Dipylon shields, also sometimes known as a Boeotian shield were late Bronze Age oval-shaped shields with two C-shaped cuts, one in either side. Their earlier predecessors were figure-of-eight shields which were shaped not unlike an infinity symbol. The purpose of both of these types of shield were to provide adequate protection to the torso and upper leg, while also allowing easy weapon movement around them while raised. They proved to be particularly useful in Greek phalanxes where they allowed spearman to remain protected while thrusting.
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Ungrischer schilts on the other hand, were primarily used as dueling or fencing shields, and came to a sharp point at the front, which was used offensively. Mechanically they functioned almost like a defensive weapon, than a pure shield.
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While we have bucklers, targes, heaters, kite shields, tower shields, and pavises, these entire classes of shield are entirely missing from the game, as is the intended functionality dipylon shields; limited attacking from behind a raised shield, primarily thrusting, or overhead strikes around the rim of a round shield as was the case with Viking combat. There are already mechanics in the game to circumvent the control issues that would be potentially presented if such behavior were to be implemented. We have a dedicated, "Shield Bash" key in the control page which currently does nothing related to shield bashing, but instead serves only to utilize the pounce attack that Vanguard weapons, (And formerly polearms, rip.) possess. Why not introduce dipylon and figure-of-eight shields, and simultaneously introduce raised-shield attacks for them and existing shields it makes sense with, like the buckler and targe variants? The utility and protection could be balanced with increased stamina cost to the attacks, perhaps.
Ungrischer schilts on the other hand, could possibly do a small amount of piercing damage with a quick jab when the shield bash button was activated, rather than a knockdown as well. This behavior would allow for less predictable behavior between combatants, and add another element of complexity and variety to shield combat. This game has a really good base to work from, but some elements of combat would benefit greatly from both variety and more implementation of useful historical techniques like these.