DUEL 2 NEWSLETTER
Date : 07/06/2018 Duedate: 07/19/2018
NOBLISH ISLAND ARENA
DM-93 TURN-508
This Weeks Top Honors
THE DUELMASTER IS
POSITION IS EMPTY
Chartered Recognition LeaderUnchartered Recognition Leader
POSITION IS EMPTY POSITION IS EMPTY
Popularity Leader This Weeks Favorite
IGGIE THE SCUM IGGIE THE SCUM
CLOAK WARRIORS (1737) CLOAK WARRIORS (1737)
(93-10141) [5-4-1,54] (93-10141) [5-4-1,54]
THE CURRENT TOP TEAM
CARD SHARKS! (1743)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. CLOAK WARRIORS (1737) 26
2. BASH BROS DL (1744) 1 AVENGERS (287)
3. CARD SHARKS! (1743) -1 Unchartered Team
CLOAK WARRIORS (1737)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 2*CLOAK WARRIORS (1737) 26 19 4 57.8 1/ 1*CARD SHARKS! (1743) 9 6 1
2/ 1*BASH BROS DL (1744) 20 15 1 57.1 2/ 2*BASH BROS DL (1744) 7 8 1
3/ 3*CARD SHARKS! (1743) 17 18 2 48.6 3/ 3*CLOAK WARRIORS (1737) 4 1 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
All About D2 Tournaments
A Face-To-Face Is Imminent (July 14, 2018) in Arlington VA
Here's How It Works. An Actual Scenario For A Noblish Isle Warrior
The purpose of this spotlight is to give newcomers to D2 a sense or feeling or
information about tournaments, in this case a recent past Face-to-Face tournament,
held in Tempe near the RSI offices. Hence, Billiken of College Mascots from Noblish
Isle was selected as the guinea-pig. Rah, rah, Billiken!
So, a tournament. Four times a year RSI holds tournaments. Winter and Summer are
Face-To-Face Tournaments where managers from all arenas compete on-site against each
other face-to-face and can change strategies each and every fight if they wish. The
winter Face Site has always been in Tempe, AZ (the RSI Home Site), while the summer
event in held in varying cities east of the Mississippi. (The last ones were in New
Orleans, LA, and Kansas City, MO. The next is in the Washington, DC area.) The Mail-In
Tournaments are done completely via mail and managers submit predetermined strategies
for their entered warriors. (Each warrior is allowed a primary strategy and also a
secondary strategy which will be employed against selected styles.) Both events cost
$7.00 per warrior and are great fun. Warriors compete in classes, thereby allowing
similarly experienced warriors from all arenas to be fairly matched with each other.
In tournaments, a warrior's chance to learn skills or earn stat increases is half that
in normal arenas. Supposedly, the chances of dying are also halved.
Why might I want to do this? I had three real reasons.
(1) Tournaments are fun; a real rush, as the warrior and manager gets lots of fights
in a very short period--minimum three fights.
(2) Seeing one's warrior compete against warriors from many other arenas is fun and a
good judge of the skill and status of one's own warrior and one's own management
style.
(3) The warrior acquires fights plus skills and/or stat raises that are "hidden",
meaning that those fights and resultant learnings cannot be seen in the arena
status listing of the warrior. For example, Billiken was 3-0-1 on the Noblish
Island newsletter prior to the tournament, and despite fighting several fights in
the tournament, will be listed at 3-0-1 after the tournament.
I entered Billiken from Noblish Island in The 2017 Winter FTF. Prior to fighting
him in The FTF, I wanted to give him the best possibility to succeed. I prepared to
fight him in the Apprentices class. Classes are segregated by FE-- Fight Equivalents.
What is a fight equivalent? Each arena fight counts as one fight and any tournament
fights count as a half fight. The Apprentices Class is for warriors with 1-4 FE.
Having no tournament fights prior, I wanted to try to "max" Billiken for Apprentices.
By "max" I wanted him to fight with the maximum FE possible in that class. By doing
so, I would optimize his chances to have as many skills as possible and to succeed.
Alas, I was unable to do so, only getting Billiken three fights prior to the Face;
hence, he was one fight "light", but that wasn't too bad.
Pre-Tournament, Billiken looked like this: 11-13-5-15-21-8-11, a Lunger who was
right-handed, intelligent, incredibly quick and elusive, did normal damage, had good
endurance, and had an expert in attack on the roll. He earned expert defense after one
learn in the arena, so I also knew he was +2 to 4 attack skills and +4 defense. Nice,
but not a godling. Billiken did o.k. in the tournament, finishing 3-3 (1 a grudge
match) against the best Apprentices in the land, even though he was only 75% maxed. He
also learned/trained well, earning 1 stat (CN, moving endurance to great) and 7
skills. (mostly initiative) Perhaps a general fight-by-fight summary would prove of
value?
First, let me list for you the one strategy I chose:
8- 9- 9- 7- 7- 4- 4 ASM/S
10- 9- 6- 3- 3- 1-10 0-13 = SS
6- 6- 6- 7- 7-10- 4 14+ = LO
N- L- N- N- N- L- N b/u = DA
D- N- N- N- N- N- D
Strategies, armor, weapons, backups, tactics, training, etc, etc are all variable, and
explaining MY choices or normal Consortium choices would require a much, much longer
spotlight. Perhaps another day. As to Billikens's tournament action:
- Fight one against a sz13 scum TP-- Billiken swung 26 times with the LO, 1 crit, but
with his only normal damage could not take the scum down and lost in six rounds,
earning an init and attack skill.
- Fight two, a sz8 aimer (ale/l sc/-) with a lot of dodging and back and forthing, the
aimer was a winner; Billiken was 0/10/0 with the SS earning a riposte and init
skill.
- Fight three, which Billiken has to win or he is out! (3 losses and done) another
aimer, also sz8, who was ale/l and using fist. The fight was nearly identical to the
previous fight except Billiken won, going 0/9/0 with the SS and earning one init
skill.
- Fight four, a striker at sz11, naked, and with a scimitar. Billiken dodged his
advances in the first round, traded strokes with him in the second, finally getting
his best crit of the tourney, knocking him down, and finishing the win in three
rounds. He was 1/10/0 with the SS. (one init skill)
- Fight five, another scum, sz8, and Billiken did not know he was fighting a scum.
(APM/F SH/ME) Had he known, in the FTF, he could and would have changed his strategy
to slow down and hopefully take out the scum. But instead, although Billiken
performed well with the LO, going 4/20/0, he lost in 4 rounds. He finished at 2-3,
earning another init. BUT.....
- A final special grudge match is allowed at FTFs, so Billiken brokered a match up
with a basher. A sz 11, naked, HL wielding basher. Scary For the grudge Billiken
wanted to test a strategy. Since he was pretty defensive skilled and not so much of
a damaging hitter, 6-6-2 dodge, with ale/l sh/- (low armor, and LO high armor). He
learned the basher was going 10-10-7 decise in the first round. Amazingly, Billiken
dodged the first two swings of the massive halberd, then jabbed him twice for the
win and a decent 3-3 record. He was training for a CON stat and got it, not only
adding to hit points, but giving him great endurance.
Billiken says he was glad to get out of the FTF alive! Such is Billiken's Face-
To-Face tournament saga. He was an OK 3-3. He earned 7 skills, and a stat increase
which enhanced his hit points and endurance.
Key things you learned from this article:
1. 4 tournaments held plus their type and timing
2. FE = Fight Equivalents
3. Tournament Prep
4. Some basic Consortium lunger strategies
5. The value of tournaments to your warriors (and you)
6. Stat raising and burning skills
-- Written by: A Consortium affiliate.
DUELMASTER'S COLUMN
Notes from the arena champ.
Of course I am Duelmaster. Of course! And again. A repeat! That's two now. I
deserve to be DM. Look at my name. The winning card. A Trump! I overrule your card;
any day. And in the fantasy worlds of some, El Trumpo is the master. The ultimate. The
King. The President. Trump!
I set my own agenda. I fight my own fights. I beat up on anybody.
That's my mojo. And I am very good at my mojo.
-- Trump DMII
SPY REPORT
I can't believe the violence in NOBLISH ISLAND! I still haven't told Mom I'm
writing Spyreports. She'd have a cow! Well, here we go... What was the name of
that team who got 4-1-0 this turn for a total 26-19-4 you ask? (Sure) CLOAK
WARRIORS' their name, and fighting's their game! MVP award for IGGIE THE SCUM?
CLOAK WARRIORS' proud of it after beating PHANTOM INJURY and getting 21 points. Talk
about yer major upsets! PHANTOM INJURY's match with IGGIE THE SCUM cost him a loss
of 19 points! Our last turn's Duelmaster has lost, folks, lost to KUNG-FU MASTER,
and TRUMP has made the way for a new Duelmaster! Is the Duelmaster really being a
real snob to his teammates? Don't ask me!
AAARRGH!!! I HATE SPYREPORTING!!! Sorry. I just had to say it. CLOAK
WARRIORS was the most avoided team. Is a 26-19-4 record really that scary? Is there
some deep dark secret why CARD SHARKS!'s been avoiding CLOAK WARRIORS so much? Or is
it just that they're too scared?
Man, all these warriors dying and killing each other! Don't you guys ever give
it a break? Fight, fight, fight. Is that all you guys can do?
Remember, blood on a purple robe may stain. Soak it in cold water, and hand
wash. I gotta leave. NOBLISH ISLAND is like such a dump, and you guys smell too
much! I had a fun time, see you later-- Debby Tonte
CHALLENGER ADEPTS W L K POINTS TEAM NAME
RIVERSIDE SHAKEPERE 10142 6 3 0 57 CLOAK WARRIORS (1737)
POKER 10187 5 2 0 57 CARD SHARKS! (1743)
ADEPTS W L K POINTS TEAM NAME
IGGIE THE SCUM 10141 5 4 1 54 CLOAK WARRIORS (1737)
TRUMP 10190 4 3 0 54 CARD SHARKS! (1743)
SOCCER-PANTS 10140 5 4 2 34 CLOAK WARRIORS (1737)
CHALLENGER INITIATES W L K POINTS TEAM NAME
PHANTOM INJURY 10199 4 3 0 31 BASH BROS DL (1744)
DUECE 10191 3 4 1 29 CARD SHARKS! (1743)
CRUSHED HOPE 10196 5 2 1 24 BASH BROS DL (1744)
RECOVERY TIME 10206 2 1 0 24 BASH BROS DL (1744)
INITIATES W L K POINTS TEAM NAME
AQUA-KNOT 10144 7 2 0 23 CLOAK WARRIORS (1737)
CAREER ENDING 10207 2 0 0 22 BASH BROS DL (1744)
HASSAN 10143 3 6 1 20 CLOAK WARRIORS (1737)
ROOK 10188 3 4 0 13 CARD SHARKS! (1743)
FAVORITE PLAYER 10197 3 4 0 13 BASH BROS DL (1744)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
CRAZY 8'S 10189 2 5 1 12 CARD SHARKS! (1743)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
-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)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
FULL ROSTER 10198 3 2 0 BASH BROS DL 1744 DUECE 10191 506
TOOL 10200 1 3 0 BASH BROS DL 1744 HASSAN 10143 505
PERSONAL ADS
Well, Assur, you old coot, you put it to me again. My Card Sharks may have gone a
solid 3-2, but your DL whooped me 2-1. (sigh) I guess I have to say, "Salute,". --
Dealer
Yeah, Dealer, but I AM Duelmaster! Take that and smoke it in your pipe, assur.
Bwahahahaha. -- Trump
Two, four, six, eight.
Who do we appreciate?
New Managers; new managers; new managers!
-- Dealer and The Card Sharks
LAST WEEK'S FIGHTS
TRUMP was devastated by KUNG-FU MASTER in a 1 minute mismatched fight.
SOCCER-PANTS was vanquished by POKER in a 1 minute uneven battle.
PHANTOM INJURY was demolished by IGGIE THE SCUM in a 1 minute uneven fight.
RIVERSIDE SHAKEPERE devastated DUECE in a 1 minute one-sided contest.
FAVORITE PLAYER was defeated by AQUA-KNOT in a unpopular 6 minute bloody match.
HASSAN unbelievably bested ROOK in a crowd pleasing 1 minute fight.
CRUSHED HOPE beat CRAZY 8'S in a 3 minute brawl.
CAREER ENDING handily defeated PERSISTANT BEGGAR in a 1 minute uneven fight.
RECOVERY TIME vanquished MORDANT DESERTER in a 1 minute uneven duel.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 5 AIMED BLOW 16 - 8 - 1 67 |
|AIMED BLOW 3 PARRY-LUNGE 4 - 3 - 1 57 |
|TOTAL PARRY 2 WALL OF STEEL 8 - 6 - 1 57 |
|WALL OF STEEL 2 LUNGING ATTACK 6 - 5 - 0 55 |
|STRIKING ATTACK 2 STRIKING ATTACK 17 - 15 - 4 53 |
|PARRY-LUNGE 1 BASHING ATTACK 21 - 20 - 1 51 |
|PARRY-STRIKE 0 TOTAL PARRY 6 - 8 - 1 43 |
|PARRY-RIPOSTE 0 PARRY-STRIKE 0 - 0 - 0 0 |
|LUNGING ATTACK 0 PARRY-RIPOSTE 0 - 2 - 0 0 |
|SLASHING ATTACK 0 SLASHING ATTACK 0 - 0 - 0 0 |
Turn 508 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:
BASHING ATTACK 4 - 1 PARRY-LUNGE 0 - 1 4 BASHING ATTACK
AIMED BLOW 2 - 1 PARRY-STRIKE 0 - 0 2 AIMED BLOW
TOTAL PARRY 1 - 1 PARRY-RIPOSTE 0 - 0 2 STRIKING ATTACK
WALL OF STEEL 1 - 1 LUNGING ATTACK 0 - 0 1 PARRY-LUNGE
SLASHING ATTACK 0 - 0 1 WALL OF STEEL
STRIKING ATTACK 0 - 2 1 TOTAL PARRY
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
AIMED BLOW RIVERSIDE SHAKEPERE 10142 6 3 0 57 CLOAK WARRIORS (1737)
BASHING ATTACK POKER 10187 5 2 0 57 CARD SHARKS! (1743)
STRIKING ATTACK TRUMP 10190 4 3 0 54 CARD SHARKS! (1743)
PARRY-LUNGE SOCCER-PANTS 10140 5 4 2 34 CLOAK WARRIORS (1737)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is IGGIE THE SCUM 10141. The most popular warrior this
turn was IGGIE THE SCUM 10141. The ten other most popular fighters were HASSAN
10143, CRUSHED HOPE 10196, POKER 10187, RIVERSIDE SHAKEPERE 10142, ROOK 10188,
RECOVERY TIME 10206, CAREER ENDING 10207, TRUMP 10190, SOCCER-PANTS 10140, and
PHANTOM INJURY 10199.
The least popular fighter this week was FAVORITE PLAYER 10197. The other ten least
popular fighters were AQUA-KNOT 10144, CRAZY 8'S 10189, DUECE 10191, PHANTOM INJURY
10199, SOCCER-PANTS 10140, TRUMP 10190, CAREER ENDING 10207, RECOVERY TIME 10206,
ROOK 10188, and RIVERSIDE SHAKEPERE 10142.
The Defensive Lunger
Perfect Minimums Actual Characters
ST 13 11 11 13
CN 7 3 3 11
SZ 4 4 10 6
WT 21 17 17 17
WL 17 13 17 19
SP 5 5 9 5
DF 17 13 17 13
The lunger, in my opinion, makes a much better defensive fighter than offensive
fighter. Fighting defensively will compensate for the speed at which lungers burn
endurance. They will still attack whenever possible but their defensive ability will
allow them to dodge most attacks. The most important part is their initiative. When
they do dodge, they'll usually steal the initiative and attack. I haven't been
fighting lungers defensively for long but my record is 14-5-0. Don't fight
defensively against other lungers as they will usually win.
The strategy I use is:
Min 1 2 3 4 5 6 Desp
Off 4 -------------------------> 9 Weapon: Any lunging
Act 6 4 --------------------> 9 No armor if low con
KD 4 -------------------------> 9 APL/H if average con
O.T. ---------------------------> L
D.T. -------------------------------->
You can attack any location you wish but I suggest protecting the body. The
third character listed started with experts in attack, defense and initiative. The
last character had an expert in attack.
The Wild Boar, manager of Things (5) and many inactive teams.
WARRIOR ENDURANCE
Greetings, joy and happiness to everyone! I hope you have had pleasant dueling.
This article is about endurance and some things to think about when you're designing
your warriors. Below is a chart showing the different endurance levels a warrior may
have. This chart may be a little off of due to the fact it isn't possible to have all
the variables as a manager, but it does give you idea of the amount of endurance a
warrior should have.
The formula for endurance is: E = (ST+CN)WL
With the result of that number use the chart below.
000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+ = Awesome
Here are some examples of warriors with their Endurance ratings:
1) Slasher ST 5 CN 7 WL 15 (5+7)15 = 180 Poor
2) Striker ST 7 CN 13 WL 9 (7+13)9 = 180 Poor
3) Parry-Rip ST 7 CN 10 WL 11 (7+10)11 = 187 Poor
4) Basher ST 13 CN 9 WL 9 (13+9)9 = 198 Very Poor
5) Striker ST 13 CN 9 WL 9 (13+9)9 = 198 Poor
6) Aimed-Blow ST 9 CN 15 WL 9 (9+15)9 = 216 Normal
7) Striker ST 10 CN 5 WL 15 (10+5)15 = 225 Normal
8) Slasher ST 13 CN 10 WL 10 (13+10)10 = 230 Normal
9) Wall/Steel ST 13 CN 12 WL 17 (13+12)17 = 425 Great
There are several factors such as warrior style, RSI random factor, and there is
some evidence that SIZE has some effect on a warrior's endurance. In any case the RSI
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average. These are
just estimates, but are still factors nevertheless.
Some styles that are HIGH BURN endurance, like lungers, slashers and walls of
steel, are more likely to be UNLUCKY with the endurance rating.
Every action your warrior does consumes endurance. Attacking seems to use more
endurance than any other action. Once a warrior's endurance is used up, he will make
an endurance check against his WILL. If he fails the roll, he will either stop to rest
or collapse to the sand, depending on how badly he failed the roll. When a warrior
stops to rest, he gets back some endurance. When he gets enough endurance back, he
will start attacking again. This is just a theory that I have developed from
observations. It maybe completely off, but it gives one something to ponder.
That's it for now lords and ladies, I must go entertain elsewhere. If you would
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com
or visit my DM website at
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm
You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the
Joker's Wilds scattered about.
Cheerio,
Sir Jessie Jest
Member of the Ivory League
Presenting, by Popular Demand (from 1989)...
THE NUMEROLOGY OF DUELMASTERS
by The Ghost of Eldrid
Character Generation
Hello, I am the Ghost of Eldrid, and I have an important message that directly
effects how well your team may do in the future. Some managers will not take this
important article seriously (some people don't believe in ghosts, either), and their
records will suffer for it. I have played Duelmasters for four years and searched
through all of my old turns and painstakingly researched every important fact in this
article, and I have discussed my conclusions with about ten different managers (named
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all
agree on the validity of my arguments. The results of my research are both startling
and magnificent. THERE IS NUMEROLOGY IN DUELMASTERS!!! Whether it was programmed in
or it exists on a higher plane, it matters not. IT EXISTS!!! And I plan to share
some of its amazing secrets with you, starting with character creation.
Remember in the realm of character generation the powers favor odd number stats.
NEVER, EVER have an even number on stats, except, of course, for size, which,
obviously should be even since everyone can tell what size your character is by his
description in the fight. Do you want people thinking your warrior is odd? I should
hope not!! But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER
STATS EVEN!! Write a letter to the commission stating that you forgo the rights to
the last point and you want it to be sacrificed to the benefit of Alastari.
Always start adding points to wit and will first. Either make them 13, 17, or
21. Why? Under 12 wit is worthless, as any good manager will tell you. A 13
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21
is BLACKJACK, and you get twice the number of winnings you would normally get. Why
not 15 or 19? Is it not obvious to everyone that 15 is unlucky? The only President
of the United States not married was the 15th, James Buchanan (who?). Lincoln was
shot on April 15th, and the clincher... my brother was born on the 15th of May. If
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.
19 is an evil number. It tries to deceive you into thinking it is better than 17, but
actually, it is an "11" with a small zero placed on the second pole, and we all know
that a zero is nothing. So what do we get for our extra eight points? In effect,
something smaller than nothing.
Next, make every other stat odd. Add the other points to make the style you
want. Deftness is the key to character generation.
Deftness (min)
5 to make a basher (ST 13+)
7 for a lunger
9 for a striker
11 for a wall of steel (ST 11+, WL 17+)
13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total
parries (these styles depend on the opponent's bad luck.
17 for a parry-riposte (WT 17+)
21 for an aimed blow (this style needs the double winnings)
The last thing to remember is that luck is a big factor in this game and I don't
know if you noticed, but when warriors have even ID numbers they are luckier than odd
ID characters. Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph,
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max,
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam
Spade. All have even-numbered IDs. Now you say, "But Yoda and Necron-99 both have
odd IDs, and they are the best aimed blows of the game!" Yes, but they are AIMED
BLOWS and they are members of an odd style, so of course they do better with odd
numbers. So remember if you want your warriors to be best in all Alastari someday,
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.
Good luck, and may the numbers fall your way.
-- The Ghost of Eldrid,
retired
PARRY-STRIKE, ANOTHER FUN STYLE
There have been several articles about fighting styles, some say theirs is the
best, or ultimate, one said theirs is the most fun style. Well, I feel that parry-
strikers are just as much fun to play as any other style.
First, let's start with the run down of what they say in the "RED BOOK". The
book says that parry-strikers are defensive, using small quick movements in their
actions (sounds like you could say that about some other styles as well.) The book
says that some managers swear that a high wit is critical to the style (only those who
have no brains would disagree with that.)
Let's get to business. First and foremost this style is deceptively aggressive,
making them a very good offensive type of fighter, or deadly type of defensive
fighter. Offensively they tend to get the jump on their opponent. I had a parry-
striker that was only jumped 3 out of 11 fights, before he died. To prepare and run a
parry-striker can be quite confusing, so I will try to help make it as simple as
possible. Here are my feelings on roll-ups for the parry-strike style:
ST: 11-15, I'll explain later.
CN: who cares.
SZ: 10-14, don't go over 14.
WT: 13-17, 17 is the best.
WL: 13-17, to get good endurance.
SP: not important.
DF: 11-15, I'll explain later.
Here are some good roll-ups for a parry-striker: 11,7,10,17,17,7,15;
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11. Now, if you have a decent
wit, the way you run this fighting style will depend on strength and deftness. For
example: if your fighter has a high DF and a low ST it would be to his/her advantage
to be defensive, since the speed would benefit the ability to move in reaction to
their opponent. If the ST is high, and DF low, it would be better to fight
offensively like a striker, trying to get the first, and only blow in. If they don't
have a decent wit, you're on your own. I can't help you on that. Remember this style
of fighting is the same as a striker except for added knowledge of parrying, as well
as bein a little more aggressive. I would not suggest a low ST and DF, it will take
away from your WT & WL, and you don't want to do that, but if you do, good luck. You
don't need much CN if you have a good WL, which gives you your endurance. SZ; you
don't want it to be above 14, it would hurt your fighting style more than your
attributes. WT; it is the same as it is with strikers, the higher the WT the faster
and deadlier they become. Raise WT to 17 if you don't have it at the start, then
don't worry about it again until ADM. WL; this is where you get your endurance. 13
is fine to start out, but I would suggest 15, then bump it up to 17 in basic. SP; it
is what you need to riposte, but PSers have this "one strike one kill" attitude.
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.
DF; what is there to say, it helps, but is not crucial to be a great PSer. Now to
running a PSer. If he is an offensive fighter 10-10-10 Dec. all the way through the
fight, even in desperation. If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.
Remember, first you want to assure your defense, and to do that, you should go
defensive the first minute. By the second minute you will be secure enough to go on
the offensive, but experiment. 6th minute on, leave blank, for by that time he/she
will know what to do (if their WT is high that is.) The best thing you could do for
your fighter is watch the fights, if you are getting more defensive skills than
offensive, run the def., or change weapons. That is the best advice I can give you
about PSers. About armor, I like to use ringmail or nothing, but experiment. I know
that there is someone that will disagree with me, but I feel that I have given you
some ideas about this fighting style that can be used, even though I am a new manager,
playing for just over a year. No matter who writes a style article, it is just
advice, not the bible. Just use the articles as a point of reference, not as sworn
law.
This is a very fun fighting style, try it out. I have written this in answer to
Foreign Legion Arena 31, and The Spartans Arena 8. I challenge any Primus Manager to
correct my writing of PSers. It is not my favorite style, but it is as fun as any
other that I have used, including my favorite one (Which is a STRIKER!!) If there are
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The
Crucifiers DM-46.
THE ARMOR PIERCING PARRY-LUNGE
When you think "attack" what style comes to mind? Bashing? Definitely lunging?
Of course. Parry-Lunging? Excuse me? Yes, the parry-lunger! Few people realize the
fact that parry-lungers are attack gods waiting to be born. All it takes is the right
warrior and lots of guts. This warrior is not for the weak of heart. We'll begin
with stats.
Range Perfect
ST 9-11 11
CN 5-9 5
SZ 6-11 8
WT 17or21 21
WL 17or21 17
SP 5-8 5
DF 15-17 17
Why?
ST(11): This is your optimum PL strength. It puts your warrior in the normal to
good damage range. Also, you have the best PL weapon at your disposal--the LO!
CN(5): Yes, his life expectancy is low. What'd I tell you? Guts, right? He
gets his endurance from WL. If you want to make trains, make them here.
SZ(8): Our most flexible stat. A high SZ (i.e.11) allows you to skimp a bit on
Str (9).
WT(21): If it's not a 21 you're not going to get the attack this fellow counts
on. His learns will be awesome and a 21 WT will make him a better warrior out of the
chocks.
WL(17): End/Att are dependent on this one being high. Keeps you on your feet
when you should drop from exhaustion.
SP(5): Not a big requirement. Init and Parry will come from elsewhere (WT/DF).
This is not a lunger mimic.
DF(17): Combine this DF with a 21 WT and you will have a massive attack.
Pinpoint accuracy is the byword. Parry, init, def and riposte will all benefit
immeasurably. At 15 you have access to the EP, a fine lunging weapon this style can
put to devastating use.
Strategy (General, but effective in most cases)
2 9 9 7 6 5 10
6 9 9 7 6 5 10
2 7 7 7 5 5 10
HE ---------------------------->
HE BD ----------------------->
- - - - - - -
P - - - - - -
Minute 1: This fellow won't get the jump on offensives, so we'll just go
defensive and render their "mad minute" fruitless. This PL's counterattack will be
amazing at even 2-6-2 P due to the high AL. Keep the parry tactic until Adv Expert
parry is gained.
Minutes 2 and 3: These two will end most of his fights. When he starts landing
precision blows in his opponent's face it will usually be over quickly. Keep the kill
desire relatively low as to avoid sloppy attacking.
Minutes 4 through 6: If you haven't won by now you've got to depend on your WL
to carry you until you finish the job. He'll probably top out at the five min. mark.
But we want to keep the attacks coming so we do so at his endurance's expense.
Desp: If your opponent is an offensive he's probably blasted through your min. 1
defense. Your best bet is to go spastic and hope to take him out in one shot or so.
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping
the super-offense will put him over the edge. After all, it's better to burn out than
fade away.
Always aim for the head to maximize the impact of your blows. If it tickles your
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.
Protecting the head in min. 1 is strictly odds playing on my part. My offensives aim
head so I assume everyone else's do too. After min. 1, we forget defense.
Weapons and armor are simple. APL/H or ARM/H (if you're challenging a real
heavy-hitter). I prefer swords for armament. My combos are usually LO/SM, LO/SH,
SC/DA etc. Against heavy armor go with LO/SH. Always aim for the head.
Philosophy: This guy clings to life by luck, early on, and will never be free of
the spectre of death. In his first few fights stay away from lungers and bashers.
Both have high attacks and usually do substantial damage. Prey on strikers, PS, PR
and slashers. As he progresses, his attack, parry and defense will equip him with the
tools to handle most everybody but always remain cautious of those bashers and
lungers.
A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70
def. Decise and riposte will be slightly lower. Riposte 50 and decise anywhere from
35-50 depending on how lucky you get. Train skills exclusively from fight one and on.
Use tourneys if you must raise anything at all (including con).
Don't be discouraged if he's around .500 early on. By ten fights he'll be
sporting three Adv Experts at least (att, par and init) and will begin to dismantle
those scum/finesse styles that managed to beat him. Feel free to write or diplo me
with comments/criticisms/or questions.
Fight the Good Fight,
or: Agath
CPL Michael Dockus Lunatic Fringe (23)
H Co BLT 2/8 Circle of Five (51)
24 MEU (Det F) Slaves of Power (52)
FPO NY NY 09502-8531