Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Understanding Textual Close Quarter Combat for the Aspiring Duelist-
By RM Wright, aka Skallagrim

Close Quarter Combat: Noun1. close-quarter fighting - hand-to-hand fighting at close quarters fighting, combat, fight, scrap - the act of fighting; any contest or struggle; "a fight broke out at the hockey game"; "there was fighting in the streets"; "the unhappy couple got into a terrible scrap"

As defined by U.S. Army FM 3-25.150 Combatives:

1-1. Hand-to-hand combat- Hand-to-hand combat is an engagement between two or more persons with or without hand-held weapons such as knives, sticks, or projectile weapons within the range of physical contact.

1-2. Combatives- Combatives are the techniques and tactics useful to Soldiers involved in Hand-to-hand combat. Proficiency in Combatives is one of the fundamental building blocks for training the modern Soldier.

If you want to learn to be a good CQB combatant in textual fighting and bring more realism to your fights you will need to know the 8’s. The 8’s are the basis of all hand to hand fighting be it martial arts with hands and feet or weapons. Besides the eights you will need to know the three basic guards. It is from the guards all your attacks will come but more of that later. Melee combat can then be boiled down to what I call 3-8-8.

The basic guards are-

1- High Guard
2- Middle Guard
3- Low Guard

Your high guard will place a weapon up to protect your head and shoulders.
The middle guard places your weapon before your torso protecting from your shoulders to your groin. The low guard protects your groin to your ankles.

From any guard you are able to attack based on the 8s. You will have to make sure your writing flows with your imagination and your actions but if done well it all works together.

Mobility-

The first thing you need to focus on is your footwork. It is from your footwork that you can move and attack, or dodge and evade an attack. This is the first 8, the eight paths of movement.

In any combat situation you can only move in eight (8) directions-

1- Forward
2- Forward Right
3- Right
4- Back Right
5- Back
6- Back Left
7- Left
8- Forward Left.

This is it. If you stand up you can see the directions naturally. If you step forward or to the right you use your right foot. If you step forward and left it is your left foot that leads unless you do a crossing move in that direction. Crossing moves are called transitional movements because they take you from one place to another and adjusts your body position, slightly but provides for more offense or defense if done away from or towards your opponents dominant hand.

In any fight, real or imagined, everything takes places with these movements. Watch any boxing match, or MMA fight and see where the fighters place their feet. Someone is moving forward in one of those directions and the corresponding footwork backward is conducted by the other fighter. So if you understand how your character is moving, you will see how your opponent will naturally move to get away from you, or move to meet you.

A key to helping you understand spatial placement during the move is that the average man's stride is 18 inches from heel to heel. Thus if you move you can be reasonably accurate in your distances if you keep this in mind. A crossing move would place you 36 inches away if you are moving to dodge or flank, thus you are three feet from your opponent. Taking that into consideration, with a sword you might be away but able to still strike effectively.

This is a key factor because you will be able to predict the most likely direction an attack will come and defend it in a logical way that will give you the advantage in the fight.

Attack Angles and Zones-

The second 8 is the angles of attack: They also come from the eight points on the compass. Imagine the human body radiates the compass points outward starting with the high or head spot. You can see a progression from head to shoulder/chest to stomach/groin to upper legs to calf/feet and back up on the left side.

1- High
2- High Right
3- Right
4- Low Right
5- Low
6- Low Left
7- Left
8- High Left.

It is from these directions all your attacks will come. And it is from these directions that you will be able to see the most logical way your opponent will defend your attack. Once you can predict this you can start to think a move or two ahead to see what you can do to get the killing blow.

Thus if you have a sword in a high guard, it will be up near your shoulders protecting your head. From here you can swing to the high, high right or high left naturally. However, you can also attack right, low right, low left or left as easily by moving along the corresponding eight paths and then striking along the 8 angles open to you.

For instance you have a right-handed high guard with a long sword. Your opponent has a long sword in a right-handed middle guard. You move right then forward right to get an angle on your foe. By these two moves you are now on his left flank he has to turn to face you, since your movement places you outside of the natural range of his sword you can attack to the high, high right, right or low right areas of his body. These correspondingly are the head, left shoulder, left arm, left torso or left upper thigh.

Remember every move you make is opposite to your opponent. If you move right it is his left. If you move left it is his right. Always describe your moves from your perspective and when describing where you are hitting from his perspective.

i.e. I swing my war sword from the high guard into a quick right strike to the torso with the blade arcing down in a blur towards the exposed ribs on the left side of my opponent.

If you can learn these basic lessons and master them you will be able to meet any melee attacker and hold your own against them. Eventually everything you do you can predict the outcome by virtue of the movements and narrow down the options your opponent has in which to counter you and if they are not knowledgeable in movements and angles, you can beat them.

Things to remember when text fighting with swords or other melee weapons:

Attack and counter-attack: The primary tactical principle for all text fights is that for every attack there is a counter-attack. Opponent’s attacks are met with counter-cuts and thrusts that set aside the opponent’s weapon to force a way through their guard. Counters can be combined with avoidance, grapples and disarms to make them defenseless.

Avoidance: The first and most basic defense to a fighter is to not be where the weapon strikes. This may be accomplished by stepping back and out of range. However with a sword or any weapon that is being used in a swinging attack, the best method is to step into the opponent directly or at an angle to either side and counter-attacking.

Setting Aside: Attacks may be countered by setting them aside with your own weapon. This is similar to a parry. Setting aside is an action that happens two ways, by either cutting into it to strike the opponent by passing through his own attack, or by redirecting the blow with your own weapon to gain an advantage over your opponent. Well executed setting aside techniques are fluid and naturally set-up a counter attack.

Grappling: When the distance is closed and the length of weapons make strikes ineffective, grappling is used to regain proper fighting distance, to throw an opponent off-balance or disarm them.

While many other techniques are used in actual sword fighting, understanding the basic movement patterns and striking options will help develop the scene you want to create. Understanding when and how to use counters, avoidance, setting aside and grappling can make you a great text-based writer who creates compelling fighting scenes and sequences.
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Hidden 9 yrs ago 9 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Understanding Textual Firearm Combat/Close Quarter Shooting for the Aspiring Duelist-
By RM Wright, aka Skallagrim

There are great many misconceptions about firearms, driven by inexperience with actual firearms and the constant and ridiculous Hollywood exaggeration of what a firearm is capable of doing. In textual role-plays those misconceptions increases, because writers choose to emulate what they have seen in movies, on television and in animes, instead of going for accuracy.

This guide, while not a substitute for actual firearms training is designed to help arena participants and textual role-players with little or no firearms experience understand and incorporate firearms into their stories realistically. Again this is a guide for writing a gunfight and is not intended for anything other than giving the writer a resource in using firearms in the arena or role-plays.

WHAT IS A FIREARM?

The first thing to understand is what a firearm is via a legal definition of a firearm: A firearms is any weapon (including a starter gun) which will or is designed to or may readily be converted to expel a projectile by the action of an explosive. Therefore, a firearm is a weapon that fires a projectile (bullet) using an explosive (gunpowder).

WHAT IS THE MAGAZINE CAPACITY AND THE CALIBER?

The firearms most often used in the arena and in role-plays are the handgun and the long gun.

A handgun is a pistol having a 7, 10, 13, 15, 18 or 20 round detachable magazine or a revolver having a 6-round cylinder.

A long gun is a rifle with a 5, 10, 20, 30 or more round internal/detachable magazines or a shotgun having a 5, 7, 8 or 10 round internal or detachable magazine depending on the shotgun.

Most characters tend to use handguns in the arena and in role-plays because of ease of convenience and concealability. After choosing the firearm for the character, a caliber for the firearm is decided.

These are the pistol and revolver calibers from least powerful to most powerful: .22, .25, .32, .38, 9mm, .40, 10 mm, .357, .45, .44, and .50.

These are the rifle calibers from least powerful to most powerful: .17, .22, .223 (5.56), .243, .270, .300, .308, .30-06, 7mm (7.62- sniper or battle rifle), .338 (sniper), .50 (sniper/anti-material).

These are shotgun gauges least powerful to most powerful: .410, 20, 16 (uncommon), 12, 10 (uncommon).

Once the character is fitted with the weapon(s) that suit them and fit into the role-play (we are focusing on relatively modern firearms and calibers. If you are a musketeer, the basic principles are the same but the firearms, their ranges and ballistics are different.)

HOW DOES A FIREARM WORK?

Before we look at the methods for killing a character with a firearm, we should examine the method of killing. Guns use projectiles to inflict damage. When the bullet is fired from a gun, the potential energy from the gunpowder transfer to the bullet, becoming kinetic energy. This kinetic energy propels the bullet from the barrel. A bullet increases in velocity after it leaves the barrel; this is where you get the feet per second (fps) rating of a firearm. Gather as much information on the firearm you want to equip your character with, it helps when writing your fight.

WHAT DO I NEED TO KNOW ABOUT A FIREARM TO BE SUCCESSFUL?

Let us look at the specs for a rifle, the M4 (the standard weapon of the US Army and potentially the USMC who currently use the M16A4 as their standard rifle) and the Desert Eagle which apparently everyone uses. Looking at range and muzzle velocity of each.

M4 Carbine-
Weight :
6.36 –lbs. empty
7.5-lbs. with 30 rounds
Length 33-in. (stock extended)
29.75-in. (stock retracted)
Barrel length: 14.5-in
Cartridge: 5.56×45mm NATO
Caliber : 5.56 mm (.223)
Action Gas-operated, rotating bolt.
Rate of fire: 700–950 round/min cyclic.
Muzzle velocity: 2,900 ft/s (880 m/s).
Effective firing range: 500 m (550 yds/ 1,640 feet).
Feed system: 30-round box magazine.
Sights Iron sights or optics.

As we can see the M4 fires the 5.56 mm round, and has a 30-round magazine (NOT A CLIP!. A clip and a magazine are not the same thing. A magazine holds the bullets, a clip feeds a magazine.) Don’t be that guy who use them interchangeably, it ruins your credibility.

IMI Desert Eagle Mark XIX
Weight: 4.4 lbs.
Length:
10.75-in (273.1 mm) (6in barrel)
14.7- in (374.6 mm) (10in barrel)
Cartridge:
.50 Action Express
.44 Magnum
.357 Magnum
Action Gas-operated, rotating bolt
Muzzle velocity: 1541 ft/s (470 m/s .50AE)
Effective firing range: 200 m (218 yards/656 feet))
Feed system
Detachable box magazine; capacities:
9 rounds (.357)
8 rounds (.44)
7 rounds (.50 AE)
Sights Iron sights and optional optics.

These two weapons have limitations that every writer should know, specifically the weight, the muzzle velocity, the range and the magazine capacity. While the IMI DE has a perceived “cool” factor, the M4 may win the gunfight. Even with the power of the vaunted .50 AE, the range of the smaller caliber M4 (5.56mm) allows the character to engage with a much greater likelihood of success of stopping the pistol user.

RESOURCES FOR FINDING FIREARM DATA:

Here is a link to the top American gun manufactures.
Manufacture sites and obtainable data

RANGES AND OTHER FACTORS I NEED TO KNOW.

After the bullet is fired, the kinetic energy wears off, the velocity slows and gravity exerts its influence to pull the bullet to ground. Now if the bullet hits its target or something that is in the way, it will transfer what kinetic energy is has not expended into what it hits. This transference is the stopping power of a bullet. Since there is more kinetic energy the closer the target is to the shooter, it makes sense that the character should engage the target as close as possible without putting themselves in danger.

So what does that mean? It means you need to know your weapons range. Is there is quick and easy way to figure out the ranges? Yep and here they are. These will be a good range indicator when you are writing your gunfights.

Close range- 25 yards or less. Pistols or revolvers.
Medium range- 26-100 yards, small caliber rifles, slug firing shotguns.
Long range- 101-300 yards, large caliber rifles.
In addition, of course the one-shot, one-kill sniper rifle ranges- 301 – 2,000+ yards.

Now that we know the ranges, the secret of gunfights are simple. Most gunfights happen with only 3-yards (9-feet) between both combatants; and an average of 3-rounds are fired in the gunfight and are over in about 3 seconds. So you should be able to fire 3-rounds from your weapon in your post, conversely your target probably has done the same (see factors that can influence a gunfight).

It is important to note that just because you have a gun, does not mean an automatic kill. An opponent with a knife or other melee weapon that is within 7-yards (21-feet) can cover that distance and still kill the gun user, even after shot. Remember I said the closer the bullet hits the target the more kinetic energy is transferred to the target. HOWEVER, please remember this- any fired bullet can be lethal, but no bullet is always lethal.

When you shoot at a target, and the target is within your effective range, you have to determine the lethality of your shot. In the Arena, the lethality of a shot is dependent on many factors that translate to a normal role-play easily.

FACTORS THAT CAN INFLUENCE A GUNFIGHT:

Are both shooter and target moving?
What is the expertise of the shooter?
Are there any obstacles between the shooter and target?
Is the shooter firing in a chaotic situation (is the target shooting back, using magic or otherwise fighting back)?
What is the lighting?
Is it dark, dusk or bright?
Does the light impair the visual sighting of the target?
Is the shooter themselves hurt or injured?

All these factors can influence the gunfight and must be taken into account. Now if you are a deft and skilled writer and do included all these possible factors in your shooting, you need to indicate your intended target location.

SO I HIT, DOES THE TARGET DIE?

Bullet specs printed on the box don’t really matter in the end, well at least not very much. What does matters is what happens when the bullet hits the flesh. How the bullet actually influences the target’s tissue via rips, cuts, tears or crushes, and of course, how much tissue it destroys. Couple that with how reliably and repeatedly it does this damage, are what determines what makes a successful bullet. Not the ft/lbs of energy printed on the box.

With that in mind, let’s look at locations that if you hit (again in the Arena no hit is assumed to be successful, but if you do hit your target in these areas the following is a reasonable assumption.)

A hit in these locations more likely than not will result in the death of your opponent: (Note you are not auto-hitting if you write that you are aiming for these targets and what you EXPECT to happen.)

Head, face, neck, chest (heart will kill in 1-2 seconds or lungs die by drowning), upper back (lungs fill with blood and they drown), middle of the back (kidneys a horrible way to die), the thigh (femoral artery- your target will bleed out).

These targets may not inflict death but will severely damage your target.

The spine, (well they become inert, alive but helpless). The arm (artery- your opponent may bleed out), the abdomen (they bleed out, suffer tremendously as stomach acid burns exposed tissue, unless medical attention is given will most likely die). The groin (do I need to say more?) and the ribs cage (the bone splinters can ruin the targets day- lungs may be damaged from the splinters and the heart maybe punctured.)

These locations will suck and hurt like a bitch, but not necessarily kill the target.

Shooting the target in the face (without piercing the brain or neck), the hands, the knees, the feet, ankles and the outer arms or outer thighs.

When shooting a moving target, remember you need to ‘lead’ the target- that means you need to shoot in front of the target to hit them when they get where the bullet should intersect their movement. The greater the distance the more you need to lead them. Remember even if you manage to get a lethal hit on your target, they don’t necessarily die right away.
Everyone is different and this is seen in animals shot by hunters. These animals are able to still move sometimes miles before they die.

I WEAR A BULLET PROOF VEST, I AM INVINCIBLE!

But Skall, my character wears a bullet proof vest/Master Chief armor, I am Billy Badass and can take any shot and still win. Well, sort of. A bulletproof vest doesn’t mean that 100% of the kinetic energy of a bullet is stopped. A shot may still cause internal injuries, breaking ribs or even knock the target down. The larger the caliber the better chance that it will hurt the wearer since the kinetic energy is greater.

As for Master Chief armor types, I suppose if we are using those metrics we can also assume that the weapons/bullets are also advanced enough to affect the armor as well.

PRINCIPLES OF CLOSE QUARTER COMBAT SHOOTING:

When in a combat situation in the arena or in an RP we are assuming that the gunfights will be in relatively close proximity. That being said the basis of tactical combat shooting should be applied.

Tactics Accuracy Power Speed- (TAPS)

Tactics- It doesn’t matter how well of a shooter your character maybe if you make a mistake in reading your opponents post and place yourself in a bad situation. Always read your enemies post. In the real world, bad tactics can get you killed.

Accuracy- This is only applicable to the post you are writing. You should be able to clearly and with some skill, write that you are firing towards the kill zone on a human shaped target. Generally, the targets center mass. Remember you can indicate what target you are shooting for without it being an automatic hit.

Power- This is based on the weapon you are using, the ammunition (hollow points or not) and the number of shots fired. Remember I said that you can reasonably fire three shots into your target. Tactically speaking one or two shots to the chest and one or two to the head are enough to eliminate a threat. While that is good fire control, in the arena or in an RP most people won’t want to die so just fire into center mass allowing their armor, skill and abilities to offset your firearm.

**This does not mean they will always survive. Remember that while they have magic, your bullets can do damage as well. If they cannot logically avoid three shots in a fight through armor, magic or abilities they should be willing to accept the hit and then determine how badly YOU hurt them. However, they decide that not you.

Speed- This is really determined by the way the role-play is going. How close you and your opponent are and your abilities versus their abilities, and of course any attacks they may be directing towards you.
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Hidden 9 yrs ago Post by VATROU
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VATROU The Barron

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This will be most helpful as I realize combat writing is my weakest subject. Over the course of writing my Fan Fiction to quash bad habits of mine, I can easily tell that combat is something I need to work on; I've read a few guides to writing for instance D.Foxy - A Technical Guide to Writing Combat http://forums.bethsoft.com/topic/1327733-dfoxy-a-technical-guide-to-writing-combat/

But I still need to research and practice more before I feel competent in that field. So I really am grateful to writers like yourself who go to such lengths to educate the community.

Off topic however. Is there any connection to you and the YouTuber who shares the same name. Skallagrim? Because that would be awesome.
Hidden 9 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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Everyone asks that old bag of bones the same question. No he isn't Yes, he is.
Hidden 9 yrs ago Post by VATROU
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VATROU The Barron

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Everyone asks that old bag of bones the same question. No he isn't Yes, he is.


I see. Misdirection will not work on me! I have taken protective measures against your mind trickery. But still that's pretty cool to see Skall here. I watch a lot of his videos which are quite informative. I just hope that I can better myself when I write combat pieces.
Hidden 9 yrs ago Post by Vordak
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Vordak

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<Snipped quote by Rilla>

I see. Misdirection will not work on me! I have taken protective measures against your mind trickery. But still that's pretty cool to see Skall here. I watch a lot of his videos which are quite informative. I just hope that I can better myself when I write combat pieces.


As much as i hate to ruin Rilla's fun, you've got it wrong. They're two different people, as far as i know, and i've seen Skallagrim say himself that he isn't the youtuber.
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