|
|
|
|
The Warhorse Challenge Association Ready for something really exciting?
The thunder of hooves, the clash of swords, spear heads gleaming in the sun with deadly promise, the snap-sing of your bow as your arrow strikes your target, your horse surging under you, focused like a laser on your intent; the two of you perfectly synchronized, blasting down the list while the crowd cheers itself hoarse…. The Warhorse Challenge Association is dedicated to giving every horseperson the opportunity to experience the thrill of testing themselves and their horses in events such as lancing rings, horseback sword techniques, horse archery, and other contests used throughout history to train warhorses and their riders. Whatever your historical interest, from French Knights to nineteenth century British cavalry, from Huns to Confederate Rebel Riders, the WCA offers venues where you and your horse can put on war paint or armor and compete against like-minded equestrians. If you always thought knights in armor and cavalry units have all the fun, think again. This isn’t just for re-enactors and renaissance faire junkies: WCA is open to all lovers of horses and history. The Warhorse and His Rider In all lands and all times, the horse has partnered humankind in war and peace. From this tradition, some of the greatest feats of horsemanship have arisen. The roots of Dressage – especially High School -- sprang from warhorse training, as did many of the techniques of the Spanish Vaquero. Sadly, while war remains a reality, the horsemanship skills it spawned, once kept alive by cavalry riders around the world, have faded; become the stuff of performance halls. The WCA intends to change all that! We believe that bringing back the games that have trained and tested riders and horses for battle will inspire a return of the skills that had their birth on the battlefield. Any horse and any rider can enjoy these games and benefit from the skills learned from them. Children and their ponies thrive on the challenges of speed and coordination. Modern breeds such as the Tennessee Walker and the Quarter Horse can take up the roles of their ancient ancestors: the palfrey and the destrier. Though draft horses were never used as warhorses in reality, the people who love and ride them can play at being mighty knights and get the same benefits and fun as the rider of the Andalusian/Lusitano, the Barb, the Arabian, the Friesian, and other warhorse breeds of legend. Competitions Below are quick sketches of the competitions available at WCA events. Most of the classes listed below are open to Beginning, Intermediate, or Advanced riders, but some are limited as noted. No slowpokes allowed! Minimum speed is a lope or canter, since scoring is based on speed as well as accuracy. A more complete and detailed breakdown of how each event is run and scored is available to all WCA members. Events 1 - 3 are the main competitions, and used for everyone competing for overall High Point score. All other competitions are for individual class high points. 1. Lance Rings - Beginning/Intermediate/Advanced (B/I/A): Rings are suspended from stanchions along a course. The rider must spear or lance the rings as they ride by, keeping them on the spear or lance shaft until the end of the ride. The Lance Rings course may be set up either with rings of different sizes for Beginners, Intermediates, and Advanced, or with all the different sizes available to all riders as assigned different point values; the competitor can decide which target to “catch” with his/her lance. 2. Saber Heads - B/I/A (timed event): The rider must remove, slice, or cut through “heads” (targets) set on posts along a set course. “Heads” are affixed on 6 to 8 posts, laid out in a course determined by the event coordinator(s). The poles may be of the same height or of heights varying from 4’ to 6’. The targets are of different sizes for Beginners, Intermediates, and Advanced. 3. Quintain – B/I/A: The rider uses blunted lance to strike the quintain. Each full revolution of the arm is worth one (1) point. See details under Scoring. 4. Saber Rings - B/I/A (timed event): The rider catches rings along a set course, using a sword or coup stick of one of the types specified under Weapons. Rings are suspended from 6 to 8 stanchions, and the rider has to keep possession of them until the end of the ride. 5. Lance Ground Targets - I/A, Juniors and Adults only (timed event): The rider uses a sharpened spear/lance to spear targets laid out on the ground. 6. Spear Throw - I/A: The rider throws a spear into a target from a galloping horse. 7. Sir Refuse - B/I/A: Sir Refuse is a knight “dummy” made of assorted bits and scraps, such as tin cans, trash cans, garbage can lids, buckets, worn out armor, or whatever the event coordinators build him out of, mounted on a sawhorse or dummy mount. The rider charges Sir Refuse with lance or sword and takes him off his steed. Horse and rider are scored on how well they deal with the crashing sounds. 8. Archery (Target) - I/A: Three (3) arrows at the gallop. Best score in target(s) (see Scoring). The course can be done as a line run of 150 feet (archer rides along a set line, shooting at target(s) 30’ from line) and/or as a circle shoot (archer rides in a 30’ radius/60’ diameter circle around the target(s)). Children and Beginners will fire at bells or gongs using Flu-Flu arrows with bird blunts. See weapon requirements under Bows/Arrows. 9. Archery (Live) - I/A: Three (3) arrows at the gallop. Can be done as a line run of 150’ and/or as a circle shoot. The target is a fully armored Knight. A hit to head or body is a “Kill”. Arm or leg hit is a “Wound.” Knight is allowed to dodge or evade arrows. Knight must stay within target circle. Arrows are triple-fletched “flights” with rubber bird blunts (solid tip), or Flu-Flus with rubber bird blunts (solid tip). See weapon requirements under Bows/Arrows. 10. Axe Throw - I/A: Rider throws an axe/tomahawk at target while riding by at a lope/canter or faster. Accuracy determines score. 11. Dagger Throw - Advanced only: Rider throws dagger/knife at target while riding by at a lope/canter or faster. Accuracy determines score. 12. Whip - I/A (timed event): Rider cuts paper plate targets along a course selected by the event coordinator(s), with a whip. 13. Warhorse Challenge Course - I/A (combination event): The Challenge Course will be a variety of 6 to 9 challenges combined to demonstrate the warhorse experience, including but not limited to any of previous challenges #1-7, plus selections from the following: A. Rescue the Princess - I/A (timed event): The Princess is a soft-sculpture doll or dummy of life size or near life size, weighing no more than 30 lbs, tied to a “stake”, trapped in a haunted “tower,” or otherwise imperiled (event coordinators are encouraged to use their imaginations). Rider must save the Princess without dismounting and return her to her own “tower” at the other end of the course. May be used as a separate event. B. Faux Joust - I/A: Two riders face off against each other at either end of the “toil” (50’ rope line with flags, mounted on 4’ pvc free-standing stanchions). Drawn or marked on the ground, parallel to the toil, are four 50’ lines, 2 on each side of toil. Lines are marked at 5’ and 10’ from toil. Riders face off on the shield (left) side or one another and charge down list (on either side of toil). This trains the horses to charge one another – not as certain as it sounds! This can be played with Styrofoam “pool noodles” (soft foam mock lances) to score hits on shields. If so, a full closed-face helm is required. Three passes per match. Score determined by number of attaints (hits on shield). C. Horse to Ground - I/A (timed event): Rider attacks armored ground combatant (judge, faculty member, or event coordinator only) with foam weapon (see Weapons). Hits to head or body count as “Kills” and are equal to 3 points. Arms or legs count as “Wounds” and are worth 1 point. If horse kicks at or strikes at ground person, rider is disqualified. May be used as a separate event. D. Horse to Horse - I/A (timed event): Crest Combat. Contestant faces a judge, faculty member, or event coordinator (drawn by lot), with fake swords (see Weapons). Both riders are on horseback, are armored and wearing helms with a removable or blow-apart crest (cracker, pilot bread, rice cake). Points scored by removing crest from judge, faculty member, or event coordinator’s helm. If the judge, faculty member, or event coordinator removes the Contestant’s crest, contestant loses. STRIKING A HORSE IS FORBIDDEN AND GROUNDS FOR DISQUALIFICATION! May be used as a separate event between two contestants, Advanced level only, at the discretion of the event coordinator(s), depending on State laws. E. Steal the Flag - I/A (timed event): Helmet recommended. Challenger starts at one end of the arena with a 30’ circle that is the Challenger’s “home base.” Defender starts at opposite end of the arena with a flag on a free-standing pole 30’ from rail. Challenger must steal the flag from the other warrior. Defender attempts to cut the Challenger off by outmaneuvering the challenger. Once the Challenger has the flag in their possession, they must deposit it in their circle to stop the clock. Maximum time allowed is 3 minutes. May be used as a separate event. F. Obstacle Course (timed event): Rider and horse navigate various obstacles such as gates, bridges, logs, low branches, tarps, water barriers, and backing into enclosed areas and around corners. Additional Challenges More fun and excitement can be added to any show with any of the classes below: 1. Attack Horse: Rear and strike or kick out at dummy. Airs above the ground against a martial arts practice dummy in armor. 2. Melee (Advanced riders only): Multiple horse-to-horse Crest Combat. 3. Pistoleers Mounted Action Shooting: Similar to MCAS, but with firearms of the Cavalier, Empire and Victorian Eras. 4. Mounted Cowboy Action Shooting: Added attraction can be brought into the show by invitation. 5. Jousting Championships: Light and Heavy Jousting can be added by weight class as per the current Seattle Knights rules for additional show. NOTE: Contact WCA before planning this event. 6. Vaquero Lance Dance: The elegance and precision of Spanish Vaquero riding, as seen at Baroque horse shows. 7. Chariot course: Driver maneuvers chariot through a course determined by the event coordinator(s). 8. War Chariot course: Driver and/or passenger perform spear throw, archery and spearing rings from moving chariot. Each Association member will be allowed to register up to three (3) horses that they may use during events. Each horse registered with the WCA may be ridden by two (2) different riders, as long as they are in separate Age Categories, Competition Levels, or Weight Divisions. At no time may a horse compete against itself in the same event with 2 different riders, except by a Judge’s prior approval. Age Categories: There are three Age Categories: Children 12 and under (minimum age of 6), Juniors 13-17, and Adults 18 and over. Competition Levels: There are three Competition Levels: Beginners, Intermediates, and Advanced. Beginners are riders that have never competed, or have not competed more than 6 times and have not won any class. Intermediates are riders that have competed more than six times or have won at least one class in this type of competition. Advanced are professionals in the field of horse training, equestrian martial arts or in the entertainment industry and have done this type of competition on a regular basis. Stuntmen/women, jousting instructors, A.E.M.M.A. Equestrian Instructors, SCA Equestrian Marshals, and all others of the same status fall into the Advanced Level Riders category. A fourth level, Masters, to include Regional and National competition winners, clinicians, or others of that caliber, will be added in the future. The competitors are divided by weight or type of horses as well as weight of the riders. This is so that horse and rider teams, regardless of breed and size, can compete on an even level. Each Competition Level and Weight Division has a maximum set time for each event, with the Light/Light riders having the shortest set time limit, and the Heavy/Heavy riders having the longest. Scoring is based on the final time minus Bonus Points and target Acquisition Points. TYPE I - LIGHT HORSES: Horses weighing 900 lbs and under. This type includes members of breeds such as: Arabs, Barbs, Peruvian Pasos and Paso Finos, Mustangs, Icelandics, Norwegian Fjord horses, mixed breeds, as well as ponies and Miniature horses. TYPE II – MEDIUM HORSES: Horses weighing between 901 and 1300 Lbs, which includes most riding breeds, such as Quarter Horses, Paints, Morgans, Andalusians, Friesians, Thoroughbreds, and the cross breeds of such. Warmbloods, cross breeds of the Percheron, and some other lighter Draft crosses may also fall into this category. TYPE III – HEAVY HORSES: Horses 1301 Lbs and up which includes most of the Drafts and Draft crosses. Some Warmbloods also fall into this category. Rider weight classes are divided as follows: Light Weight: 175 lbs and under when in full costume and armor Medium Weight: 176 to 275 lbs when in full costume and armor Heavy Weight: 276 lbs and over when in full costume and armor These weight classes will create 9 separate Weight Divisions in which the competitors may register (Horse/Rider): Light/ Light Light/ Medium Light/ Heavy Medium/ Light Medium/ Medium Medium/ Heavy Heavy/ Light Heavy/ Medium Heavy/ Heavy Everyone loves costuming, and WCA gives you the chance to play everything from a Knight Templar to a Ringwraith and be rewarded for doing it. While they are not required, costumes add to the overall spectacle as well as the fun, and can even add points to a rider’s score. To promote good costumes and reward those that wear them, WCA has a Bonus Point system. If you are competing in costume and/or armor, additional seconds will be deducted from your Run Time. One Bonus Point = One second deducted from the rider’s Run Time. Historical or fantasy costumes are allowed, but will be divided into basic time line categories. Some historical costumes, such as Samurai, may cross several timelines. Full details are available on the Members Only site. Timelines: Ancient: Greek, Assyrian, Egyptian, Roman, Scythian, Celtic, etc. Dark Ages: 4th through 10th Century, all nations. Saxons, Viking, Rus, Alans, Huns, etc. Medieval: 11th -13th century Crusaders, Normans, beginning plate era, etc. Age of Chivalry: 1325-1550 Maximillian, Henry VIII, Golden Horde, Moguls, Hinds, etc. Late Renaissance: Elizabethan, Conquistadors, Charles V, Phillip II, Early Turkish, etc. Cavalier: 1600-1700, 30 Years War, Musketeers, Hussars, Cossacks, Cromwell, Ottoman, etc. Empire Era: 1700-1850, Age of Uniforms, Revolutionary, Napoleonic, etc. Victorian Age: Plains Indians, Civil War/Cavalry, British India, Spanish American War, WWI, etc. High Fantasy: Mythology, Fantasy, Elves, Rohirrim, Heralds of Valdemar, Ringwraiths, etc. Armor Types: Type I, Light Armor: Mail, lamellar, or leather armor that is flexible and allows for maximum mobility. Total armor weight under 40 pounds. Type II, Medium Armor: Partial plate armor over mail. Total armor weight of 40-60 pounds Type III, Heavy armor: full steel plate, Gothic or Italian style with legs, arms and gauntlets. Total armor weight of 60 or more pounds. Shield: Minimum 21” circumference, minimum weight 4 lbs. Must be appropriate size of historical examples, and must be carried on the rider’s arm in order to gain the shield bonus. Costume/Armor Bonus Points: Good Costume Without Armor (e.g., Plains Indian, Arabian, early Celt, etc.): 1 Point Helmed Costume (e.g., Cavalier, Napoleonic Light Cavalry, or other costume with helm): 2 Points Type I, Light armor: 3 Points Type II, Medium Armor: 4 Points Type III, Heavy Armor: 5 Points Shield: 1 Point in addition to any other Bonus Points the rider acquires. Horse Costumes: Tack and Barding will not affect Weight Division or Armor Type, but will constitute grounds for Bonus Points based on degree of impairment. The number of points range anywhere from 2 Points for riding bareback or with only an Indian blanket to 3 Bonus Points for full plate or maille armor (minimum total weight:40 lbs. Bonus Points for Horse Costuming is the same as for the rider: One Bonus Point = One second deducted from run time. Children will not be allowed to use real weapons, nor will Juniors under 16 years of age, except where permitted by State law. Advanced riders, Juniors 16 and over and Adults other than Beginners, use real weapons for all competitions unless otherwise instructed. Basic Weapons include Bow, Lance, and Sword/Axe/Mace. Those riders portraying American Plains Indians will not use swords or sabers except when appropriate historically, but can use historically and culturally authentic weapons such as a tomahawk for heads or a coup stick for Saber Rings. Bows are 25# - 42# draw weight with 28” triple fletched flight arrows using field tip heads for regular shoots and rubber bird blunts for live target shoots. Children’s bows are 20#-35# and they will fire Flu-Flus with bird blunts only. Lances are 7’ to 10’ long with metal lance heads for rings and targets (without heads for children and beginners). All lances are 1” to 1-5/16” hemlock, oak, or ash poles. Quintain Blunts are 10’ long, 1- 5/16” poles for Adults, 7’ for Children and Juniors 16 and under who fit into the Light Weight Division. For safety reasons, all poles must be oak or hemlock. Swords must weigh between 1-1/2 and 4 lbs, and must be made of iron, steel, bronze, or brass. Blade length is between 21 inches and 38 inches, with an overall length of 27-50 inches. Wooden swords for the Beginners and Children are standard martial arts boken; either Tai Chi straight style or Katana style curved blades, or WCA approved facsimile. Small swords for the Baroque Period contestants are slightly lighter in weight. Coup sticks are 36-50” in length. Axes, maces, and tomahawks have a min. of 18” hafts. Acquisition Points are scored for hitting the target or spearing the ring. Lance/Sword must pass through the ring and it must be on the weapon when the rider reaches the finishing point in order to be counted, unless otherwise directed by the judges. Dropped weapons mean a forfeit of points. Quintain points are scored for each full revolution of the arm. Target points for heads are scored for actual cuts through the heads or for cutting the heads off the stands without hitting the stand, depending on the run. Archery score is based on number arrows sticking in the target at the end of the run, OR actual hits to the live target, OR ringing the bell/gong/etc. Armor Bonus Points are scored for competing in armor based on the type. The maximum bonus points allowed (combining all costuming bonuses) would be 6 Points for the rider and 3 Points for the horse, or a total of 9 Points. Run Time Score is the actual time in which the course was completed. Total Score is based on Run Time Score minus Bonus Points minus Acquisition Points. Daily High Point Score is the total of all the scores you have achieved in the three primary competition (Rings, Heads, Quintain) classes for that day. High Point Score is the total of all your points for the Rings, Heads and Quintain competitions and Costume classes. Yearly High Point Score is the total of all of your points scored in the three main competitions: Rings, Heads, and Quintain, plus your Costume class scores. The goal of the WCA is to increase awareness of and promote horsemanship, the appreciation of the horse’s invaluable contribution to human history, and the pleasure and excitement of the horse-and-rider team experience. To this end, enjoyment and safety are of equal importance at all WCA events and to all Association members. The WCA has taken every precaution, utilizing years of combined experience in these games and challenges, to put together a set of rules and regulations that help safeguard you and your horse at WCA events. The complete details of Members’ Rules, Regulations, and Responsibilities are available via the Members Only site. However, as with all horse-related activities, the burden of responsibility ultimately falls on the participants. Common sense and good old-fashioned “horse sense” will keep us all safe, and let you and your horse enjoy yourselves while you stretch your abilities and learn knew skills. All mounts are to be current on their vaccinations and must be in good health in order to participate or even be allowed on site. Necessary vaccinations include: 4-way, Rhino, West Nile and whatever else is the standard for the area. Coggins tests are not required unless required by the state in which the event is being held. All swords, sabers, and other edged weapons, including spear heads, should only be as sharp as necessary to cut the potato targets; approximately as sharp as a butter knife. Members are expected to practice all skills with a wooden or plastic practice weapon until they have perfected the technique, then proceed cautiously to the use of steel weapons. All impact weapons are dangerous due to the nature of their design. Extreme caution is strongly advised when handling these weapons, especially when mounted. In other words, DO NOT HIT YOUR HORSE! Practice in any costume or equipment for at least 3 hours. This will allow you the opportunity to work out the bugs BEFORE you go into the ring. Discovering that your barding does not work on the horse is not a thing to do while in the Costume class ring. Many horses will be exposed to things that they have never seen before, especially caparisons, rattling armor, flags, etc. Sack them out well before coming to the competition, or you may provide an additional rodeo spectacle not on the program. Practice at home; you are here to compete and to demonstrate your skills and those of your mount. New ideas are great, but you need to work with the new items or tack first. NEVER use a new weapon that you have not tested outside of the event. NEVER use someone else’s weapon unless you are sure of its construction, i.e., that it is just the same as yours and/or you have worked with one like it multiple times before. The consequences could be ugly. Trust us on that. Keep all weapons sheathed while in public areas and barns except during maintenance or repair, or when actually in competition. Please remember that Assault with a Deadly Weapon is a felony in all 50 states. Mock duels, or pretending, even in jest, to attack a friend or relative is prohibited at any WCA event. Don’t even think about it. All competition fire arms are to remain unloaded until immediately prior to event time, without exception. The Association will not assume any responsibility for lost or stolen items, tack, weapons, clothing, costumes, or mounts. Use of drugs and alcohol are prohibited for contestants before or during their event classes. This includes the use of steroids. This is a safety issue for both horses and riders. If a horse needs drugs in order to perform, it should not be being ridden. Occasionally there may be demonstrations put on by professionals who need to warm up or practice their show parts. These people are exempt from this regulation IF they are known to be there for this purpose and carrying out their responsibilities to the event. Spears and lances generally do not have a scabbard, but it is recommended that you make one especially for transportation purposes. This will also keep folks safe from the sharp point in non-event hours. Judges will assess the condition and grooming of all horses, and this may affect your standing in the costume classes. Horses should be clean, well-groomed, and presented in a manner appropriate to their breed and historical connotation. No one will be judged solely on appearances, however. So what if your horse isn’t a flawless specimen of his or her breed? Conformation and ability do not always coincide. Although a well put-together and well-groomed horse is more pleasing to the audience, it may not necessarily be the better performer. This is your chance to do something you’ve always secretly fantasized about, and do it safely, with others who share your enthusiasm. Join WCA and encourage your friends to do the same. The more members we have, the more shows, clinics, and competitions we can all enjoy. Additional information on how to set up local and regional chapters may be obtained by contacting the WCA National Headquarters (see FAQs and Contact Information).
|
WCA Supporters
|
| Warhorse Challenge Association © 2006-2009 Dameon Willich – All Rights Reserved |