Date   : 01/31/2004    Duedate: 02/27/2004


DM-50    TURN-194

This Weeks Top Honors


(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]



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 
     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 

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 
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, 
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

Sir Jessie Jest
The Basher Guy