http://furious-maximus.livejournal.com/ (
furious-maximus.livejournal.com) wrote in
fandomhigh2011-01-24 11:15 am
Entry tags:
Fighting With Powers [Monday, Fourth Period]
Today the Danger Shop was set up to be a mirror of town. Albeit a version of the town with a much more friendly climate. Late May warmth, with a nice breeze, stood in stark contrast to the chill that was actually present. But, really, if you were going to have the Danger Shop, might as well take advantage of the fact, right?
Max had picked the park as the place to set class, but the rest of the streets and shops were all modeled, if oddly empty.
"Today we're going to talk about flight," Max announced. "And a few abilities that are rather flight-like."
"Most of you recognize that the ability to fly allows you to bypass difficult terrain. You can fly over walls, for instance, rather than climbing them. This makes you much more mobile even if you don't fly any faster than someone jogging. Being able to take the straightest route between two points is a big deal. Besides, most flight, for whatever reason, ends up being faster than ground movement in an absolute sense." He smiled slightly and glanced at a couple of his students. "But not always. It's important to remember that only being able to move through the air at the pace of a walk or run does not make the ability to do so useless."
"But this class is about fighting with powers, so simple mobility isn't really what we're concerned with. Don't get me wrong, it's important since it means you can generally catch someone who's running, or get away if you're being chased, but flight is about more than mobility in a fight."
"Any soldier can tell you how important having the height advantage is in a battle. Higher ground is easier to hold, gives you better visibility, and generally gives you the initiative. The ability to fly? It's like carrying the high ground with you wherever you go. And there are a number of ways you can use that to your advantage."
"Flying above your opponent can put you out of their reach. As long as you have a good idea of what sort of range they can attack you from, you can stay outside of that range. If you have more range than them, you can dance just outside of theirs and inside of your own and attack with impunity. But even if you don't have more range than whoever you're fighting, being able to control the distance means you can choose when to attack, and that's a massive advantage."
"But there are a couple of things to worry about. First of all, flying almost always makes you more visible, and that makes you a target for more people in a fight. You have to be extra aware if you're flying because you're open to attacks from more directions. So take advantage of your ability, but remember that it opens you up to more attacks than being on the ground. Another thing to look out for is the fact that you can come to rely on the mobility advantage that flying offers, and then end up trapped in a location where there's not enough room to take that advantage. If you're inside a building, flying won't let you get too much of a height advantage before you run into the ceiling. So getting too used to flying can provide the same disadvantages of relying on any one thing: it can get taken away from you."
"And that brings us to the trick of fighting against fliers. Your first priority is to take away as much mobility as possible. Get inside if you can. The smaller and tighter the space, the better. Alternatively, take advantage of the fact that they make themselves targets. Spread out and hit them from multiple directions while they're looking the wrong way."
"Today's exercise is intended to give both fliers and non-fliers some practice. You'll be split into two teams. Fliers on one, and that includes anyone who can use their powers to gain a height advantage. Air-walking counts. Non-fliers on the other team." And, no, he didn't expect the teams to be even.
"The non-fliers will have a flag." Max held up a red streamer of cloth about three feet long. "They'll pick a location to put the flag, and then defend it. Fliers, your job is to grab the flag and bring it back here to me. Non-fliers, your job is to defend the flag. If a flier has the flag and gets tagged, either by hand or by some sort of attack, they have to drop it and sit out for a minute."
"Each team will have five minutes to talk about strategy and make some plans, and then the fliers have until the end of class to succeed."
"Your five minutes starts now."
Max had picked the park as the place to set class, but the rest of the streets and shops were all modeled, if oddly empty.
"Today we're going to talk about flight," Max announced. "And a few abilities that are rather flight-like."
"Most of you recognize that the ability to fly allows you to bypass difficult terrain. You can fly over walls, for instance, rather than climbing them. This makes you much more mobile even if you don't fly any faster than someone jogging. Being able to take the straightest route between two points is a big deal. Besides, most flight, for whatever reason, ends up being faster than ground movement in an absolute sense." He smiled slightly and glanced at a couple of his students. "But not always. It's important to remember that only being able to move through the air at the pace of a walk or run does not make the ability to do so useless."
"But this class is about fighting with powers, so simple mobility isn't really what we're concerned with. Don't get me wrong, it's important since it means you can generally catch someone who's running, or get away if you're being chased, but flight is about more than mobility in a fight."
"Any soldier can tell you how important having the height advantage is in a battle. Higher ground is easier to hold, gives you better visibility, and generally gives you the initiative. The ability to fly? It's like carrying the high ground with you wherever you go. And there are a number of ways you can use that to your advantage."
"Flying above your opponent can put you out of their reach. As long as you have a good idea of what sort of range they can attack you from, you can stay outside of that range. If you have more range than them, you can dance just outside of theirs and inside of your own and attack with impunity. But even if you don't have more range than whoever you're fighting, being able to control the distance means you can choose when to attack, and that's a massive advantage."
"But there are a couple of things to worry about. First of all, flying almost always makes you more visible, and that makes you a target for more people in a fight. You have to be extra aware if you're flying because you're open to attacks from more directions. So take advantage of your ability, but remember that it opens you up to more attacks than being on the ground. Another thing to look out for is the fact that you can come to rely on the mobility advantage that flying offers, and then end up trapped in a location where there's not enough room to take that advantage. If you're inside a building, flying won't let you get too much of a height advantage before you run into the ceiling. So getting too used to flying can provide the same disadvantages of relying on any one thing: it can get taken away from you."
"And that brings us to the trick of fighting against fliers. Your first priority is to take away as much mobility as possible. Get inside if you can. The smaller and tighter the space, the better. Alternatively, take advantage of the fact that they make themselves targets. Spread out and hit them from multiple directions while they're looking the wrong way."
"Today's exercise is intended to give both fliers and non-fliers some practice. You'll be split into two teams. Fliers on one, and that includes anyone who can use their powers to gain a height advantage. Air-walking counts. Non-fliers on the other team." And, no, he didn't expect the teams to be even.
"The non-fliers will have a flag." Max held up a red streamer of cloth about three feet long. "They'll pick a location to put the flag, and then defend it. Fliers, your job is to grab the flag and bring it back here to me. Non-fliers, your job is to defend the flag. If a flier has the flag and gets tagged, either by hand or by some sort of attack, they have to drop it and sit out for a minute."
"Each team will have five minutes to talk about strategy and make some plans, and then the fliers have until the end of class to succeed."
"Your five minutes starts now."

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During the lecture
Re: During the lecture
... no, she was not asking today if he wanted her to use powers. TRY and stop her from flying in a flying exercise.
Re: During the lecture
Make plans
Team up
Team up - Flyers
Re: Team up - Flyers
Re: Team up - Flyers
Re: Team up - Flyers
Conjuring up a smile was a bit beyond her ability right now, but she was participating in the assignment, so that was a step, right?
Re: Team up
Re: Team up
Siiiiiiiiiiiiiiiiigh.
Oh, well, it was like the archer guy from the rooftop had said -- some of them had to make do with what they had. She had a flag to defend, and she'd defend that flag! Defend it with her very . . .
Um . . .
Well, she'd defend it!
Re: Team up
Sigh.
Tara would be over here.
Re: Team up
Re: Team up
Capture the flag
Talk to Max
OOC