Full-contact medieval armored combat in real steel. These are the forms we train and compete in.
The heart of the sport. Two teams of five clash until one side is grounded. Win by putting every opponent's third point of contact to the dirt. Team tactics and conditioning decide everything.
One-on-one, mixed weapon and grappling, scored on a 10-point system like boxing or MMA. Judged on effective striking, grappling, ring control, aggression, and defense.
Counted-blow single combat across disciplines: longsword, sword & shield, sword & buckler, and polearm. Precision and technique over brute force.
The classic knightly form. Footwork, timing, and shield control decide who lands clean. Arguably the most technical duel discipline on the lists.
Reach, leverage, and devastating two-handed strikes. The great equalizer in both melee and duel — a disciplined polearm fighter controls the space around them.
Large group melees where formations break, banners fall, and the shield wall holds or it doesn't. The grand spectacle of the sport at national and world events.
A fighter is out when a third point of contact touches the ground (knee, hand, or body — your feet are the two base points). Last team standing wins the round.
Full armor is mandatory — helmet, torso, and limb protection, steel or titanium. Weapons are blunted analogues of historical originals matched to the armor's period and region.
We fight under Armored Combat Worldwide's ruleset, which emphasizes safety, sportsmanship, and historical authenticity. Marshals oversee every match.
Matches are best-of-three rounds with an 8-minute cap per round. Teams bring reserves who can substitute between rounds. Chapter Wars, Regionals, and Nationals follow a points-season format.
Come to a training session. No experience, no armor, no cost to start.
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