The
Scarlet Company
Combat Archery
Handbook
Don’t feel bad that all the fighters dislike you. They
only dislike you when you’re on the other side.
Updated: 1/3/2002
Table of Contents:
INTRODUCTION
Scarlet Company
Legio Draconis
GENERAL
General Conduct
EQUIPMENT
Armor
Bows
Bow selection
Crossbows
Arrows
Arrow Construction
PRACTICE
Aiming
Movement
Group Practice
Drills
COMBAT
Combat Basics
Advanced Combat
Tactics
Command
APPENDIX A
The Middle Kingdom
Armored Combat Handbook
Online Combat
Archery Quiz
APPENDIX B
Standing Orders
Order of precedence
Common Commands
IKCAC Target
Plans
Simple Target
Suggested Reading
Supplier List
Bows
Arrows
Links
Recent Updates
This handbook and appendices compiled by Lord Torvald,
Sgt. Scarlet Company ã
It would not have been possible without the work of these
fine folks.
Lord Giovanni Francisco de Valencia,
Kingdom Archery Marshal, Meridies E-Mail: giovanni@cyberhighway.net
Sir Jon Fitz-Rauf, O.L., O.P.
Royal Company of Archers, Royal Company of Yeomen E-Mail: sirjon@netcom.com
Lord Jonathan Blackbow jonnyb70@hotmail.com
House DARKYARD darkyard@home.com who
we get to shoot at developing these ideas.
This document was written as a guide for beginning and intermediate combat archers of the Middle Kingdom* and was made possible by the dedicated efforts Scarlet Company and Legio Draconis. It is an attempt to distill the basic concepts we have formed after 2 years of intensive training and practice with heavy fighting units large and small. While trying to become proficient in the use of combat archery we have fought in almost every type of melee situation and have established some basic principles we believe contribute to the over all effectiveness of the unit and hope to open these ideas on to others.
These ideas are what work for us now but are constantly evolving which has made finishing this manual difficult, as soon as I think I'm finished we come up with a new way or idea and I have to update the manual. As a means of keeping the manual updated and allowing wide access to the updates I'll be posting everything to the Scarlet Company web site www.scarletcompany.org and the Legio Draconis web repository at www.legiodraconis.com The Legio site is set up to host discussions and I look forward to hearing others input on these ideas.
Scarlet Company
Members of Scarlet Company portray a mid-14th-Century
Free Company comprised mostly of English archers specializing in the Hundred
Year War time period. You can recognize us by the bleeding fleur' de le'
banners and emblems or the scarlet and black archer jacks. Since
1994 we have partaken in many demos and competitions utilizing our archery
skills. In 1998 Scarlet Company took up arms as Heavy Weapons fighters
in the S.C.A. Soon after we learned that the Middle Kingdom was going
to adopt Combat Archery, and working with our companions in Legio Draconis,
we began to practice and develop the in depth Combat Archery techniques
that can be found in this book.
Legio Draconis
Legio Draconis is an army that participates in the various
wars and battles. The Legion as it is commonly called draws its members
from a varied group of independent fighters and households. Regardless
of their background, The Legion's members are united under one common cause;
to be the best-trained, most aggressive army the Society has ever seen.
The Legion is fortunate enough to draw on the talents of several different
groups. In addition we have many non-aligned mercenaries that come from
many different cantons and shires located in the Middle Kingdom. For a
large sized local event we usually muster around fifty-sixty fighters.
At Pennsic War, the focus of our fighting year, we field somewhere in the
mid-80s. Officially on the books we have just over 100 fighters. And the
Legion is still growing day by day.
* If your looking for information on the construction and use of fiberglass and wood shafted arrows you need not continue with this manual. They are not legal in the Mid Realm and we do not like the "shafted" arrows and argue against their use. They have a proven potential to be unsafe and all attempts to make them safer have resulted in arrows, which for the most part look and act similar to "Golf Tube" arrows. Their hazards have not been adequately reduced for us to endorse their use.
"If you're not having fun, you're doing it wrong!" - Andri li Rechin
|
Sgt. Scarlet Company Decanus Contiburnum VII Rhino Legio Draconis |
|
The call "Archers Up!" brings a smile, as it is another chance to wreck havoc and chaos in the name of fun.
Combat archery involves the use of light draw bows and special arrows. It consists of duels between individual combat archers and full sale field or woods battles involving both fighters and combat archers.
A combat archer (CA) is defined as a heavy combatant that uses a bow. All participants are required to be familiar with and follow the Rules of the List and the SCA and Middle Kingdom combat rules. Just as in heavy combat, so long as the rules are followed, CA combat is safe and enjoyable. Combat archers are given a taste of heavy combat in mixed battles and it allows participation in combat by those that are not interested in, or capable of, heavy combat
A Combat Archer is not required to be authorized in Heavy Weapons combat unless he or she wishes to carry a secondary weapon such as a sword in order to fight after firing arrows. Only those Combat Archers who have authorized in Heavy Weapons may carry a secondary weapon(s) onto the field and use it. They may NOT leave the battle to retrieve a weapon on the sidelines. Only those weapons carried onto the field before the battle or those gleaned during the battle itself may be used.
General Conduct
All combat in the SCA is on the honor system. The fighter
being hit decides how to count the blow. In heavy combat the weapon must
strike with enough force to count. However, an arrow does not require a
minimum impact to count it counts no matter how light the impact was as
long as it is not a glancing hit. This is because bows strong enough and
arrows hard enough to be felt in armor or padding at sixty yards or more,
would be highly unsafe to use at five yards
It is sometimes difficult in melees to feel good hits, missile or otherwise. There is much jostling and bumping in melees, and an arrow shot to someone's heavy armor may go unnoticed. If you repeatedly hit someone who doesn’t seem to be taking the hits get their attention and let them know it was you who hit them (in a friendly way). I’ve been hit by both arrows and other weapons and thought it was the guy next to me bumping/shoving me and didn’t take it until I saw the guy attacking me (it sounds bad but it happens).
Just remember it's only a game and everyone is there to
have a good time.
! CHECK WITH A MARSHALS FOR A COMPLEATE UP TO DATE LIST OF REQUIRMENTS !
Armor
1. All Combat Archers will wear the minimum armor* required
of a heavy weapons combatant with these exceptions.
a. A full gauntlet is required on the 'bow' or 'stock'
hand of archers.
b. At least a half gauntlet with leather glove underneath
is required on the 'string' or 'trigger' hand of archers.
c. As most missile weapons do not have a basket hilt,
only a hand wearing a full gauntlet may be used to throw projectiles such
as Javelins and Throwing Axes.
* Minimum Armor is defined in the Middle Kingdom Armored Combat Handbook. It includes: 16 gauge or heavier helm, gorget or equivalent neck protection, elbow, kidney, groin, and knee protection. Please see a marshal or the handbook for complete up to date requirements.
Bows
1. All bows shall be marked to indicate their ownership.
2. Bows for use with golf tube arrows only, shall have
a maximum pull of 50 lbs. at 28 inches (71cm) of draw. Bows rated at a
lower pull or shorter draw are permitted if they do not exceed this maximum
when tested. Fifty-pound bows shall have red tape markings on both limbs.
3. Crossbows must not exceed 1000 inch-pounds, per Society
standards. The rating is determined by the length of the draw measured
from the string rest position to the full draw at the nut multiplied by
the pounds required to hold the string at full draw.
4. No bow may ever be used as a weapon, or as a shield
against rattan weapons. Such use shall be considered grounds to remove
an archer from the field and may be considered grounds for removal of authorization.
BOW SELECTION
The first item you will need is a combat legal bow. Contrary
to popular belief the physical size of your bow does not matter. The poundage/draw
is what matters, shooting with less than a 35 pound bow will not have the
desired results. What you need for combat is a bow that can loose an arrow
fast, flat and far. It should also be durable to survive being dropped
or stepped on in battle.
You will find that most bows have the draw weight printed on their lower limb. The mid weight bows (40-45.lbs) pack enough wallop to be felt in a fight. Too heavy of a draw will tire you out until you get sloppy and stop making full draws resulting in light ineffective hits.
There are several types of bows that you may use for combat. The best bows you can use are a full 50-pound draw laminate recurve or longbow, because of their flat trajectory and speed. This allows you to keep your point of aim on or near your target at longer ranges and makes it harder for your target to dodge your arrow.
Both the most commonly used and most durable bow is a solid fiberglass bow. These can be found in both recurve and longbow styles. The recurve style is more efficient than the straight long bow. The fiberglass bows can be dropped, hit or walked on by a two hundred pound fighter in fifty pounds of armor with little or no damage. Most fiberglass bows are light draw and don’t hit hard enough for a fighter in full armor to feel during the heat of battle.
The remaining type, the all wood (self) bow is less efficient unless you are lucky enough to find a quality bow constructed of yew, lemon wood or osage but these are very expensive.
I have heard the comment “Use a small bow so it's harder to see you coming up to shoot.” I disagree with this thinking for two reasons. First you won’t be noticed most of the time anyway. The long weapons in the front of the line (your targets. usually) are too busy watching the guys across from them, looking at anything farther back is a missed opening at best, suicide usually.
Second, being seen isn’t a bad thing. When you walk up in a line you’re not a threat until you nock an arrow and so while you may be watched you’re not a cause for action. When you have an arrow nocked the shield wall pays very close attention (at least they should). This is a good thing. A good shield-man will cover his spear/pole man to protect him, doing so takes him out of the fight until you are reloading. Until you shoot the entire line that is aware of you is seriously hampered, and if they’re not aware of you they make a great target. This allows you to control the other line without loosing a single arrow until you have a perfect target. The time from release to impact is so short trying to react after the fact is again suicide. So step up be seen and menacingly aim your arrow/targeting back and forth across the line in front of you while you wait for an opening to present itself.
CROSSBOWS
The crossbow is a very effective weapon despite its slower
rate of fire. It is particularly effective in attacking or defending fixed
positions, when the crossbowman has good cover such as a pavise or castle
wall. The crossbow's ease of use and accuracy more than compensate for
its somewhat slower rate of fire. Less training and practice is required
to become a good crossbowman than to become a good archer. It can also
be used in heavy brush or under low hanging branches, where a standard
bow would have problems. It is an excellent weapon for sniping and ambush.
Arrows
1. Arrows may only be used as missile weapons launched
from a bow. No arrows shall be used as hand-held thrusting weapons or hand
propelled missiles.
2. Only golf tube arrows are allowed.
3. Maximum allowable arrow draw length (nock to just
back of the blunt) is 28 inches (71 cm).
4. All arrows shall be marked to indicate their ownership.
5. There is no limit to the number of arrows an archer
may carry on to the field but they may not leave the field to get more
once fighting has begun
ARROW CONSTRUCTION
Shafts shall be constructed by using a plastic golf tube
with the reinforced end at the head. For the tip of the arrow use either
a tennis ball or a Bauder Blunt tied on with cord (figure 1-A), I use a
LOT of hot glue to hold the tip in place while working on it. The tip is
then taped down using strapping tape in an X pattern, use a piece of strapping
tape around the shaft holding the ends down (figure 1-B). Finally the entire
tip is covered in RED tape (figure 1-c). . Put a bottle cap in the
tail of all arrows to minimize flex in the knock preventing it from entering
helms. The nock shall be taped with strapping, electrical or duct tape
the shaft of the arrow need not be taped since there is no chance of breakage.
It is legal to stuff the tube with the sheet house insulation to strengthen
it.
Golf tubes using a tennis ball fly decently without the
need for fletching, tubes using a low profile head such as a Balder Blunt
require fletching to shoot any kind of distance. If you set the fletching
on at a slight angle to the shaft, rather than parallel, it will cause
the arrow to spin and become more stable in flight (this can help to correct
a poor release), although it does cause a slight reduction in range. You
may wish to have some arrows in your quiver for use at long range, these
should have smaller fletches to reduce drag and to be less affected by
crosswinds.
You should always try to practice as you play by wearing your armor while practicing, at the least wear your helm. This is important because your armor will affect the way you shoot. You should also wear your shooting glove or finger tab and bow hand protection.
Aiming
You should learn to shoot with an instinctive style,
as it tends to be faster and more suited to combat
When you are wearing a helm, if you aim just using the tip of the arrow, your shots will tend to go to the left of the target (for right handed archers). This is because the nock end of the arrow is now further to the right than normal and this causes your arrow to point to the left.
One way to correct this is to aim by sighting down the length of the shaft, not just over the tip. To do this you need to tilt your head so that your right eye is over the shaft and then look down it towards your target. You should practice this, from different positions, until you have learned the correct aim and anchor so that your shafts all hit on the vertical centerline of the target. Then all you need to learn is to adjust your aim up or down for distance.
As they say in the movie The Patriot “Aim small hit small”. Don’t just aim at the fighter; aim at a specific point on the fighter. For example, aim at a specific buckle or rivet. If you are aiming at the helm, aim at the tip of the nose. If you have a tight mental focus and aim at a small point, you will be more apt to hit.
I have included plans for two different targets; these will help you improve picking good target areas. You can also have several numbered or colored targets set up at different distances. This is excellent practice if you have someone call them off randomly for you to shoot.
Next you should learn the maximum range of your bow. First, put a rubber band around the lower limb of your bow. Then have someone tell you when you are aiming at a forty-five degree angle. You now shoot several arrows at this angle and determine the maximum distance. Next set up a target at your maximum distance. You now come to full draw, with your bow again at forty-five degrees and perpendicular, aiming at your target. You have the assistant move the rubber band so that is in line with your eye and the target. You shoot several more arrows and adjust the rubber band so that your arrows all strike close to your target while using the rubber band as a sighting mark. You now have an aiming mark on your lower limb for long range shooting. This rubber band should be replaced with a permanent mark such as tape or paint. However, your bow must be perpendicular when you are using this mark or your arrows will miss far to the side of your target. You should now practice grouping your arrows at long range using this mark. You should be able to keep them within a five to ten yard circle.
Archers working as a unit should have a common long-range mark on their bow limbs. To do this you need to determine the minimum long range of your unit's bows. Then you put a new mark above the maximum range mark on the other bow limbs; this will be the sighting mark for the unit's maximum range. If there is a great difference in the average maximum range of your unit's bows, try to replace the weaker bows. This will allow you to volley fire as a unit more effectively.
Movement
Practice moving is important, as you will see later,
for now learn to, Nock at the walk. Stop, shoot and repeat. When you have
learned this, do it at a run. Then you combine movement with different
positions, i.e. run and drop to a kneeling position, shoot, and jump up
and run away, nock and turn then shoot. As your skill increases you should
increase your distance and your speed.
You should now set up a target (plans included). First you nock your arrow and while holding your bow horizontal, you draw your string hand back even with your bow arm armpit. You then run to within five or ten yards of the target and loose as you run past, without slowing or stopping. This is great for hitting groups of fighters without allowing them to hit you.
Group Practice
The best practice you can get is with other archers and
fighters. Try to encourage some fighters to attend your practices or attend
theirs. This will give the fighters a chance to learn to block arrows and
deal with combat archers. As well as allowing the archers to learn how
to handle fighters. Learn to work in units with the fighters. The fighters
will give the combat archers close range protection from enemy fighters
and shield them from long-range missile fire. The archers support the fighters
when they are engaged with other fighters at close range.
If you have fighters, form two teams of fairly equal strength and have a battle. For this you should not just form lines. You should learn to maneuver, use flanking attacks, feints, concentrated fire, etc.
Your combat archers should practice rapid maneuvers with the fighters. Develop fast flanking attacks with the combat archers as a screen for the fighters and also with the fighters as a moving wall for the archers. Practice close in support of your fighters when they are engaged with the other side. You should learn to shoot through their line without hitting their shields or them in the back of the neck. A heavy who is trying to watch both the fighter he is engaged with and the archer that is aiming at his face is greatly distracted. Just bouncing an arrow off his helm may open him up to a killing blow from your own heavy.
You should try to form permanent units of archers and fighters that are trained to work together. The combined effect of such units is much more than either by it self. Areas that have fighters and combat archers trained to work together as units, will win against those that do not make use of properly combined forces (other things being equal). And they may often win against larger forces that lack this important basic ability.
Drills
If possible form two units giving every archer with an
equal number of arrows.
Advancing Man - Advancing Man - The units form up in a line thirty or forty yards apart and they shoot all of their arrows, then one side advances five yards and they do it again. If you are hit, stop shooting and kneel. This gets the archers used to dodging arrows and being comfortable in close proximity to another archer
Capture the Flag - The units form two teams (can be mixed with fighters). The object is to get the other teams flag back to your side. Place the flags about 30 yards apart, both teams start behind their flag. This will help build teamwork and tactics. By integrating fighters you build bonds that will come in to play on the field of battle.
Dodge Arrow - Basically the schoolyard game of dodge ball with arrows. Use a limited number of arrows. 1-5 depending on how many players you have. The object is to be the last one left. Again this helps improve reflexes for dodging and gets archers used to being shot at.
Target Shooting - Basic archery target practice. This gets you used to your bow and teaches the basics of good archery. Keeping score will show how much you’ve improved
Attack & Defend - Similar to capture the flag only you use just one flag. One team defends it the other tries to retrieve it. By allowing the attacker and defenders more freedom of movement (360o vs. 180o) commanders will have to play a bigger part in moving the troops around and gain experience.
Field Work - This should be done with the fighters, especially the spear and shield men. March with them learn and learn their commands and how they move as a unit. This will help you know what is going on on the battlefield and help keep you from getting in the way or separated from them.
Running Backwards - This should be done with full armor. Line up a several targets about 3 – 5 yards apart. Starting with the last one, shoot and run backwards down the line shooting each target as it pass' you. This will get you used to loading an arrow while moving backwards. This is useful in getting away from an enemy fighter rushing you.
Combat Basics
Any Combat Archer not wishing to be struck should shout
"DEAD!" as loudly as possible and hold their bow above their head, or simply
fall down. In other words, if you are no longer a threat and are
dead, an oncoming fighter should have no reason to strike you (a simple,
non-impact, touch or brush with a weapon is not considered a strike but
does tend to reassure the oncoming fighter that you are indeed dead.)
Any oncoming fighter using excessive force, or ignoring and striking an
Combat Archer who voluntarily removes his or her self from action, may
be subject to sanction. Combat Archers who approach the front lines
or otherwise enter an area of heavy fighting are advised to remember that
they can easily be mistaken for a normal heavy weapons fighter.
All Combat Archers are responsible for their own equipment. Going through Archery inspection does not relieve one of the responsibilities of maintaining safe equipment. Intentional use of faulty or unsafe equipment may be grounds for revocation of archery authorization.
Target areas for missile weapons are the same as for melee weapons. Combat Archers shall keep in mind the portions of the body that are legal targets as outlined in the Marshals Handbook. In addition, the sides, back and top of the helm are considered proof against all missile weapons (and thrusting tips for that matter). A target who turns away after the missile is loosed is considered struck.
In order for a missile hit to be considered good, it must hit properly oriented, i.e. with the head in the case of arrows, darts and javelins. Any such hit is considered good. A shield provides protection against all missile weapons except siege engine missiles. A hit from a siege engine missile is considered fatal.
Hand held missiles such as javelins, darts, etc may be used by any fighter provided that the fighter is wearing a gauntlet or other approved hand protection. Arrows cannot be used as a hand weapon. Golf tube arrows, javelins and darts may be picked up, field inspected and immediately re-used.
For safety when a hold is called, all combatants should go down on their knees and lower their weapons, and if a bow is used, slowly release the draw. All Combat Archers should be acutely aware of the location of all groups of spectators at all times.
Advanced Combat
Your number one job is to disrupt the enemy battle plan.
Killing enemy is great but that is not your main objective, your job is to make the enemy stop doing what their commanders want them to do and start doing what your commanders want them to do. Actually this is the main job of everybody on your side. This is done in many different ways, one of which is out right eliminating fighters from the other side. But there are many other ways to do this and you need to make use of them more than other fighters because you have a limited amount of attacks, a spearman has an unlimited amount of spear thrusts but you have a finite number of arrows.
The best thing you can do is to get close to the front lines, many archers will want to stay back and lob arrows in to the crowd. You cannot keep from hitting you own fighters doing this and that is a bad thing. When you're in the middle ranks you can pick targets out that have a high chance of success. The closer you can get the better you can do. During the Abbey battle at Pennsic XXIX one of my archers fighting with the line was killed by a spear shot from across the line, while getting speared isn't something you should try for, getting that close is. Until getting speared he and another archer were holding back the entire line facing them allowing time for reinforcements to arrive. If you’re doing your job right spearmen will hate you.
Try to fight with the same people all the time. If they know, that you know, what you are doing it will make life much easier on all of you. Also it’s a good idea to stop a little bit back and watch the battle for a few moments to try and find the biggest threat to your force (when in doubt, ask).
You should be working with a unit so that you will be able to move forward into the second rank with the spears, behind the shield wall. It takes practice to shoot from inside a milling mass of heavy fighters, they have to learn not to jostle you or your bow, and you need to learn not to shoot them and to avoid entangling their spears. From the second rank intimidate the other line into shutting down by nocking an arrow. It doesn’t have to be drawn, just make it look like it is, and point at people across from you while you are looking for a target. When you have one, shoot from where you are if possible, if not, move up to the front. When the line knows you are going to remove a threat across from them, they will be happy to make room for you to work. Just let them know you are there and ready to go. When they have an opportunity, they will move enough to let you work.
You must not become so engrossed in selecting and hitting your target that you lose track of the battle around you. You must be aware and prepared to fall back if the other side should start to break through your lines. An archer needs a wide focus, in order to avoid becoming a target of opportunity. When you have picked a target, narrow your focus as you aim, but as soon as you loose, you must widen your focus again.
Tactics
Often in bridge battles the fighters in front of you
may be so closely packed that there is no opening to shoot through. You
should then move to the flank, so that your missiles rake its length and
an arrow missing one target will strike another and try to take out their
archers. But be aware that their archers are going to be doing the
same thing and be prepared to dodge. If you have access to one use a pavise
or make one from a war board leaning against a sword. This is an
opportunity to assert over control the battle. Whit out shooting just point
your arrow at exposed fighters if they are aware of you they will turtle
up opening a hole in their lines for your spearmen to work.
If you loose a leg, you can hop or crawl to a heavy with the same problem and he can provide good cover for you while you provide long-range offense. Shooting from a kneeling position lets you present a smaller target to the other side. But it is also harder to dodge incoming arrows unless you throw yourself to the ground. Then, when you are getting back up, you make an easy target. This is another chance to gain control of the enemy. The normal process is to "Leg'em and Leave'em" now they will have to send someone to deal with your threat again breaking their line.
If you will be engaging in castle battles or other fixed position battles. You should practice nocking and shooting as a unit in a confined space, so you will learn to avoid interfering with the others around you. Remember your bow is a thirty-foot spear use it that way.
In defending a fixed position you should stand back and work the openings in the walls. If a pole-arms man hooks a weapon it's a perfect time to shoot, the person is busy trying to get their weapon back and is not watching for a long-range arrow attack. You can start the battle up on the walls and make some long shots as they approach but staying there is not advisable either you'll get hit or your ducking so much you never get to shoot. The best place is again up in the line or as close as you can get.
In attacking a fixed position you should use converging fire. If the site permits, you should position archers all the way around. If not, then place them to provide fire from the widest angle possible, including the center. This way, the defending force will not be able to see all incoming arrows, while the attacking archers have only to watch in one direction. If you have the arrows put suppressing fire on the battlements, by keeping them from being able to attack over the top you have again taken control of a portion of the battlefield from them.
A useful way of directing massed arrow fire is with streamer arrows. These are combat blunts with narrow five foot ribbons attached. The commander decides where he wants the missile fire to concentrate, orders a streamer arrow shot into that area, and all or selected archers concentrate their arrows on that spot. This can be used for signaling movement and other commands as well. Concentrated arrow fire is very hard to dodge or block. With this method you can eliminate part of a line and then move your fire to another section picked by the commander.
In open field battles, which often turn into a milling mob, it is important for combat archers to make certain that they remain protected by nearby friendly fighters. Enemy fighters will often flank your line, and then can easily move in and take out any combat archers that are behind it. When you are concentrating on shooting and avoiding incoming missiles from the front it is often easy to overlook actions on your flanks. The heavy unit that you are behind may be too engaged to release any fighters to fall back and protect you or they may not see the danger in time. If you carry too much weight in armor or shields fighters can run you down. Do not get caught standing still, move before they get too close.
Sometimes gaps will open in your own lines. When you see this happen you can stand back of the gap (five yards away from enemy fighters) where you have a clear shot at their lines without any of your own fighters standing in your way. But you must remember you no longer have any of your fighters between you and the other line, and any enemy fighters within five yards could kill you. You should be prepared to fall back if the enemy charges the gap or your own troops move in to close it.
It is also important that you know whom to shoot (See SOP in Appendix B). Always try to eliminate the best combat archers, fighters and the commanders on the other side first. Get them out before they can do any damage. If you do not know who they are, ask. If you do know, point them out to those that do not. However, you should not try to pick someone off just because of their rank. Dukes, counts, viscounts, etc are here to have fun too. Do not keep shooting them just because of their rank to keep them out of the game. Shoot them when they present a danger to you or to your side. Do not just shoot at a coronet because it is there.
Command
You need to know the quality and quantity of your forces
and their equipment. Such as: ability and experience. Approximate number
of arrows and javelins. Range of bows and javelins. Types and amount of
body armor. Number of pavises and shield wall shields. Etc.
Your battle plan should be based on several factors: Your objectives for the battle. The strength and weakness of the enemy. The strength and weakness of your forces. The terrain. And any special rules or conditions for that battle. You must start each engagement with a plan of battle and alternate plans as well. All your combat archers should know the basic battle plan. When the battle starts, you should take the initiative and keep it. Make the enemy react to your actions, not you to theirs. If they find a counter to your action, then you should change your plan before they can develop their counterattack. You must keep the pressure on them at all times.
We do not have the archers needed to make use of the English style of massed fire. What can be used effectively are, units volley firing at selected targets at longer range and carefully aimed face shots at closer ranges. This close range technique can be compared to the use of a thirty-foot spear.
Remember, missile troops depend upon their mobility or
the protection of terrain or heavy fighters for their defense. In open
field battles, they must be positioned where they are free to move. Or
protection must be provided for them by the terrain, such as a steep slope,
heavy brush, a stream or ravine, etc., that cannot be overrun by enemy
fighters. In most open field battles their protection is in the form of
a line of their own fighters. But if this line is penetrated or flanked
and they have no place to move, they will be destroyed.
"When I crept back up to the line, I found myself
behind a wall of white and red tabards. A brief hold was called and the
fighter in front of me noted, "Ah! An Archer!"
I admitted that this was my first experience in battle, and that I was (a) scared stupid, and (b) did NOT know who the heck I was supposed to shoot at! He studied the Ansteorran line for a moment and said, "See that guy with the big long stick behind the guy with the shield?" "Yes, " I replied. "Shoot him," he said. So I did. Then he pointed to another guy in yellow, and said "Shoot him" and I did. I killed a bunch of "bad guys" It was my finest hour! My confidence level flew sky high, and my goal is to be an asset on the field." - Lady Caiomhe Nan Sheorus McAulay of Trimaris |
The Middle Kingdom Armored
Combat Handbook
THE MIDDLE KINGDOM ARMORED COMBAT MARSHAL'S HANDBOOK
Revision 8.0
Section 5
MISSILE WEAPONS
1.1 MISSILE WEAPONS
5.1.1 General Information
Missile weaponry in the Middle Kingdom began with combat
archery. With encouragement it has expanded to include not only bows and
crossbows, but also javelins, throwing axes, and now siege weaponry. Like
spears and polearms did at their acceptance, missile weapons add a degree
of authenticity and complexity to the melee environment. Each type of missile
weapon has special considerations for use. Marshals are expected to be
familiar with the use and inspection of missile weapons. Melee and battle
scenarios, which use one or more classes of missile weapons, should be
announced in advance to allow combatants to prepare for and recognize the
specific rules of engagement.
5.1.2 Combat Archery
Combat Archery uses standard recurve bows, longbows,
and crossbows that meet the requirements listed under standards and operations
listed below. Compound bows are not allowed. Arrows and bolts for use in
Middle Kingdom combat archery are constructed from modern “golf-tubes”,
that is, the standard light plastic liners used to protect golf clubs in
golf bags. The use of this material allows for lightweight, safe projectiles
unlikely to penetrate eye-slots, and resistant to the abuses of the battlefield.
Other kingdoms allow other classes and constructions of arrows and bolts,
including wood and fiberglass-shafted arrows and a variety of heads, including
“Balder-blunts” and “thistle-heads”. Marshals and combatants who visit
or travel to other kingdoms should become familiar with the projectiles
and rules of those kingdoms. In the Middle Kingdom combat archers are considered
standard, full-contact participants in armored combat, governed by the
restrictions and guidelines below, as well as all other armored combat
rules and standards. Marshals who wish to authorize combatants in combat
archery must be authorized in the class and be able to perform combat archery
equipment inspections.
5.1.3 Thrown Weapons
Thrown weapons in the Middle Kingdom currently fall into
two categories: javelins and throwing axes. These weapons can be used by
any authorized full-contact armored combat participant on the field, under
the guidelines listed below. Any combatant can retrieve a thrown weapon
and reuse it, so long as the weapon is not damaged, and the combatant is
wearing full hand protection as defined for armored combat. Thrown weapons
are not currently a separate authorization in armored combat.
5.1.4 Siege Weapons
Siege weapons are the newest class of armored combat
melee weapon and only recently used in the Middle Kingdom. Siege weapons
fall into several classes, depending on the delivery system (projectile
vs. dropped), and type of projectile (shafted vs. unshafted). Siege engine
crewmembers can be both non-contact and full-contact armored combat participants,
and operators must be full contact with combat archery authorization. Due
to the newness and inherent complexity of this class of melee weapons,
all participants who wish to create and use siege engines are strongly
encouraged to contact the Middle Kingdom Chief of Artillery prior to beginning
their engines for guidelines and assistance. All siege engines must first
pass an initial inspection and then a subsequent inspection by a warranted
Marshal at each event, to be used in armored combat. A warranted Marshal
at each event must inspect siege missiles prior to use. It is strongly
recommended that battle scenarios including siege weapons also allow resurrection.
5.1.5 Experimental Missile Weapons
As with all other classes of experimental weapons, experimental
missile weapons are subject to the prior approval of the Marshal at Arms,
Kingdom Earl Marshal, or a designated deputy.
END OF MISSILE WEAPONS
5.2 Standards and Operations
5.2.1 General
Each class of missile weapon has specific rules and guidelines
that are in addition to the standards rules and regulations in armored
combat and govern the construction, authorization, use and response to
contact with these weapons. Marshal are expected at least to be familiar
with these rules and guidelines, if not authorized in and approved for
authorization of combatants with these weapons. As with the other weapons
classes, no Marshal may authorize a combatant in any missile weapons class
in which the Marshal is not authorized. However, Marshals are expected
to be familiar with and be able to perform standard inspections of missile
weapons equipment as described in this handbook.
5.2.2 Combat Archery
A. Equipment Standards
1) Bows
a) All bows must be inspected by a warranted Marshal
prior to combat use, and after any weapons contact on the field.
b) Must be laminated modern recurve, (self) longbow,
Mongolian, or other historical style in good repair, but not a modern
compound style bow.
c) Must be a minimum of 35 lbs. and maximum of 50-lbs.
pull at 28 inches of draw. This range is limited to golf-tube arrows only.
Poundage should be marked on the bow by the manufacturer. If not, the draw
should be checked with the appropriate draw testing equipment and by an
experienced Marshal.
d) Must be checked for cracking of the body material
in the limbs (not cracking of the finish), and strung to check for
excessive limb twist.
e) Check the string for excessive wear and cuts. Badly
worn strings should be replaced and the bow re-inspected.
2) Crossbows
a) Must be inspected by a warranted Marshal prior to
combat use, and after any weapons contact on the field.
b) Must be soundly constructed traditional, non-compound
style in good repair.
c) Must not exceed 1000 inch-pounds, per Society standards.
The rating is determined by the length of the draw measured from the string
rest position to the full draw at the nut multiplied by the pounds required
to hold the string at full draw.
d) Must be checked for cracking, bending, kinking or
corrosion of the body material in the limbs (not cracking of the finish),
and strung to check for excessive limb twist.
e) Check the string for excessive wear and cuts. Badly
worn strings should be replaced and the bow re-inspected.
3) Arrows
a) Must be inspected by a warranted Marshal prior to
combat use. Inspection includes hand squeeze test to check for cracks,
splits and any non-foam type shaft filling. Cracks and splits must be taped
over. Check the head and attachments are secure.
b) Must be soundly constructed of a section of golf tube,
no longer than 28 inches as measured from the end of the nock to the reinforcing
ring behind the head.
c) The reinforced ring end is always used to support
the head.
d) Must not be internally reinforced with expanding foam,
paper, cloth, wood or built with any additional weights. Pipe-insulating
foam or extruded polystyrene can be used as internal shaft reinforcement.
e) The tennis ball head must be attached with 1/8 inch
or less diameter strong cord in such a way that the ball will not slip
out of the cord. The cord must be securely taped to the tennis ball, with
the knots positioned away from contact surfaces.
f) If a Balder Blunt head is used, the head end must
be reinforced with a plastic bottle cap, with top of the cap supporting
the foam, the open side facing out the end. The blunt must be secured with
minimum ¾ inch fiberglass-reinforced tape, the tape extending 1-½
inches along the shaft of the arrow. Secure the lengths with a wrap around
the shaft of the arrow as well. The shaft on this type must be foam-reinforced.
g) The entire head of the arrow must be covered with
red tape. No other part of the arrow may be marked with red tape.
h) The end of the arrow should be reinforced with a plastic
pop bottle cap, foam plug or other reinforcement. If a notch is used, it
cannot be cut deeper than ½ inch into the shaft. The notch should
also be reinforced as above.
i) Fletches are considered optional, as long as they
are securely attached and made of a soft, flexible material.
j) Holding tabs used for ease of firing may also be used
provided they are securely attached and made of a soft, non-rigid material.
k) Arrows should be marked with a maker’s mark, and the
S.C.A., Inc name, kingdom and membership number of the owner.
l) Low profile thrusting tips, such as are used on single-handed
thrusting weapons may not be used on arrows.
4) Crossbow Bolts
a) Must be inspected by a warranted Marshal prior to
combat use. Inspection includes hand squeeze test to check for cracks,
splits and any non-foam type shaft filling. Check the head and attachments
are secure.
b) Must be soundly constructed of a section of golf tube,
no shorter than 14 inches as measured from the end of the shaft or nock
to the reinforcing ring behind the head.
c) The reinforced ring end is always used to support
the head.
d) Must not be internally reinforced with expanding foam,
paper, cloth, or be built with any additional weights. Pipe-insulating
foam or extruded polystyrene can be used as internal shaft reinforcement.
e) The tennis ball head must be attached with 1/8 inch
or less diameter strong cord in such a way that the ball will not slip
out of the cord. The cord must be securely taped to the tennis ball, with
the knots positioned away from contact surfaces.
f) If a Balder Blunt head is used, the head end must
be reinforced with a plastic bottle cap, with top of the cap supporting
the foam, the open side facing out the end. The blunt must be secured with
minimum ¾ inch fiberglass-reinforced tape, the tape extending 1-½
inches along the shaft of the bolt. Secure the lengths with a wrap around
the shaft of the bolt as well.
g) The entire head of the bolt must be covered with red
tape. No other part of the bolt may be marked with red tape.
h) The end of the bolt should be reinforced with a plastic
pop bottle cap, foam plug or other reinforcement. If a notch is used, it
cannot be cut deeper than ½ inch into the shaft. The notch should
also be reinforced as above.
i) Fletches are considered optional, as long as they
are securely attached and made of a soft, flexible material.
j) Bolts should be marked with a maker’s mark, and the
S.C.A., Inc name, kingdom and membership number of the owner.
k) Low-profile thrusting tips, such as are used on single-handed
thrusting weapons may not be used on bolt.
B. Authorization Requirements:
1) Warranted armored combat Marshals authorized in combat
archery are required to authorize a combatant in combat archery.
2) Combat archery equipment and armor must be inspected
and passed by the Marshal prior to authorization
3) The Marshal must have the combatant verbally review
the rules of engagement for archers in the melee, including with combatants,
archers and non-contact participants. The review should also cover weapon’s
effect in combat and equipment rules.
4) In the first round, the combatant is placed in the
authorization combat area facing an experienced combat archer to test accuracy,
safety and appropriate response to return fire. Distance between the two
should be 10 to 30 yards. The combatant should be allowed to discharge
24 shots before determination is made, unless it is openly apparent that
the combatant is unsafe or inaccurate. The experienced archer will move
around in order to test accuracy against a mobile target. If the combatant
passes, the second round will be set up. This round may be waived if the
candidate’s primary weapon of choice is a siege engine and a second melee
round substituted.
5) The second round is a full melee combat scenario with
four or more combatants per side beyond the authorizee and experienced
archer. The authorizing Marshal can participate or observe close by. A
second Marshal should be observing the round from the edge to watch the
run of the test. The combatant should demonstrate proper attacks on engaged
targets, no wild shots, and proper response to combatants closing on or
pressing the authorizee.
6) Any authorized combatant can use approved thrown weapons
in a melee scenario without a combat archery authorization.
C. Rules of Engagement
1) Marshals must make sure that missile fire does not
threaten spectators and non-combatants. These should be made aware before
the battle that missile weapons are in use.
2) Combat archers are responsible to control fire and
avoid contact with spectators and non-contact participants.
3) There is no minimum distance for discharge of an arrow
or crossbow bolt. Combatants should realize the potential for impact at
point blank range.
4) Archers may wear a half gauntlet on the shooting hand.
If they do so, they must yield to a charging combatant immediately if an
appropriate hand-guarded weapon is not available and used for that hand.
5) The bow or crossbow may not be used to shield or deflect
blows from an opponent. Likewise, a combatant may not target the bow or
crossbow.
6) Arrows and crossbow bolts can be transported on the
field, gleaned, inspected and reused if intact by the combat archer. Scouts
may glean arrows and crossbow bolts for use by friendly combat archers.
If they are declared dead by an opponent, they must drop the gleaned supplies
where they die.
7) Combat archers must not hold another weapon or shield
while shooting. They may use a shield and prop or weapon as a pavis or
passive defense in front of them as they shoot. However, the bow must be
laid aside or the crossbow placed safely outside of the combat area or
in the keeping of a Marshal, prior to picking up the weapon and/or shield.
8) Combat archers who cry “Yield” on a charge from an
opponent are not to be struck, and are considered dead.
9) Combatants are considered engaged with a combat archer
at all times while in range of the archer, whether facing towards or away
from the archer. Engagement is the same as for any other weapon style.
Eye contact is not necessary to be engaged.
10) Marshals are strongly encouraged to use eye and head
protection in battles using missile weapons.
11) Combat archer is not considered safe nor should be
used for indoor combat.
Middle Kingdom General Missile Weapon Chart
Missile Type Approx. wt. Min. Range Max. Range Effect*
Can be used by
Combat Arrow (Tennis ball) <=3 oz. n/a n/a Wounds
or kills upon impact Handbows, crossbows or any siege engine
Combat Arrow (Baldar blunt) <=9 oz. n/a n/a Wounds
or kills upon impact Handbows and crossbows
Ballista Bolt 9 oz. 7 yds 80 yds breaks shield contact
kill any siege engine
This test is based on the most recent information on combat archery that can be found at www.dnaco.net/~aleed/ca/ This web site will be the working site of the information that will end up in the new Middle Kingdom's Knight Marshals Handbook. This test will change as rules are added, changed or dropped. This is the November 1998 test.
1. Bows must be a minimum of 35 lbs. To a maximum of _____
lbs. Pull at 28 inches of draw length.
30 35
40 45 50
2. A Combat Archer my use any crossbow that is in a safe
and usable condition, so long as the crossbow does not exceed _____ pounds
pull weight at 12 inches of draw.
50 60
70 80
3. If both wood/fiberglass-shafted arrows and golf tubes
are in use at the same time, heavy bows of more than _____ pounds of draw
must have the full width of the back and belly of the upper limb clearly
marked with a strip of red tape, or the equivalent for the top six inches
of the upper limb.
30 35
40 50
4. In the Middle Kingdom, only golf tubes may be used
for the combat arrow/bolt shaft.
True
False
5. Low profile thrusting tips may be used on combat arrows,
along with tennis balls or Baldar Blunts.
True
False
6. Spray-in insulation foam, rags and paper are acceptable
and may be added to the center of golf tube arrows and bolts.
True
False
7. To reduce the likelihood of a golf tube arrow or bolt
penetrating an SCA legal helm in the event of "bounce-back, it is suggested,
but not required that there by a foam plug, bottle cap from a 2 liter soda
bottle, 35mm film can or plug of similar material put into the knock-end
of the arrow or bolt.
True
False
8. As long as there is an identifiable "makers mark" visible
on each arrow or crossbow bolt, you don't have to have your name on it.
The "makers mark" is usually composed of bands of colored tape which lets
you tell your arrows or bolts from others after the battle.
True
False
The following questions are about Arrows & Bolts using a Golf Tube with Tennis Ball Heads.
9. Combat arrows or crossbow bolts using a tennis ball
head, shall be constructed by using one plastic golf tube and attaching
a tennis ball to either end of the golf tube by a secure means.
True
False
10. The tennis ball must be securely attached to the golf
tube by a strong cord 1/8 inch or less in diameter. Tape alone is not sufficient.
True
False
11. Knots or other large masses of cord are not permitted
on the tip of the arrow or bolt.
True
False
12. At a minimum, at least 1/2 of the tennis ball must
be completely covered with red tape.
True
False
The following questions are about Arrows and Bolts using a Golf Tube with Baldar Blunt Heads.
13. The entire Baldar Blunt must be covered with red tape.
True
False
14. Baldar Blunt arrows may not have compression wrinkles
or lines on the golf tube behind the Baldar Blunt or on the golf tube.
True
False
15. If there is a crack in the wall of a golf tube arrow,
it may be repaired with tape.
True
False
General Questions
16. All combat arrows must have fletches. The size and
number is left to the discretion of the archer.
True
False
17. Fletches are not required on crossbow bolts.
True
False
18. The maximum length of any combat arrow shaft is _____.
28 inches
32 inches
There is no maximum length
as long as regular golf tubes are used.
19. The length of any combat arrow is measured from:
The bottom of the nock slot
to just behind the type of head you are using.
From one end to the other overall
From the tip of the head to
where the string touches the arrow.
20. The minimum length of each crossbow bolt is _____
inches. 12
14 16
18
21. A notch may be placed at the end of the arrow or bolt
is desired. The size is left to the discretion of the archer. The depth
of the notch, however, may not be more than 1/2 inch deep.
True
False
22. There are Combat Archery Marshals.
True
False
23. To test the accuracy of the authorizee, the authorizee
is taken to an open area and shoots at a fixed target.
True
False
24. The final part of the authorization must take place
in melee combat.
True
False
25. Recurve bows and longbows are allowed, but not compound
bows.
True
False
26. When inspecting a bow, look down the length of the
string and check for any limb twist. If there is any limb twist the bow
can't be passed.
True
False
27. The level of standards used for inspecting a bow that
will be used for target archery are not the same rigid standards used for
inspecting a bow for combat archery. There is far more latitude allowed
in bows used in combat archery. The bow must be safe, but safe for its
intended purpose.
True
False
28. There is no minimum distance at which a combat archer
shooting a bow or crossbow may release their arrow of bolt. But for the
hit to be good the arrow or bolt must be completely airborne before they
strike their target
True
False
29. If an archer is killed they may not leave their bow,
arrows, or crossbow bolts on the field to be used by other.
True
False
30. Archers may use or hold a rattan weapon while holding
a bow or crossbow.
True
False
31. A crossbow must be laid on the ground before drawing
a rattan weapon.
True
False
32. Arrows/bolts must hit point-first to be good, may
glance without killing and may kill those standing behind if they glance
and hit point-first.
True
False
33. Legal targets for arrows/bolts are the same as those
for rattan weapons.
True
False
34. Archers may intentionally block arrows or bolts with
their bows or crossbows, but not rattan weapons.
True
False
35. An archer unwise enough to turn their back on a fighter,
once properly engaged, may be hit in the back, a single blow.
True
False
36. Holding a bow or crossbow over you head constitutes
yielding.
True
False
37. Archers must have eye contact with a fighter before
shooting them.
True
False
38. Fighters that approach to within weapons range, engage
an archer, and then flee, may be shot in the back as they flee with as
many shots as the archer can get off until they are out of range.
True
False
39. If the opposing archer is aware of the presence of
another archer, and turns their back for any reason, they may be hit in
the back or side with arrows or bolts and killed.
True
False
40. Eye protection is strongly suggested but not required
for Marshals, Heralds, and other non-combatants on the field during a combat
archery or other type of missile battle.
True
False
41. For a combat arrow/bolt hit to be considered good,
it must hit with the force of a sword or spear thrust.
True
False
42. Fighters may never touch the bow of an archer, but
may hit a nocked arrow or bolt to disrupt the archer from firing.
True
False
43. Archers may carry shields on their arms while shooting
a bow or crossbow.
True
False
44. For a fighter to legally attack an archer, they must
close the distance to the archer and engage them with their weapon. What
determines the weapons range of the fighter?
The weapon the fighter
is using
Within 10 feet
The length of a spear
45. If a fighter gets within weapons range to an archer
and the archer turns to run away from the fighter, can the fighter hit
the archer in the back?
No, you don't hit a person
in the back
Yes, as many times as
necessary for the archer to die
Yes, but only one blow
46. If an archer fires at the front of a fighter and just
before the arrow strikes, the fighter deliberately turns around so that
the arrow hits them in the back, does that arrow count?
Yes, fighters may not
turn their back on an arrow in flight to negate the effect of the arrow.
No, you can never kill
a fighter by hitting them in the back.
No, the arrow did not
hit them in a legal area under the rules of engagement.
47. If a fighter is standing with their back to the archer,
turns their head towards the archer and is hit in the front of the helm,
does the arrow count, even if the rest of their body is still facing away.
No, your whole body must
be facing the archer
Yes, the fighter was hit
on a legal contact area
No, the fighter did not
know the archer was there
48. Suppose an archer is standing with a group of fighters,
and an opposing spearman closes to within spear range of the group, including
the archer. The spearman engages them in combat, and then decides to leave.
If the spearman
backs away from the group, then turns his back, is he
still legally engaged with any weapon capable of hitting him, including
one shot from the archer?
Yes, but only if the archer
had an arrow nocked at the time the spearman moved away, and then only
one shot.
No, he was not engaged
with the group
No, he didn't have eye
contact
49. If a fighter runs in, swings at the archer and misses,
and then runs 30 yards away and stops to catch his breath with his back
still to the archer, can he be shot at by that archer?
Yes, but only if the archer
had an arrow knocked at the time the fighter turned to run away.
No, the fighter was no
longer engaged with the archer.
No, the fighter was not
within his weapons reach
50. Archers may fire arrows or bolts at any other archer
that can be hit on a legal area on the front of their body. If you know
the other archer is there and turn you back to them for any reason, are
you dead if they hit you in the back with an arrow?
No, you are outside their weapons
reach
Yes, you knew they were there.
Just like a spearman killing you if you turn you back to them
No, you were no longer engaged
with them
STANDARD OPERATING PROCEDURE:
Standing Orders:
(Follow unless directed otherwise)
1) Always attack targets in the order of precedence.
2) Always report to your commander when returning to
the field.
3) Always report to your commander when retiring (taking
a break/NOT when killed) from the field)
4) Die in a LOUD!! Manner so those around you know you
are dead.
5) Conserve arrows. Only take shots with a good chance
of success.
6) Glean arrows (Golf tubes only) whenever possible.
(Share them)
Order of precedence:
This order of precedence may change depending on
your commander’s tactics.
1) Commanders – Anyone giving commands not just crowns
2) Spears and Pole Arms
3) Archers
4) Targets of Opportunity - targets that present the
greatest chance of being hit.
a) Not looking at you.
b) Too close to avoid your arrow (under fifteen
yards).
c) Involved with another fighter or combat archer
and if he blocks your arrow the other fighter will get him.
d) If you are given a choice of targets that are
not looking at you, pick the nearest.
e) The Immediate Threat. If a combat archer or fighter
is attacking someone on your side, take him out.
5) Shield Wall.
Do not bother killing fighters that have lost a leg.
Common Commands:
“Take out the _____”
Shoot at the selected target.
Used to achieve a specific goal or to unbalance the enemy
line.
“Thin the line _____” (Left, Middle, Right…)
Just hit any target you can near or far, shield
or pole.
Used just (5-10 sec.) before a charge or push to weaken
a spot on the line and cause confusion in the enemy ranks as the charge
hits.
“Make Way”
Pull back and let whatever is coming through to
pass.
“To ____”
Stop what you’re doing (if safe to do so) and regroup
at the specified location
There are several good books on archery that you should try to read. Check your library, if they do not have them, ask them to do a book search for you.
The Grey Goose Wing by E.G. Heath.
Archery, A military History by E.G.Heath
The Medieval Archer by Jim Bradbury
Arrows Against Steel by Vic Hurley
A Book of Five Rings by Musashi
The Art of War by Sun Tzu
The Double-Armed Man by William Neade
A history of the Art of War by Charles Oman
The Art of War in the Western World by Archer Jones
Certain Discourses Military by sir John Smythe
Toxophillus by Roger Ascham
The Longbow by Robert Hardy
Target archery by Robert Elmer
The Bowyer's Bible, vols 1,2,3
Bows and Arrows by James Duff
The Archers Craft by Adrain Hodgkin
Archery, from Golds to Big Game by Keith Schuyler.
Sir Jon Fitz-Rauf
sirjon@netcom.com
SUPPLIER LIST
Here is a list of all the suppliers I could find in no
particular order.
BOWS:
Crossbows
Surefoot-Fellwalker Boltwrights - Crossbows & Kits
15504 Williams, Unit O
Tustin, CA 92780
(909) 929-4088
Fax (714) 835-8753
crossbow@fellwalker.com
http://fellwalker.com/crossbow/index.html
David Balbirona - Crossbows (unsure if they fit
GT arrows)
16217 NE 44th. Ct.
Redmond, WA 98052
(425) 558-3751
dbalbirona@hotmail.com
http://www.asyn.com/sca/mas/index.htm
Alchem Incorporated - Crossbow Parts supplier.
314 East 195th St.
Euclid, Ohio 44119
(216) 313-8674
alchem@en.com
http://www.en.com/alchem/crossbow.html
New World Arbalest – Custom made Crossbows
David R. Watson, Proprietor
201 West Crestland Dr.
Austin, TX 78752-2427
(512) 453-2628
http://www.crossbows.net/
Recurve bows
Garage sales - Make sure to look for cracks.
ARROWS:
Baldar Blunts
Alex Cooley
572 Breckenridge Village, #6
Altamonte Springs, FL 32714
(407) 772-6606
Baldar@houseasgard.org
www.houseasgard.org
Tennis Balls:
Just about anywhere!
Used or Practice are cheaper and bounce back less
Golf Tubes:
Dunhams - separate or by the case.
www.dunhamssports.com
USGolfshop.com, Inc.
1501 East Wisconson St.
Delavan, Wisconson. 53115
Phone:(414)-728-5521
Toll Free: (888)-511-1999 Fax: (414)-728-3069
www.usgolfshop.com
Sporting goods stores – Call first getting hard to find,
space age club shafts don't go well with the tubes.
Tape:
The Arizona Motorsports Group
3333 N. Arizona Avenue
Chandler, Arizona 85225
(480) 503-3333
Racers tape - 200 mph tape
http://shop.store.yahoo.com/azmotorsports/racersducttape.html
Archery
Archery Links - http://www.dellarco.com/ontarget/bodies/links.html
Armor
The Armour Store - http://204.210.12.252/armourstore/index.htm
Mandrake Armory - http://www.idir.net/~mandrake/
William of Staffords Arms & Armour Index - http://members.aol.com/sca110323/armor.
Combat Archery
Spiaggia -- Combat Archery - http://www.spiaggia.org/archery/combat/
Combat Archery 101 - http://www.spiaggia.org/archery/combat/101.html
Groups
Darkyard - http://www.castlewalls.com/darkyard/
Scarlet Company - http://www.scarletcompany.org/
Legio Draconis – www.legiodraconis.com
MISC.
SCA – Missile Combat - http://groups.yahoo.com/group/SCA-MissileCombat
Stefan's Florilegium Archive - http://www.florilegium.org
RECENT UPDATES
Check the Legio Draconis web site for the most current
news.
6-13-2001
As of Pennsic 30 combat archery will NO LONGER be a primary
authorization.
After that time you will need to authorize in sword and
shield prior to authorizing in combat archery.
Pennsic 30 will have 3 campaigns of each type of battle.
Combat archery will be allowed in one campaign in each
battle.
The 100psi. 1" I.D. Silo-flex tubing arrows (experimental)
will be legal as of July 1 2001
Arrows made with Silo-Flex are to be made just as the
Golf Tube arrows and follow all the same construction and use rules.
Silo-Flex arrows may also use the experimental rubber stopper tips installed
the same as legal tips. This site contains construction details
- http://1freespace.com/edu/geokat/stoppers.htm