A complaint I've something seen concerning combat in TSR-era D&D is that it is too simplistic. You roll to hit and see if you hit or miss, roll damage die and that is it. There is no room for the kind of creativity that players might want to realise from cool action scenes in movies.
By contrast, later editions allow cool moves to spice up combat. Feats in 3e allowed stuff like bull rushing, cleave, Disarm, Spring attack etc. In 4e, everyone gets a cool move they can execute. In 5e, feats returned and on top of that we get battlemaster maneuvers that let fighters pull off even more stunts like riposte, parry, feint, trip attack and similar (Rules Cyclopedia is guilty of the same with 9th lvl fighters getting access to special maneuvers).
The fatal flaw in this, the older schooler might remonstrate (and I would join that choir) is that the approach to stunts in later editions gates them behind feats and class features. It defines combat in a way that strongly implies that if it's not on your character sheet, you can't do it.
What modern gamers miss in all this, the old schooler might argue, is that the basic chassis of TSR-era D&D leaves it open to the player to come up with their own stratagems and utilise their creativity.
But here I don't exactly agree. TSR-era D&D itself fails to provide even guidelines on how such creativity might be played out. Are you meant to just add descriptions to your basic attack roll ("I feint the orc with my shield and then slice at his calves" "ok, roll to to hit as we always do") or should the DM be ready for on-the-fly rulings to adjudicate whatever zany stunts the players might come up with? If the latter, there is a stark absence of guidelines to do so.
In Into the Unknown there is dedicated section for how to adjudicate stunts in a way that is freeform and encourages players to play the scene of combat rather just the rules, but also utilises the small selection of leavers that exist in 5e combat (bonus actions, reactions, move, advantage/disadvantage) to give a rules-based impact for such gameplay. But it is rather tied into 5e combat, sáns feats and maneuvers that gate such stunts behind class advancement. So I figured - how would I do this in B/X or other TSR-era games?
I've seen people go with the approach that says that you can stunt (ie. achieve an effect different than damage) by simply forfeiting your damage roll if you hit. It's simple and nice, but I think doesn't really add to the game what stunting should - Something out of the box, raising the stakes to gain an advantage somehow, at added peril to yourself. So here is how I would do it: