DUELMASTERS NEWSLETTER Date : 01/31/2004 Duedate: 02/27/2004 SNOWBOUND ARENA DM-50 TURN-194 This Weeks Top Honors THE DUELMASTER IS NASSE DARK SIDHE (288) (50-3307) [19-17-1,107] Chartered Recognition Leader Unchartered Recognition Leader NASSE CAPT. FRIENDLY DARK SIDHE (288) TEAM VIRTUE (371) (50-3307) [19-17-1,107] (50-3421) [3-3-0,45] Popularity Leader This Weeks Favorite NASSE HAPPY DARK SIDHE (288) STRANGE TUNES (369) (50-3307) [19-17-1,107] (50-3399) [6-7-1,52] THE CURRENT TOP TEAM TEAM VIRTUE (371) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. TEAM VIRTUE (371) 52 2. STRANGE TUNES (369) 14 DARK SIDHE (288) 3. DRUID'S GROVE (292) 14 Unchartered Team 4. DARK SIDHE (288) 8 5. LEAVE SCARS (373) 5 TEAM VIRTUE (371) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*TEAM VIRTUE (371) 20 6 0 76.9 1/ 6*TEAM VIRTUE (371) 9 3 0 2/ 2*LEAVE SCARS (373) 8 6 1 57.1 2/ 1 DARK SIDHE (288) 9 6 0 3/ 4 DARK SIDHE (288) 287 270 17 51.5 3/ 5*LEAVE SCARS (373) 8 6 1 4/ 6 MIDDLE WAY 6 (368) 63 67 1 48.5 4/ 2 DRUID'S GROVE (292) 7 8 0 5- 7 IRON CURTAIN (299) 128 138 9 48.1 5/ 4 STRANGE TUNES (369) 7 8 0 6/ 8 DRUID'S GROVE (292) 47 54 3 46.5 6- 7 IRON CURTAIN (299) 4 1 0 7/ 9 STRANGE TUNES (369) 30 35 1 46.2 7/ 3 MIDDLE WAY 6 (368) 4 11 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT DUELMASTER'S COLUMN Notes from the arena champ. Orcs Rule!!! Well at least today. I get to be the Hammer C.R. Leader and Popularity Leader and on the Top Team. Life is good with Open Sesame and Iriador gone. Like the cats are away. Now the rats get to play. Unfortunately the boss says he dislikes downchallenges so I seem to be fighting a standby for the throne. Nasse the Nasty Orc SPY REPORT Busy, busy, busy, lots of things happening in SNOWBOUND this turn, and let's start with a look at some of the teams. It seems the training can make the difference, as DARK SIDHE is pushed out of top team by TEAM VIRTUE, who came from 6th with a 5-0-0 this turn. Now keep the taverns open late tonight, for there are sorrows to drown for MIDDLE WAY 6, whose 1-4-0 this turn dropped them by 4 into 7th. TEAM VIRTUE stable has parlayed this turn's 5-0-0 into a 5 space move up the rankings. This brings them up to 1st place. Good work, guys! And let's see, MR. CHEERFUL fought YAIWE and gained 17 points and contributed to TEAM VIRTUE's 5-0-0. VANWAFEA has lost to FENDER GRALE, falling 9 points, while helping make DARK SIDHE a 3-2-0 turn. The attempts to dethrone the Duelmaster have failed, and NASSE remains SNOWBOUND's top warrior for another turn. Tell me, is nothing sacred? I have heard from unimpeachable sources that The Victory Tavern uses trolls in their stew. Talk about gristle! I tell you, a green quarterstaff lasts longer than a seasoned sapling. A basher friend of mine assures me this is true. DARK SIDHE has cause to stand tall, as they were SNOWBOUND's most avoided team. A smart manager knows this is a team to beat. And avoiding DARK SIDHE more than any other team we find TEAM VIRTUE. SNOWBOUND, are we going to accept, or respect this sort of thing? Well, sports fans, take notice that FENDER GRALE from MIDDLE WAY 6 was SNOWBOUND's most challenged warrior this turn. We only live a short time in this world, so why not take a sharp blade, and shave it close? Is it really true that SNOWBOUND has more dishwashers per capita that fighters? Just thought I'd ask... Thought for the day, a new sword shines bright, but the notched sword sings the sweetest. Always good to rest in SNOWBOUND, but never good to wear out my welcome. Look for me in future turns. Until you see my quill in SNOWBOUND again, farewell-- Alarond the Scribe DUELMASTER W L K POINTS TEAM NAME NASSE 3307 19 17 1 107 DARK SIDHE (288) CHALLENGER CHAMPIONS W L K POINTS TEAM NAME MAEGOLOS 3312 19 15 1 94 DARK SIDHE (288) CHAMPIONS W L K POINTS TEAM NAME FENDER GRALE 3389 10 10 1 77 MIDDLE WAY 6 (368) ELLITA FESS 3392 15 11 0 74 MIDDLE WAY 6 (368) -30 3320 8 2 1 69 IRON CURTAIN (299) TOM SMITH DISEASE 3400 7 6 0 68 STRANGE TUNES (369) CHALLENGER ADEPTS W L K POINTS TEAM NAME SHAME ON THE NIGHT 3398 9 4 0 66 STRANGE TUNES (369) OBSIDIAN 2484 7 15 1 66 DRUID'S GROVE (292) CINDER 3380 13 3 0 58 DRUID'S GROVE (292) ADEPTS W L K POINTS TEAM NAME VANWAFEA 3338 12 13 0 55 DARK SIDHE (288) -31 3322 6 4 0 55 IRON CURTAIN (299) GILIA HARN 3391 12 14 0 54 MIDDLE WAY 6 (368) HAPPY 3399 6 7 1 52 STRANGE TUNES (369) ARLEN ABELI 3387 11 15 0 48 MIDDLE WAY 6 (368) ADEPTS W L K POINTS TEAM NAME EXISTENTIAL BLUES 3402 4 9 0 45 STRANGE TUNES (369) CAPT. FRIENDLY 3421 3 3 0 45 TEAM VIRTUE (371) -10 3321 4 5 0 42 IRON CURTAIN (299) NEVERMORE 3401 4 9 0 41 STRANGE TUNES (369) HOLLAN INNIS 3388 8 11 0 40 MIDDLE WAY 6 (368) -FUAMATU 3288 10 9 0 39 IRON CURTAIN (299) NEUMA 3406 5 7 0 39 DARK SIDHE (288) CHALLENGER INITIATES W L K POINTS TEAM NAME MR. CHEERFUL 3424 3 1 0 33 TEAM VIRTUE (371) DR. HONORABLE 3420 6 0 0 32 TEAM VIRTUE (371) -MR. JIGGLEY 3435 2 0 0 28 LEAVE SCARS (373) STRYKER 3404 5 8 0 27 DRUID'S GROVE (292) MISS FAITH 3423 4 2 0 26 TEAM VIRTUE (371) YAIWE 3414 7 1 0 24 DARK SIDHE (288) -ZERO 3397 3 2 0 24 IRON CURTAIN (299) INITIATES W L K POINTS TEAM NAME FATHER HUMILITY 3437 2 0 0 19 TEAM VIRTUE (371) THE FALLEN 3448 2 0 0 16 LEAVE SCARS (373) SASSY 3434 1 2 0 15 LEAVE SCARS (373) DAWN 3433 2 1 1 13 LEAVE SCARS (373) SLEDGE 3431 1 2 0 9 LEAVE SCARS (373) BLAZE 3412 1 4 0 7 DRUID'S GROVE (292) ROXANNE DE'MORRE 3449 0 1 0 1 DRUID'S GROVE (292) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? PERSONAL ADS Congratulations, Nasse! You make a great Snowbound Duelmaster. -- Boy Scout of Team Virtue Mr. Jiggley -- I was not at all a good match for you. You left scars. Well fought. -- Miss Faith Sledge and Dawn -- Perhaps that makes up somewhat for Miss Faith. -- Dr. Honorable and Capt. Friendly Dawn -- Close, but, then, it was closer to dusk. Perhaps after dusk. I could take you to dinner. -- Capt. Friendly I am quite pleased to draw the Karnhorn Deserter. Someone has to round these guys up. -- Father Humility I'm back! And I'm so glad to be here! -- Mr. Cheerful We hope you all did well at The Face. -- Boy Scout and all Team Virtue Miss Faith -- My first believes most excellent. -- YAIWE Maegolos -- We've heard about you guys, you dark sidhe. We've heard that you aren't that much worse than the light sidhe, because NONE of you really like us ordinary humans. Well, now we, or at least I, know. It's true. Ouch. -- Ellita Fess Fumatu -- I dunno why the crowd was booing you. After all, you were out there doing your damnedest. -- Gilia Harn Iriador -- (wincing) At least you teach well. -- Fender Grale P.S. Congratulations on getting your Invite. Cinder -- Well, I wouldn't want you to BEG. Mercy falls like rain, or something like that. Unstrained. Meaning I'm supposed to give it to you without being asked. Which I do. -- Hollan Innis 10 -- At least, I think that's a "ten" and not Io as in the moon of Jupiter. Good fight. -- Arlen Abeli LAST WEEK'S FIGHTS VANWAFEA was devastated by FENDER GRALE in a 1 minute mismatched Challenge fight. DR. HONORABLE overcame STRYKER in a 2 minute Challenge match. MISS FAITH luckily beat SASSY in a popular 5 minute master vs. amateur Challenge duel. MR. CHEERFUL savagely defeated YAIWE in a 2 minute bloody Challenge competition. NASSE vanquished ELLITA FESS in a 1 minute mismatched Title fight. MAEGOLOS beat VETERAN MERCENARY in a 2 minute gory mismatched brawl. GILIA HARN was overcome by TOM SMITH DISEASE in a 2 minute expert's melee. OBSIDIAN vanquished HOLLAN INNIS in a 1 minute one-sided duel. SHAME ON THE NIGHT won victory over ARLEN ABELI in a 2 minute veteran's duel. CINDER luckily beat HAPPY in a action packed 6 minute gory match. NEVERMORE was overpowered by CAPT. FRIENDLY in a 1 minute one-sided match. EXISTENTIAL BLUES was bested by NEUMA in a 2 minute conflict. BLAZE was unbelievably bested by THE FALLEN in a 2 minute novice's battle. SLEDGE was bested by FATHER HUMILITY in a crowd pleasing 1 minute amateur's bout. DAWN savagely defeated ROXANNE DE'MORRE in a 2 minute bloody novice's duel. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 6 TOTAL PARRY 36 - 10 - 0 78 | |SLASHING ATTACK 4 PARRY-STRIKE 10 - 3 - 0 77 | |TOTAL PARRY 4 AIMED BLOW 14 - 11 - 0 56 | |BASHING ATTACK 3 LUNGING ATTACK 36 - 29 - 1 55 | |PARRY-RIPOSTE 3 BASHING ATTACK 9 - 8 - 1 53 | |WALL OF STEEL 3 PARRY-RIPOSTE 10 - 12 - 0 45 | |PARRY-STRIKE 2 PARRY-LUNGE 5 - 6 - 0 45 | |STRIKING ATTACK 2 SLASHING ATTACK 12 - 17 - 1 41 | |AIMED BLOW 1 STRIKING ATTACK 10 - 15 - 2 40 | |PARRY-LUNGE 1 WALL OF STEEL 17 - 28 - 0 38 | Turn 194 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: AIMED BLOW 1 - 0 PARRY-LUNGE 0 - 1 6 LUNGING ATTACK PARRY-STRIKE 2 - 0 PARRY-RIPOSTE 0 - 3 1 BASHING ATTACK SLASHING ATTACK 3 - 1 STRIKING ATTACK 0 - 2 1 PARRY-RIPOSTE TOTAL PARRY 3 - 1 WALL OF STEEL 0 - 3 1 PARRY-STRIKE LUNGING ATTACK 4 - 2 1 SLASHING ATTACK BASHING ATTACK 2 - 1 1 TOTAL PARRY TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK NASSE 3307 19 17 1 107 DARK SIDHE (288) PARRY-RIPOSTE ELLITA FESS 3392 15 11 0 74 MIDDLE WAY 6 (368) PARRY-STRIKE SHAME ON THE NIGHT 3398 9 4 0 66 STRANGE TUNES (369) TOTAL PARRY CINDER 3380 13 3 0 58 DRUID'S GROVE (292) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is NASSE 3307. The most popular warrior this turn was HAPPY 3399. The ten other most popular fighters were SASSY 3434, MAEGOLOS 3312, TOM SMITH DISEASE 3400, FENDER GRALE 3389, STRYKER 3404, MR. CHEERFUL 3424, ARLEN ABELI 3387, DAWN 3433, NASSE 3307, and OBSIDIAN 2484. The least popular fighter this week was ROXANNE DE'MORRE 3449. The other ten least popular fighters were EXISTENTIAL BLUES 3402, HOLLAN INNIS 3388, GILIA HARN 3391, ELLITA FESS 3392, YAIWE 3414, MISS FAITH 3423, NEVERMORE 3401, CINDER 3380, DR. HONORABLE 3420, and VANWAFEA 3338. JESSIE'S GUIDE TO A GOOD BASHER (2nd Edition) Greetings. This is a 2nd edition of "Jessie's guide to a good BASHER." I have had a little more time to upgrade my first article to give you some more info regarding my favorite style. The major changes are in the weapons and strategies section. But read the whole thing; I've made other changes as well. Also, this article doesn't discuss the SCUM basher or other mutant variations of this style. It deals mainly with ones meant to last past 10-15 fights. Most new mangers or managers that don't run bashers that much, don't understand how to make a good basher. Needless to say, they don't run them right either. Even with the my horde of bashers, each one varies somewhat. The 4 MOST important things to a basher are DECISE skills, ATTACK skills, DAMAGE bonus, and maintaining the INITIATIVE. This is also the order of importance as well. Bashers also learn ATTACK, DECISE and INITIATIVE skills faster than other skills. They are very similar to slashers in many ways. 1. DECISE SKILLS: A basher needs to strike first, this is why his number of Decise skills must be high. His bigger size will give him bonus DECISE skills, as well as bonus INITIATIVE skills. Bashers have poor defense and parrying abilities, this is why they need to gain the initiative. A BASHER'S best defense is a good OFFENSE. Speed also gives decise skills. But, I don't add to speed, cause speed isn't vital to a basher or his performance. 2. ATTACK: After gaining the initiative, the number of attack skills will determine whether he hits or not. Bashers need to hit what they swing at, 'cause they may not get another chance to swing. I recommend a 10+ base in attack for a basher. This means he should have a HIGH ORDER WIT statement for attack. The higher the attack rating, the easier it will be to get through the parries and dodges of the opponent. If you check the WIT statement chart, and he doesn't have HIGH ORDER attack, he may not do well. 3. DAMAGE: This is a MUST for any basher. I would recommend a no less than a GOOD DAMAGE rating. I prefer GREAT DAMAGE for my bashers, or more. A basher must be able to do A LOT of damage when he hits, because he is trying to bring his opponent down fast. He can't afford to let his opponent attack back with the low defensive abilities the basher has. That is why he needs to make every hit count. 4. INITIATIVE: He needs to start with at least a LOW ORDER initiative WIT statement. He needs to maintain his attacks to get enough hits to bring his opponent down, so there is no counter attack. It does no good to strike first if he can't maintain his initiative. Big size, High WIT, and high DEFTNESS will give your basher extra starting INITIATIVE skills. Designing a good basher doesn't take a rocket scientist. If you've been wondering what to do with big guys, BASHER is the answer. Bashers make excellent BASIC warriors. And if you get one that has some defensive abilities as well as offense, he might be good at the higher levels of the game. Smaller bashers that have higher skill bases, fare better at higher levels of the game than bigger ones with less skill. The only problem with small ones is surviving BASIC. 'Cause they don't have the DAMAGE or HIT POINTS the big ones have. Strength: 10-17 Don't skimp, you need the damage. But WIT is the first concern. Strength is number 3 in the priority race. You might need a little higher if you have a small warrior. Remember, you want to at least get a GOOD DAMAGE rating. You can also train strength later, so don't worry about starting with it too high. I always try to get odd numbers on strength, 'cause that's where most of the strength requirements are for basher weapons. 15, 17, 21 STR also give extra skills. Constitution: 6+ Try to get it to a least 6. If you already have it above 6, don't add points here. This is low priority for adding points. Size: 9+ is recommended, but I wouldn't go below 6 unless you got at least a 15 strength. If you have a size 15+, then you can go as low as 10 on the strength. A QS only needs an 11 strength to wield. You can use it till you get a 12 or more strength to wield the basher's best weapon, the WARHAMMER. Don't forget big sizes, 12+, get bonus HIT POINTS, DECISE SKILLS, and INITIATIVE SKILLS. But they also get a penalty in their starting DEFENSE skills. Smaller ones, 8 or less, get bonus defense, but fewer hit points. They also get hosed on their DAMAGE bonus. But the smaller ones usually start out with more skills than the bigger ones. Wit: 15, 17 or 21. Since a basher starts out with lower skill bases than most styles, he needs to learn fast. Even if he is only an average basher, he can make up for it by learning fast. Having a high WIT will help him learn fast. If you have a slow- learning basher, he won't be competitive after about 10 to 15 fights. The reason is that the other styles that start with more skills than a basher will pass him up in the skills department. This will cause many losses and even death. This is a number ONE priority when adding points. WILL: If you can't get 15, 17, or 21, don't add points here. WILL is not a basher priority. If you want your basher to go to ADM, you need at least a 15 WILL. Bashers are low endurance burn, and don't need high endurance. But it is nice to have. Some of the best short term bashers have low wills. Speed: 5+. Speed is not a basher priority. Don't add points here. I don't like 3 speeds, I believe there is a voodoo curse that penalizes you too much. DEFTNESS: Many managers skimp here. DON'T SKIMP on deftness. I see many managers see that a roll up has low deftness and automatically say, "Make it a basher." That greatly damages your basher. For a lunger or slasher who already have A LOT of skills to start out with, it's okay to have a low deftness. But not a basher who doesn't have those skills. Deftness is where most of the bonus skills come from. Don't ROB your basher of the skills, he needs all he can get. I recommend 13+. 11 is okay if you have a 17 or 21 WIT. I never go below 9 Deftness, period. BASHER WEAPONS: After experimenting with all of the basher weapons extensively, I have more info in this area to give. Basher Weapon Requirements : Warhammer: STR 13, SZ 3, WIT 9, DEF 7 Mace: STR 13, SZ 3, WIT 7, DEF 5 Morning Star: STR 13, SZE 3, WIT 9, DEF 13 War Flail: STR 11, SZE 3, WIT 7, DEF 7 Quarter Staff: STR 11, SZE 9, WIT 11, DEF 11 Great Axe: STR 13, SZE 3, WIT 9, DEF 11 Greatsword: STR 15, SZE 9, WIT 11, DEF 11 Maul: STR 15, SZE 9, WIT 5, DEF 7 Halberd: STR 17, SZE 9, WIT 11, DEF 11 Those weapons above are well suited to the Basher. Also, weapons that are marginally suitable are battle axe, broadsword, and fist. You do get a little penalty for using marginally suitable weapons, but not enough to notice. Your basher's favorite weapon can only be a well suited one. Besides strength, other important factors that determine what weapon you equip your basher with are ENDURANCE and current ATTACK skill level. If your basher has an ENDURANCE problem, use the QS or WH. Or if he is fighting against a heavy armored defensive style, these weapons are the best choice. Warhammer is good against plate. Don't use a ML or HL with an endurance problem, 'cause he won't last past round one. If your basher hasn't gained enough skill yet, and is being parried most of the time, use BIGGER weapons. If you have the strength and endurance, use the ML or HL. Using these weapons will increase the damage you do, making each hit count. In basic, when weapon speed its a major factor, big weapons aren't really that slow. Another tactic I use often with great success is using big weapons for light armor and lighter ones for heavy armor. Most offenses in basic wear lighter armor and have fewer hit points. Offensive styles are more deadly to bashers than defensive styles. Therefore, you need to bring them down as quickly as possible. Using a HL or ML against scale armor or less usually only takes one or 2 hits to bring an offensive style down. Defensive styles parry and dodge a lot of your attacks, so you need a lighter weapon so you won't tire out quickly. Using a warhammer for chainmail and above will let you last long enough to bring a defensive style down. Warhammer also does very well against heavy armor. WARHAMMER: 13 ST required. This is the BEST weapon for a basher without a doubt. Its light weight and speed are unchallenged against all the other basher weapons. It also does a surprising amount of damage. Can be used against all armors with great success. This weapon rarely breaks. MACE: 13 ST required. This is an okay weapon, but doesn't compare to the WARHAMMER. It has problems inflicting damage. Morningstar: 13 ST and DF required. Does good damage, but is slow and heavy. Isn't worth the endurance burn. War Flail: 11 STR required. The is the WORST weapon in the game. DON'T USE IT!!!!! Damage for this weapon is very lame and I have see it bounce off of ALE and NO ARMOR opponents. I believe daggers and fist do more damage! Quarterstaff: 11 ST and DF required. This two-handed weapon is light weight, quick and good against all armors. This is a basher's second best weapon. This weapon's main problem it breaks too much. I use the fist as a backup when I use the QS, so when it breaks he doesn't have to draw a backup weapon. Offensive styles may not give you a chance to draw your backup weapon. With a fist back-up you will continue attacking after your weapon has broken, maintaining the initiative. Great Axe: 13 ST and 11 DF required. This is also much like the QS, but weighs a little more. Does more damage than a QS. It will tire your basher faster. This weapon also breaks a lot. Maul: 15 ST required. Does massive damage, but is very heavy and tiresome. This weapon is a better all-around weapon between it and the halberd. This is the 3rd best bashing weapon. Halberd: 17 ST required. Does the most damage in the game. This weapon also is only for those warriors who have the strength and the endurance for it. This is a bashers 4th best weapon. Greatsword: 15 STR required. See WAR FLAIL. This weapon also breaks a lot. Shields: Are well suited to bashers, but don't ever use one. They do hardly any damage. Don't ever use a shield and any other weapon in a basher's off-hand. They rarely use their off-hand to parry and when they do use it to attack with you're doing less damage. When the computer gets to the part in the program where it selects which hand to use, you want him to use his PRIMARY weapon to do the most DAMAGE. Not to pick an off-hand weapon that does lesser damage. Also you get an attack bonus for using 2 hands with many weapons. Bashers favorite weapon: Well out of 78 Basher ADM graduates, the following is a list of their favorite weapons. MS(7), MA(14), GA(4), GS(8), ML(8), WF(8), HL(7), WH(7), QS(9) You have to try each of them if you want to guess which one it is. If you're lucky and get the WH, then praise the gods!! 15 of the 78 bashers got the BASH tactic as their favorite tactic. But, I wouldn't use the BASH tactic, but the DECISE tactic is awesome for a BASHER. I use it with all my bashers. One basher got DECISE as a favorite tactic. Bash is only good to use against strong defensive styles after round one. I have used the DEFENSE or PARRY tactics in DESP. with great success. I will chose the one that the basher has a WIT statement in. IE: If he has a DEFENSE statement I use DODGE tactic in DESP. If a parry statement then PARRY in DESP. If neither, then PARRY 'cause it's almost always higher than DEFENSE for a basher. Basher armor: ALE/S or H to start. If he doesn't seem to get the jump on most of his opponents, then go to heavy armor. You can 'sponge' your opponents, by taking hits and hope to get to hit them when they're tired. But if they do too much damage to you first, you will lose. Favorite Rhythms: Offense effort should be between 8-10 the first minute and 5-8 thereafter. In DESP. 5-10. Activity Level should be 5-10 in the first minute and 1-3 thereafter. IN DESP between 1-10. KD between 5-7 all rounds. Typical Strategy: MIN: 1 2 3 4 5 6 DESP ======================================== OFF. 10 8 5 5 5 5 10 ---------------------------------------- AVT. 10 3 1 1 1 1 6 ---------------------------------------- KD. 7 6 6 6 6 6 6 ---------------------------------------- Att. RA RA RA RA RA RA RA ---------------------------------------- Pro. HE HE HE HE HE HE HE ---------------------------------------- TAC. DECISE in minute one. Bash in later minutes against scum or heavy defensive styles. Defense or parry in DESP. If you aim for the limbs, you can take your opponent down quickly. Bashers tend to hit the upper half of the body more anyhow. Well, that's a wrap. If you would like to chat, get charts, or learn all the stuff RSI doesn't tell you, drop me a line. You can diplo me at DM 75, "The Joker's WILD 2" or any one of my others teams that are too long to list. Also, you can EMAIL me at 103260.3347@compuserve.com Ta-Ta, Sir Jessie Jest The Basher Guy