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Duel2 :: View topic - 12-5-9-16-5-13-10
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Longshot
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PostPosted: Sat Oct 27, 2012 8:19 pm Reply with quoteBack to top

This another I came across. I wish I could get the other stuff out of storage look for more.
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One Armed Bandit
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PostPosted: Sat Oct 27, 2012 8:31 pm Reply with quoteBack to top

Longshot wrote:
This another I came across. I wish I could get the other stuff out of storage look for more.


12-5-9-16-5-13-10 --> 15-5-9-21-9-14-11 ST

Warriors like this are the bread and butter of many managers' tournament squads.
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gentleben
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PostPosted: Sat Oct 27, 2012 8:34 pm Reply with quoteBack to top

One Armed Bandit wrote:
Longshot wrote:
This another I came across. I wish I could get the other stuff out of storage look for more.


12-5-9-16-5-13-10 --> 15-5-9-21-9-14-11 ST

Warriors like this are the bread and butter of many managers' tournament squads.


I would go 13-5-9-21-9-16-11 ST

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Terminator
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PostPosted: Sun Oct 28, 2012 5:04 am Reply with quoteBack to top

One Armed Bandit wrote:
Longshot wrote:
This another I came across. I wish I could get the other stuff out of storage look for more.


12-5-9-16-5-13-10 --> 15-5-9-21-9-14-11 ST

Warriors like this are the bread and butter of many managers' tournament squads.


^^^^This.^^^^

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Longshot
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PostPosted: Sun Oct 28, 2012 10:04 pm Reply with quoteBack to top

You guys have some interesting ideas. I made this guy:

15-5-9-16-11-13-15 slasher.

He is 2-1. He has an expert in initiative. I might make this team active when my finances improve.
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gentleben
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PostPosted: Mon Oct 29, 2012 7:32 am Reply with quoteBack to top

Longshot wrote:
You guys have some interesting ideas. I made this guy:

15-5-9-16-11-13-15 slasher.

He is 2-1. He has an expert in initiative. I might make this team active when my finances improve.


Good luck with that SL...

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_Buri_
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PostPosted: Mon Oct 29, 2012 10:24 am Reply with quoteBack to top

Yeah, good luck... I imagine that guy has poor endurance unless he got lucky. poor end + SL = bad news.
One has to wonder why you're asking for design advice after the fighter is already rolled up.
I will say this one thing about this example: if you can get a 21 WT, always take it.

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Otto_X
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PostPosted: Mon Oct 29, 2012 10:38 am Reply with quoteBack to top

I think you'll find every veteran manager will say the same -- always, Always ALWAYS go for the 21 wit. Then decide what to do with the rest of the points.

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The Consortium
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PostPosted: Mon Oct 29, 2012 12:03 pm Reply with quoteBack to top

Otto_X wrote:
I think you'll find every veteran manager will say the same -- always, Always ALWAYS go for the 21 wit. Then decide what to do with the rest of the points.


Not quite always. There just might be a reason to do otherwise.
We have it at 99.5%.

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Longshot
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PostPosted: Mon Oct 29, 2012 3:24 pm Reply with quoteBack to top

_Buri_ wrote:

One has to wonder why you're asking for design advice after the fighter is already rolled up.


One reason is that I found the numbers in a pile of mini-overviews and stuff. I thought it would be fun to see what you guys would do with the numbers.

Another reason is that I can learn from you guys. My knowledge of the game is twenty years old. The stuff I did in 1992 won't float now. Not a lot of it anyway.

Just in case anyone would wonder why I am looking at old overviews. I was collecting my own information for the manager list I was revamping. I want to make my listing as accurate as possible.
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