DUEL 2 NEWSLETTER
Date : 11/24/2017 Duedate: 12/07/2017
NOBLISH ISLAND ARENA
DM-93 TURN-492
This Weeks Top Honors
THE DUELMASTER IS
SISTER SURIEL
CHURCH OF UYPHY (1729)
(93-10118) [5-1-0,46]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY SISTER SURIEL
CHURCH OF UYPHY (1729)
(93-10118) [5-1-0,46]
Popularity Leader This Weeks Favorite
PRIESTESS IRIN SWAMP FOX
CHURCH OF UYPHY (1729) FOLKLORE (1738)
(93-10099) [5-2-0,37] (93-10149) [1-0-0,13]
THE CURRENT TOP TEAM
CHURCH OF UYPHY (1729)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BB HALLOWEEN (1739) 46
2. FOLKLORE (1738) 41 S.O.N. (28)
3. CHURCH OF UYPHY (1729) 32 Unchartered Team
4. BLACKTHORN INC. (1735) 28
5. CLOAK WARRIORS (1737) 13 BB HALLOWEEN (1739)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*BB HALLOWEEN (1739) 4 1 0 80.0 1/ 2*CHURCH OF UYPHY (1729) 12 3 0
2/ 3*CHURCH OF UYPHY (1729) 22 13 0 62.9 2/ 0*BB HALLOWEEN (1739) 4 1 0
3/ 0*FOLKLORE (1738) 3 2 0 60.0 3/ 0*RED AVENGERS (1736) 4 8 0
4/ 0*BLACKTHORN INC. (1735) 8 11 0 42.1 4/ 0*BLACKTHORN INC. (1735) 4 11 0
5/ 0*CLOAK WARRIORS (1737) 2 3 0 40.0 5/ 0*FOLKLORE (1738) 3 2 0
6/ 0*RED AVENGERS (1736) 5 12 0 29.4 6/ 0*CLOAK WARRIORS (1737) 2 3 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
SPY REPORT
So why do I have this bag over my head? Because I am The Unknown Spymaster and
I'm going to give you a spy report!. Say good-bye to HOME SWEET HOME, as they are
pushed from the coveted top team spot by the CHURCH OF UYPHY stable. BB HALLOWEEN
seems to have it's eye on the top team spot, and if they continue having 4-1-0 weeks
they may get it! Hey everybody, watch out for GERONIMO, who flew up 20 points in the
rankings after mashing EMBEZZLING SCRIBE like a melon. Keep your eye on this guy.
And falling like a basher in the top ten was DEE THE BLADE, who dropped 10 points
after a disappointing (to say the least) bout with BULLY. In front of all the
crowds, SISTER SURIEL took the Duelmaster's crown for hers own. I give the bum two
weeks. Advice to bashers--never force anything, just get a bigger halberd!
Let's dig a little deeper into what's happening in the NOBLISH ISLAND arena.
And hey, kiddies, those of you who didn't avoid CHURCH OF UYPHY, please raise you
hand. Wow. Does NOBLISH ISLAND really have that many liars? For those of you who
like math, try this one: CHURCH OF UYPHY + Weapons That go Boom = RED AVENGERS +
Avoid City.
Remember that an arena is not always a safe place to be, but it is one of the
most interesting, though! Remember: alliances are great, but try and take your ally
in the arena with you and see what happens.
Well, there's the manager of the NOBLISH ISLAND giving me the 'cut' sign (or is
that 'They're going to strangle you in the alley?). Okay, so I may not be the
world's best comedian, but then you guys aren't the world's best warriors. Hasta la
bye-bye. (Loud choruses of 'Beat it, ya bum!')-- The Unknown Spymaster
DUELMASTER W L K POINTS TEAM NAME
SISTER SURIEL 10118 5 1 0 46 CHURCH OF UYPHY (1729)
ADEPTS W L K POINTS TEAM NAME
PRIESTESS IRIN 10099 5 2 0 37 CHURCH OF UYPHY (1729)
MONK SABAOTH 10101 5 2 0 35 CHURCH OF UYPHY (1729)
INITIATES W L K POINTS TEAM NAME
SHOFTIEL 10100 4 3 0 23 CHURCH OF UYPHY (1729)
JOE JIGGA 10139 3 1 0 23 RED AVENGERS (1736)
GERONIMO 10146 1 0 0 20 FOLKLORE (1738)
BULLY 10150 1 0 0 16 BB HALLOWEEN (1739)
AZAZEL 10097 3 4 0 15 CHURCH OF UYPHY (1729)
SWAMP FOX 10149 1 0 0 13 FOLKLORE (1738)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
TOO MUCH CANDY 10154 1 0 0 11 BB HALLOWEEN (1739)
RAUNCHY COSTUME 10153 1 0 0 10 BB HALLOWEEN (1739)
ZENTRADI 10159 1 0 0 10 BLACKTHORN INC. (1735)
DEE THE BLADE 10137 2 2 0 8 RED AVENGERS (1736)
EGGED 10151 1 0 0 8 BB HALLOWEEN (1739)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
PECOS BILL 10148 1 0 0 6 FOLKLORE (1738)
PEACEMAKER 10162 1 0 0 6 BLACKTHORN INC. (1735)
OTTOBOTT 10161 1 0 0 6 BLACKTHORN INC. (1735)
SOCCER-PANTS 10140 1 0 0 5 CLOAK WARRIORS (1737)
AQUA-KNOT 10144 1 0 0 5 CLOAK WARRIORS (1737)
-SEARRUS 9645 0 4 0 4 CAVEAT EMPTOR (1657)
-PERSEPHONE 9642 0 4 0 4 CAVEAT EMPTOR (1657)
-AGRISEL 9646 0 4 0 4 CAVEAT EMPTOR (1657)
-SNEAKY PETE 10136 0 3 0 3 RED AVENGERS (1736)
LONE RANGER 10147 0 1 0 1 FOLKLORE (1738)
ZEPHYR 10160 0 1 0 1 BLACKTHORN INC. (1735)
MOLLY PITCHER 10145 0 1 0 1 FOLKLORE (1738)
RIVERSIDE SHAKEPERE 10142 0 1 0 1 CLOAK WARRIORS (1737)
PUMPKIN MESS 10152 0 1 0 1 BB HALLOWEEN (1739)
BRAVO 10156 0 1 0 1 RED AVENGERS (1736)
HASSAN 10143 0 1 0 1 CLOAK WARRIORS (1737)
IGGIE THE SCUM 10141 0 1 0 1 CLOAK WARRIORS (1737)
SWEET P 10155 0 1 0 1 RED AVENGERS (1736)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
GARGAMEL 10131 2 2 0 BLACKTHORN INC. 1735 SPYMASTER 492 NONE
PERSONAL ADS
Alright Monk Sabaoth, I'll avoid you. But if I'd had won, I would have challenged
Kokomo next. -- Sneaky Pete
All -- Thanks for all the good advice. -- Bravo, mgr of the Red Avengers
Prediction -- Next turn, every nebie will be avoiding Folklore! -- Bravo
I made an aimed blow on my very first roll up, without the aid of a CIC.
9-13-4-13-11-19-15. He is 0-3. Should I D.A. him? -- Bravo
Sorry to see the Homers and the Apples go, just when we were getting ready to
challenge their big guys, but welcome to the new Folklore team! Also, congrats to
Hobo on finally besting Pesticides! -- Uyphy
As a new manager, I very much appreciate all of the wisdom that has been shared about
design, strategy, etc. I still have a few questions.
#1: In the C.I.C., on the "Bagman 2 Skills Chart," there is an Accuracy% chart. I
don't understand it. Also, in some of the Newsletter articles, people refer to Skills
in terms of percentages instead of raw numbers. Can someone please explain that.
#2: On the character overview, there are statements that say, "slow and inactive
fighter" or "quick and active fighter." Is this a penalty/bonus statement or a "hint"
of how the character should be played? For example, should a slow/inactive figher be
played at a lower offensive/activity level or at a higher level to compensate for his
slow and inactive ways?
#3: Near the end of the overview there are statements such as "Very Quick on his
feet/Elusive." What does that mean?
#4: Are there any charts/formulas for the statements other than "Wit, Endurance and
Damage statements" on the overview?
#5: Can a character earn an Expert or AdEx rating on a turn that he does not gain
skills?
#6: Under the Wit statement I saw "never wastes his endurance needlessly" yet that
statement is not on the CIC Wit statement chart. Which attribute does it fall under?
Basically, is there any way that I can get all the charts/formulas for the statements
that might appear on the overview?
Thank you,
Mr. Misfit, Blackthorn Inc.
LAST WEEK'S FIGHTS
GARGAMEL was butchered by SPYMASTER in a 1 minute Dark Arena fight.
PRIESTESS IRIN devastated CULT MEMBER in a 1 minute one-sided duel.
SISTER SURIEL handily defeated AMBITIOUS GUARD in a 1 minute one-sided Title match.
MONK SABAOTH vanquished CULT MEMBER in a 1 minute mismatched brawl.
SHOFTIEL overpowered OSKSI NOBLE in a 1 minute one-sided fight.
AZAZEL slimly lost to JOE JIGGA in a 8 minute brawl.
DEE THE BLADE lost to BULLY in a 4 minute amateur's fight.
SOCCER-PANTS beat LONE RANGER in a 2 minute amateur's brawl.
IGGIE THE SCUM was overpowered by TOO MUCH CANDY in a 1 minute uneven melee.
RIVERSIDE SHAKEPERE was viciously subdued by EGGED in a 3 minute beginner's duel.
HASSAN was vanquished by RAUNCHY COSTUME in a 1 minute one-sided fight.
AQUA-KNOT luckily beat ZEPHYR in a 2 minute novice's melee.
MOLLY PITCHER was defeated by PEACEMAKER in a 3 minute novice's match.
GERONIMO devastated EMBEZZLING SCRIBE in a 1 minute mismatched conflict.
PECOS BILL subdued BRAVO in a 2 minute amateur's match.
SWAMP FOX beat PERSISTANT BEGGAR in a popular 2 minute amateur's conflict.
PUMPKIN MESS slimly lost to OTTOBOTT in a 2 minute gruesome amateur's bout.
SWEET P was handily defeated by ZENTRADI in a 1 minute mismatched bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 6 TOTAL PARRY 6 - 3 - 0 67 |
|BASHING ATTACK 6 LUNGING ATTACK 10 - 6 - 0 63 |
|LUNGING ATTACK 4 BASHING ATTACK 39 - 27 - 1 59 |
|AIMED BLOW 3 SLASHING ATTACK 18 - 13 - 0 58 |
|PARRY-STRIKE 3 PARRY-STRIKE 5 - 4 - 0 56 |
|PARRY-LUNGE 2 STRIKING ATTACK 21 - 18 - 1 54 |
|PARRY-RIPOSTE 2 PARRY-RIPOSTE 6 - 7 - 0 46 |
|SLASHING ATTACK 1 WALL OF STEEL 9 - 11 - 0 45 |
|TOTAL PARRY 1 AIMED BLOW 7 - 16 - 0 30 |
|WALL OF STEEL 1 PARRY-LUNGE 2 - 5 - 0 29 |
Turn 492 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 AIMED BLOW 1 - 2 3 STRIKING ATTACK
TOTAL PARRY 1 - 0 PARRY-STRIKE 1 - 2 3 BASHING ATTACK
WALL OF STEEL 1 - 0 1 SLASHING ATTACK
STRIKING ATTACK 4 - 2 1 PARRY-STRIKE
BASHING ATTACK 4 - 2 1 LUNGING ATTACK
PARRY-LUNGE 1 - 1 1 PARRY-RIPOSTE
PARRY-RIPOSTE 1 - 1 1 WALL OF STEEL
LUNGING ATTACK 2 - 2
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK SISTER SURIEL 10118 5 1 0 46 CHURCH OF UYPHY (1729)
SLASHING ATTACK PRIESTESS IRIN 10099 5 2 0 37 CHURCH OF UYPHY (1729)
BASHING ATTACK MONK SABAOTH 10101 5 2 0 35 CHURCH OF UYPHY (1729)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is PRIESTESS IRIN 10099. The most popular warrior this
turn was SWAMP FOX 10149. The ten other most popular fighters were EGGED 10151,
AZAZEL 10097, PECOS BILL 10148, BULLY 10150, LONE RANGER 10147, TOO MUCH CANDY 10154,
ZEPHYR 10160, PEACEMAKER 10162, OTTOBOTT 10161, and PRIESTESS IRIN 10099.
The least popular fighter this week was JOE JIGGA 10139. The other ten least popular
fighters were SWEET P 10155, HASSAN 10143, IGGIE THE SCUM 10141, DEE THE BLADE 10137,
GARGAMEL 10131, BRAVO 10156, AQUA-KNOT 10144, SHOFTIEL 10100, MONK SABAOTH 10101, and
ZENTRADI 10159.
TRICKS OF THE TRADE
Here are a few tricks of the trade I've found out.
15, 17, and 21. Those are the magic numbers for stats; any fighter who starts
with a stat (except Con and Size) at any of those numbers will have more beginning
skills than normal.
Stats: The stats in order of importance with regard to skills, most to least,
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit
points and endurance. The higher you can start any of these, especially the first
three, the more skilled your fighter will be. Logically, therefore, what you really
want is a fighter who has wit, will, and deftness at 21. This will be a GOD! And
probably go out and get killed immediately due to low con...
Raising stats: Care must be taken in doing this. All fighters start out with
the ability to learn 20 skills in the categories of Defense, Parry, Riposte, Attack,
Decisiveness, and Inititive. When you learn all 120 skills, you've maxed out. You
can get skills though normal learns, or by raising stats; however, if you raise stats
BEFORE you max out (except for Con), anything gained will count as one of the 20.
This is called "burning" skills. If, on the other hand, you wait until you've maxed
out, then raising stats will add those skills to the ones you've learned, enabling you
to exceed your limits. But raising stats will give an immediate boost to your
abilities. It's a question of short term vs. long term gain, you see.
And aiming at vital areas - head, chest, and abdomen - will increase your chances
of getting kills. And being bloodfeuded, and maybe getting your fighter killed in
return. Keep in mind that what you send forth will come back to you. Sometimes
redoubled.
Roku
Warrior Handedness, is he a Righty, Lefty or Ambi?
Greetings, Joy and Happiness to everyone!!!! I hope everyone that reads this
article is doing well and remembering not to drink and duel. This article discusses
things about the handedness of a warrior. Most managers only worry about things like
skill, weapons and trains. Handedness is not a major factor in playing the game but
it's nice to know some things about it.
Most warriors will be right handed, with a small percentage left handed. Even
more scarce is the ambidextrous warrior. I believe that the defensive styles have a
higher percentage chance to be a lefty or an AMBI than offensive styles do. It's just
an observation that I made in the 513 warriors surveyed. Another note on that, I
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of
them were AMBIs. The highest percent of AMBIs out of all the styles polled.
When a manager puts weapons into his warriors hands and also when he tells his
warrior where to strike, handedness plays a key role in the manager's decision making.
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see
how the AMBI thing worked. I noticed that in general the AMBI favors using the left
hand more than the right hand. But, there are a small percentage of AMBI warriors
that are reversed, where the right hand is used more than the left.
There also seems to be some confusion amongst managers that get the USE of a hand
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand). Right handed warriors USE the RIGHT hand the most and the primary weapon is
the RIGHT hand, off hand is the left hand. For left-handed warriors, it is the
opposite of right-handed warriors, of course. The confusion comes with the AMBI
handed warriors. AMBIs USE the left hand more BUT the RIGHT hand holds the primary
weapon, and the left hand holds the off hand weapon. Every so often you will get an
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon
is held in the LEFT hand. But this kind of ambi is extremely rare.
Well, that's it for now. Have fun, and watch out for that right hook... 'cause
it might be a left hook!!!!!
For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.
You can also email me at 103260.3347@compuserve.com or visit my DM web site at the
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm
Ta-Ta,
Sir Jessie Jest
The Arcane Slasher
I love the Slashing Style! Slashers are finesse artists, but they're much more
aggressive than your aimed-blow. Well-designed slashers are formidable opponents;
they are as ready to defend as to attack, though they prefer the latter. Fate has
been to kind to this style, perhaps too kind. Even a badly-designed slasher may do
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal." After reading another `Eureka!' article, I am compelled
to add my 2 cents. I've learned how to design great slashers, and I'd like to pass on
my ideas to the rest of Alastari. I can't tell you how to keep them alive (in four
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky
character that will win for you--until they die or get to ADM. Just remember that
decent opportunities to make a slasher aren't very common!
WT, WL, & DF--15 pts each at least. Period. If you don't have it, you don't
have a great slasher. Believe me, you can't afford to skimp anything here!
ST--Anything from 7-11 is fine. The smaller the character the higher the number,
but anything with a +9 size can get by with a 7 ST. For light armor use an epee, for
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
CN & SP--Ideally, both are single-digit; if your con is high you're probably
looking at a WASTE. Whatever else you do, don't add them.
SZ--Since this is something we can't change anyway, don't worry about it. The
bigger they are the less points to spread around to other areas, though.
My slashers come up with the best overviews when I follow these guidelines. Most
earn at least four wit statements; about 50% either start out with an Expert or two,
or they pick them up within a couple of skills. One of my very best died in a
tourney: 6-3-11-15-51-11-17. He started out doing good damage; picked up Experts in
att, init, def, and rip. in two skills or less. This is an extreme example, but it
seems to me that the well-designed slasher gets more than their fair share of luck on
their overview. I've run one a lot worse that did fairly well--a winning record,
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and
init, four wit statements, great damage.
Running them?
Start out with an offensive effort of 10, and never let the OE drop below 7. How
quick you taper down depends on the endurance rating. Slashers burn endurance very
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it
there unless desperate, then go back to 10. Otherwise try 10, then 9, then 7.
Remember, these are aggressive beasts; keep 'em on the offensive!
Keep the activity level fairly low except in the very beginning, when you should
be running 10. Then drop to 5 or 6, then 3 or 4m then 1. Go back up to 7 or 10 in
desperation.
Match your kill desire to your offensive effort, always.
Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across. Desperation: 10-10-10 or 10-7-
10.
Avoid armor unless you MUST, but no higher than ARM and H.
Don't use tactics--they seem to inhibit the slasher's ability to riposte and
respond well to their opponent. Exception: to take out scum pick the heaviest weapon
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.
Slash all the way!
These `rules' have worked for me. The biggest problem I've had is that my
slashers rise too high too quickly. Within five or six fights they're fighting
warriors with 15 fights' experience. So be forewarned; give them sometime off every
few turns so that they won't get clobbered by some old-timer looking for an easy win!
Good Luck!
The Arcane Kid, of Astral Kin, Osksi DM-3
*Remember, with `good' endurance only!
"The Basher"
My friends would laugh if they knew I was writing this, but who cares what they
think? The basher is not a bad style in my opinion. It starts with the same base
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more
skills in att. That's what makes this style so good. I mean, you have the ability to
get the jump on your opponent, you have the ability to hit your opponent, and who
cares about their high riposte with your high att rating combined with your exp+ in
initiative, they won't know what train hit them, much less think about the counter
attack.
O.K. I only make two types 1st the WL Basher:
#1 #2
12 13
10 11
10 9
21 16
15 15
9 13
7 7
Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.
Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3
dec. with 87 recognition points.
O.K., the other kind I like to call it the "High damage, low will, needs to end
the fight before he passes out with exhaustion" Basher. This type of basher relies on
his high damage capabilities to make up for his low WL. I've not had the best of luck
with these types of bashers, but I do know they can win (Warbeast has proved that to
me). The key is to get at least great damage on the roll-up. O.K. some examples:
#1 #2 #3
11 13 17
11 9 12
16 17 10
17 17 17
7 10 11
11 11 10
11 7 7
Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament,
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)
I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5. WL basher, and the other kind
drop down drastically. Always aim for the head (it gets you an att bonus and could
score you a kill every now and then) unless you know you're gonna be up against a TP
or waste, then aim for a leg. Well that's gonna be it. Somebody write me and tell me
what you think.
Uncle Charlie Mgr.
Genocide (68)
Helter Skelter (36, 100)
The Anti-Thesis Slasher
Greetings all. No, this is definitely not another "Perfect" article. In fact,
it actually is just the opposite--finding success with a warrior whose stats were just
average. I am not an expert at this game and do not have near the experience that
some managers have. What I do have is some now solid experience with Slashers thanks
to this guy. So what I will do with this article is show you how my first attempt at
building a Slasher went, what it taught me, and maybe I can show a new or old manager
something about the style that can help their game.
This Slasher was my first attempt at the style. His starting stats were average
at 13-11-12-10-16-11-11. Definitely no Primus-quality warrior. By most people's
standards, he wouldn't have even been thought of as an ADM warrior because of his low
wit and will combo. Today, I don't know if I would even keep this guy, but at the
time I didn't know any better and kept him. I'm glad I did because he turned out to
be a good warrior, not great, but good and a fun one to watch.
He had three statements to start: "...learned how to be decisive and quick",
"...conserve his endurance past what might normally be expected", and "does great
damage". The last statement I think helped him a lot in many of his fights.
Weapons and Armor
Weapons-wise, all I knew about the Slashing style at the time was that a scimitar
was good, so I gave him one. He did well with it, so I kept using it. I didn't use
any off-hand weapon because I knew that an offensive-styled warrior could make quicker
attacks with a weapon using two hands. I gave him one back-up scimitar, knowing that
scimitars break though not that often.
Early on, I may have given him light armor and a helm, but later I discovered
that if he didn't get the first hit, he almost had no hope of winning. After all, the
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight
quickly. I also started to realize he would never be a "great" warrior. My
philosophy changed and I could only hope to get him to ADM. So, I decided to use no
armor or helm, which slows warriors down.
Strategy:
Ah, the most important part of this warrior's winning ways. Looking back at his
early strategy, I wonder how he did so well. I started him going 10-10-10, attack and
protect the head with no tactics. My desperation strategy was usually 10-10-5, which
did nothing to help him. I used the decisiveness tactic since his overview said he
was decisive.
Through observing his fights and looking at what he preferred, I ironed out a
general strategy which I think is good for a lot of Slashers:
min. 1 2 3 4 5 6+ desp
OE 10 8 6 4 4 4 5
AL 10 4 2 2 2 2 8
KD 6 8 6 4 4 4 5
AL RA HE ----------------------->
PL AM BD -------------------> HE
Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One
strategy that he seems to like.
Design and Trains:
I started him off training skills only. But I soon learned that his average
stats meant that he wasn't going to learn very well. I decided late to train skills,
then stats, every other turn. The training of his will to 17 really helped his
endurance out. He finally went to ADM at 15-11-12-12-17-12-11. If I had recognized
earlier that he would not be a great warrior, and accepted that, then I might have
been about to train everything twice like in the "old" days and he would have gone at
15-13-12-12-18-13-13.
Record:
He started out great at 4-0-0, then was 8-4-1. He hit a rut and was soon 9-7-1.
He was mediocre in his middle fights but was above .500% at 14-12-2. He was under
.500% once at 14-15-2. Near the end of his regular DM career, with some careful
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2. He was
Duelmaster for three turns in Cliffhome.
Final Notes:
So, what's the purpose of all this? It's to show that anyone can take a mediocre
warrior and through careful strategy and design build them into a formidable warrior.
I recognized long ago that this Slasher would never be great and accepted it. That's
what turned him into the warrior he is today. I was willing to take the risks
necessary to make him win. His name is E.G.B.D.F. (Every Good Boy Does Fine) and in
this case his name is true. I couldn't have asked more from him in his
accomplishments. He can be found fighting occasionally in Darkholm. He's taught me
an incredible amount about this style and has contributed to my 65% overall win-loss
record with them.
I'm open to feedback, positive or negative, and hope in some way that I've helped
someone learn more about this style.
So, good luck to all and may your swords ring true!
Brought to you by Talon, mgr. of
Eagles Claw (38,104), Farfignewtons (32)
where I'm known as Volksie, and other teams
throughout Alastari.