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SECTION 5
How to Survive Being a Scout
(Note: Much of the information in this section was adapted from the East Kingdom Scout Handbook, provide timely information, clearly and unambiguously;
(Note: The full text of Master Hector's essay is available in Appendix C.)
In order to do that, however, a scout must work to develop his battle skills just like a fighter must. Instead of learning how to thrust, block, or parry, though, the scout learns how to move, find the cover he needs to make his observations, and then how to survive getting back to his unit to properly deliver his report.
This section, then, provides a brief overview of many of the various skills a scout needs to develop.
Silent, unseen movement is of greatest importance when you’re in the woods, more so than it is on the open battlefield where the only thing to hide behind is usually a fighter with a shield. There’s nothing like the heavy tramp of boots and the resounding crack of a branch underfoot to give your position away to the enemy. The fact is, though, that all it takes is a bit of training and a little practice to learn how to move silently under the trees even when you’re wearing heavy combat or work boots. (After all, modern military personnel have been doing it forever.)
Generally speaking, there are five primary tips to keep in mind when you’re sneaking through the underbrush:
Firstly, as the East Kingdom Scout Handbook so boldly states, STAY OFF THE TRAILS! After all, fighters use the trails both for passage and for ambush. The fastest way to fall into a trap, or to be caught by an enemy scout, is to march openly out along a forest path. Besides, it’s where most everyone is looking, anyway. No, what you want to do instead is stay well off the trail. Pick yourself a track that runs somewhat parallel to it, perhaps 5 to 10 yards away from it, and use the underbrush between you and the main thoroughfare as camouflage.
Secondly, learn to pick your track well. The last thing you want is to betray yourself by either leaving some sort of sign of your passage or cracking that dry twig under foot with a snap loud enough to echo from one side of the forest to the other. You need to be able to move from cover to cover as quickly and noiselessly as possible, and to make sure you know where your escape routes are in case someone actually does stumble upon you.
Thirdly, leave as little evidence of your passing as possible. It’s not just soft squishy ground or mud puddles that can give you away. Broken twigs, crushed grass or leaves, or shifted branches can tattle on you as obviously as a neon sign that reads “I went this way!” Keep your feet on as dry and solid a surface as possible. Go around or duck under obstacles instead of tramping or pushing right through them.
Fourthly, teach yourself to move as fluidly as possible. When a wolf runs through the woods (and we in Ealdormere are wolves, are we not?), its body is low to the ground and keeps a smooth, even gait. Remember to keep your knees bent and your center of gravity a little closer to the ground. This will help you to absorb the shock of uneven ground and allow you to more effectively shift directions as you need. Too, keep in mind that it is very difficult to be absolutely certain of the footing of the terrain before you (particularly when you’re wearing a helm that can limit your vision). Be careful as you step not to transfer your weight to your leading foot until you know the ground beneath it is secure.
And finally, always be as aware of your surroundings as you can be. Recognize obstacles before you’re standing right on top of them. Whenever you can, make sure you avoid stepping on logs, deadfalls, fallen branches, piles of leaves, loose gravel or rocks, and the like. Nothing will ruin your day faster than a twisted ankle or knee from a preventable misstep. Always watch your step.
Even if you can move as swiftly and silently as a wolf in the woods, you’re not going to be very successful if you’re as easy to see as a bright neon sign on a dark brick wall. Most people tend to see only that which is directly in front of their eyes i.e. right at eye-level and not just generally in front of them. Generally speaking, the optimum line of sight for a human being is somewhere between 2’ and 7’ off the ground directly in front of him. Further, people have a much harder time making out horizontal objects than they do vertical objects. Therefore, if you’re going to avoid being seen, you need to get out of that direct line of sight and make yourself as horizontal as possible. Since climbing trees when you’re in a helm and carrying a lot of extra gear is normally considered to be a Really Stupid Idea, your best option is either to go low or to find a suitably large enough obstacle that you can hide behind.
Forests are great for providing cover, if you know how to use it effectively. Crouch down near the base of a tree, hunker down in a ditch, or curl up beneath or behind deadfalls, bushes, or stream banks. Make sure you’re wearing colours that basically blend in with your surroundings. (Don’t bother with camouflage patterns. They don’t usually work all that well and they’re definitely not period.)
When you have to deal with hills or ridges it becomes increasingly more important that you stay low and stay horizontal and move as swiftly past them as possible after all, all anyone needs to do is open their eyes to see someone moving upright against the horizon sky. The more open your surroundings, and the less cover that’s provided, the swifter and quieter you need to move and the closer to the ground and more horizontal you need to become.
Finally, once you have found your cover, make sure you don’t give yourself away. Don’t move unless you have to, shifting only enough to prevent uncomfortable cramps or having a limb fall asleep on you. And despite the need to be horizontal, never go totally prone unless you’re either absolutely sure you can’t be seen, or you know you can get to your feet and bolt quickly. Stay instead on one knee and use your eyes and your ears to stay alert for anything happening around you.
Chances are that when you’re sent out into the field it’s with the express intent that you locate the enemy and return with information of his movements. In order to do that, you need to be able to do several things. Firstly, you need to be able to do a certain amount of rudimentary tracking. (Don’t get too hung up on this. Tracking is a specialized skill that takes a lot of practice to develop and, frankly, it only has limited use in SCA combat or scouting.) Look for general and obvious signs to begin with most fighters aren’t that careful where they put their feet. Tramped vegetation, footprints, and accidentally lost equipment can be sure signs early in the battle. (Later in the battle, it becomes harder to separate newer tracks from older ones.)
Secondly, learn to recognize basic patterns and shapes in the woods so that you can quickly differentiate between the profile of a helm peeking up from behind a deadfall and a dead stump that’s poking up a little ways beyond it. Keep your eyes open for obvious patterns of movement through the trees. (Quick, jerky movements are easier to recognize than smooth, fluid movements which is another reason why you want to learn to move smoothly.) Look for patterns of light and shadow, too. The glint or glare of light on armour, eyeglasses or skin is different than the reflection of that same light off of wood, stone, or vegetation. Look for unusual colours (tabards, favours, banners, and other such regalia).
Thirdly, learn to recognize field heraldry and devices and develop a good memory for allegiances. If you can recognize a fighter’s device and know which side he’s on, you won’t always have to simply rely on the coloured tape on their helms to know if they’re friend or foe. It will also make it easier to tell your commander whom he’s up against before he faces any given unit.
Fourthly, learn to listen. It can be hard to hear inside a helm, but you still need to recognize whatever sounds you can particularly how they sound when they’re muffled through the metal or leather about your ears. (One of the reasons a leather helm is recommended for Ealdormerean scouts is because the leather is much quieter and much easier to hear through.) The sounds of an approach are often heard well ahead of that approach actually being seen. You need to learn to gauge from those sounds potential numbers and compliments of fighters. It’s not easy, certainly, but it can be done. The tramp of boots and the clatter of armour and weapons are usually quite distinct and the different rhythms of each fighter can be a good indication of just what’s coming your way. Too, don’t forget to listen to conversations as they pass whenever you safely can. (Not getting caught should be your first priority. You can’t pass on information when you’re dead.) You never know what secrets you can pick up that way (though it should be noted that truly disciplined fighters won’t likely chatter all that much while they’re getting ready to fight).
And finally, learn to pick up on details. Write them down. (That way the information can be passed on even if you die.) Once you’ve found the enemy, watch them for as long as you can without risking getting caught. Make a note of unit size and compliment. Note who seems to be in charge, what direction the unit is heading in and where they seem to be going. The more details you can get, the fuller your report to your commander can be. And, learn to do all of it very quickly. The fresher your information is, the more useful it is.
Once you’ve made all your observations, your next task is to get your tail back to your commander and give him your report as quickly as you can. Speed is essential, since the information you’ve gained has a very short life of usefulness. It loses it’s accuracy very quickly and if it takes any longer than 2-5 minutes after you’ve gotten it to give it to your commander it likely won’t be very helpful. That said, it’s totally no good if you get caught while you’re sneaking away. Dead scouts can’t talk. (Though, of course, if you’ve written information down and put it in your pouch, at least your commander might be able to collect that as you pass by him on your way to the resurrection point.)
Ideally, what you want to do is back carefully and silently away from the enemy, remaining undetected the entire time. By keeping your eyes on them for as long as possible, you’ll have a better chance of knowing whether or not they’ve heard or seen you. If they’re moving by you, wait until they’ve passed before you make your escape.
Avoid attracting attention as much as possible. Take the most direct route back to your commander and avoid the enemy entirely on your way back. However, if you do happen run into them, or somehow manage to attract their attention as you try to escape, don’t panic. You’re only in trouble if you get caught, and you’re only caught if they get within 10’ of you and call you dead. Whatever you do, you must remain calm. The greatest danger isn’t being declared dead; it’s being injured because you are too busy running to watch where you are going.
Usually, in a flat-out foot race, even in the woods, scouts have the advantage. Aside from a helm, scouts don’t generally wear armour. This means that the typical fighter chasing you has between thirty and sixty pounds of additional weight to haul with him through the brush. As a result, having a clear idea of your escape routes is key. You can use your lighter, unencumbered state to your advantage.
First of all, don’t lead the enemy directly back to your unit. Choose a different direction. Ultimately, the best escape routes are ones that are easy for you to navigate but much harder for your pursuers. Run downhill, if possible, and don’t be afraid to cross bogs or open water if it’s in your path. Most fighters tend to steer clear of those situations since it’s very difficult for them to keep their balance when running downhill and the extra weight they carry makes navigating uneven or marshy ground that much more difficult. Another option is to pick routes that lead through close-set trees or brush stuff that’s easy for you to slip through but tougher for them to manoeuvre through. (Keep in mind, though, that such restrictive terrain will slow you down, too.)
Use light and shadow to your advantage. A deer escapes a hunter by taking advantage of the way the light filters through the leaves of the trees. Switch from light into shadow whenever you can as abruptly as you can. The second or two it takes your pursuer to see where you’ve gone could be the extra second or two you need to make good your escape.
If you have a chance to take cover without being seen, do so. Just be ready to bolt if you need to. And be wary of “Sneaky Fighter Tricks”. Some fighters will call out to a fleeing scout even if they’ve lost them simply to make them nervous enough to betray their position. If you’re in hiding, stay there until you’re certain the danger has passed or you’re forced to run again.
And finally, always remember that speed and lightness are your greatest advantages. Rare is the fighter that will chase a scout more than a couple of hundred meters.
Once you’ve managed to get safely back to your commander, you need to give him the information you have as quickly, clearly and concisely as you can. Now is not the time for Bard tales of grand heroics (a.k.a. “How I Escaped The Charging Hoards of Hell”). Your commander doesn’t have time for that and neither do you. Save it for the feast hall or fireside. Since you left them, the enemy is still coming your way.
The East Kingdom has developed a reporting system represented by the word SALUTE. It is an acronym that represents a simple, straightforward way of giving a report and thus is a good habit for Ealdormerean scouts to adopt as well. The East Kingdom Scout Handbook puts it this way:
“The most practical report format is known by the acronym SALUTE.
All these points are important to your commander in determining his response to the enemy presence.
Example: Master Hector of the Black Height, again in the first part of his essay On the Employment of Scouts, further writes: “Remember, the commander you are reporting to has a lot on his or her mind. Keep your report clear and concise. Also remember you may be interrupted. Always report the single most important fact first. That way, if the commander is distracted (say by 200 charging Atlantians), the critical data will have been passed.” He also notes that it is important that scouts repeat whatever questions or instructions they were given before they give the report simply so that the commander knows which report is coming back.
Further, you need to keep in mind that the first person you need to report to is your unit commander. He’s the one waiting on you. (The exception to this rule is if you happen to pass any higher-ranking friendly commander or friendly fighters along the way and can give them your report in passing.) The East Kingdom Scout Handbook notes the order of precedence as being King, Prince, your commander, any friendly duke, count, knight or scout chief on your side, and then any friendly fighters you come across. In Ealdormere we expect you to use your best judgement. (After all, there’s no sense you going searching all over the battlefield to go and first tell the king something your unit commander actually needs to know more quickly because he’s that much closer to the danger. That’s just silly.)
Whatever else you may do during battle, always remember, your reports can make the difference between victory and loss, so make sure they’re done right.
A scout’s secondary job in battle, when not reporting on enemy troop movements, is typically to act as a courier between units. Radios, cell phones, and instant messaging isn’t period and, frankly, carrying a feathered carrier pigeon into battle is fraught with more than just a few drawbacks. Therefore, if your commander needs to tell something to someone else halfway across the battlefield or just behind that last hill, you’re going to be his logical choice.
You need to make sure you’ve got his message down accurately and you’ve got to do it quickly. Repeat whatever message you’re given back to the person that gives it to you so that you both know you’ve got it. Then, go as quickly as you can to the recipient and repeat it as close to verbatim as you possibly can. If you can’t give your message directly to the person it’s intended for, give it to the next highest-ranking person in the unit, instead.
Generally speaking, messages shouldn’t be written down; they should be memorized. It’s too easy for papers to be lost and to fall into enemy hands. A message in the wrong hands can have disastrous results. As long as the message is verbal and not written, the worst case scenario will see that no one gets the message instead of the enemy walking away with it.
Finally, once you’ve given your message, if you don’t need to wait for a response, high-tail it back to your commander for his next task to you. Don’t wait to be inadvertently seconded to the other unit. Your unit is still waiting on you. If you do need to wait for a response, get it and then go where you need to go and do what you need to do as swiftly as you can. Always remember that, in battle, messages are no different than reports. They’re just as vital and just as short lived.
In battle, there are always casualties and even the stealthiest, fleetest scouts can be among them. It is of utmost importance that when you are declared dead in battle you acknowledge it properly and without delay. The SCA is founded on the principles of chivalry and honour and this applies to scouts as much as it does to fighters or anyone else. You must know and understand the rules concerning dying properly and dying defensively. Review those rules often so that you don’t forget them. (It’s recommended you review all the Scout Rules at least once every six months.)
When an enemy declares you dead, acknowledge it as swiftly and clearly as you can. If the enemy was within 10’ of you at any point as he said “Scout, you are dead”, then you are dead. To acknowledge you’re dead, yell “Dead!” and place your hands on your helmet as you leave the field and head back to the resurrection point. If the enemy fighter is approaching within weapons range you as you yell “Dead!” but keep your hands out of the way until you’re sure he’s not swinging at you. If you are actually hit by the fighter, make sure you die defensively. Drop to the ground into the protective position and yell, “Hold! Marshal! Scout down!” as loudly as you can. You need to also note anything you can about the fighter to make it easier to identify him to the marshals if necessary insignia, armour style, or anything else may be helpful. Fighters (or any other combatants) that intentionally hit non-combatants (like scouts) will be severely reprimanded and ejected from the battle. Ultimately, their authorization can be revoked (though that is typically reserved for very severe cases). Further, do be careful whenever you die defensively. The defensive posture can make you at greater risk of being tripped over or walked on by the unwary.
If you ever hear the call “Scout down!” on the battlefield, head for the source of that call and grab whichever marshal, scout chief, and/or chiurgeon you may find along the way. Even if it’s an enemy scout that’s gone down, it doesn’t hurt to help. While the fighter that hit the scout may have done so by mistake, you never know. As the East Kingdom Scout Handbook notes, “the next scout he clocks just might be you.”
Remember that, in Ealdormere, scouts can kill other scouts. (This is not true in other kingdoms and may not be true at Pennsic, either. Check with your Scout Marshal or the Marshal-In-Charge if you’re in doubt as to which rules are in force.) Scouts killing scouts must abide by the same rules as fighters and can only make a verbal declaration of death on another scout. In cases where it is in doubt which scout killed which first, a friendly bout of rock-paper-scissors is typically used as the deciding factor. Play the bout quickly, make the decision, and then get on with the battle.
Finally, keep in mind that cheating is greatly frowned upon. Not only is it dishonourable, it can be unsafe. If the marshals catch a scout ignoring a kill or otherwise breaking the rules, appropriate measures will be taken. This can be anything from a stern reprimand to the ultimate revoking of the scout’s authorization (either for a period of time or forever). Ultimately, we’re all out here to have fun and cheating ruins it for all of us.
Note: These hand signals are taken from The Middle Kingdom Scout Web Site (produced and maintained by Master Sergeant Erik Erikson, Deputy Earl Marshal for Scouts and Founder/Commander of the Shadow Dancers) and are included here simply because they are included in the print version of The Kingdom of Ealdormere Scouts Handbook.
Some of you may have different signals (or even a more complex silent language) but if everyone knows these signals, everyone can communicate in the field.
When the person in front of you goes to ground, you also go slowly to ground to avoid detection.
Cup your ear with your left hand; point in the direction of the sound with your right hand. Point left hand to eyes; Point right at whatever it is you see.
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