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