Amtgard training drills
These are things you can do to improve the skills you use on the
battlefield.
Things to do with one person
Some of these were first suggested by Sir Vaargard Malorius
- Practice timing and accuracy. Hang a tennis ball with a rope strung
through it. Practice striking the ball without missing and without hitting
the rope. When you get better, swing the rope and repeat the exercise while
the ball is in motion. Imagine Rocky at the punching bag.
- Practice accuracy in shot combos. Take a tree, light pole,
piece of wood stuck in the ground and make two marks on it (use easy to
remove chalk or tape if you're doing this on property you don't own).
Practice doing a combo to hit both marks precisely.
- Practice straight Accuracy. Take several old pieces of 3/4" PVC
or large bamboo of varying heights. Stick them into the ground (or use some
sort of stand to stick them in) and balance tennis balls on top of them. Try
to knock the balls off without striking the poles.
- Practice your throwing skills. If you're playing a spellcaster
or class that allows throwing weapons, take a small waste basket, place it
twenty feet away from you and try to throw your spellballs or shuriken into
the basket. It works better if you have two baskets since you can use one
basket to gather projectiles and place the other as the target. Carry back
the basket holding the projectiles and start throwing. As you get better
you'll find you just have to take the now-empty basket and replace the
now-full target basket, walk back and keep throwing.
- Practice your verbal skills. From taking some samples, I figure
it's about 4-5 seconds from the time you start targeting a warrior until
they're able to close a 20 ft gap and be able engage you in melee. You can
practice trying trying to get off whatever spells are appropriate for your
chosen class; Hold Person, Sleep, Heat Weapon and Shove for
Wizards; Lost, Curse Weapon, Sleep and Stun for Healers;
Heat Weapon, Warp Wood, Call Lightning and Shatter for Druids;
and Charm, Legend and Lore for Bards. Use a stop watch and
try to say the spell in 5 seconds. Make sure you ennunciate the spell's
words and aren't just spewing out wierd vowel sounds ;-) As you improve
your casting time, reduce the goal. . . try to do it in 4 seconds. . . then
try 3.5 seconds. If you can get a spell off in 2.5 seconds, you should be
able to win most speed casting contests (and, more importantly, increase
your chances of survival on the field). A second benefit of this method is
you get a pretty good idea of how far 20 feet is very quickly.
Things to do with other people
Most of these are taken from the Amtgard Combat site.
- Two Fold - This requires three fighters. Two fighters become an
attacker team and try to kill the single fighter (aka "the target"). If the
single fighter beats the pair you restart and try again. If the fighter
slays one of the pair, the surviving attacker becomes the target. If the
target is killed without either of the attackers dying, the attackers fight
each other and the winner of the combat becomes the target. This goes on
until everyone is tired. This helps develop endurance, increase teamwork
and (hopefully) shows you the benefits of mobility.
- Bull Dog - Take two single swords and place them point to point
on the ground. Players lay on their backs an arms length plus six inches
from the hilt of their swords. At the call of Lay On, both players attempt
to stand, reach their sword and slay the other player. This helps produce
speed and works on the ability to retrieve one's fallen weapon from the
ground with alacrity.
- The Blunted Charge - This is something to use during ditch
battles. Choose a flank to try to circle around on the opposing side. When
you engage with the enemy (if they choose to engage you), DO NOT attack
them. Step in close to their personal space while defending against their
attacks. Observe how you and your opponent react to you beeching their
space. This drill allows you to concentrate on approach and stance
(footwork and timing) as well as defending without having to worry about
throwing shots.
- Hack and Slash - This is an excellent way to warm up as well as
try new weapon combos and throwing new shots. Two people fight duel style.
When one player gets a successful hit on the other, the person who was hit
calls out the shot, but doesn't take it (i.e. if you're hit in the arm, call
"Arm" but don't lose the arm). This leads to fast-paced exchanges of blows
where both sides can concentrate on trying to get blows to land while not
having to place so much emphasis on defending (though, once you get the hang
of it, you'll also want to work on blocking those incoming shots. . . can't
make it too easy on the other guy ;-). It's kind of the other side
of the coin from The Blunted Charge. A variation on this for more
than two people is to have one player be the target and have the rest of the
participants take turns attacking the target. Each attacker fights for 20
seconds, then a new attacker switches in. Every two minutes one of the
attackers becomes the new target.
Wrap up
These are the things that I've seen on the net and on the field. If you've
got other good ideas that you think should be included here, drop me a line
at docx@io.com.
I'd like to give acknowledgements to Amtgard Combat for their great
online discussions and articles. Also do the contributors who've given
suggestions and contributions.
This document last modified on: Wednesday, 08-May-2002 08:29:32 CDT