Duel2.Com  
•   Home  •  Rules  •  Your Account  •  Forums  • Newsletters  •
Navigate
· Home
· Content
· Encyclopedia
· Forums
· Members List
· Newsletters
· Old Newsletters
· Private Messages
· Setup
· Tourneys
· Your Account
User Info
Welcome, Anonymous
Nickname
Password
(Register)
Membership:
Latest: versedbandit7
New Today: 0
New Yesterday: 1
Overall: 1579

People Online:
Visitors:
Members:
Total: 0
Duel2.Com: Forums

Duel2 :: View topic - Extra Rollups?
 Forum FAQ  •  Search  •  Memberlist  •  Usergroups   •  Register  •  Profile  •  Log in to check your private messages  •  Log in

 
Post new topicReply to topic
View previous topic Log in to check your private messages View next topic
Author Message
Smug
Unchartered Poster


Joined: Aug 11, 2003
Posts: 49
Location: Louisiana

PostPosted: Tue Aug 26, 2003 4:46 pm Reply with quoteBack to top

I waited for 2 whole months for my wife and my initial rollups to come in, and a week and a half after that, here are two more!!! Dont know why, but what the hell.......there here! AND I get a chance to ask you guys about it first. I'll probably only play these guys in tourney play, so base any ideas on that. They are as follows:

4-9-14-21-6-9-7 Dont really know WHAT to do with this guy. But hes a Genius...that never hurts. (hopefully)
12-13-11-14-3-13-4 No will or def. DA?
8-13-11-17-3-5-13 Hmmm. I dunno. Possible Genius, with good def, but no will. Any ideas?
10-5-13-5-13-9-15 Im thinking make him a TP named Dead Man in DA and run him 10-10-10 Lunge. Should be funny
11-9-9-11-10-11-9 Seems like a good rollup. Havent tinkered with it yet.
Rollup #2
11-9-8-9-8-12-13...15 wit at best. Maybe 17 def. Gives me a 12 will. I dunno.
21-9-11-6-6-9-8...Stupid, but a monster. Might run him in arena play for a couple of turns, just for shits and giggles.
11-12-15-9-10-4-9...Any ideas?
9-10-13-11-16-3-8...17 wit...21 will...11 def??? Whaddaya think?
5-12-16-9-8-10-10...Again, any ideas? I know most of these guys wont make good tourney players, but I have no qualms about DA'ing any that dont make the cut. Perhaps I'll play some of these guys in arena play if my others dont cut the mustard. Thanx in advance for the replies.

_________________
Great Nations are built from the bones of the dead with mud and straw, blood and sweat.
You know your worth when your enemies praise you Architecture of Aggression.
View user's profileSend private message
mordraith
Master Poster
Master Poster


Joined: Jul 12, 2002
Posts: 237
Location: FL

PostPosted: Tue Aug 26, 2003 5:16 pm Reply with quoteBack to top

4-9-14-21-6-9-7
9-9-14-21-9-9-13 ST

12-13-11-14-3-13-4
12-13-11-17-9-13-9 ST DA

8-13-11-17-3-5-13
10-13-11-21-9-5-15 ST

10-5-13-5-13-9-15
10-5-13-9-17-9-21 AB

11-9-9-11-10-11-9
11-9-9-17-16-11-11 LU/SL

Rollup #2
11-9-8-9-8-12-13
DA

21-9-11-6-6-9-8
DA

11-12-15-9-10-4-9
boring DA

9-10-13-11-16-3-8
11-10-13-17-21-3-9 LU/SL

5-12-16-9-8-10-10
DA

the lunger on the second is nice... first is a decent team in the arena... possible TV with the Aimer....

Mordraith
View user's profileSend private messageAIM AddressYahoo MessengerICQ Number
Ichabod
ArchMaster Poster
ArchMaster Poster


Joined: Dec 31, 2002
Posts: 1251
Location: Michigan

PostPosted: Tue Aug 26, 2003 6:39 pm Reply with quoteBack to top

Rollup 1:

4-9-14-21-6-9-7
Hmmm...nice. I'd go 10-9-14-21-10-9-11 ST, use the SC, and try to win an apprentices or initiates tournament. Only train ST if he does normal damage or gets very little endurance.

12-13-11-14-3-13-4
Ack, this is what I mean by 'almost useful'. I'd probably go 12-13-11-20-9-13-6 SL and train WT and DF, but you're looking at like 3-4 turns of stat raises for that. Another option is 12-13-11-17-9-13-9 SL, but there's nothing special about him. There's also the amusing 16-13-11-17-9-13-5 BA.

8-13-11-17-3-5-13
I'd go 11-13-11-21-9-6-13 ST with this one. He's not THAT fast, but the learning would make up for it. Another option is 9-14-11-21-9-5-15 PR or 8-13-11-21-9-5-17 PR.

10-5-13-5-13-9-15
Go to DA. Go directly to DA. Do not pass Gatway. Do not collect 200 gp.

11-9-9-11-10-11-9
Hello Mr. Average. 11-9-9-17-16-11-11 SL wouldn't be too bad. The reason for the 16 will is for an easy train - if you'd prefer, move the last point to, say, speed.

Nice team - if you don't want them, I'll gladly relieve you of them.


Team 2:

11-9-8-9-8-12-13
DA

21-9-11-6-6-9-8
DA

11-12-15-9-10-4-9
Sorry, no ideas. I'd DA this one out of reflex - there's nothing to support the low wit/will.

9-10-13-11-16-3-8
Easy design here - 9-10-13-17-21-3-11 LU. He'll start slow but turn it around after 5 fights or so. Don't be surprised if he starts 0-4 and graduates at 14-7. Another option would be PL, but I don't like it as much for these numbers.

5-12-16-9-8-10-10
Again, I'd just DA this mess.

Again, these are designed more for arena success than tourney - they sometimes go hand-in-hand, but not always.

_________________
Ichabod Frothingslosh
"Chaos. Disorder. Anarchy. My work here is done."
View user's profileSend private messageAIM AddressMSN MessengerICQ Number
gameogre
Grandmaster Poster
Grandmaster Poster


Joined: Jul 14, 2002
Posts: 775
Location: San Diego

PostPosted: Tue Aug 26, 2003 11:53 pm Reply with quoteBack to top

Only a couple thoughts to add to what's been posted. That first one is a very nice team. I'd really recommend going with the 20 wit slasher, along with the two 21 wits and the 16 will on the last one. Sometimes the high wits can mean your best tourneys are apprentices/initiates since they take up so many points and the wits haven't had much time to function for rookies and novices but experiment and see where your success comes.

I had two ideas for your worst stuff. These kinds of designs aren't the long term designs you look for in the end but can be interesting depending how they roll up and might be used at times you're trying to pump team record before using the DA.

11-12-15-9-10-4-9

13-12-15-15-10-4-15 PR (you wear APA and F, parry about 2 mins and then raise to maybe 4-5-6 open, the only reason this isn't a keeper is that you'd like to trade at least 4 points of size for wit and either df or con.) You might enjoy this as it calls for more finesse and planning than most of your best designs and then it's painless to toss it to the DA once you've gotten the feel and slow learns make it a burden on team record. Admittedly, this is a tough tourney style but APA and maybe great damage can sometimes pull a surprise in the rookies crap shoot.

10-5-13-5-13-9-15

10-7-13-5-19-9-21 TP (train will to 21 first and then everything else except df at least twice or until it starts to lose, if it's a lucky trainer it might do well in novices)
View user's profileSend private message
Display posts from previous:      
Post new topicReply to topic
View previous topic Log in to check your private messages View next topic
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



Powered by phpBB 2.0.10 © 2001 phpBB Group

Version 2.0.6 of PHP-Nuke Port by Tom Nitzschner © 2002 www.toms-home.com
Forums ©
:: fisubsilver shadow phpbb2 style by Daz :: PHP-Nuke theme by coldblooded (www.nukemods.com) ::