INTRANZ

Terms - Definitions

Shear: A shear is the break in a line caused by pressure in a partial area, so that part of the line is shifted backwards. It can be used to get behind the opponent. This applies to both sides, so shearing in one's own line should be avoided.

Stripping: Stripping is a running manoeuvre in which an opponent is passed to another or to a group. This is done by running past a group or person in such a way that the pursuer must necessarily start a fight with him.

Linking up: means that a line of fighters is in contact with another group or line. „Being in connection“ can also refer to a single combatant who is in combat. Or to a weapon having contact with another weapon or with a shield.

Leader: Term for the person in charge of a group/troop. He is responsible for the leadership in the battle, usually he determines the final tactics and is responsible for the motivation of the group and for external communication.

Mounting: The construction / deployment of the group on the battlefield to ensure the implementation of the plan.

Marching: Setting up the group on the battlefield from the movement.

Tribulation: Tribulation is the hitting of opponents one after the other. Caused by a favourable position or by a special running manoeuvre such as running around. This usually happens from the side of a line Her. After each opponent, the next or next but one opponent in the line is attacked directly, before the opponent could realise that the side cover has failed. It is a transfer from crochet or knitting, where a single lost stitch leads to the whole structure being destroyed by this one mistake.

Bycatch: Bycatch is the term used to describe hits that are successfully executed in a long weapon duel as secondary actions that are not directed against the duelist.

Width: Width refers to the number of combatants standing side by side (in lines) in a formation.

Chaos: In chaos there is no order or formation, there is no functioning command structure, no connection of the groups or connection of the fighters. In other words, there is no communication and thus no coordination and thus no common goals. Each fighter is responsible for his own protection.

Chaosphere phase: A phase in the course of a battle in which both groups have lost control of their order. The organisation on both sides has collapsed. The side that reorients and reorganises itself fastest usually wins.

Clash: The first clash between two groups.

Detachment: A detachment is a smaller group that has been branched off from the overall group unit in order to carry out a task independently. The group is usually formed from several groups because of the special task and the skills required for it. e.g. runner group in a forest battle.

Making the sack: Making the sack is understood to mean that a group is currently surrounding an opposing group. The act of closing the encirclement is understood as closing the sack.

Distance weapons: are all weapons that require a distance to the opponent when used in free fencing. This includes all long-range, long and short weapons. On the other hand, there are the in-fight weapons.

Doppler Effect Problem: The Doppler Effect Problem is the problem that when fighters run towards an opponent, the forces of the movements add up and thus lead to harder hits, while when they walk away, the forces cancel each other out in relation and thus reduce and hits are no longer felt. In order to prevent this, the problem must be known and a correspondingly adapted throwing technique must be practised.

Triangle: This refers to a situation in which two, often weaker or more level-headed fighters, fight a third, holding the corner positions of an isosceles triangle in order to force a two-way fight on the opponent.

Pressure: Pressure is understood to be the fighting activity and movement at the group's interfaces. In this context, the initiative of the activity is usually also considered. In this context, taking pressure means: taking the initiative, movement (usually to go forward) and initiating attacks. Furthermore, to endure pressure is usually understood to endure (defensively) or ward off (reactively fight down) such initiatives.

Boarhead: See Boar's Snout.

Boar's Snout: This refers to a shape of a group that resembles a triangle; it is most often taken to achieve a punch/line break.

Canning: Canning is the act of knocking down an opponent with clear superiority or with mindless violence, so that the opponent can hardly react. Canning someone usually smacks of unfairness, since either an inferior opponent was fought or one who is unprepared for violence.

Catchers: are those who prevent the opponent from going around their own formation. Mostly these are runners who are to be (inter)captured.

Ranged weapons: This category of weapons includes all shooting and throwing weapons, such as bows, javelins and franks.

Free Fighting: see Free Play.

Freeplay: This is a strategic approach in which, instead of attacking directly with the free forces, another group is supported in such a way that they can defeat their opponents and then join them in defeating others.

Front: Outside a battle, denotes the front or first line of a formation facing the enemy. Also denotes the line in which the fighting takes place. This line is usually not straight at all.

Formal Service: is an exercise in basic movements and commands, often highly formalised, with strict adherence to ensure a uniform understanding of the movements and commands. Often, formal service is also expected to create a group cohesion. For us, formal service has been replaced by the basic command exercise.

Formation: Formation is any shape of the group. Too usually these are geometric shapes. Examples are: Boar's Snout, Cohort, Line, Bus, L-Formation. However, there are also non-geometric formations. Examples are: Attack Cloud, Skirmisher Ball, Skirmisher Circle.

Running away: Running away is a running movement away from the opponent. This indicates the direction of movement towards the opponent see also: Running towards and running past.

Fight: A passage of a battle, insofar as there are several of them.

Enemy: We play a game that often has winning as its goal. We therefore have an opponent and not an enemy. Our opponents are only opposite us, but played together.

Group: People who usually act together in battle. Usually an association of fighters who train together.

The term „terrain“ : is used to describe everything that is run on, usually the ground. The condition of the ground and its texture is usually spoken about in connection with the turf. The ground is one of the factors that influence the course of a match and cannot be influenced. Essential characteristics are, among others: Firmness (stone, grass), smoothness (ice, wetness, scree), sinking depth (e.g. sand, snow), slope (inclines, stairs).

In with: See moment of time

In after: See moment of time

In front: See moment of time

In-fight weapons: are all weapons that can be used during direct physical contact. For example daggers but also the sword.

Combat attachment: This is understood to mean that combatants are in a fight or so close to opponents that it is necessary to concentrate on the opponent. A group is in combat engagement as soon as parts of the group are within combat range.

Fighters: The persons who are actually fighting, regardless of their gender.

Fight distance: This is the distance your weapon needs to be categorically. A distinction is made between infight weapon, melee weapon, long weapon and ranged weapon.

Kill Box: The kill box is a tactical approach of leaving a deliberate gap in the line, then side-attacking the opposite side that ventures into that gap. see also Here.

Column: A movement formation that is set up more deep than wide. The attack formation develops from it. Further on column

Column tactics: The troops stand in columns on the field and move more deep than wide towards the enemy.

Command in self-defence: Command in self-defence means that someone in a group that has hardly any order or initiative at the moment takes the lead in order to restore order and initiative to the whole or one's own situation.

Corset stays: Corset stays are persons who have a stabilising effect on a formation. Corset bars can enable a group with little experience to perform more complex manoeuvres by involving experienced fighters at regular intervals. Only group combat oriented individuals can be corset bars.

Crisis: Event in a battle in which order is shaken. This usually leads to the collapse of order or at least to its being shaken. Sometimes also referred to as a tidal turn.

Short side: By „short side“ in a line battle is meant the side of an arc or circular battle line which is the inner. Since the inner line in an arc is shorter than the outer line.

lag time: See delay effect.

long side: Long side means, in a line fight, the side of an arc or circular fighting line that is on the outside. Since the outside line in an arc is longer than the inside line.

Long weapons: All pole weapons are counted as long weapons, for example, Danish axes, two-handed spears, one-handed spears, halberds, scythes. They all have a much larger attack radius than the melee weapons and are more difficult to handle in the inner scale.
The Dane's axe and the one-handed spear are not easily classified in this category of weapons.

Runner:: Runner refers to a person from a group who acts largely independently to stab the enemy in the back or tie up his forces by disrupting him. Tactically they are equivalent in historical battles to the function of cavalry at that time. Now and then they are used in a similar way to skirmishers. However, this is becoming increasingly differentiated.

Line: This is the term used to describe the standing side by side of the fighters and thus represents the simplest combat formation in our martial arts; it is the prerequisite for all other formations. Additions to the line. The line also refers to the width of a formation.

Line tactics: The troop essentially stands in a long line. However, this can also be a general term for tactics in martial arts.

Line Comprehension: The ability to be aware of the whole in a line and to coordinate with others in the immediate area for appropriate action. (Example of this are: flanking or intercepting the same, breaking through the opponent's line when there is a good chance of doing so, holding calmly against superior force).

Manoeuvre: A set sequence of movements performed in a battle. to achieve a specific objective. Example of manoeuvres are: Boar's Snout/Punch, Tunnel, Runner, Soft Line, T-Formation, Skirmish.

Manoeuvrable: Refers to the current ability of a group to perform various manoeuvres. This may be limited locally: by terrain or in the short term by exhaustion, or fundamentally by a group's level of training.

Bore: Bore refers to the distance between two fencers. A distinction is made between outer bore (one more step to the opponent), middle bore (regular fighting distance in fights) and inner bore or „infight“ (the range of the weapons is underrun and it goes into close combat). The respective scales depend on the fighting distance of the weapons.
Caution different from epee sport\.

Melee weapons: All one-handed weapons are counted as melee weapons, for example: sword, axe, sword sax, falchion. They are all used in the first line and are good to handle in a duel.
On closer examination, all melee weapons can also be counted as ranged weapons. Since it is necessary to keep a minimum distance to the opponent for free fencing. See also distance weapons.
The one-handed spear is also partly classified in this category.

Name calling: The name calling is the addressing of an individual by name during the fight in order to get the attention of this person. Usually to then give a direct instruction or hint. It allows coordination in very chaotic situations. Name calling is usually done over a long distance. The success says a lot about the attention and utilization of the person.

Order: is understood to mean that a group has a sorting with regard to its tactical structure. This can be a spatial positioning (line-up, movement formation), a temporal sequence (e.g. cascading) or a sorting according to combat power (playing over the strong flank).

Plan: The idea of what should happen, when and where on the field. Usually does not survive first contact.

Popcorn Knight: This refers to an action where someone jumps out of the line like popcorn and is usually hit directly by the opponent, leaving a hole in their own line. A mistake that usually happens to the inexperienced.

Punch: Term for a manoeuvre in which an attempt is made to break through the opponent's line with a group. Usually associated with a fast run that creates pressure on the opponent.

Line: Several people stand behind each other. This is the second axis to the line, this is also called depth.

Reserve: Parts of a squad used to create, exploit or clear a tactical situation. Usually about 20-40% of a side's fighters. Should never be thrown into combat immediately.

Runner: Runner is a colloquial term for briefly changing the direction of attack on long weapons that have a primary area of attack.

Runner: English term for runner/rounder.

Battle: The sum of engagements that are directly related in time.

Side Weapons: In this category of weapons are all weapons that can be a suitable substitute for the fighter's primary weapon, such as all melee weapons as well as Sax, Dagger. It is carried as a secondary weapon in combat and must not interfere with the handling of the primary weapon.

Strategy: The doctrine of using all means to achieve a longer term goal. Of no consequence to us in battle. However, of great importance for the purposeful development of a group or event.

Tactics: The doctrine of using the troops in battle with the aim of gaining superiority over the enemy at the decisive point.

Depth: This refers to how many people stand in a formation one behind the other. Also referred to as „standing in line“.

Troop: The totality of all groups fighting together. For example, in a battle, one side.

Surround: Surrounding is the attacking of an opponent from two directions, for example when surrounding or attacking a corner from two directions. Basis of the triangle in the fight two against one.

Circumventing: This is the term used for a running manoeuvre, usually performed by runners, in which the runner ends up behind the opponent.

Surrounding: Surrounding a group in such a way that it is restricted in movement and can be fought from different sides.

Displace: Displace is a tactical action in which one body of troops falls back or advances alongside another; the flank of the body positioned in front must be protected. Ideally, a dislocation looks like a shear to the enemy. Examples include the stair tactic, kill box, falling flank, T-flank and the boat.

Delay effect: Delay effect, also called „lag time“, is the period of time between an event and a subsequent effect, e.g. an order and its execution, or an activity of the opponent and a corresponding reaction to it. The delay effect can be further subdivided into: Information acquisition delay, cognition delay, decision delay, action delay, propagation delay (in groups where an individual has made a decision e.g. to start a push).

Running past: Running past is a running movement past the opponent. It is preceded by a running-in phase and followed by a running-out phase. This indicates the direction of movement towards the opponent see also: Running towards and running past.

A template: is an attack or movement executed with the purpose of enabling a third party to make a successful attack or manoeuvre. Examples include: The shield stab to open, turning out opponents or troops when flanking, the croton and the carrier.

Weapon categories: Three categories of weapons are mostly distinguished: Melee weapons, long weapons, ranged weapons, as they are of tactical importance. Furthermore, there are side weapons, siege weapons and the distinction distance weapons infight weapons.

A warning shout: is a single short shout that is intended to indicate danger. A warning call is ideally preceded by an addressee, similar to an order, and is only called out if the warning does not endanger the current flow of action of the person being warned more than what is being warned about.

Time moment (before, with, after): Time moment refers to the temporal positioning of an action in relation to an enemy attack. It can happen: before (before the attack), with (at the same time as the attack) or after (after the attack).

Running towards: Running towards is a running movement towards the opponent, this can happen directly towards the opponent or sideways past the opponent. This indicates the direction of movement towards the opponent see also: Running towards and running past.

Collapse: A collapse is the process by which a group loses its controlled order.

  • en/theoretisches/begriffe.txt
  • Zuletzt geändert: 2020-12-27 14:30
  • von Falke