DUEL 2 NEWSLETTER Date : 11/09/2004 Duedate: 12/06/2004 FRATSFA ARENA DM-52 TURN-198 This Weeks Top Honors THE DUELMASTER IS BEXLEY OHIO (350) (52-3486) [12-3-2,117] Chartered Recognition Leader Unchartered Recognition Leader BEXLEY MURRAY OHIO (350) KIWI CONNECTION (337) (52-3486) [12-3-2,117] (52-3341) [4-2-0,53] Popularity Leader This Weeks Favorite STRING BEAN JEAN SOUTHPOINT THE FURIOUS FIVE (262) OHIO (350) (52-3220) [15-11-0,83] (52-3492) [9-3-0,84] THE CURRENT TOP TEAM OHIO (350) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. THEY MIGHT BE ORCS (352) 55 2. KIWI CONNECTION (337) 22 OHIO (350) 3. OHIO (350) 2 Unchartered Team 4. OTTO'S PARTS (150) 0 5. THE FURIOUS FIVE (262) 0 KIWI CONNECTION (337) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1 OHIO (350) 37 16 3 69.8 1/ 2 OHIO (350) 8 4 0 2/ 2*KIWI CONNECTION (337) 8 4 1 66.7 2/ 1 MIDDLE WAY 8 (351) 8 7 0 3/ 0 THE FURIOUS FIVE (262) 156 132 4 54.2 3/ 5*KIWI CONNECTION (337) 5 4 1 4/ 3 MIDDLE WAY 8 (351) 66 63 0 51.2 4/ 0*THEY MIGHT BE ORCS (352) 4 1 1 5- 4 OTTO'S PARTS (150) 215 217 12 49.8 5- 3 OTTO'S PARTS (150) 3 0 0 6/ 0*THEY MIGHT BE ORCS (352) 16 19 3 45.7 6/ 0 THE FURIOUS FIVE (262) 1 1 0 7- 5 ASSASSIN NATION (186) 121 148 20 45.0 7- 4 ASSASSIN NATION (186) 1 5 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank SPY REPORT Greetings, warriors of FRATSFA! Once again I've been called out of retirement for my abilities and insights into Spyreporting. Woof! MIDDLE WAY 8 were a bunch of dogs after OHIO got through with 'em! 2nd ain't so sweet as 1st! What's with MURRAY? He actually beat MIDDLE WAY 8's TEALIN SALI, and walked away with 25 more points from the fight. Major screwup at OHIO. AKRON lost 20 points to LEVIATHAN. Some new strategies, perhaps? Maybe AKRON will provide more easy wins... Try as he might, PHEURTON SKEURTO wasn't good enough at persuading BEXLEY to step down from the Duelmaster's throne... Wouldn't it be nice to have live subjects to practice on? I hear some team is looking into the uses of convicted prisoners. If at first you don't succeed, avoid. That'll get you in the Spyreports. A fighter's lot is filled with strife, revenge, and killing. Some fighters don't accept this. The best do. How long have I been here? I got people to see, places to go... Well, I'm pretty much through. You guys need to get back practicing. Are you as tired of reading this as I am of writing it? Actually, I guess I'm writing it before you read it. Oh, well. I don't want to overstay my welcome...-- Olaf Modeen DUELMASTER W L K POINTS TEAM NAME BEXLEY 3486 12 3 2 117 OHIO (350) CHALLENGER CHAMPIONS W L K POINTS TEAM NAME -BLOODY NOSE 3175 18 15 1 134 OTTO'S PARTS (150) CHAMPIONS W L K POINTS TEAM NAME -CAULIFLOWER EARS 3424 10 7 0 90 OTTO'S PARTS (150) PHEURTON SKEURTO 3240 10 6 0 85 THE FURIOUS FIVE (262) SOUTHPOINT 3492 9 3 0 84 OHIO (350) STRING BEAN JEAN 3220 15 11 0 83 THE FURIOUS FIVE (262) -MUTILATE 3375 11 6 1 73 ASSASSIN NATION (186) -COLLAPSED LUNG 3380 10 9 2 67 OTTO'S PARTS (150) ADEPTS W L K POINTS TEAM NAME RENDOR QUIL 3497 15 11 0 56 MIDDLE WAY 8 (351) LENA KORIL 3495 12 14 0 55 MIDDLE WAY 8 (351) TEALIN SALI 3496 14 12 0 54 MIDDLE WAY 8 (351) MURRAY 3341 4 2 0 53 KIWI CONNECTION (337) TOLEDO 3482 7 5 0 50 OHIO (350) -TORMENT 3523 5 2 1 50 ASSASSIN NATION (186) -BRAIN TUMOUR 3502 5 0 0 49 OTTO'S PARTS (150) LEVIATHAN 3506 4 3 1 49 THEY MIGHT BE ORCS (352) -MAYHEM 3537 5 1 1 45 ASSASSIN NATION (186) -VICIOUS 3508 4 1 1 38 ASSASSIN NATION (186) AKRON 3553 3 2 1 36 OHIO (350) CHALLENGER INITIATES W L K POINTS TEAM NAME ORCA 3503 4 3 0 33 THEY MIGHT BE ORCS (352) GLEN 3339 3 0 1 30 KIWI CONNECTION (337) TROGLODYTE 3504 3 4 0 26 THEY MIGHT BE ORCS (352) NEANDERTHAL 3507 2 5 1 26 THEY MIGHT BE ORCS (352) INITIATES W L K POINTS TEAM NAME SALINA REES 3546 5 3 0 21 MIDDLE WAY 8 (351) -SEVERITY 3538 4 3 0 21 ASSASSIN NATION (186) MAMMOTH 3514 2 2 0 21 THEY MIGHT BE ORCS (352) NORVAN PATT 3555 2 2 0 8 MIDDLE WAY 8 (351) -PULLED HAMSTRING 3554 1 1 0 8 OTTO'S PARTS (150) KIWITAHI 3338 1 2 0 5 KIWI CONNECTION (337) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? TRUSTWORTHY SCRIBE 5 0 1 0 1 NEANDERTHAL 3507 198 NONE WAMBAMTHNKYA'MAM 3534 0 1 0 WENSINWASIN XI 356 AKRON 3553 194 NOT REVE PERSONAL ADS Mayhem -- No, him may NOT. -- Lena Koril P.S. Sorry, but I just couldn't resist that lame pun. Some people like to help lame dogs over stiles, and other people like to help lame puns.... P.P.S. Did you hear the one about the lobster who went to the beach with his lady friend? Murray -- A kiwi fruit does not make a good weapon in the arena. During a food fight, who can say? But not in the arena. It's too easily sliced and diced. -- Tealin Sali Akron -- I thought I WAS avoiding you, I had my route planned most carefully for that purpose. But then I hit a series of detours.... -- Rendor Quil I look at the Fratsfan Noble, and I see this short, skinny blond who blushes whenever I get within five yards of him. (striking a pose) Hasn't he ever seen a REAL woman before? -- Salina Rees, unmistakably female Kiwitahi -- All right, all right, I shouldn't have stopped to laugh at your name. Gave you the opening you were looking for, and you stole my initiative, you thief. I hate it when the woman does that. It makes me feel inadequate. -- Norvan Patt 22 October 2004 Youngblood's Three and Out Contest I would like to take this time to announce and invite all managers to compete in what I think will be an awesome contest. If you haven't ever TC'd at a tourney before, here is your chance. The contest will start Wednesday, December 1, 2004, but a chance will be given November 17 to dark arena, only, any warrior that you do not see fit to run in the contest. So now that I have your attention, here are the rules (like you didn't know they were coming sooner or later). 1. Any manager participating can enter one team, only. 2. No sandbagging whatsoever. (I will keep up with it, every turn.) 3. No teams or warriors will be allowed to run after contest starts. 4. All warriors will run until they lose three times, after three losses they are eliminated. 5. If a warrior sits out a turn, they are accounted with a loss in the contest. This is to keep warriors with winning records from sitting out until the end of the contest. 6. If a warrior is killed during the contest, the replacement cannot enter the contest. 7. If a warrior is killed, bloodfeuding is allowed, but only by a warrior that is active in the contest. 8. If a warrior is run after being eliminated, the manager is disqualified from the contest, no questions asked. 9. Challenges are legal, up or down. 10. Contest will keep going until 1 warrior is left without three losses, and that warrior, of course, is accounted the winner. 11. All managers participating will be asked to purchase a rollup certificate, to be awarded to the winners of the contest. <<<PRIZES>>> As I have already said, and according to participation, rollups will be awarded to the first and second place managers. So the majority and minority of the rollups will be determined when all are accumulated. Contest Champion--2 Faves prizes, and majority of rollup certificates Contest Runner-up--1 Faves prize, and minority of rollup certificates So once again I invite all managers old and new to participate in what should be a fierce and challenging contest. <<<REMEMBER, FIRST OFFICIAL TURN OF THE CONTEST IS DECEMBER THE FIRST, AND AS I SAID BEFORE, THE TURN BEFORE (NOVEMBER 17TH) YOU MAY DARK ARENA CHALLENGE ONLY!!! ANY WARRIOR WITH ANY FE (FIGHT EXPERIENCE) WHEN THE CONTEST STARTS WILL BE ELIMINATED FROM THE CONTEST. YOUNGBLOOD of WENSINWASIN LAST WEEK'S FIGHTS BEXLEY devastated PHEURTON SKEURTO in a 1 minute mismatched Title fight. SOUTHPOINT viciously subdued KUNG-FU MASTER in a 2 minute brutal uneven battle. STRING BEAN JEAN overpowered LENA KORIL in a crowd pleasing 1 minute mismatched duel. AKRON was defeated by LEVIATHAN in a exciting 1 minute fight. TEALIN SALI was devastated by MURRAY in a 1 minute uneven brawl. RENDOR QUIL savagely defeated ORCA in a 2 minute brutal struggle. TOLEDO devastated SALINA REES in a 1 minute one-sided competition. NEANDERTHAL put to death TRUSTWORTHY SCRIBE in a 3 minute gruesome melee. TROGLODYTE vanquished FRIENDLY CONSTABLE in a 1 minute one-sided duel. GLEN vanquished NORVAN PATT in a 1 minute one-sided duel. KIWITAHI was overpowered by MAMMOTH in a 1 minute uneven match. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |AIMED BLOW 5 AIMED BLOW 16 - 7 - 2 70 | |LUNGING ATTACK 3 WALL OF STEEL 17 - 11 - 3 61 | |STRIKING ATTACK 3 TOTAL PARRY 7 - 5 - 0 58 | |BASHING ATTACK 2 SLASHING ATTACK 19 - 14 - 1 58 | |WALL OF STEEL 2 BASHING ATTACK 21 - 16 - 0 57 | |PARRY-RIPOSTE 2 LUNGING ATTACK 14 - 11 - 2 56 | |SLASHING ATTACK 1 PARRY-RIPOSTE 7 - 7 - 0 50 | |TOTAL PARRY 1 STRIKING ATTACK 10 - 10 - 2 50 | |PARRY-LUNGE 0 PARRY-STRIKE 1 - 4 - 0 20 | |PARRY-STRIKE 0 PARRY-LUNGE 0 - 2 - 0 0 | Turn 198 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: SLASHING ATTACK 1 - 0 STRIKING ATTACK 1 - 2 2 WALL OF STEEL BASHING ATTACK 2 - 0 PARRY-LUNGE 0 - 0 2 LUNGING ATTACK AIMED BLOW 4 - 1 PARRY-STRIKE 0 - 0 2 SLASHING ATTACK LUNGING ATTACK 2 - 1 PARRY-RIPOSTE 0 - 2 2 BASHING ATTACK WALL OF STEEL 1 - 1 TOTAL PARRY 0 - 1 1 PARRY-LUNGE 1 AIMED BLOW 1 PARRY-RIPOSTE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME WALL OF STEEL BEXLEY 3486 12 3 2 117 OHIO (350) LUNGING ATTACK PHEURTON SKEURTO 3240 10 6 0 85 THE FURIOUS FIVE (262) AIMED BLOW SOUTHPOINT 3492 9 3 0 84 OHIO (350) SLASHING ATTACK STRING BEAN JEAN 3220 15 11 0 83 THE FURIOUS FIVE (262) BASHING ATTACK RENDOR QUIL 3497 15 11 0 56 MIDDLE WAY 8 (351) PARRY-RIPOSTE TEALIN SALI 3496 14 12 0 54 MIDDLE WAY 8 (351) STRIKING ATTACK AKRON 3553 3 2 1 36 OHIO (350) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is STRING BEAN JEAN 3220. The most popular warrior this turn was SOUTHPOINT 3492. The ten other most popular fighters were RENDOR QUIL 3497, STRING BEAN JEAN 3220, LEVIATHAN 3506, NEANDERTHAL 3507, TROGLODYTE 3504, MAMMOTH 3514, MURRAY 3341, TOLEDO 3482, BEXLEY 3486, and AKRON 3553. The least popular fighter this week was KIWITAHI 3338. The other ten least popular fighters were NORVAN PATT 3555, SALINA REES 3546, TEALIN SALI 3496, LENA KORIL 3495, PHEURTON SKEURTO 3240, GLEN 3339, ORCA 3503, AKRON 3553, BEXLEY 3486, and TOLEDO 3482. 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