designated unit moves around the
enemy flank.
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9.7. Oblique attack left/right
Command: Oblique Left/Right – Attack!
For oblique attack left the reserve moves behind the right flank unit.
The front line units of the army make a half turn to the left and advance on the
enemy. The space made on the right flank of the attacking army is then filled
by the reserve which advances directly to it’s front. The aim is for the left
flank unit to overlap the enemy line and attack it in flank. The space made on
the right flank of the attacking army is then filled by the reserve which
advances directly to it's front.
For oblique attack right the reserve moves behind the left flank unit.
The front line units of the army make a half turn to the right and advance on
the enemy. The space made on the left flank of the attacking army is then
filled by the reserve which advances directly to it’s front. The aim is for the
right flank unit to overlap the enemy line and attack it in flank. The space
made on the left flank of the attacking army is then filled by the reserve which
advances directly to it's front.
The direction given in the command, is the direction for the main units
to attack.
E.g.
Oblique attack left.
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9.8. Rams horn attack
The centre unit advances towards the enemy. When it has advanced
fifteen paces the units on it's flanks advance towards the enemy. When these
units have advanced fifteen paces the next flanking units advance towards the
enemy. This continues until the whole line is advancing towards the enemy. If
the commander wants a greater or lesser gap between the units the number of
paces should be stated in the order. Units may be ordered to adopt the boars
snout formation for this attack.
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9.9. Retire in line
Command: In Line- Retire!
All units of the army retire in a single line towards their start line. All
units must ensure that no gaps are allowed to develop between or within the
units. This is done in after having broken contact with the enemy.
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9.10.
2
Army close order
Command: Form Line!
All units of the army close up on the centre and close any gaps that
there may be.
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10. SIGNALS
Many of the orders issued by the commander require units to act in cooperation with each other, attacks have to be coordinated or they become
disjointed and lead to disaster for the army.
As part of an order, the commander may issue a signal instruction. A
signal instruction informs the unit leader of the signal which will initiate a
tactical order.
Due to the lack of sophistication of Viking age technology these signals
are restricted to visual and audible signals.
Audible signals are usually made with a musical instrument or a loud
verbal cry. Horns are most likely to be heard. A verbal cry must be repeated
by those in a command role if it is to be heard throughout the army
Visual signals are usually made with flags or banners, the waving in a
particular way of the army banner could be a signal to attack. Some tactical
orders lend themselves to a visual signal by a whole unit, “rams horn attack”
for instance can easily be seen if all leaders look towards the centre unit and
watch for it’s advance.
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11. STANDARD SCRIPT ACTION
During the Viking age people did many things differently than we do
today, this was true both on and off the battlefield. The Maldon poem gives
good examples of what was considered responsible behaviour on an English
battlefield and the Viking sagas are full of heroes and cowards alike. The
Anglo-Saxon chronicle expresses the disgust of the authors at the actions of
some Saxon ealdormen there by indicating that their conduct was not what was
expected of them. The following are actions that should be carried out by
warriors to give the battle more of a Viking age aspect as opposed to a modern
one. The principle of what follows is that a warrior who is an officer, or
possesses chainmail, is of a higher social rank, where the expectation is to
preserve name and dignity rather that follow the dictates of common sense.
With this higher status they are expected to do things to preserve their name
and dignity rather than what common sense dictates.
These actions should be considered as the "default settings" of the
warriors, if the script calls for a warrior to behave “out of character” then
individuals will be appointed to play those roles.
11.1. Entry on to the battlefield
All units, other than a hearth troop of semi-professional warriors,
should enter the battlefield in a very loose and ragged marching order. On
reaching their position on the start line unit leaders must call them into line and
bring order from the chaos. Where possible there should be no clear
distinction between the units as they march on, only when they are formed up
should this be clear.
11.2.
Leaders performance
Unit leaders must appear calm and heroic in the face of all adversity
and set a good example to the warriors. Stand firm in the centre of the shield
wall and give orders in a loud clear voice. The unit leader must also be the
calming influence in the unit, loved by their followers. (Except where the
script calls for a specific characterisation.)
11.3. Sub-leaders performance
Must appear energetic and more frightening to the warriors in their unit
than the enemy. Suffer fools lightly and keep the warriors in the line and on
task. Their mother may love them but no one else does!
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11.4.
Death of a warrior
During scripted combat, all kills should be reacted to as wounds unless
otherwise specified. Wounded warriors should drop back out of the fighting
line acting in accordance with the wound received. Once safely behind the
lines, the wounded warrior should wait to be attended to by the Fostrar or
should bind the wound from a personal bandage stock, before being returned to
the combat.
11.5.
Death of unit leader
On the death of their leader, sub-leaders and any warriors wearing
chainmail, rally around their fallen leader's body and fight to death or victory,
all other warriors rout off the field.
11.6.
Death of army commander
On the death of their commander the hearth troop, leaders, sub-leaders,
and any warriors wearing chainmail, rally around the body of their fallen
commander and fight to death or victory, all other warriors and units rout off
the field.
11.7.
Death of mailed warrior
Any warrior not an officer or wearing chainmail who kills an enemy
who is wearing chainmail should attempt to stop and loot the body if it lies
behind the killer`s fighting line. The looter should be seen to attempt to take
all the victims arms and armour, in the interest of safety the victims helmet and
shield should be left unless the fighting is over. Unmailed warriors should
always attempt to loot the dead, especially when mailed, at the end of the
battle.
11.8.
Death of all one's followers
When a leader or commander is the sole survivor of a unit, an attempt
to make a long speech should be made, in the hope that the enemy might get
bored and wander off. If the enemy does not fatally interrupt or wander off,
the leader/commander should follow this by a desperate attempt to cut a way to
freedom, or challenge for single combats and die heroically.
11.9.
Loss of unit standard
When a unit's standard is captured by the enemy the leader, sub-leaders
and any warriors wearing chainmail must attempt to recover it or die in the
attempt. Other warriors in the unit may or may not help to recover the standard
as they please, or are ordered.
36
11.10. Leader runs away
If a unit's leader runs away, the unit will break and every warrior in the
unit will follow unless rallied by the army commander or a sub-commander.
37
38
12. OFFICERS LIVES
By now it will be clear that the officers have considerable responsibility
for the running of a good battle, whilst being busy leading their warriors they
are also at risk from the enemy and their death can have adverse effects on the
fate of their followers. During the scripted battle officers should take all hits as
wounds until their task is complete, they will then die or survive according to
the requirements of the script.
During the unscripted element of on open ended battle or during a
refight officers take hits in the same way as other warriors.
39
40
13. Formation manoeuvres for melee
units
Many of the following formation manoeuvres are initiated by the centre
warrior. Before a unit goes into battle the unit leader must designate the centre
warrior and make sure this warrior is known to all the other warriors.
Wherever practicable the unit leader should, in true Viking style, be the centre
warrior., and so the unit standard bearer should stand immediately behind the
centre warrior.
Key:
Unit Leader
Standard Bearer
Archer
F Fostri
13.1.
A/B
Sub-Leader
Warriors in ranks
Medic
Standard formation
The warriors stand in two ranks (numbers permitting). The unit leader
stands in the centre of the front rank and the standard bearer stands
immediately behind in the centre of the second rank. The sub-leaders space
themselves evenly behind the second rank.
Fostrar stand together
approximately ten paces behind the standard bearer
A B
F
13.2.
About turn
Command: About Turn!
The warriors stand in a line or shield wall. On the command "about
turn" the warriors turn to the right 180o. When in shield wall, each warrior
brings the shield over head with the shield arm straight. The shield is then
returned to the original position but with the warrior facing the opposite
direction. When the unit is in the at ease position, the shield remains at the
warriors side, as the turn is executed.
41
13.3.
At ease
Command: At Ease!
The warriors stand in line facing the enemy with their weapons and
shields held at their sides in a relaxed manner.
13.4.
Boars snout
Command: Boar`s Snout!
The warriors stand in shield wall facing the enemy. On the command
"boars snout" the centre warrior starts to advance upon the enemy. The
warriors to the left and right allow the centre warrior to take a step and then
tuck themselves in behind the centre warrior's shield. The remaining warriors
in the shield wall follow suit, they allow the warrior nearest to the centre
warrior to take a step before they do so, thus creating a V shaped formation.
1
.
2
As the front rank warriors step forward those to the left of the centre
warrior reverse the overlap of their shields. This is to prevent the enemy from
breaking through gaps between the shields
Any warriors in the second rank fill in the gap between the two limbs of
the V giving the formation the strength to break through the opposing shield
wall. Supernumeraries may follow on behind if combat trained or scripted so
to do.
This is a command to advance upon the enemy. The intention is to
break through the enemy`s defences and is therefore most effective when
performed at a steady advance with the centre warrior leaning back. If required
, several units may be combined to form a large Boar Snout.
42
13.5.
Break contact
Command: Break Contact!
The standard bearer and the rear rank, under the command of a subleader, retire ten paces and reform in a loose shieldwall. One sub-leader stands
behind the front rank and watches to see when the rear rank has reformed.
1
2
B
A
A
B
3
A
B
Once the rear rank is formed up the sub-leader informs the unit leader
who then gives the command “break”.
All those still fighting run back between the rear rank warriors and
form up behind them. The new front rank now closes up and prepares to meet
43
an enemy attack or retire further. The unit leader takes up position at the centre
of the new first rank.
13.6.
Close order
Command: Close Order!
The warriors are in open or extended order. On the command "close
order" the warriors move in towards the centre warrior until they are shoulder
to shoulder.
13.7.
Counter charge
Command: Charge!
When an attacking enemy is within six paces and the order “counter
charge” is given, the unit moves rapidly towards the enemy without breaking
its formation. The aim is to disrupt the enemies attack.
44
13.8. Crescent
Command: Form Crescent!
On the command “Form Crescent” the Sub-Leaders will place the
warriors of the unit into position to receive the attack.
The centre of the unit will stand firm around the Unit Leader while the
flanks will be advanced to form a crescent with the intention of enveloping the
enemy attack.
When receiving an attack in Boars Snout by the entire enemy army the
Crescent may be formed by some or all of the units in the defending army.
1
2
A
Crescent formation in units:
1
2
45
B
13.9.
Defence against cavalry
Command: Form Circle !
When a unit is approached by cavalry they should halt and form
shieldwall. If the units flanks are threatened by the cavalry they should bend
back until the unit forms a circle. The warriors should be in the shieldwall and
all supernumeraries within the circle. Special arrangements depending on the
script, should be made, if Fostrar are present.
13.10.
Extend the line
Command: Extend the line!
The warriors having been called to form two ranks, facing the enemy
at ease or in shield wall. On the command "extend the line" , the warriors in
the second rank, to the left and right of the centre warrior , take up position at
the ends of the first ranks, maintaining the looser spacing.
46
13. 11. Form one rank
Command: Form one rank!
The warriors stand in two ranks facing the enemy at ease or in
shieldwall.
On the command "form one rank" the warriors in the front rank
maintain their position, those in the rear divide and move to the flanks, the
warriors take up position at the first space they come to. There they form up in
line shoulder to shoulder with the front they adopt the “at ease” or shield wall
stance as appropriate.
13.12.
Form two ranks
Command: Form two ranks!
The warriors stand in a line facing the enemy at ease or in shieldwall.
On the command "form two ranks" the centre warrior takes one step
forward, all other warriors look into the centre of the unit. The warriors to the
left and right of the centre warrior on seeing which way the centre warrior has
gone take a step in the opposite direction, that is to the rear.
Each warrior then follows suit taking a step in the opposite direction to
the warrior nearest to the centre of the unit.
2
A
A
47
B
1
On the command "close order" the warriors move sideways towards the
centre warrior until they are shoulder to shoulder.
13.13 Retiring whilst engaged
Command: Give Ground !
The Warriors are engaged . On the command “ Give ground” they start
slowly to move backwards, whilst continuing to fight.
13.14 Hunting group
Command: Hunt !
Hunting groups usually comprise three warriors working as a team to
single out and kill an enemy. If the script requires a hunting group, the unit
leader should designate the warriors and their leader in advance. The hunting
group can devise any tactic it wishes. Normally one warrior will be in charge
and will decide what tactics to use. To enable warriors who have never worked
together before to achieve their goal there are a number of common methods:
a).
One two bulls horn
One warrior, usually the leader, stands in front of two others. The
leader attacks the enemy’s front while the other two warriors move around
both flanks to attack the enemy in the rear or flank.
1
2
48
b).
Two one bulls horn
One warrior, usually the leader, stands behind two others. The front
two warriors move around both flanks to attack the enemy in the rear or flank
while the leader attacks the enemy’s front.
1
c).
2
One two left/right hook
One warrior, usually the leader, stands in front of two others. The
leader moves around one of the flanks to attack the enemy in rear or flank
while the other two warriors attack the enemy’s front.
1
d).
2
Two one left/right hook
One warrior, usually the leader, stands behind two others. The leader
moves around one of the flanks to attack the enemy in the rear or flank while
the other two warriors attack the enemy’s front.
1
2
49
e).
One two hammer anvil
One warrior, usually the leader, stands in front of two others. The
leader (the hammer) moves around to attack the enemy in one flank while the
other two warriors (the anvil) move around to attack the enemy in the opposite
flank. The leader must remember to tell the anvil which direction to go.
1
f).
2
Two one hammer anvil
One warrior, usually the leader, stands behind two others. The leader
moves around to attack the enemy in one flank while the other two warriors
move around to attack the enemy in the opposite flank.
1
2
50
13.15.
Interpenetration (i)
Command: Penetrate !
Two opposing units are first both formed into two or more open order
ranks. One unit advances on the other or they both advance towards each other.
As the units meet each warrior in the front rank passes the enemy warrior in
front by stepping to the right. As they pass each other the opposing front rank
warriors crash their shields together. Once the front ranks have passed they
engage a warrior from the enemy’s second rank.
1
2
B
A
A
B
B
A
A
B
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Interpenetration (ii)
Two opposing units are first both formed into two or more open order
ranks. They advance and engage. On the order “penetrate”, the designated unit
will “push” through into an interpenetrated formation, individuals passing to
the right of the opposing warrior.
1
2
B
B
A
A
B
A
A
B
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13.16
Left/right wheel
Command: From the left/right, wheel!
The warriors stand in a line at ease or in shieldwall.
On the command "From the left/right Wheel" the warrior at the end of
the line in the direction of the wheel stands still but turns slowly on the spot.
The next warrior slowly moves around the pivotal warrior in the direction of
the ordered wheel. Each warrior in turn moves slightly faster around the
pivotal warrior with the aim of keeping the line straight as it moves in the
direction indicated.
The warriors continue the movement until they have wheeled through
90 at which point they move straight ahead. At any point during the wheel the
unit commander may give the command "march on", on hearing this order the
warriors cease wheeling and move forward in the direction they are facing.
o
2
3
1
13.17 March on
Command: March On !
The warriors are standing in shield wall facing the enemy.
On the command "march on" they all step off together towards the
enemy.
13.18 Ordered Advance
Command: Step on my command… Step!
The warriors are in shieldwall. All warriors in the front rank take one
step forward together. At the same time, they may aim a blow at the enemy. On
the blow, a shout may be given. This manoeuvre is designed to restore
confidence in an attack, whilst being intimidating to the enemy.
53
13.19 Rally
Command: Rally on …!
On the command "rally", the warriors break contact and run to the
specified place.
E.G. “Rally on the standard”
All warriors gather where the standard has been placed.
13.20 Reform
Command: Reform!
Frequently given after the command "rally" the command "reform"
instructs the warriors to adopt the previously held formation.
The Rally and Reform commands may be combined. E.G. “ Rally and
reform on the standard!”
13.21.
Rout from cavalry
Command: Rout !
Some warriors, led by a member of the command group and including
those not wishing to fight the cavalry, rally around the standard. Those
warriors wishing to interact with the cavalry flee to the rear. The cavalry move
around those warriors standing firm and pursue those that are fleeing. The
cavalry then fight or cut down the fleeing infantry. If the rout is total, the
standing warriors rout away from the cavalry action. This manoeuvre is only
used by cavalry and fleeing infantry who have practised together.
1
2
54
13.22 Rout from infantry
Command: Rout !
When the script calls for a unit to rout the unit leader orders ”rout” and leads
the rush to the rear. If the unit is to be rallied the warriors must keep hold of
their weapons and shields. If the unit is to rout from the field they should
discard their shields, spears and long axes, the discarding of other weapons is
optional.
Wait for meeee! !
13.23 Shieldburh
Command:Shield…burh !
This formation is designed to give maximum protection against
missiles.
The unit must be formed into not less than three ranks, four or more is
preferred. The ranks must be as tightly closed up as possible.
On the command “shieldburh” the front rank warriors kneel and tuck
their heads down below the upper rim of their shields. The second rank
warriors lean forward and place their shields over the upper rim of the front
ranks shields. The next rank cover the heads of the second rank, and their own,
with the lower edge of their shields under the top of the second rank shields,
the action of which will cause the shields to lap back over the heads of those
behind. The deeper the unit the greater the efficiency of the overhead cover.
The flanks of the unit should bend back to provide some protection there.
Supernumeraries should tuck themselves into the back of the shieldburh and
crouch down so as to take best advantage of the cover. There must be no gaps
55
in between the shields which arrows and javelins could pass through. Warriors
with small shields must be in the rear ranks.
Sub-leaders, once they have ensured the shieldburh is complete, must
place themselves so as to provide additional protection to the auxiliaries. They
are responsible for checking that missile shots have ceased before calling the
order to stand.
On the command “stand” all warriors disengage their shields and stand,
the front rank warriors keep their shields in the shieldwall position. No other
action is taken until the unit leaders give their new orders.
This formation, being static and blind can disadvantage the defender. It
is a response to massive missile attack, or a cover for movement of warriors in
the rear ranks, where the front ranks are not expected to survive.
13.24
Shieldwall
Command: Shield…wall !
The warriors stand in line with their shields and weapons held at ease
by their sides, facing the enemy with their feet apart.
On the command "shield wall" they move their weapon side foot to the
rear and bring their shield smartly up to the ready position. As they do so they
over lap it with the shield of the warrior to their right. They do this in such a
manner that a crashing sound is made as all the shields come together.
Once in position the shield side arm is pressed against the shield
forcing it out while at the same time pulling in with the hand. This provides
the firmness required of the shield wall.
On the command "weapons" the weapon (not spear or long axe) is
brought up in an arc from the rear and brought down upon the shield with a
56
loud crash. It is then held ready with the hand behind the shield. The ranks
must have sufficient space between them to allow for this movement to be
carried out safely.
If armed with a spear the warrior holds it vertically with the point
downwards.
On the command "shield wall" the warrior thrusts the weapon hand
forward keeping the spear in a vertical position as the shield is brought to
position.
On the command "weapons" the spear is brought up to a near horizontal
position with the point slightly down and forward.
13.25 Skirmishing
Command: Skirmishers Go!
Skirmishing is the harassing of the enemy units between attacks by the
main force, and while the latter deploys or attempting to slow their advance;
this is done by short rushes followed by brief attacks. Skirmishers should not
stand toe to toe exchanging blows with their enemy.
Skirmishers should work as a team; some warriors engage the enemy
while the others hang back and only rush in when their comrades withdraw.
No more than half, and not less than a third, of the unit should be engaged at
any one time.
If one of the enemy warriors steps out of the shieldwall in an attempt to
attack the skirmishers, all nearby skirmishers should attack this foolish warrior.
1
2
57
13.26 Skirmishers versus cavalry
Command: Cavalry Skirmishers Go!
The skirmishers stand before the cavalry in two extended order lines which are
off set. The cavalry form a single open order line with each horse in front of
one of the gaps in the skirmishers front rank.
1
The cavalry charge the skirmishers and direct the horses to the gaps, the
riders hold their lances out to their right as far as they can and aim to strike the
skirmishers shields. The front rank skirmishers stand their ground and move
their shields across their bodies to the right (Note. Left handed warriors must
carry out this drill as right handed warriors.) The second rank of skirmishers
turn and flee holding their shields over their backs.
2
The fleeing warriors must judge the time that they turn and run and the
pace they run at carefully, the aim is to allow the cavalry to catch them.
As the riders strike the skirmishers shields they allow their hand to slide
down the lance until it reaches the head, at that point they let go of the lances
letting them drop to the ground before the skirmishers. As soon as the riders
pass them the front rank skirmishers fall to the ground and play dead or
wounded.
58
3
Wounded warriors and any that were missed by the cavalry should
make their way back to their own side avoiding the riders. They should try to
behave in a confused manner as befits those just ridden down by cavalry.As
soon as they have let go of their lances the cavalry draw their swords and
pursue the second rank of skirmishers. With the point of the sword pointing to
the ground and held out to the right side they ride past the fleeing skirmishers
and allow the blade to slide over the skirmishers shields. Once hit and the
horses having past them the fleeing skirmishers fall to the ground and play
dead or wounded.
Again wounded warriors and any that were missed by the cavalry
should make their way back to their own side avoiding the riders. They should
try to behave in a confused manner as befits those just ridden down by cavalry.
Any skirmishers that out run the cavalry must get into or through the shield
wall before the cavalry close on them.
4
The cavalry then continue on towards the enemy shield wall where they
pull up. They can then ride down the line of warriors striking at them or
warriors can step out of the shield wall to engage in hand to hand combat with
the cavalry.
As the cavalry move away from the shield wall they must avoid the
area where bodies are lying.
This is a specialized action which may only be performed by warriors
and cavalry who attend a practice at the show and before the battle takes place.
No other warrior should attempt to skirmish with cavalry.
59
60
14. Considerations for missile units
Most of the manoeuvres on the battlefield are the same for all warriors,
some however have weapon specific variations. There are also some missiles
specific commands and manoeuvres which are included here.
Before a unit goes into battle the unit leader must designate and make
known the centre warrior. The unit leader should take position on the left of the
line (if right handed). This allows the leader to watch at the same time as
shooting.
Javelineers and slingers not engaging in hand to hand combat, may be
part of the missiles unit. Commands directed to all members of the unit start
with the word “Missiles…”. If the order is aimed at particular weapon groups,
the command will start with the name of the group “Slingers…”, “Javelins…”
etc. Where there are significant numbers in separate weapons groups, each
should have a sub-leader.
Basic Commands for launching missiles:
Archers:
Knock - fit an arrow to the string
Draw - Aim and draw the string back ready to shoot
Loose - Loose the string and launch the arrow
Slingers:
Load - Load ammunition into te pouch of the sling
Make ready - extend the sling arm to the rear in preparation to launch the
missile.
Loose - Launch the missile.
Javelineers ( when in a missiles unit)
Aim – Javelins are raised to a horizontal position ready to launch.
Loose – Javelins are launched.
14.1.
About turn
Command: Missiles, about turn!
The warriors stand in a line.
On the command "about turn" they turn to the right 180o. Archers bring
their bow upright so as not to strike another warrior with it.
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14.3
Free Melee
Command: Loose at will !
At certain times in a scripted battle, missile warriors are not required to
operate as a unit. The Command “ Loose at will” informs missiles warriors that
they may move on the field choose targets and loose individually
14.4.
Open order
The missiles warriors always form up in open order. They stand in a
line facing the enemy an arms distance from the warrior either side of them.
14.5.
Rolling volleys left/right
Command: Rolling Volley left/right…!
Knock…Draw…Loose
This manoeuvre is performed by archers.
The warriors stand in a single rank one arm length apart, at ease.On the
command "rolling volleys (left or right)" they do nothing.
On the command "nock" they all fit an arrow to their bows.
On the command "draw" the archer at the end of the rank designated by
"right" or "left" draws.
On the command "loose" the first archer looses at the target then the
next archer draws and also looses. Each archer continues in turn loosing at the
target.
When the archer at the end of the rank has loosed, that archer shouts
"gone" and the drills above are repeated until the command "stop" is given.
On the command "stop" the archers stop what they are doing and await
further orders.
Any archer unable to loose in turn, shouts "miss" and the next archer
looses instead.
62
14.6 Volleying, ranks advancing
Command: Volley Ranks advancing!
Knock…Draw…Loose
This manoeuvre is performed by archers.
The archers are formed in two ranks two arm lengths apart at ease.
On the command "volleying, ranks advancing" they do nothing.
On the command "nock" both ranks fit arrows to their strings.
On the command "draw" the front rank draws.
On the command "loose" the front rank archers loose together and then
fit another arrow to their bows. The rear rank steps forward as the front rank
looses and takes up a position two paces in front of the front rank becoming
themselves the front rank.
The command "nock" is no longer given and on the commands "draw"
and "loose" the above drills are repeated.
On the command "stop" the archers stop what they are doing and await
further orders.
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14.7 Volleying, ranks retiring
Command: Volley Ranks retiring !
Knock…Draw…Loose
This manoeuvre is performed by archers.
The archers are formed in two ranks two arm lengths apart at ease.
On the command "volleying, ranks retiring" they do nothing.
On the command "nock" both ranks fit arrows to their strings.
On the command "draw" the front rank draws.
On the command "loose" the front rank looses together and then steps
back behind the rear rank forming up two paces to their rear. As the rank
retires they ensure that bows are held upright so as not to hamper the archers in
the rear rank. They fit another arrow to their bows as they retire.
The command "nock" is no longer given and on the commands "draw"
and "loose" the above drills are repeated.
On the command "stop" the archers stop what they are doing and await
further orders.
64
Appendix A. Terminology
When the Battle Captain briefs the unit leaders on the script or when a
commander is giving battle orders, it is important that everyone understands
what is being said quickly. Every speciality has its “jargon”, a technical
language designed to allow the initiated to understand rapidly each other
without the need for lengthy explanations. Some professions seem to
encourage jargon as a method of keeping outsiders at a distance, this must be
resisted. Any additions to our jargon must be designed to create greater clarity
for all concerned.
Most of the technical terms listed here are common to any English
speaking army with the addition of a few terms dealing with tenth century
battle re-enactment.
Any unit leader aspiring to the title of Hersir must have a good
understanding of the technical language of leadership.
(i)
General
Most of the terms in this section are designed to enable the Battle
Captain to brief the unit leaders about the warriors arrival at the battlefield and
the subsequent script.
Access point - point at which armies or emergency vehicles enter the
battlefield.
Approach route - the route from the muster point to the battlefield.
Army - a group of units fighting under a unified command structure with the
purpose of defeating an enemy.
Attack - to come willingly into contact with the enemy.
Audible signals - indications to carry out a given action that can be heard.
Auxiliary - non-combatant support personnel such as water carriers and
medics.
Barrier - that which separates the warriors from the audience.
Battle - combat between two groups of warriors.
Battlefield - the place where a battle takes place.
Battle plan - what the army commander intends to do.
65
Break contact - the separating of two opposing units currently in combat with
each other.
Broken - used to describe a unit which has been disordered and has retreated
in haste from the enemy but may be rallied. Or a unit which has been divided
by enemy action.
Close - to “close on” the enemy is to move up to them so that they are within
reach of the weapons carried by the attacker.
Commander - the warrior in charge of the army.
Command Group - the officers leading a unit or an army.
Command structure - the organisation of command and control of the army.
Commentator - the person who informs the public as to what is happening on
the battlefield.
Contact - when two opposing units are fighting.
Counter charge - a response to a charge by the enemy.
Defend - to resist an enemy attack.
Disengage - to separate two opposing units currently in missile or skirmish
combat with each other.
Engage - to fight an enemy with missiles or skirmishers.
First aid officer - the person responsible for first aid on the battlefield.
First aid point - the place where the first aider and first aid kit may be found.
Forming up point - place where units form up just prior to entering the
battlefield after the muster.
Giving Ground – the act of retiring whilst still engaged in combat.
Health and safety officer - the person responsible for ensuring that all health
and safety matters are attended to.
Hersir - an experienced and qualified unit leader.
Loot - that which is taken from the fallen or prisoners.
Looter - any one who takes loot from the fallen or prisoners.
66
Main body of - the bulk of a unit which starts the fight as opposed to a
detachment of skirmishers. The bulk of an army which starts the battle as
opposed to a detached unit.
Marshall - person responsible for crowd control, guiding of the armies to the
battlefield and giving cues to the armies to enter the battlefield.
Mission - a task given to an individual unit or sub-unit.
Muster - the gathering together of an army or both armies at a specific place
and time.
Muster point - the place where the warriors are gathered together into their
units.
Officer - a warrior that has a place on the command structure.
Order of march - the order in which the units will approach and enter the
battlefield.
Orders - instructions to the sub-commanders, unit leaders and sub-leaders to
carry out the battle plan.
Parley - meeting between officers of opposing armies.
Position - the place that a unit has in the order of march or along the start line.
Public address system (PA) - used by the commentator to inform the public
of what is happening on the battlefield.
Recycle - the raising of the “dead” for further performance during a scripted
battle.
Reserve - that part of a unit or army set aside for unforseen circumstances.
Rout - the action of a warrior who panics and flees from the enemy.
Safety checks - actions carried out by unit leaders to ensure that the weapons
and equipment used by the warriors in the unit comply with Society safety
regulations.
Script - the combination of battle plans with the intention of putting on a
public performance.
Signal instruction - an order explaining the meaning of a visual or audible
signal.
Start line - the place on the battlefield at which the army or unit must be at a
given time to begin the battle.
67
Street fighting - any fighting that takes place on the streets of a town.
Sub-commander - a warrior who assists the army commander and may lead a
part of the army.
Sub-leader - a warrior who assists the unit leader to control the unit.
Sub-unit - part of a unit detached for a specific mission.
Supernumeraries - all those that stand behind the lines such as auxiliaries,
sub-leaders, sub-commanders and additional standard bearers not qualified for
combat.
Tactical order - an order issued by the commander to one or more units with
the intention of gaining an advantage over the enemy.
Unit - a group of warriors under a single unit leader.
Unit leader - the warrior in charge of a unit, who must be a Hersir or a warrior
advised by a Hersir.
Visual signals - indications to carry out a given action that can be seen.
Warrior - any armed person prepared to fight.
(ii) Formations
Advance - the movement of warriors forward.
At ease - the status of a line of warriors not prepared for combat
Boars snout - a wedge or "v" shaped formation adopted by a group of warriors
in a shield wall who intend to break through an opposing shield wall.
Centre warrior - the warrior designated as such by the unit leader and initiator
of many of the formation manoeuvres. Ideally this should be the unit leader.
Close order - the formation of a unit of warriors standing shoulder to shoulder.
Crescent - a “C” shaped formation adopted by a group of warriors to counter a
Boars Snout.
Disorder - the status of a group of warriors who were previously in formation
but have been broken up by the nature of the ground or enemy action.
Double rank - two ranks of archers, each rank two paces from the other and
each archer two paces from those beside them.
Extended order - the formation adopted by a group of warriors when in a line
and one arm and one side arm’s length apart.
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Flank - the side of a unit at right angles to the direction it is facing.
Front - the side of a unit in the direction it is facing.
Hearth troop - the army commanders body guard.
Hold – the order to stand one`s ground and resist the enemy`s advance.
Hunting group - a small body of warriors, usually three, who are fighting as a
team with a specific objective.
Line unit - main fighting unit of the army.
Loose shieldwall - the formation adopted by a group of warriors when in line
with their shields only just touching at the rims.
Missile unit - unit armed with missile weapons.
Open order - the formation adopted by a group of warriors when in a line and
one arms length apart.
Ordered advance- the forward movement of a unit; each step being called by
an officer.
Rank of archers - a single line of archers where each archer is two paces from
the next.
Rank of slingers - a single line of slingers where each slinger is four paces
from the next.
Rank of warriors - a line of warriors standing side by side facing the enemy.
There may be as many ranks as is desired by the unit leader.
Rally - the bringing together of a group of warriors at a given point after they
have become dispersed, usually where their unit leader, standard or central
warrior is located.
Rear - the side of a unit in the opposite direction to that which it is facing.
Reform - the adoption of the previous formation after disorder.
Right/left wheel - the m
the left or right to finish at right angles to the previous line.
Rout - the action of a unit which panics and flees from the enemy, may be
rallied.
Shieldburh - the formation adopted by a group of warriors to defend against
missiles.
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Shield wall - the formation adopted by a group of warriors when in line with
their shields overlapping.
Skirmishing - the harassing of the enemy units between attacks by the main
force while they deploy, or attempting to slow their advance; this is done by
short rushes followed by brief attacks by a group of warriors in a loose
formation and may include ranged combat.
Skirmish units - may contain any mix of weapons except long axe. Ideally
they should contain missile as well as hand held weapons. No more than half,
and not less than a third, of the unit should be engaged at any one time.
Stand - a controlled response to a charge by the enemy where the warriors
remain under the control of their unit leader.
Unformed - the status of a group of warriors who are not in any ordered
formation but which is otherwise under the control of a unit leader.
(iii) Tactical orders
Echelon Left-Attack - the order to make such an attack with the left flank unit
moving first and there being a fifteen pace interval between units.
Echelon Right-Attack - the order to make such an attack with the right flank
unit moving first and there being a fifteen pace interval between units.
Echelon Left ?? paces-Attack - the order to make such an attack with the
left flank unit moving first and there being an ordered number of paces interval
between units.
Echelon Right ?? paces-Attack - the order to make such an attack with the
right flank unit moving first and there being an ordered number of paces
interval between units.
In Line-Attack - the order to make such an attack with no gaps between the
units and all units striking the enemy at the same time.
Break contact - the order for the army to disengage from the enemy.
Bulls horn-Attack - the order to make such an attack with the flank units
moving first and there being a fifteen pace interval between units.
Bulls horn ?? paces-Attack - the order to make such an attack with the flank
units moving first and there being an ordered number of paces interval between
units.
Counter charge - the order to charge an advancing enemy, when it arrives
within six paces.
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Extend the line – the order to second rank warriors to form up at either end of
the first rank, making one line in open or extended order.
Follow me - the order given by the commander when ideas have run out and
the outcome of the battle is to be left to the gods.
Form circle - the order to form the shield wall into a circle as a defence
against cavalry.
Form crescent - the order to adopt crescent formation as a defence against a
boar`s snout attack.
Give Ground- the order to retire whilst still engaged in combat.
In Line-Attack - the order to make such an attack with no gaps between the
units and all units striking the enemy at the same time.
In line- Retire - the order for the army to retire to its start line with no gaps
between the units.
March On- the order for a unit to advance.
Oblique Left-Attack - the order to make such an attack with the army moving
to the left.
Oblique Right-Attack - the order to make such an attack with the army
moving to the right.
Ordered Advance- the order to advance whilst engaged, where each step is
called.
Rams horn-Attack - the order to make such an attack with the centre unit
moving first and there being a fifteen pace interval between units.
Rams horn??paces-Attack - the order to make such an attack with the centre
unit moving first and there being an ordered number of paces interval between
units.
Retire - the order for the army to move back towards its start line, may be
carried out after contact with the enemy has been broken.
?unit? Left/right flank-Attack - the order for the named unit to make the
ordered flank attack.
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Appendix B. General Commands
Reference
About Turn!
At Ease!
Boar`s Snout!
Break Contact!
Bull`s Horn – Attack!
Cavalry Skirmishers Go!
Charge!
Close Order!
Echelon right/left – Attack!
Extend the line!
Form Circle!
Form Crescent!
Form Line!
Form one rank!
Form two ranks!
From the left/right, wheel!
Give Ground !
Hunt !
In line – Attack!
In Line- Retire!
March On !
Oblique Left/Right – Attack!
Penetrate !
Rally on …!
Ram`s Horn – Attack!
Rear Flank– Attack Left/Right!
Reform!
Rout !
Shield…burh !
Shield…wall !
Skirmishers Go!
Step on my command… Step!
Missiles only
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Aim
Draw
Knock
Load
Loose
Loose at will !
Make ready
Missiles, about turn!
Rolling Volley left/right…!
Volley Ranks advancing!
Volley Ranks retiring !
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March 2008
Record of Amendments
Amendment
Number
Date
Amended
Amended By
1
Signature
2
CONTENTS
1. INTRODUCTION ............................................. 7
2. THE BATTLEFIELD ....................................... 9
2.1.
2.2.
2.3.
2.4.
2.5.
2.6.
2.7.
2.8.
2.9.
2.10.
BARRIERS .............................................................................................. 9
POSITION MARKERS ............................................................................... 9
ACCESS POINTS ...................................................................................... 9
PUBLIC ADDRESS SYSTEM ...................................................................... 9
FIRST AID POINT ..................................................................................... 9
APPROACH ROUTE ................................................................................ 10
FOSTRAR .............................................................................................. 10
ARCHERY ............................................................................................. 10
CAVALRY ............................................................................................. 10
STREET FIGHTING ................................................................................. 10
3. DURATION OF COMMAND ........................ 13
4. COMMAND STRUCTURE ........................... 15
4.1.
4.2.
ARMY .................................................................................................. 15
UNIT .................................................................................................... 15
5. DUTIES ............................................................ 17
5.1.
5.2.
5.3.
5.4.
5.5.
5.6.
5.7.
BATTLE STAFF...................................................................................... 17
ARMY COMMANDER ............................................................................. 17
SUB-COMMANDER ................................................................................ 17
UNIT LEADER ....................................................................................... 18
SUB-LEADER ........................................................................................ 18
STANDARD BEARER.............................................................................. 18
HERSIR ............................................................................................... 18
6. SAFETY CHECKS ......................................... 21
7. ARMY STRUCTURE ..................................... 23
7.1.
7.2.
7.3.
7.4.
7.5.
THE HEARTH TROOP'S MISSION ............................................................. 23
THE SKIRMISHER'S MISSION ................................................................ 23
THE MISSILE WARRIOR'S MISSION ....................................................... 23
THE LINE UNIT'S MISSION ................................................................... 24
THE ARMY RESERVE`S MISSION ............................................................ 24
8. UNIT STRUCTURE ....................................... 25
9. TACTICS ......................................................... 27
9.1.
9.2.
ATTACK IN ECHELON LEFT/RIGHT ........................................................ 27
ATTACK IN LINE ................................................................................... 27
3
9.3.
9.4.
9.5.
9.6.
9.7.
9.8.
9.9.
9.10.
BREAK CONTACT ................................................................................. 28
BULLS HORN ATTACK........................................................................... 28
DEFENCE AGAINST CAVALRY ............................................................... 29
LEFT/RIGHT FLANK ATTACK ................................................................. 29
OBLIQUE ATTACK LEFT/RIGHT ............................................................. 30
RAMS HORN ATTACK............................................................................ 30
RETIRE IN LINE ..................................................................................... 31
ARMY CLOSE ORDER ............................................................................ 31
10. SIGNALS ......................................................... 33
11. STANDARD SCRIPT ACTION .................... 35
11.1.
11.2.
11.3.
11.4.
11.5.
11.6.
11.7.
11.8.
11.9.
11.10.
ENTRY ON TO THE BATTLEFIELD .......................................................... 35
LEADERS PERFORMANCE...................................................................... 35
SUB-LEADERS PERFORMANCE ............................................................... 35
DEATH OF A WARRIOR.......................................................................... 36
DEATH OF UNIT LEADER ....................................................................... 36
DEATH OF ARMY COMMANDER ............................................................ 36
DEATH OF MAILED WARRIOR ............................................................... 36
DEATH OF ALL ONE'S FOLLOWERS ........................................................ 36
LOSS OF UNIT STANDARD ..................................................................... 36
LEADER RUNS AWAY ............................................................................ 37
12. OFFICERS LIVES .......................................... 39
13. FORMATION MANOEUVRES FOR MELEE
UNITS .................................................................... 41
13.1. STANDARD FORMATION ....................................................................... 41
13.2. ABOUT TURN ........................................................................................ 41
13.3. AT EASE ............................................................................................... 42
13.4. BOARS SNOUT ...................................................................................... 42
13.5. BREAK CONTACT ................................................................................. 43
13.6. CLOSE ORDER ...................................................................................... 44
13.7. COUNTER CHARGE ............................................................................... 44
13.8. CRESCENT ............................................................................................ 45
13.9. DEFENCE AGAINST CAVALRY ............................................................... 46
13.10. EXTEND THE LINE ................................................................................. 46
13. 11. FORM ONE RANK .................................................................................. 47
13.12. FORM TWO RANKS ............................................................................... 47
13.13 RETIRING WHILST ENGAGED ................................................................ 48
13.14 HUNTING GROUP .................................................................................. 48
13.15. INTERPENETRATION (I) ........................................................................ 51
13.16 LEFT/RIGHT WHEEL ............................................................................. 53
13.17 MARCH ON .......................................................................................... 53
13.18 ORDERED ADVANCE ........................................................................... 53
13.19 RALLY ................................................................................................ 54
13.20 REFORM .............................................................................................. 54
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13.21.
13.22
13.23
13.24
13.25
13.26
ROUT FROM CAVALRY ........................................................................ 54
ROUT FROM INFANTRY ........................................................................ 55
SHIELDBURH ....................................................................................... 55
SHIELDWALL ...................................................................................... 56
SKIRMISHING...................................................................................... 57
SKIRMISHERS VERSUS CAVALRY ........................................................ 58
14.CONSIDERATIONS FOR MISSILE UNITS 61
14.1. ABOUT TURN ........................................................................................ 61
14.3 FREE MELEE ........................................................................................ 62
14.4. OPEN ORDER ........................................................................................ 62
14.5. ROLLING VOLLEYS LEFT/RIGHT ............................................................ 62
14.6 VOLLEYING, RANKS ADVANCING ......................................................... 63
14.7 VOLLEYING, RANKS RETIRING .............................................................. 64
APPENDIX A.TERMINOLOGY ........................ 65
(I)
(II)
(III)
GENERAL............................................................................................. 65
FORMATIONS ....................................................................................... 68
TACTICAL ORDERS ............................................................................... 70
APPENDIX B. GENERAL COMMANDS
REFERENCE ....................................................... 73
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1. INTRODUCTION
The Hersir` Handbook is so called, because it collects together details
of command and manoeuvre, which are used by the Hersir, to control action on
the battlefield. The title Hersir, is given to leaders of proven ability over the
full range of command tasks and is therefore an acknowledgement of
considerable achievement.
Unit leaders and their command groups in the society are volunteers,
whose skills make a major contribution to the enjoyment of participants and
spectators alike. As a guide to commands and the expected resulting action,
this book is equally important for all Combat Training Officers and
complements the Combat Training Manual.
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2. THE BATTLEFIELD
Battlefields may be of many sizes and shapes, many of the factors
governing the size and shape of a battlefield are out of our hands but there are
some basic requirements of all battlefields.
2.1. Barriers
There must be two barriers separating the public from the warriors.
The barriers must be at least ten feet apart or however much greater as deemed
by the Health and Safety Officer. Between the barriers there must be signs
warning the public of the danger of getting to close to the action. It is the duty
of the marshals to erect the battlefield barriers after consulting with the Battle
Captain and the Health and Safety Officer.
2.2. Position Markers
Position Markers will be set up close to the inner barrier and between
both. The start lines will be marked by red or blue boards and the centre line
of the battlefield will be marked by white boards. Unit leaders must be aware
of them especially when directing scripted action.
2.3. Access points
There must be at least one point of access to the battlefield for the
armies, preferably two. There must be a clear approach route for the armies at
the time required for commencement of the battle. These access points must
also be suitable for emergency vehicles, if not an additional access point must
be made. Access points must be staffed by marshals at least fifteen minutes
before the commencement of the battle and throughout the performance.
2.4. Public address system
The PA must be situated between the barriers in a position from which
the commentator can see all the action, this is normally at the centre of one
side.
2.5. First aid point
The first aid point must be in an easily identifiable position, normally
next to the PA. A qualified first aider, designated by the Health and Safety
Officer and with a full up to date first aid kit , must be present during any
combat display.
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2.6. Approach route
The approach route to the battlefield must be as clear of obstacles as
possible and normally wide enough to allow three warriors to walk abreast.
These two points will not always be achievable, if not extra time must be
allowed for the warriors to get to their forming up point. The Battle Captain
will walk the approach route and note the time it takes. For each defile passed
through one minute must be added for every ten warriors. If an obstacle has to
be climbed then two minutes must be added for every ten warriors. Unit
Leaders must ensure that their units are reformed before moving off again.
2.7. Fostrar
Fostrar wishing to participate in combat training and support roles on
the battlefield, must report to the Battle Captain and supervising adult, on
arrival. Fostrar on the battlefield must be supervised by a dedicated adult and
must be made known to all warriors.
2.8. Archery
When archery is to be used the size of the battlefield becomes critical.
If the battlefield is longer than the range of the bows then archery may be used
by both sides. The Battle Captain will consult the designated Missiles officer .
In the case of a shorter field, the end(s)must be clear of audience to allow the
archers to shoot in that direction.
2.9. Cavalry
If cavalry are to be used, the battlefield must be long enough to allow
the horses to manoeuvre safely away from the infantry. There must be a clear
area behind the enemy warriors to allow the horses to run off and be brought
under control if necessary. There must be an escape route from the battle field
towards the horses stabling area, clear of all obstacles and audience, to allow
loose horses an avenue of escape.
2.10. Street fighting
When fighting in streets a double barrier is still required. This is to be
provided by two sets of marshals who will be clearly distinguishable from one
another and clearly identified to both warriors and audience. One set of
marshals will control the audience as the outer barrier, the other will control
the warriors as the inner barrier.
The warriors on the flanks of the opposing forces will act as an
additional safety barrier when there is an audience on their flank. The flank
warriors will not fight properly, they should just clash weapons above their
10
heads and pressure their own warriors away from the audience. The inner
warriors should fight as best they may.
The chief marshal must carry a whistle and if in their opinion the
combat is unsafe they should blow the whistle and keep blowing it until
combat has ceased. The warriors should break contact, the performance may
continue but no fighting should take place until the chief marshal has given the
all clear to the Unit Leaders.
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3. DURATION OF COMMAND
All officers appointed to lead units and armies exercise their authority
from the Battle Captain`s script meeting until all battle standards are returned
to the Battle Captain.
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4. COMMAND STRUCTURE
All armies throughout history have had some sort of command
structure, at the minimum it was a leader and followers.
The following is a full recommended command structure which
assumes no restriction on the size of the battle. Adjustments will have to be
made when numbers so dictate.
4.1. Army
The army must have a commander, who will need two or more subcommanders to convey orders to the units and take control of part of the army
when necessary. The number of sub-commanders will increase in proportion
to the number of units in the army and/or the total strength of the army. For
every two units there should be one sub-commander, for every 100 warriors, or
part thereof, over the first 100 there should be an additional sub-commander.
Eg. An army with six units has one commander and three sub-commanders. If
the total strength of the army is 201 there should be an additional two subcommanders making a total of five. This will ensure that orders can be
transmitted quickly when both army and battlefield are large.
4.2. Unit
A unit must have a leader, who will need one or more sub-leaders to
ensure that orders are carried out properly and promptly. The number of subleaders will depend on the size of the unit, for every ten warriors, or part
thereof over the first ten, there should be one sub-leader. Eg. A unit of nine
warriors will have one leader and eight ordinary warriors. A unit of ten
warriors will have one leader, one sub-leader and eight ordinary warriors. A
unit of eleven warriors will have one leader, two sub-leaders and eight ordinary
warriors. Each unit should have a standard bearer. The standard bearer should
be an experienced warrior of the same quality as the sub-leaders.
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5. DUTIES
Each officer in the command structure has various duties that must be
performed to ensure the smooth running of the battle. A small amount of effort
on the part of every officer in the command structure will result in a successful
battle that is enjoyable to participants and spectators alike.
5.1. Battle staff
The Battle Captain and Assistant Battle Captains constitute the battle
staff. Their duties during the course of a scripted battle are the same:
Ensure that the armies and units have properly appointed officers.
Collect warrior attendance figures from Herred/Lethang representatives.
Allocate warriors to units.
Ensure that all officers understand their duties, the script and their part in the
script.
Ensure officers carry out the safety checks.
During the course of the battle give cues to the officers as necessary.
Attempt to keep the battle script on course and to time.
Make or authorise changes to the script when necessary.
When possible, liaise with opposite numbers in the other army.
Liaise with counterparts in other societies.
Ensure that any problems from the battle are dealt with by the proper Society
officer or agency.
5.2. Army commander
Must ensure that the army is ready to begin the battle, mustering at the right
place at the right time.
Must understand the battle plan.
Must ensure that all the unit leaders understand the battle plan.
Must ensure that the unit leaders carry out their pre-battle safety checks.
Must make modification to the battle plan when required.
Must attend officers script briefing and de-briefing.
Must be in possession of a watch
5.3. Sub-commander
Must assist the commander mustering the army ready to start the battle.
Must understand the battle plan.
Must transmit the orders of the commander.
Must take command of a part of the army if ordered to do so.
17
5.4. Unit leader
Must attend the Unit Leader briefings.
Must be familiar with the script.
Must be in possession of a watch.
Must make self and other members of the unit command group known to the
unit.
Must ensure that the unit is ready to begin the battle.
Must carry out the pre-battle safety checks.
Must advise warriors of the presence of Fostrar and their role.
Must be in possession of, or have immediate access to a file, to remove burrs
from metal weapons.
If leading a unit of archers must be in possession of a bow scales.
Must lead the unit through the script and issue clear commands.
Must liaise with other unit commanders of their army, with regard to
unscripted actions.
Must attend the de-brief after scripted battles.
Ensure that any problems concerning the unit and warriors of the unit arising
from the bat
5.5. Sub-leader
Must assist the unit leader mustering the unit ready to start the battle.
Must be familiar with the script.
Must assist the Unit Leader with the safety checks.
Must repeat the orders of the unit leader and ensure they are carried out.
Must ensure the coherence of the unit as a fighting force.
Must transmit reports from the unit leader to the army commander when
necessary and relay advice from the Battle Captain to the Unit Leader.
Must lead sub-units detached by the unit leader if ordered to do so.
5.6. Standard bearer
Must collect the unit standard from the Battle Captain.
Must raise it at the muster point.
Must march and stand immediately behind the Unit Leader to identify the
location of the Unit Leader.
Must repeat all orders of the Unit Leader when in combat with the enemy.
Must defend the unit standard.
Must return the unit standard to the Battle Captain.
5.7. Hersir
Carry out any of the above duties when appointed.
Provide guidance to Unit Leaders, Sub-Leaders and Standard Bearers.
Recommend unit leaders to the Battle Captain for promotion to Hersir.
Be prepared to take a command group role at short notice.
18
Advise the Battle Captain on matters concerning the management of musters
and battles.
19
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6. SAFETY CHECKS
Safety is of paramount importance to all members of the Society and
particularly for the warriors. It is in every warrior`s interest that weapons and
equipment on the field are of a high standard and not a danger to themselves
or others. To ensure that these standards are maintained the officers of the
Society must make periodic checks of equipment.
At the pre-battle muster the unit leaders must check:
That all warriors have the safety equipment prescribed in the hand to hand
combat and archery rules.
That all metal weapons conform to the Society’s weapons specifications and
are free from burrs.
That all shields are in a safe condition.
That all sharp tools or weapons have been left off field.
That all arrows have undamaged blunts, the shafts are un-damaged and there is
at least 18" of fletching with four or more flights.
That all wooden parts of weapons have no cracks or splinters.
That all bows have a draw weight of not more than 35lb at 28"
.
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7. ARMY STRUCTURE
In the Viking Age warriors went to battle with the best equipment they
could afford, this meant that there was a good deal of variety between them.
Most units of an army represent a leader and followers, these followers could
have a variety of weapons and equipment. It is not unusual to have lightly
armed and equipped warriors in the same unit as heavily armed and equipped
warriors. Archers and slingers may also be in the unit, the Vikings particularly
were known for their use of the bow. The more wealthy the leader the more
heavy infantry in his unit. A kings hearth troop would only have wellequipped warriors.
Some nationalities were known for producing certain types of warrior.
Because they were generally poor, the Welsh had more light warriors. As time
went on there was a tendency towards concentrating troop types together to
make a bigger impact but this was rarely the case in the tenth century.
Most good commanders would keep a reserve so as to exploit the
enemy’s weakness or to back up a unit in difficulty. Heavy infantry were best
for leading the main fight and light skirmishers would be sent out from their
parent units to harass the enemy.
7.1. The hearth troop's mission
To keep the army commander alive.
If the commander dies they fight on around the body until the enemy is
defeated or they are all killed.
7.2.The skirmisher's mission
To spearhead major attacks by the army.
To harass the enemy while the army deploys.
To harass the enemy while the units of the army redeploy.
To prevent the enemy following up units, which are breaking contact with the
enemy.
To engage and drive off the enemy skirmishers.
7.3. The missile warrior's mission
To harass the enemy while the army deploys.
To harass the enemy while the units of the army redeploy.
To harass the enemy as they advance.
To prevent the enemy following up units, which are breaking contact with the
enemy.
To engage and drive off the enemy skirmishers.
To engage and drive off the enemy missile warriors.
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To engage and kill enemy leaders and commanders.
7.4.The line unit's mission
To fight and defeat the enemy line units.
7.5. The army reserve`s mission
To strengthen any unit of the army, which is in danger of being broken.
To counter any attempt by the enemy to take the army in flank.
To make flank attacks upon the enemy when the commander so orders.
To replace routed, broken, or tired units.
To skirmish with the enemy and delay their advance while the army rallies and
or reforms after being broken.
This mission is vital to the survivability of the army, it is not a mission
that should be entrusted to an inexperienced unit.
The reserve unit should be experienced and steady in combat, it must
respond to orders quickly and without question, it's warriors must be fit and
able to move quickly.
The reserve is the unit which is going to save the army from disaster, it
is the unit which will turn victory into triumph.
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8. UNIT STRUCTURE
Unit sizes will vary depending on the number of warriors available, it
will not always be possible to have sub-leaders, if there are only five warriors
in the unit they will all be needed in the front rank.
Wherever possible a unit reserve should be appointed. In a unit of
eleven warriors the two sub-leaders will have to fulfil this role alone, if the unit
is large enough a quarter to a third of the warriors should be appointed to the
reserve. A unit of fourteen warriors should have one leader, two sub-leaders,
eight main body warriors and three reserve warriors.
The reserve will be commanded by one of the two sub-leaders when
needed.
The unit reserve's mission is:
To strengthen any part of the main body which is in danger of being broken.
To counter any attempt by the enemy to take the unit in flank.
To make flank attacks upon the enemy when the leader so orders.
To replace casualties or tired warriors.
To skirmish with the enemy and delay their advance while the main body
rallies and or reforms.
This mission is vital to the survivability of the unit, it is not a mission
that should be entrusted to inexperienced warriors. The warriors of the reserve
should be experienced and steady in combat, they must respond to orders
quickly and without question, they must be fit and able to move quickly.
The reserve are the warriors who are going to save the unit from
disaster, they are the warriors who will turn victory into triumph.
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9. TACTICS
The following may be used in a scripted or un-scripted battle, they are
not intended as the only tactics that may be employed but as a guide to what
may be done. The use of agreed commands and movements make
communication on the battlefield, more effective.
9.1. Attack in echelon left/right
Command: Echelon right/left – Attack!
The ordered flank unit advances towards the enemy. When it has
advanced fifteen paces the next unit in the line advances towards the enemy.
When the second unit has advanced fifteen paces the next unit in the line
advances towards the enemy. This continues until the whole line is advancing
towards the enemy. The commander may vary the number of paces. Units may
be ordered to adopt the boars snout formation for this attack.
1
2
3
4
9.2. Attack in line
Command: In line – Attack!
All units of the army advance in a single line towards the enemy. All
units must ensure that no gaps are allowed to develop between or within the
units.
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2
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9.3. Break contact
Command: Break Contact!
The army breaks contact with the enemy by moving back ten paces and
reforming shieldwall facing the enemy. If the unit is to retire further, the unit
standards should be sent back to the position where the army is to reform
before the command is given. (See 13.5).
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2
9.4. Bulls horn attack
Command: Bull`s Horn – Attack!
The flank units advance towards the enemy. When they have advanced
fifteen paces the units on their inner flanks advance towards the enemy. When
these units have advanced fifteen paces the next inner flanking units advance
towards the enemy. This continues until the whole line is advancing towards
the enemy. If the commander wants a greater or lesser gap between the units
the number of paces should be stated in the order. Units may be ordered to
adopt the boars snout formation for this attack.
1
2
28
9.5. Defence against cavalry
Command: Form Circle!
If the flanks of the army are threatened by cavalry they should bend
back until they are behind the centre thus forming a circle. The warriors should
be in shieldwall and all supernumeraries within the circle.
1
2
3
9.6. Left/right flank attack
Command: Rear Flank– Attack Left/Right!
The enemy’s front is attacked while a designated unit moves around the
enemy flank.
1
2
3
29
9.7. Oblique attack left/right
Command: Oblique Left/Right – Attack!
For oblique attack left the reserve moves behind the right flank unit.
The front line units of the army make a half turn to the left and advance on the
enemy. The space made on the right flank of the attacking army is then filled
by the reserve which advances directly to it’s front. The aim is for the left
flank unit to overlap the enemy line and attack it in flank. The space made on
the right flank of the attacking army is then filled by the reserve which
advances directly to it's front.
For oblique attack right the reserve moves behind the left flank unit.
The front line units of the army make a half turn to the right and advance on
the enemy. The space made on the left flank of the attacking army is then
filled by the reserve which advances directly to it’s front. The aim is for the
right flank unit to overlap the enemy line and attack it in flank. The space
made on the left flank of the attacking army is then filled by the reserve which
advances directly to it's front.
The direction given in the command, is the direction for the main units
to attack.
E.g.
Oblique attack left.
1
2
9.8. Rams horn attack
The centre unit advances towards the enemy. When it has advanced
fifteen paces the units on it's flanks advance towards the enemy. When these
units have advanced fifteen paces the next flanking units advance towards the
enemy. This continues until the whole line is advancing towards the enemy. If
the commander wants a greater or lesser gap between the units the number of
paces should be stated in the order. Units may be ordered to adopt the boars
snout formation for this attack.
1
2
30
9.9. Retire in line
Command: In Line- Retire!
All units of the army retire in a single line towards their start line. All
units must ensure that no gaps are allowed to develop between or within the
units. This is done in after having broken contact with the enemy.
1
9.10.
2
Army close order
Command: Form Line!
All units of the army close up on the centre and close any gaps that
there may be.
31
32
10. SIGNALS
Many of the orders issued by the commander require units to act in cooperation with each other, attacks have to be coordinated or they become
disjointed and lead to disaster for the army.
As part of an order, the commander may issue a signal instruction. A
signal instruction informs the unit leader of the signal which will initiate a
tactical order.
Due to the lack of sophistication of Viking age technology these signals
are restricted to visual and audible signals.
Audible signals are usually made with a musical instrument or a loud
verbal cry. Horns are most likely to be heard. A verbal cry must be repeated
by those in a command role if it is to be heard throughout the army
Visual signals are usually made with flags or banners, the waving in a
particular way of the army banner could be a signal to attack. Some tactical
orders lend themselves to a visual signal by a whole unit, “rams horn attack”
for instance can easily be seen if all leaders look towards the centre unit and
watch for it’s advance.
33
34
11. STANDARD SCRIPT ACTION
During the Viking age people did many things differently than we do
today, this was true both on and off the battlefield. The Maldon poem gives
good examples of what was considered responsible behaviour on an English
battlefield and the Viking sagas are full of heroes and cowards alike. The
Anglo-Saxon chronicle expresses the disgust of the authors at the actions of
some Saxon ealdormen there by indicating that their conduct was not what was
expected of them. The following are actions that should be carried out by
warriors to give the battle more of a Viking age aspect as opposed to a modern
one. The principle of what follows is that a warrior who is an officer, or
possesses chainmail, is of a higher social rank, where the expectation is to
preserve name and dignity rather that follow the dictates of common sense.
With this higher status they are expected to do things to preserve their name
and dignity rather than what common sense dictates.
These actions should be considered as the "default settings" of the
warriors, if the script calls for a warrior to behave “out of character” then
individuals will be appointed to play those roles.
11.1. Entry on to the battlefield
All units, other than a hearth troop of semi-professional warriors,
should enter the battlefield in a very loose and ragged marching order. On
reaching their position on the start line unit leaders must call them into line and
bring order from the chaos. Where possible there should be no clear
distinction between the units as they march on, only when they are formed up
should this be clear.
11.2.
Leaders performance
Unit leaders must appear calm and heroic in the face of all adversity
and set a good example to the warriors. Stand firm in the centre of the shield
wall and give orders in a loud clear voice. The unit leader must also be the
calming influence in the unit, loved by their followers. (Except where the
script calls for a specific characterisation.)
11.3. Sub-leaders performance
Must appear energetic and more frightening to the warriors in their unit
than the enemy. Suffer fools lightly and keep the warriors in the line and on
task. Their mother may love them but no one else does!
35
11.4.
Death of a warrior
During scripted combat, all kills should be reacted to as wounds unless
otherwise specified. Wounded warriors should drop back out of the fighting
line acting in accordance with the wound received. Once safely behind the
lines, the wounded warrior should wait to be attended to by the Fostrar or
should bind the wound from a personal bandage stock, before being returned to
the combat.
11.5.
Death of unit leader
On the death of their leader, sub-leaders and any warriors wearing
chainmail, rally around their fallen leader's body and fight to death or victory,
all other warriors rout off the field.
11.6.
Death of army commander
On the death of their commander the hearth troop, leaders, sub-leaders,
and any warriors wearing chainmail, rally around the body of their fallen
commander and fight to death or victory, all other warriors and units rout off
the field.
11.7.
Death of mailed warrior
Any warrior not an officer or wearing chainmail who kills an enemy
who is wearing chainmail should attempt to stop and loot the body if it lies
behind the killer`s fighting line. The looter should be seen to attempt to take
all the victims arms and armour, in the interest of safety the victims helmet and
shield should be left unless the fighting is over. Unmailed warriors should
always attempt to loot the dead, especially when mailed, at the end of the
battle.
11.8.
Death of all one's followers
When a leader or commander is the sole survivor of a unit, an attempt
to make a long speech should be made, in the hope that the enemy might get
bored and wander off. If the enemy does not fatally interrupt or wander off,
the leader/commander should follow this by a desperate attempt to cut a way to
freedom, or challenge for single combats and die heroically.
11.9.
Loss of unit standard
When a unit's standard is captured by the enemy the leader, sub-leaders
and any warriors wearing chainmail must attempt to recover it or die in the
attempt. Other warriors in the unit may or may not help to recover the standard
as they please, or are ordered.
36
11.10. Leader runs away
If a unit's leader runs away, the unit will break and every warrior in the
unit will follow unless rallied by the army commander or a sub-commander.
37
38
12. OFFICERS LIVES
By now it will be clear that the officers have considerable responsibility
for the running of a good battle, whilst being busy leading their warriors they
are also at risk from the enemy and their death can have adverse effects on the
fate of their followers. During the scripted battle officers should take all hits as
wounds until their task is complete, they will then die or survive according to
the requirements of the script.
During the unscripted element of on open ended battle or during a
refight officers take hits in the same way as other warriors.
39
40
13. Formation manoeuvres for melee
units
Many of the following formation manoeuvres are initiated by the centre
warrior. Before a unit goes into battle the unit leader must designate the centre
warrior and make sure this warrior is known to all the other warriors.
Wherever practicable the unit leader should, in true Viking style, be the centre
warrior., and so the unit standard bearer should stand immediately behind the
centre warrior.
Key:
Unit Leader
Standard Bearer
Archer
F Fostri
13.1.
A/B
Sub-Leader
Warriors in ranks
Medic
Standard formation
The warriors stand in two ranks (numbers permitting). The unit leader
stands in the centre of the front rank and the standard bearer stands
immediately behind in the centre of the second rank. The sub-leaders space
themselves evenly behind the second rank.
Fostrar stand together
approximately ten paces behind the standard bearer
A B
F
13.2.
About turn
Command: About Turn!
The warriors stand in a line or shield wall. On the command "about
turn" the warriors turn to the right 180o. When in shield wall, each warrior
brings the shield over head with the shield arm straight. The shield is then
returned to the original position but with the warrior facing the opposite
direction. When the unit is in the at ease position, the shield remains at the
warriors side, as the turn is executed.
41
13.3.
At ease
Command: At Ease!
The warriors stand in line facing the enemy with their weapons and
shields held at their sides in a relaxed manner.
13.4.
Boars snout
Command: Boar`s Snout!
The warriors stand in shield wall facing the enemy. On the command
"boars snout" the centre warrior starts to advance upon the enemy. The
warriors to the left and right allow the centre warrior to take a step and then
tuck themselves in behind the centre warrior's shield. The remaining warriors
in the shield wall follow suit, they allow the warrior nearest to the centre
warrior to take a step before they do so, thus creating a V shaped formation.
1
.
2
As the front rank warriors step forward those to the left of the centre
warrior reverse the overlap of their shields. This is to prevent the enemy from
breaking through gaps between the shields
Any warriors in the second rank fill in the gap between the two limbs of
the V giving the formation the strength to break through the opposing shield
wall. Supernumeraries may follow on behind if combat trained or scripted so
to do.
This is a command to advance upon the enemy. The intention is to
break through the enemy`s defences and is therefore most effective when
performed at a steady advance with the centre warrior leaning back. If required
, several units may be combined to form a large Boar Snout.
42
13.5.
Break contact
Command: Break Contact!
The standard bearer and the rear rank, under the command of a subleader, retire ten paces and reform in a loose shieldwall. One sub-leader stands
behind the front rank and watches to see when the rear rank has reformed.
1
2
B
A
A
B
3
A
B
Once the rear rank is formed up the sub-leader informs the unit leader
who then gives the command “break”.
All those still fighting run back between the rear rank warriors and
form up behind them. The new front rank now closes up and prepares to meet
43
an enemy attack or retire further. The unit leader takes up position at the centre
of the new first rank.
13.6.
Close order
Command: Close Order!
The warriors are in open or extended order. On the command "close
order" the warriors move in towards the centre warrior until they are shoulder
to shoulder.
13.7.
Counter charge
Command: Charge!
When an attacking enemy is within six paces and the order “counter
charge” is given, the unit moves rapidly towards the enemy without breaking
its formation. The aim is to disrupt the enemies attack.
44
13.8. Crescent
Command: Form Crescent!
On the command “Form Crescent” the Sub-Leaders will place the
warriors of the unit into position to receive the attack.
The centre of the unit will stand firm around the Unit Leader while the
flanks will be advanced to form a crescent with the intention of enveloping the
enemy attack.
When receiving an attack in Boars Snout by the entire enemy army the
Crescent may be formed by some or all of the units in the defending army.
1
2
A
Crescent formation in units:
1
2
45
B
13.9.
Defence against cavalry
Command: Form Circle !
When a unit is approached by cavalry they should halt and form
shieldwall. If the units flanks are threatened by the cavalry they should bend
back until the unit forms a circle. The warriors should be in the shieldwall and
all supernumeraries within the circle. Special arrangements depending on the
script, should be made, if Fostrar are present.
13.10.
Extend the line
Command: Extend the line!
The warriors having been called to form two ranks, facing the enemy
at ease or in shield wall. On the command "extend the line" , the warriors in
the second rank, to the left and right of the centre warrior , take up position at
the ends of the first ranks, maintaining the looser spacing.
46
13. 11. Form one rank
Command: Form one rank!
The warriors stand in two ranks facing the enemy at ease or in
shieldwall.
On the command "form one rank" the warriors in the front rank
maintain their position, those in the rear divide and move to the flanks, the
warriors take up position at the first space they come to. There they form up in
line shoulder to shoulder with the front they adopt the “at ease” or shield wall
stance as appropriate.
13.12.
Form two ranks
Command: Form two ranks!
The warriors stand in a line facing the enemy at ease or in shieldwall.
On the command "form two ranks" the centre warrior takes one step
forward, all other warriors look into the centre of the unit. The warriors to the
left and right of the centre warrior on seeing which way the centre warrior has
gone take a step in the opposite direction, that is to the rear.
Each warrior then follows suit taking a step in the opposite direction to
the warrior nearest to the centre of the unit.
2
A
A
47
B
1
On the command "close order" the warriors move sideways towards the
centre warrior until they are shoulder to shoulder.
13.13 Retiring whilst engaged
Command: Give Ground !
The Warriors are engaged . On the command “ Give ground” they start
slowly to move backwards, whilst continuing to fight.
13.14 Hunting group
Command: Hunt !
Hunting groups usually comprise three warriors working as a team to
single out and kill an enemy. If the script requires a hunting group, the unit
leader should designate the warriors and their leader in advance. The hunting
group can devise any tactic it wishes. Normally one warrior will be in charge
and will decide what tactics to use. To enable warriors who have never worked
together before to achieve their goal there are a number of common methods:
a).
One two bulls horn
One warrior, usually the leader, stands in front of two others. The
leader attacks the enemy’s front while the other two warriors move around
both flanks to attack the enemy in the rear or flank.
1
2
48
b).
Two one bulls horn
One warrior, usually the leader, stands behind two others. The front
two warriors move around both flanks to attack the enemy in the rear or flank
while the leader attacks the enemy’s front.
1
c).
2
One two left/right hook
One warrior, usually the leader, stands in front of two others. The
leader moves around one of the flanks to attack the enemy in rear or flank
while the other two warriors attack the enemy’s front.
1
d).
2
Two one left/right hook
One warrior, usually the leader, stands behind two others. The leader
moves around one of the flanks to attack the enemy in the rear or flank while
the other two warriors attack the enemy’s front.
1
2
49
e).
One two hammer anvil
One warrior, usually the leader, stands in front of two others. The
leader (the hammer) moves around to attack the enemy in one flank while the
other two warriors (the anvil) move around to attack the enemy in the opposite
flank. The leader must remember to tell the anvil which direction to go.
1
f).
2
Two one hammer anvil
One warrior, usually the leader, stands behind two others. The leader
moves around to attack the enemy in one flank while the other two warriors
move around to attack the enemy in the opposite flank.
1
2
50
13.15.
Interpenetration (i)
Command: Penetrate !
Two opposing units are first both formed into two or more open order
ranks. One unit advances on the other or they both advance towards each other.
As the units meet each warrior in the front rank passes the enemy warrior in
front by stepping to the right. As they pass each other the opposing front rank
warriors crash their shields together. Once the front ranks have passed they
engage a warrior from the enemy’s second rank.
1
2
B
A
A
B
B
A
A
B
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Interpenetration (ii)
Two opposing units are first both formed into two or more open order
ranks. They advance and engage. On the order “penetrate”, the designated unit
will “push” through into an interpenetrated formation, individuals passing to
the right of the opposing warrior.
1
2
B
B
A
A
B
A
A
B
52
13.16
Left/right wheel
Command: From the left/right, wheel!
The warriors stand in a line at ease or in shieldwall.
On the command "From the left/right Wheel" the warrior at the end of
the line in the direction of the wheel stands still but turns slowly on the spot.
The next warrior slowly moves around the pivotal warrior in the direction of
the ordered wheel. Each warrior in turn moves slightly faster around the
pivotal warrior with the aim of keeping the line straight as it moves in the
direction indicated.
The warriors continue the movement until they have wheeled through
90 at which point they move straight ahead. At any point during the wheel the
unit commander may give the command "march on", on hearing this order the
warriors cease wheeling and move forward in the direction they are facing.
o
2
3
1
13.17 March on
Command: March On !
The warriors are standing in shield wall facing the enemy.
On the command "march on" they all step off together towards the
enemy.
13.18 Ordered Advance
Command: Step on my command… Step!
The warriors are in shieldwall. All warriors in the front rank take one
step forward together. At the same time, they may aim a blow at the enemy. On
the blow, a shout may be given. This manoeuvre is designed to restore
confidence in an attack, whilst being intimidating to the enemy.
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13.19 Rally
Command: Rally on …!
On the command "rally", the warriors break contact and run to the
specified place.
E.G. “Rally on the standard”
All warriors gather where the standard has been placed.
13.20 Reform
Command: Reform!
Frequently given after the command "rally" the command "reform"
instructs the warriors to adopt the previously held formation.
The Rally and Reform commands may be combined. E.G. “ Rally and
reform on the standard!”
13.21.
Rout from cavalry
Command: Rout !
Some warriors, led by a member of the command group and including
those not wishing to fight the cavalry, rally around the standard. Those
warriors wishing to interact with the cavalry flee to the rear. The cavalry move
around those warriors standing firm and pursue those that are fleeing. The
cavalry then fight or cut down the fleeing infantry. If the rout is total, the
standing warriors rout away from the cavalry action. This manoeuvre is only
used by cavalry and fleeing infantry who have practised together.
1
2
54
13.22 Rout from infantry
Command: Rout !
When the script calls for a unit to rout the unit leader orders ”rout” and leads
the rush to the rear. If the unit is to be rallied the warriors must keep hold of
their weapons and shields. If the unit is to rout from the field they should
discard their shields, spears and long axes, the discarding of other weapons is
optional.
Wait for meeee! !
13.23 Shieldburh
Command:Shield…burh !
This formation is designed to give maximum protection against
missiles.
The unit must be formed into not less than three ranks, four or more is
preferred. The ranks must be as tightly closed up as possible.
On the command “shieldburh” the front rank warriors kneel and tuck
their heads down below the upper rim of their shields. The second rank
warriors lean forward and place their shields over the upper rim of the front
ranks shields. The next rank cover the heads of the second rank, and their own,
with the lower edge of their shields under the top of the second rank shields,
the action of which will cause the shields to lap back over the heads of those
behind. The deeper the unit the greater the efficiency of the overhead cover.
The flanks of the unit should bend back to provide some protection there.
Supernumeraries should tuck themselves into the back of the shieldburh and
crouch down so as to take best advantage of the cover. There must be no gaps
55
in between the shields which arrows and javelins could pass through. Warriors
with small shields must be in the rear ranks.
Sub-leaders, once they have ensured the shieldburh is complete, must
place themselves so as to provide additional protection to the auxiliaries. They
are responsible for checking that missile shots have ceased before calling the
order to stand.
On the command “stand” all warriors disengage their shields and stand,
the front rank warriors keep their shields in the shieldwall position. No other
action is taken until the unit leaders give their new orders.
This formation, being static and blind can disadvantage the defender. It
is a response to massive missile attack, or a cover for movement of warriors in
the rear ranks, where the front ranks are not expected to survive.
13.24
Shieldwall
Command: Shield…wall !
The warriors stand in line with their shields and weapons held at ease
by their sides, facing the enemy with their feet apart.
On the command "shield wall" they move their weapon side foot to the
rear and bring their shield smartly up to the ready position. As they do so they
over lap it with the shield of the warrior to their right. They do this in such a
manner that a crashing sound is made as all the shields come together.
Once in position the shield side arm is pressed against the shield
forcing it out while at the same time pulling in with the hand. This provides
the firmness required of the shield wall.
On the command "weapons" the weapon (not spear or long axe) is
brought up in an arc from the rear and brought down upon the shield with a
56
loud crash. It is then held ready with the hand behind the shield. The ranks
must have sufficient space between them to allow for this movement to be
carried out safely.
If armed with a spear the warrior holds it vertically with the point
downwards.
On the command "shield wall" the warrior thrusts the weapon hand
forward keeping the spear in a vertical position as the shield is brought to
position.
On the command "weapons" the spear is brought up to a near horizontal
position with the point slightly down and forward.
13.25 Skirmishing
Command: Skirmishers Go!
Skirmishing is the harassing of the enemy units between attacks by the
main force, and while the latter deploys or attempting to slow their advance;
this is done by short rushes followed by brief attacks. Skirmishers should not
stand toe to toe exchanging blows with their enemy.
Skirmishers should work as a team; some warriors engage the enemy
while the others hang back and only rush in when their comrades withdraw.
No more than half, and not less than a third, of the unit should be engaged at
any one time.
If one of the enemy warriors steps out of the shieldwall in an attempt to
attack the skirmishers, all nearby skirmishers should attack this foolish warrior.
1
2
57
13.26 Skirmishers versus cavalry
Command: Cavalry Skirmishers Go!
The skirmishers stand before the cavalry in two extended order lines which are
off set. The cavalry form a single open order line with each horse in front of
one of the gaps in the skirmishers front rank.
1
The cavalry charge the skirmishers and direct the horses to the gaps, the
riders hold their lances out to their right as far as they can and aim to strike the
skirmishers shields. The front rank skirmishers stand their ground and move
their shields across their bodies to the right (Note. Left handed warriors must
carry out this drill as right handed warriors.) The second rank of skirmishers
turn and flee holding their shields over their backs.
2
The fleeing warriors must judge the time that they turn and run and the
pace they run at carefully, the aim is to allow the cavalry to catch them.
As the riders strike the skirmishers shields they allow their hand to slide
down the lance until it reaches the head, at that point they let go of the lances
letting them drop to the ground before the skirmishers. As soon as the riders
pass them the front rank skirmishers fall to the ground and play dead or
wounded.
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3
Wounded warriors and any that were missed by the cavalry should
make their way back to their own side avoiding the riders. They should try to
behave in a confused manner as befits those just ridden down by cavalry.As
soon as they have let go of their lances the cavalry draw their swords and
pursue the second rank of skirmishers. With the point of the sword pointing to
the ground and held out to the right side they ride past the fleeing skirmishers
and allow the blade to slide over the skirmishers shields. Once hit and the
horses having past them the fleeing skirmishers fall to the ground and play
dead or wounded.
Again wounded warriors and any that were missed by the cavalry
should make their way back to their own side avoiding the riders. They should
try to behave in a confused manner as befits those just ridden down by cavalry.
Any skirmishers that out run the cavalry must get into or through the shield
wall before the cavalry close on them.
4
The cavalry then continue on towards the enemy shield wall where they
pull up. They can then ride down the line of warriors striking at them or
warriors can step out of the shield wall to engage in hand to hand combat with
the cavalry.
As the cavalry move away from the shield wall they must avoid the
area where bodies are lying.
This is a specialized action which may only be performed by warriors
and cavalry who attend a practice at the show and before the battle takes place.
No other warrior should attempt to skirmish with cavalry.
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60
14. Considerations for missile units
Most of the manoeuvres on the battlefield are the same for all warriors,
some however have weapon specific variations. There are also some missiles
specific commands and manoeuvres which are included here.
Before a unit goes into battle the unit leader must designate and make
known the centre warrior. The unit leader should take position on the left of the
line (if right handed). This allows the leader to watch at the same time as
shooting.
Javelineers and slingers not engaging in hand to hand combat, may be
part of the missiles unit. Commands directed to all members of the unit start
with the word “Missiles…”. If the order is aimed at particular weapon groups,
the command will start with the name of the group “Slingers…”, “Javelins…”
etc. Where there are significant numbers in separate weapons groups, each
should have a sub-leader.
Basic Commands for launching missiles:
Archers:
Knock - fit an arrow to the string
Draw - Aim and draw the string back ready to shoot
Loose - Loose the string and launch the arrow
Slingers:
Load - Load ammunition into te pouch of the sling
Make ready - extend the sling arm to the rear in preparation to launch the
missile.
Loose - Launch the missile.
Javelineers ( when in a missiles unit)
Aim – Javelins are raised to a horizontal position ready to launch.
Loose – Javelins are launched.
14.1.
About turn
Command: Missiles, about turn!
The warriors stand in a line.
On the command "about turn" they turn to the right 180o. Archers bring
their bow upright so as not to strike another warrior with it.
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14.3
Free Melee
Command: Loose at will !
At certain times in a scripted battle, missile warriors are not required to
operate as a unit. The Command “ Loose at will” informs missiles warriors that
they may move on the field choose targets and loose individually
14.4.
Open order
The missiles warriors always form up in open order. They stand in a
line facing the enemy an arms distance from the warrior either side of them.
14.5.
Rolling volleys left/right
Command: Rolling Volley left/right…!
Knock…Draw…Loose
This manoeuvre is performed by archers.
The warriors stand in a single rank one arm length apart, at ease.On the
command "rolling volleys (left or right)" they do nothing.
On the command "nock" they all fit an arrow to their bows.
On the command "draw" the archer at the end of the rank designated by
"right" or "left" draws.
On the command "loose" the first archer looses at the target then the
next archer draws and also looses. Each archer continues in turn loosing at the
target.
When the archer at the end of the rank has loosed, that archer shouts
"gone" and the drills above are repeated until the command "stop" is given.
On the command "stop" the archers stop what they are doing and await
further orders.
Any archer unable to loose in turn, shouts "miss" and the next archer
looses instead.
62
14.6 Volleying, ranks advancing
Command: Volley Ranks advancing!
Knock…Draw…Loose
This manoeuvre is performed by archers.
The archers are formed in two ranks two arm lengths apart at ease.
On the command "volleying, ranks advancing" they do nothing.
On the command "nock" both ranks fit arrows to their strings.
On the command "draw" the front rank draws.
On the command "loose" the front rank archers loose together and then
fit another arrow to their bows. The rear rank steps forward as the front rank
looses and takes up a position two paces in front of the front rank becoming
themselves the front rank.
The command "nock" is no longer given and on the commands "draw"
and "loose" the above drills are repeated.
On the command "stop" the archers stop what they are doing and await
further orders.
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14.7 Volleying, ranks retiring
Command: Volley Ranks retiring !
Knock…Draw…Loose
This manoeuvre is performed by archers.
The archers are formed in two ranks two arm lengths apart at ease.
On the command "volleying, ranks retiring" they do nothing.
On the command "nock" both ranks fit arrows to their strings.
On the command "draw" the front rank draws.
On the command "loose" the front rank looses together and then steps
back behind the rear rank forming up two paces to their rear. As the rank
retires they ensure that bows are held upright so as not to hamper the archers in
the rear rank. They fit another arrow to their bows as they retire.
The command "nock" is no longer given and on the commands "draw"
and "loose" the above drills are repeated.
On the command "stop" the archers stop what they are doing and await
further orders.
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Appendix A. Terminology
When the Battle Captain briefs the unit leaders on the script or when a
commander is giving battle orders, it is important that everyone understands
what is being said quickly. Every speciality has its “jargon”, a technical
language designed to allow the initiated to understand rapidly each other
without the need for lengthy explanations. Some professions seem to
encourage jargon as a method of keeping outsiders at a distance, this must be
resisted. Any additions to our jargon must be designed to create greater clarity
for all concerned.
Most of the technical terms listed here are common to any English
speaking army with the addition of a few terms dealing with tenth century
battle re-enactment.
Any unit leader aspiring to the title of Hersir must have a good
understanding of the technical language of leadership.
(i)
General
Most of the terms in this section are designed to enable the Battle
Captain to brief the unit leaders about the warriors arrival at the battlefield and
the subsequent script.
Access point - point at which armies or emergency vehicles enter the
battlefield.
Approach route - the route from the muster point to the battlefield.
Army - a group of units fighting under a unified command structure with the
purpose of defeating an enemy.
Attack - to come willingly into contact with the enemy.
Audible signals - indications to carry out a given action that can be heard.
Auxiliary - non-combatant support personnel such as water carriers and
medics.
Barrier - that which separates the warriors from the audience.
Battle - combat between two groups of warriors.
Battlefield - the place where a battle takes place.
Battle plan - what the army commander intends to do.
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Break contact - the separating of two opposing units currently in combat with
each other.
Broken - used to describe a unit which has been disordered and has retreated
in haste from the enemy but may be rallied. Or a unit which has been divided
by enemy action.
Close - to “close on” the enemy is to move up to them so that they are within
reach of the weapons carried by the attacker.
Commander - the warrior in charge of the army.
Command Group - the officers leading a unit or an army.
Command structure - the organisation of command and control of the army.
Commentator - the person who informs the public as to what is happening on
the battlefield.
Contact - when two opposing units are fighting.
Counter charge - a response to a charge by the enemy.
Defend - to resist an enemy attack.
Disengage - to separate two opposing units currently in missile or skirmish
combat with each other.
Engage - to fight an enemy with missiles or skirmishers.
First aid officer - the person responsible for first aid on the battlefield.
First aid point - the place where the first aider and first aid kit may be found.
Forming up point - place where units form up just prior to entering the
battlefield after the muster.
Giving Ground – the act of retiring whilst still engaged in combat.
Health and safety officer - the person responsible for ensuring that all health
and safety matters are attended to.
Hersir - an experienced and qualified unit leader.
Loot - that which is taken from the fallen or prisoners.
Looter - any one who takes loot from the fallen or prisoners.
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Main body of - the bulk of a unit which starts the fight as opposed to a
detachment of skirmishers. The bulk of an army which starts the battle as
opposed to a detached unit.
Marshall - person responsible for crowd control, guiding of the armies to the
battlefield and giving cues to the armies to enter the battlefield.
Mission - a task given to an individual unit or sub-unit.
Muster - the gathering together of an army or both armies at a specific place
and time.
Muster point - the place where the warriors are gathered together into their
units.
Officer - a warrior that has a place on the command structure.
Order of march - the order in which the units will approach and enter the
battlefield.
Orders - instructions to the sub-commanders, unit leaders and sub-leaders to
carry out the battle plan.
Parley - meeting between officers of opposing armies.
Position - the place that a unit has in the order of march or along the start line.
Public address system (PA) - used by the commentator to inform the public
of what is happening on the battlefield.
Recycle - the raising of the “dead” for further performance during a scripted
battle.
Reserve - that part of a unit or army set aside for unforseen circumstances.
Rout - the action of a warrior who panics and flees from the enemy.
Safety checks - actions carried out by unit leaders to ensure that the weapons
and equipment used by the warriors in the unit comply with Society safety
regulations.
Script - the combination of battle plans with the intention of putting on a
public performance.
Signal instruction - an order explaining the meaning of a visual or audible
signal.
Start line - the place on the battlefield at which the army or unit must be at a
given time to begin the battle.
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Street fighting - any fighting that takes place on the streets of a town.
Sub-commander - a warrior who assists the army commander and may lead a
part of the army.
Sub-leader - a warrior who assists the unit leader to control the unit.
Sub-unit - part of a unit detached for a specific mission.
Supernumeraries - all those that stand behind the lines such as auxiliaries,
sub-leaders, sub-commanders and additional standard bearers not qualified for
combat.
Tactical order - an order issued by the commander to one or more units with
the intention of gaining an advantage over the enemy.
Unit - a group of warriors under a single unit leader.
Unit leader - the warrior in charge of a unit, who must be a Hersir or a warrior
advised by a Hersir.
Visual signals - indications to carry out a given action that can be seen.
Warrior - any armed person prepared to fight.
(ii) Formations
Advance - the movement of warriors forward.
At ease - the status of a line of warriors not prepared for combat
Boars snout - a wedge or "v" shaped formation adopted by a group of warriors
in a shield wall who intend to break through an opposing shield wall.
Centre warrior - the warrior designated as such by the unit leader and initiator
of many of the formation manoeuvres. Ideally this should be the unit leader.
Close order - the formation of a unit of warriors standing shoulder to shoulder.
Crescent - a “C” shaped formation adopted by a group of warriors to counter a
Boars Snout.
Disorder - the status of a group of warriors who were previously in formation
but have been broken up by the nature of the ground or enemy action.
Double rank - two ranks of archers, each rank two paces from the other and
each archer two paces from those beside them.
Extended order - the formation adopted by a group of warriors when in a line
and one arm and one side arm’s length apart.
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Flank - the side of a unit at right angles to the direction it is facing.
Front - the side of a unit in the direction it is facing.
Hearth troop - the army commanders body guard.
Hold – the order to stand one`s ground and resist the enemy`s advance.
Hunting group - a small body of warriors, usually three, who are fighting as a
team with a specific objective.
Line unit - main fighting unit of the army.
Loose shieldwall - the formation adopted by a group of warriors when in line
with their shields only just touching at the rims.
Missile unit - unit armed with missile weapons.
Open order - the formation adopted by a group of warriors when in a line and
one arms length apart.
Ordered advance- the forward movement of a unit; each step being called by
an officer.
Rank of archers - a single line of archers where each archer is two paces from
the next.
Rank of slingers - a single line of slingers where each slinger is four paces
from the next.
Rank of warriors - a line of warriors standing side by side facing the enemy.
There may be as many ranks as is desired by the unit leader.
Rally - the bringing together of a group of warriors at a given point after they
have become dispersed, usually where their unit leader, standard or central
warrior is located.
Rear - the side of a unit in the opposite direction to that which it is facing.
Reform - the adoption of the previous formation after disorder.
Right/left wheel - the m
the left or right to finish at right angles to the previous line.
Rout - the action of a unit which panics and flees from the enemy, may be
rallied.
Shieldburh - the formation adopted by a group of warriors to defend against
missiles.
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Shield wall - the formation adopted by a group of warriors when in line with
their shields overlapping.
Skirmishing - the harassing of the enemy units between attacks by the main
force while they deploy, or attempting to slow their advance; this is done by
short rushes followed by brief attacks by a group of warriors in a loose
formation and may include ranged combat.
Skirmish units - may contain any mix of weapons except long axe. Ideally
they should contain missile as well as hand held weapons. No more than half,
and not less than a third, of the unit should be engaged at any one time.
Stand - a controlled response to a charge by the enemy where the warriors
remain under the control of their unit leader.
Unformed - the status of a group of warriors who are not in any ordered
formation but which is otherwise under the control of a unit leader.
(iii) Tactical orders
Echelon Left-Attack - the order to make such an attack with the left flank unit
moving first and there being a fifteen pace interval between units.
Echelon Right-Attack - the order to make such an attack with the right flank
unit moving first and there being a fifteen pace interval between units.
Echelon Left ?? paces-Attack - the order to make such an attack with the
left flank unit moving first and there being an ordered number of paces interval
between units.
Echelon Right ?? paces-Attack - the order to make such an attack with the
right flank unit moving first and there being an ordered number of paces
interval between units.
In Line-Attack - the order to make such an attack with no gaps between the
units and all units striking the enemy at the same time.
Break contact - the order for the army to disengage from the enemy.
Bulls horn-Attack - the order to make such an attack with the flank units
moving first and there being a fifteen pace interval between units.
Bulls horn ?? paces-Attack - the order to make such an attack with the flank
units moving first and there being an ordered number of paces interval between
units.
Counter charge - the order to charge an advancing enemy, when it arrives
within six paces.
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Extend the line – the order to second rank warriors to form up at either end of
the first rank, making one line in open or extended order.
Follow me - the order given by the commander when ideas have run out and
the outcome of the battle is to be left to the gods.
Form circle - the order to form the shield wall into a circle as a defence
against cavalry.
Form crescent - the order to adopt crescent formation as a defence against a
boar`s snout attack.
Give Ground- the order to retire whilst still engaged in combat.
In Line-Attack - the order to make such an attack with no gaps between the
units and all units striking the enemy at the same time.
In line- Retire - the order for the army to retire to its start line with no gaps
between the units.
March On- the order for a unit to advance.
Oblique Left-Attack - the order to make such an attack with the army moving
to the left.
Oblique Right-Attack - the order to make such an attack with the army
moving to the right.
Ordered Advance- the order to advance whilst engaged, where each step is
called.
Rams horn-Attack - the order to make such an attack with the centre unit
moving first and there being a fifteen pace interval between units.
Rams horn??paces-Attack - the order to make such an attack with the centre
unit moving first and there being an ordered number of paces interval between
units.
Retire - the order for the army to move back towards its start line, may be
carried out after contact with the enemy has been broken.
?unit? Left/right flank-Attack - the order for the named unit to make the
ordered flank attack.
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72
Appendix B. General Commands
Reference
About Turn!
At Ease!
Boar`s Snout!
Break Contact!
Bull`s Horn – Attack!
Cavalry Skirmishers Go!
Charge!
Close Order!
Echelon right/left – Attack!
Extend the line!
Form Circle!
Form Crescent!
Form Line!
Form one rank!
Form two ranks!
From the left/right, wheel!
Give Ground !
Hunt !
In line – Attack!
In Line- Retire!
March On !
Oblique Left/Right – Attack!
Penetrate !
Rally on …!
Ram`s Horn – Attack!
Rear Flank– Attack Left/Right!
Reform!
Rout !
Shield…burh !
Shield…wall !
Skirmishers Go!
Step on my command… Step!
Missiles only
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Aim
Draw
Knock
Load
Loose
Loose at will !
Make ready
Missiles, about turn!
Rolling Volley left/right…!
Volley Ranks advancing!
Volley Ranks retiring !
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