Location: Melee Combat Tips

Discussion: Melee combat guideReported This is a featured thread

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A_Don
A_Don
Melee combat guide
Sep 24 2010, 4:32 AM EDT | Post edited: Sep 24 2010, 4:32 AM EDT
Any tips/ideas/information you want to see in here?
Make a post and I'll see what I can do!
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DonovanRichter
DonovanRichter
1. RE: Melee combat guide
Sep 24 2010, 7:12 AM EDT | Post edited: Sep 24 2010, 7:12 AM EDT
Whoa everybody, I swear I don't have two separate accounts! =^__^=

Heya Don. =^_^= Most people on this site frown on melee. I'm not most people, however as I love this game.

Help me out here, I know my arsenal/techniques can be improved.

I plan to do a lot of house-to-house scavenging for replacement/trading/repair purposes once the panic dies down and zombies really take over. So keep in mind, this is a zombie killing, close quarters style that is what I call, range versatile. All my weapons can be swung for maximum range but must still operate in a grappling situation. =^_^=

Now that you have my criteria, lets get down to business. =^__^=

First and foremost, my axe. Its long enough for me to comfortably use as a cane (About three feet or so) and has a lightweight, 2-3 lb head. The blade is rounded shaped and the back is solid enough to be used as a sledge.

Here's how to use it on anything within two feet of you. With one hand under the head and the other at the butt of the handle, you punch with the head and use the bottom for added leverage, powering the punch. This can be used even if their face is but a few inches from your face.

Or, it can be swung downward at a diagonal angle with the sledge side to prevent splatter when room permits. The downward swing ensures that one need not worry about the outstretched arms getting in the way and cutting off your power. The diagonal angle means you can hit either the temple (We're going for the side of the head here) jaw, neck or clavicle. Any of these zones could debilitate a zombie. This is quickly followed up by another strike of the same sort should you miss due to the target not being in range. Anti-splatter clothes are a must with melee.
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DonovanRichter
DonovanRichter
2. RE: Melee combat guide
Sep 24 2010, 7:26 AM EDT | Post edited: Sep 24 2010, 7:26 AM EDT
Should a zombie lunge at you, knowing how to bring up the butt of the handle against the outside of the arm then pushing it upwards and off to your right as you bring the butt of the haft back down can not only throw an attacker off balance and off to the side, but it can also break a grip on your axe.

The motion itself places the head of the axe at the back of the zombie's skull, with some force so you can even chop at the forumen magnum afterward. A sidestep may be required to really get them out of harm's way though and especially if you want the shot to be lined up well.

The axe can also be swung at it's maximum distance by starting your swing with both hands, then swinging from the side, keeping the arc parallel to the ground. Let go with one hand for a woodchopping motion and you end up having your side turned to your opponent using one outstretched arm. This gives you maximum range for the axe. The straight downward, wood splitting chop isn't quite so good. Less range and poor recovery. The swing I just mentioned can quickly be recovered with that second hand of yours then performed again, or something else.

Should I get my axe stuck in a skull and not have time for retrieval from the crumpled body, I have a tire iron. The tire iron's goal is to swing at the hands to break carpels when I'm at a bit of a distance or to use the wedge shaped spike at the other end to pierce the cranium. Ideally, before a grapple, one could grip the thing, one hand on one side the other on the other, (remember the right angle!) Then thrust accurately and powerfully for an eye.

Less ideally, in a grapple already without having broken the hands, one could do a sort of pommel pummeling with the spiked end. Just like your typical sword pommel bash to the face, but with a spike in hopes of piercing the skull.

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DonovanRichter
DonovanRichter
3. RE: Melee combat guide
Sep 24 2010, 7:29 AM EDT | Post edited: Sep 24 2010, 7:30 AM EDT
Last and absolutely the least, screwdrivers and knives... they suck but oh well. In a grapple (Otherwise, just simply run) one might be able to stab through the ear canal with a screwdriver... Its better than simply letting them bite you, but I would prefer to attempt a kick (if I had space) or a monkey roll (if already grasped) before resorting to this awful weapon.

Oh goodness, I've talked way too much... =O_O=

eheheheh,..... read if you want to? =^_^;;= Thanks for any input. =^_____^= It will earn you my gratitude.
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DashK
4. RE: Melee combat guide
Nov 9 2010, 7:32 PM EST | Post edited: Nov 9 2010, 7:32 PM EST
With knives and blades, CUT THE TENDONS!! Really, that will help. Do you find this valuable?    

amusedeagle
5. RE: Melee combat guide
Jan 3 2011, 2:20 PM EST | Post edited: Jan 3 2011, 2:20 PM EST
"With knives and blades, CUT THE TENDONS!! Really, that will help."
i agree 100%.the way i see it is i wouldn't use melee as a primary way of killing zack,but as a last resort it would be ok.zeds dont feel pain(usually)but if you manage to disable it by,for example cutting the tendons as DashK quite rightly said,then it would be useless.
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The_Supreme_idiot
6. RE: Melee combat guide
Jan 17 2011, 12:31 PM EST | Post edited: Jan 17 2011, 12:31 PM EST
Replice the axe with a warhammer. Trust me, their lighter, nomraly have a hollow metal shaft (giggle), and are overall more durbale. And they can deliver much much more power than an axe could. I'm talking real medieval warhammer, not the fantasy ones, with heads the size of and cinder block.

I personaly do a lot fo work adn practice on zombie survival. I'm working with my sai's a lot more now. Not the most practical weapon, but dam good fun. With ym zombie suit on, im pretty much immune to anything but a full on maul, so catching a hand on a splatter or tooth isnt the end for me. In pure survival circumstances, using somthing like the warhammer or a vandal bar (fire service use them a lot) would be more practical, but image is as important as anything else. With long weapons, like the warhammer or axe, focus on sideways blows, aimed at the jawline, as you do some serious dameg if you hit up or down from there. Even a hit to the riibs with enough weight can knock the zombvie out the way raedy for another swing. The majority of your hits should be pushes of some kind, getting you room for a power swing. Or to leg it
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dooflauchwarrior
dooflauchwarrior
7. RE: Melee combat guide
Jan 18 2011, 4:55 PM EST | Post edited: Jan 18 2011, 4:55 PM EST
i agree, the war hammer is the way to go. lighter than an axe or sledge hammer and can definitely pack a punch. although if you have nothing else a old fashioned louisville slugger will take care of business with ease, just may not last as long Do you find this valuable?    
nedonedonedo
nedonedonedo
8. RE: Melee combat guide
Jan 18 2011, 10:03 PM EST | Post edited: Jan 18 2011, 10:03 PM EST
i don't know much about how you would fight z's, but this video might give you ideas, plus is good for raiders
http://www.youtube.com/watch?v=IaVB8N72JeY&feature=related
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DevilNuts
DevilNuts
9. RE: Melee combat guide
Jan 19 2011, 12:38 AM EST | Post edited: Jan 19 2011, 12:38 AM EST
"...In pure survival circumstances, using somthing like the warhammer or a vandal bar (fire service use them a lot) would be more practical, but image is as important as anything else. ...."
...........
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DonovanRichter
DonovanRichter
10. RE: Melee combat guide
Jan 19 2011, 1:15 AM EST | Post edited: Jan 19 2011, 1:15 AM EST
Wow, I got feedback! Three months was nothing! =^_^=

Okay, Mr. Done, I checked out the video, and I'd say I have one knife vs. knife technique that does the jobs of most of those. It's called slice the other guys wrist if he moves in. Much simpler and faster. =^_^=

Hmmm, as for you two, doof and the supreme idiot... well... I don't know. =*_*=

I must say Supreme idiot, I've never heard anyone on here but me mention that aiming for the head/jaw/neck/clavicle region is an almost foolproof way to hit something vital. =^_^= But I have another technique as well, for ridiculously close range. Punch the blade out with one hand just underneath it, then use the hand at the end of the handle to lever the blade forward, giving you maximum power with minimal swinging room. =^_~=

Warhammers are good, but I figure axes would be so close in terms of potential that I might as well stick with what I have. Besides, a warhammer would cost lots of money, while my axe cost me two dollars at a yard sale. I know how durable my axe is, and I know I can easily replace it should I need to.

Besides, I get the feeling that my need for boiled water will involve chopping lots of firewood. =^_^= I don't know, I'd also be more worried about getting my warhammer stuck or it not doing enough brain damage to drop the thing.

I could use the same techniques with a warhammer that I could with an axe though, but the warhammer would have no chance of chopping a path through the target and freeing itself. I could also have the option of doing damage to the things muscles and limbs if I used an axe, should the need ever arise if things got too out of control and I had to take any hit I could get. Then there's also breaking, enterring and barricading which my arsenal specializes in...

Nah, thanks guys, I approve of warhammers and all but they're just not for me. =^_^=
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nedonedonedo
nedonedonedo
11. RE: Melee combat guide
Jan 19 2011, 8:09 AM EST | Post edited: Jan 19 2011, 8:09 AM EST
i was thinking more along the lines of grabbing a z's arm, then hitting arteries.
there is more than knife fighting in the vid (unarmed combat, gun disarming, stick fighting), and the part 2 of the vid has control moves, but i don't think they would work on z's.
as for the was hammer, a rock tied to a stick would work just as well.
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DonovanRichter
DonovanRichter
12. RE: Melee combat guide
Jan 19 2011, 9:29 AM EST | Post edited: Jan 19 2011, 9:29 AM EST
Ooooh, actually, not quite, warhammers are really more like combat picks for piercing armor with a hammer head on the other side. They come in one and two handed varieties for use with a shield or to have more range and grappling potential (two handed weapons are rarely used for "higher damage" but more control and maneuverability. ) =^_^=

I see what you mean though. This is assuming that zombies still have working circulatory systems though, I'd like to stay away from knives for zombies though. =^_^=
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The_Supreme_idiot
13. RE: Melee combat guide
Jan 19 2011, 4:17 PM EST | Post edited: Jan 19 2011, 4:17 PM EST
Warhammers shouldn't punch right in to much. If they do, then you've got a nice swing, but maybe a bit overdone?
And where your axe can chop down into muscle, the warhammer will most liekly crush the bone. And most have a spike on the reverse. I don't use the spike enough, but it would be nice if you overswing. And one major advantage of warhammer over axe, is the fact that you dont have to sharpen. Admitably the warhammer isnt as suited to out of combat roles, but I guess it's a matter of preference.
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DevilNuts
DevilNuts
14. RE: Melee combat guide
Jan 19 2011, 8:34 PM EST | Post edited: Jan 19 2011, 8:34 PM EST
I actually think the spiked hammer could be quite useful in tight quarters or when clearing buildings. I actually referenced this in my page on zombie removal.

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timberrattler
timberrattler
15. RE: Melee combat guide
Jan 19 2011, 8:53 PM EST | Post edited: Jan 19 2011, 8:53 PM EST
http://www.zombiesurvivalwiki.com/photo/10628214/Timber%27s+Warhammer

My improvised warhammer. About $15 in supplies at Home Depot. If you can un-screw a jar of peanut butter you can make something similar. The spike is the "skilled" part of production.
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DonovanRichter
DonovanRichter
16. RE: Melee combat guide
Jan 20 2011, 9:44 AM EST | Post edited: Jan 20 2011, 9:44 AM EST
Sometimes I can't imagine a warhammer penetrating enough to do a lot of brain damage... =*_*= I think I'll stick with my axe. no offense, I could see a warhammer being used similarly to an axe for tight quarters, and having a good bludgeoning swing for when you have more room. But I don't know, I just trust my axe more. Do you find this valuable?    
OriginalClamurai
OriginalClamurai
17. RE: Melee combat guide
Jan 20 2011, 11:34 AM EST | Post edited: Jan 20 2011, 11:34 AM EST
You might consider learning how to hook and trip with that axe of yours, depending on the shape of the head. Do you find this valuable?    
P0LaND
P0LaND
18. RE: Melee combat guide
Jan 20 2011, 12:00 PM EST | Post edited: Jan 20 2011, 12:00 PM EST
"Sometimes I can't imagine a warhammer penetrating enough to do a lot of brain damage... =*_*= I think I'll stick with my axe. no offense, I could see a warhammer being used similarly to an axe for tight quarters, and having a good bludgeoning swing for when you have more room. But I don't know, I just trust my axe more. "
Best to use what's comfortable with you, yet effective, no?

How would you all rate a plain Louisville Slugger for it's effectiveness as a melee weapon? What might be a good replacement? I know I can place the end of the bat pretty well into a zombie's jaw.
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The_Supreme_idiot
19. RE: Melee combat guide
Jan 20 2011, 1:24 PM EST | Post edited: Jan 20 2011, 1:24 PM EST
Not bad. Just breaks to easily. One heav swing that misses, and its broken on a lampost. And Although it does pack a punchm not nearly equal to somthing heavy and metal, was a head. Again the replacment i suggest is a warmerr. Although if you dont mind a shorter range, a good ball headed club can be extrodanarily powerful. Perghaps even a custom bat. Made form one of those fancy plastics that are oretty much indestructubkle. Do you find this valuable?    
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