The Tactical Wheel is really a continuing development of actions popular to show tactics to fencers. Nevertheless, there are significant issues inside the use of the wheel in most three weapons, as a previous item of mine pointed out, it will are designed to get fencers thinking about how to pick the proper tactic on the correct time to score an impression. But exactly how does a trainer obtain the beginning or intermediate fencer to know the relationships in this tool? One approach I’ve used successfully is a modification of the game Rock, Paper, Scissors.
The first step is to be sure that your fencers know the elements inside the wheel. Being a standard section of our warm-up we recite the wheel out loud like a group. I would like my fencers to know the flow of straightforward attack, defeated through the parry and riposte, deceived from the compound attack, intercepted from the stop hit, and in turn defeated by the simple attack.
The 2nd step would be to assign amounts of fingers to each and 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 paper scissors rock lizard spock the fencers will dispose off 1-4 fingers.
The next step would be to define which action beats which other actions. To varying degrees this relies in your look at the wheel and the weapon the fencers fence. For instance, 2 (parry riposte) beats 1 (simple attack) in most three weapons. However, 4 (stop hit) will miss to a single (simple attack) in foil, but can create a double hit or success in epee or sabre sometimes (a coin toss enables you to inject this amount of uncertainty).
Finally you are ready to fence. This drill can be achieved as a pair of fencers, a team of three versus another team of three, or as two lines opposed to one another with fencers rotating from one line to the other since they are defeated. If the intent is to apply the drill like a warm-up activity, the number of repetitions needs to be limited. One solution inside the rotating format is that the winner of the touch stays up and loser rotates. However, it can also be 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 4 option structure probably prevents application of pure iocaine powder logic), and for team mates to see and share that information. Use the standard commands “on guard,” “ready,” and “fence,” using the fencers throwing out one to four fingers on “fence.” The level of force on decision-making could be increased by reduction of the interval between commands to fence.
It might seem that one could achieve the same training by actually fencing, however the isolation with the decision regarding which action from the variable of fencer capability to perform it emphasizes the choice of technique. The drill does not require equipment, and so fits well in warm-up or cool-down activity. It’s faster than a bout, but maintains a high level of competitiveness between your fencers. Recommendations that it is a highly effective training tool in our efforts to enhance our fencers’ tactical sense.
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