The Tactical Wheel can be a advancement of actions commonly used to show tactics to fencers. However, there are significant issues in the utilisation of the wheel in most three weapons, like a previous item of mine described, it does actually get fencers contemplating choosing the best tactic in the proper time to score a little. But how does an instructor have the beginning or intermediate fencer to know the relationships within this tool? One approach I’ve used successfully is really a modification with the game Rock, Paper, Scissors.
The first step is always to be sure that your fencers know the elements in the wheel. Like a standard a part of our warm-up we recite the wheel out loud like a group. I want my fencers to understand the flow of simple attack, defeated through the parry and riposte, deceived by the compound attack, intercepted from the stop hit, and in turn defeated through the simple attack.
The next step would be to assign numbers of fingers to every action: 1 for straightforward 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 games like rock paper scissors the fencers will get rid of one to four fingers.
The third step is always to define which action beats which other actions. To some degree depends on your own evaluation of the wheel and also the weapon the fencers fence. For instance, 2 (parry riposte) beats 1 (simple attack) in every three weapons. However, 4 (stop hit) will forfeit to a single (simple attack) in foil, but can create a double hit or success in epee or sabre sometimes (a coin toss can be used to inject this amount of uncertainty).
Finally you are to fence. This drill can be done like a pair of fencers, an organization of three versus another team of three, or as two lines against the other person with fencers rotating from line to another since they are defeated. When the intent is to use the drill like 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 is also found in 5 touch (bout), 10 or 15 touch (direct elimination), or team formats. The more time formats allow fencers to start out to investigate opponent patterns (even though the 4 option structure probably prevents use of pure iocaine powder logic), and then for team mates to see and share that information. Use the standard commands “on guard,” “ready,” and “fence,” with the fencers throwing out one to four fingers on “fence.” The degree of stress on decision-making may be increased by lessening the interval between commands to fence.
It could seem that you could attain the same training by actually fencing, but the isolation with the decision regarding which action from your variable of fencer ability to carry it out emphasizes the choice of technique. The drill does not require equipment, and thus fits well in warm-up or cool-down activity. It’s faster than a bout, but keeps a high amount of competitiveness between your fencers. We have found so that it is a highly effective training tool within our efforts to boost our fencers’ tactical sense.
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