I'm a new player, saw an ad in a magazine for the game, and am wondering how to make a good gladiators out of these numbers I am looking at. And it asks if I want to be in a particular game number. How do I know which one to go to? Alot of games have tutorials or advice sections for new players. Does this game?
Thanks,
Jeff
Managerr ArchMaster Poster
Joined: Jul 12, 2002
Posts: 4287
Location: Omaha
Posted:
Wed Apr 06, 2005 8:09 am
Leave your game number blank, and it will send you to the newbie arena. (For 10 turns while you learn the game basics) Or you can read the various newsletters here and choose one to go to yourself:
The most important piece of advice that I can give you starting out, is that WT and WL are the most important numbers for a gladiator. WT determines how fast a warrior learns skills and WL determines how easily they can train stats, so both are key for developing as a warrior.
Odd numbers are better than even numbers and there are some key breakpoints. For WT, the key numbers are 11, 13, 15, 17 and 21. For WL, the key numbers are 9, 15, 17, and 21. I would recommend getting each warriors WT and WL to the highest one of these breakpoints that they can and then figuring out what to do with the rest of the points. One other key number which gets you alot of skills, as well as helps you use some of the best weapons in the game, is having a DF of 11.
I'll write another post in a bit with some thoughts on your rollups,
One Armed Bandit
The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10142
Location: on the golf course, in the garden, reading, traveling, and now Consulting
WOW!
Most of us pray for such a nice team rollup sheet.
You need to go to www.terrablood.com, and get a password to use the site from John Holt. Much information you need (or may not know you need, but ought to want) is in the top option.
It is usually better for one asking for advice to give an indication of what you would if you did not have advice. This will lead you through some thinking processes that are invaluable later on.
However for a brand newbie .............................
The advice you get from us is not necessarily what we, a well-experienced collection, would do. Nor, as you will find, is it the same advice you will necessarily get from others here. It is normally best for a new person to concentrate on the easier styles. You may not yet be ready for the finesse necessary for some styles,
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
Mad_Max Advanced Master Poster
Joined: Jul 14, 2003
Posts: 359
Location: Mount Doom, CT
WOW!!!!! That is a heck of a 1st Team set up......
Polarius Grandmaster Poster
Joined: Oct 13, 2003
Posts: 867
Location: Alabama
Posted:
Wed Apr 06, 2005 11:13 am
4-12-3-9-10-14-18
For this one I like....10-12-3-9-15-14-21 AB. This would have been a good one for the MI Rookies.
10-8-16-7-7-19-3
You can do what someone said above but will probably end up DA'ing this one. (killing it)
9-10-11-16-6-11-7
I like these kind. They can be good basic warriors. I'd go
11-10-11-21-9-11-11 ST or 13-10-11-21-9-11-9 BA.
12-4-12-12-10-10-10
You could do alot with this one. You CAN'T however get the WL to 17 on this initial roll up. (someone had it at 17 above)
I'd prob go....13-4-12-17-15-10-13 or 15-4-12-17-15-10-11 LU/ST/BA/SL
7-15-5-5-14-10-14
Ahh...the cream of the crop....11-19-5-5-19-10-15 TP Instead of training skills you'll want to train all of these 2 times: WL, CN, & DF. And then maybe even ST. Very nice warrior.
On Terrablood's Site (see link above) there are many style/strat articles that would probably benefit you.
Polarius
_________________ "...no one is fit to be a master and no one deserves to be a slave..."
- George W. Bush
"Forgive your enemies, but never forget their names."
- John F. Kennedy
Joined: Jun 23, 2002
Posts: 429
Location: Clarksville, TN
Posted:
Wed Apr 06, 2005 11:46 am
BravesBaseballFanatic wrote:
here are the ones I got
4-12-3-9-10-14-18
Jeff
*smacks himself in the forehead* Some noobs get all the luck!!!
Seriously, welcome aboard! I'll put my customary plug for you to join us in DM 42, Rodeki. Glad to have ya on board and if you need any extra help make sure you post here or join the yahoogroup called "duel" and ask over there.
_________________ Flagg's Five (DM 42)
and any other Flagg branded team you may see.
One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2958
Posted:
Wed Apr 06, 2005 11:57 am
As far as the design goes, this is what I like:
8-12-3-11-15-14-21 AB - train ST once early on to be well suited to the SC, the best weapon in the game
13-8-16-13-9-20-5 BA - this fellow should probably be sent to the Dark Arena, but he might be fun for a bit
9-10-11-21-9-11-13 ST or 11-10-11-21-9-11-11 BA - this warrior is very good, he'll learn tons of skills and smash face
15-4-12-17-15-10-11 SL or BA - not bad, a definite keeper
For the last one, I would do what the other's suggested. I'm not a great lover of the scum TP. Other options include 9-15-5-11-17-10-17 PL, 11-15-5-11-17-10-15 TP/WS. But their designs will do the most winning.
One Armed Bandit
The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10142
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Wed Apr 06, 2005 1:47 pm
Polarius wrote:
12-4-12-12-10-10-10
You could do alot with this one. You CAN'T however get the WL to 17 on this initial roll up. (someone had it at 17 above)
I'd prob go....13-4-12-17-15-10-13 or 15-4-12-17-15-10-11 LU/ST/BA/SL
Polarius
We admit to being the ones who BLEW that! Nice catch Mr. P!
See, we told you there would be differing opinions!
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
illkidk Grandmaster Poster
Joined: Oct 12, 2003
Posts: 580
Location: City of DOOM
Posted:
Wed Apr 06, 2005 1:49 pm
The Consortium wrote:
Polarius wrote:
12-4-12-12-10-10-10
You could do alot with this one. You CAN'T however get the WL to 17 on this initial roll up. (someone had it at 17 above)
I'd prob go....13-4-12-17-15-10-13 or 15-4-12-17-15-10-11 LU/ST/BA/SL
Polarius
We admit to being the ones who BLEW that! Nice catch Mr. P!
See, we told you there would be differing opinions!
Looks like we'll have to take another post from your count for that oversight, my friend.
Well it's nice to see some new meat, I mean a new fellow warrior. What I have noticed the most is that you will take a beating for awhile. Don't worry about that, but focus on impoving your skills, and knowledge. This forum and terrabloods site are great resources. If you want wins then challenge a lot. However you need to learn eventually how to fight your warrior against them all. Anyways enough ranting. This is what I propose for your warriors.
4-12-3-9-10-14-18 ( 9-13-3-11-16-14-1 Your damage may suck on this one because of your size, this warrior will be fast and you might need to burn a stat"lose a future learn" in order to get them up to par. You might like to try an offensive Total Parry with this one, training con and will, with a dodge tactic, I don't think anyone could hit this hobbit.
10-8-16-7-7-19-3 ( I agree that this one should be sent to the DA) However if you want to experiment try a striker 11-8-16-12-7-21-9, increase will if you can and pray for tremendous damage which will slaughter anyone oh and increase wit once just for that extra intelligence factor.
9-10-11-16-6-11-7 (11-10-11-21-7-11-13) Stiker thats all I can say, low will kills your endurance but being a genius will give you skills fast, I had a warrior with a 4 will ( increased to 6) and very little endurance, good damage, and 12-5-2 record. He has 3 masters and two advanced. If he can finish a warrior in the first minute he's laughing, usually has critical attacks. Oh and he was Sensationally Active as well.
12-4-12-12-10-10-10 ( 15-4-12-17-10-11-15) Striker again and again hope for decent damage. This is average for me anyways, again stikers are the best for endurance conservation if you want an offensive warrior. If you have a defensive warrior he won't last two hits with will that low and con to add.
7-15-5-5-14-10-14 (9-17-5-11-17-10-15) Total Parry all the way, he will be stupid but scummy. Or you could try a Wall of Steel. Increase Wit to 13 and maybe strength to 11 you will only burn some skills on wit. Actually go with a WOS, Eventually you can increase con and Will to take tremendous damage and his parrying will be great with 15 DF, you might have a damage doing prob, but hopefully with the strength and con raise it will become normal or with good luck you will have that to start. SC/ME APA(ASM)/F to start.
Good luck with the game and this is just one players opinion.
Eclipse
_________________ You know your having a bad day when your warrior runs out onto the sands, trips and falls on his own sword. Ouch, must be a 3 Wit warrior.
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