The Tactical Wheel can be a continuing development of actions widely used to instruct tactics to fencers. Nevertheless, there are significant issues within the use of the wheel in every three weapons, as a previous piece of mine stated, it will serve to get fencers contemplating choosing the right tactic in the correct time to attain an impression. But how does a trainer get the beginning or intermediate fencer to understand the relationships in this tool? One approach I have used successfully is really a modification from the game Rock, Paper, Scissors.
The initial step is to make sure your fencers know the elements in the wheel. Being a standard a part of our warm-up we recite the wheel out loud like a group. I would like my fencers to know the flow of easy attack, defeated by the parry and riposte, deceived from the compound attack, intercepted through the stop hit, and as a result defeated by the simple attack.
The 2nd step is to assign amounts of fingers to every action: 1 for simple attack, 2 for parry-riposte, 3 for compound attack, and 4 for stop hit. As opposed to the balled fist, flat hand, or forked fingers of rock paper scissors spock lizard the fencers will get rid of one to four fingers.
The 3rd step would be to define which action beats which other actions. To some extent depends on your look at the wheel as well as the weapon the fencers fence. As an example, 2 (parry riposte) beats 1 (simple attack) in all three weapons. However, 4 (stop hit) will lose to a single (simple attack) in foil, but will result in a double hit or success in epee or sabre sometimes (a coin toss enables you to inject this level of uncertainty).
Finally you are to fence. This drill can be achieved being a couple of fencers, a group of three versus another team of three, or as two lines in opposition to the other person with fencers rotating in one line to the other since they are defeated. In the event the intent is to use the drill as a warm-up activity, the number of repetitions ought to be limited. One solution within the rotating format would be that the winner of your touch stays up and loser rotates. However, it’s also utilized in 5 touch (bout), 10 or 15 touch (direct elimination), or team formats. The more time formats allow fencers to start to analyze opponent patterns (although the 4 option structure probably prevents use of pure iocaine powder logic), as well as for team mates to observe and share that information. Make use of the standard commands “on guard,” “ready,” and “fence,” with all the fencers throwing out 1-4 fingers on “fence.” The degree of force on decision-making can be increased by reduction of the interval between commands to fence.
It might seem you could reach the same training by actually fencing, however the isolation of the decision regarding which action from the variable of fencer capacity to perform it emphasizes the choice of technique. The drill does not require equipment, therefore fits well in warm-up or cool-down activity. It is faster than a bout, but maintains a high degree of competitiveness between your fencers. We have found it to be an efficient training tool within our efforts to enhance our fencers’ tactical sense.
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