Info and data for fans of the play-by-mail games Duel II, Forgotten Realms, and Hyborian War from Reality Simulations, Inc

The Mechanics of Death

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     Greetings, joy and happiness to everyone!  This article discusses the mechanics 
involved when a warrior dies in combat.  It will give the reader a better knowledge of 
how a warrior actually gets killed in combat.
     Here is how a warrior dies... The Facts) ...in fact, get out a dead warrior's 
last fight so you can follow me.  To start the process of death, a warrior must first 
fail to make a death roll.  Let's say the death roll is 20 or less out of 100 to fail 
that roll for this example.
     There are 2 ways a warrior can be forced to make that Death Roll.

1. The vitals roll.
2. The second is when you run out of hit points, which is called the "infirmary roll."

     The vitals roll -- every time a warrior gets hit in a vital area you make a 
vitals roll.  Lets say that you fail on a 1-15% out of 100.  If you get hit in the 
head, chest, or abdomen, you will roll the vitals percent.  If you roll 15 or less you 
must make the death roll to determine if the warrior was killed.  Now look at the 
fight with your dead warrior on it...look for the death intent statement, it will say 
something like, "Trying to make this into a death match, or seeks death of his 
opponent, etc. etc." (there are a lot of them) that is telling you that your warrior 
was forced to make a death roll.
     Now comes the scary part: if you fail the death roll your warrior dies.  But the 
program does not kill you immediately because you still have hit points left.  So what 
happens next is that you will get normal attacks and damages that hit your character 
automatically in the vitals until yours hit points run out.  Then it will say your 
warrior is dead.  Remember that it will be normal hits to the vitals, not crits or 
extra damage remarks.  If your warrior dodges, crit attacks , parries,  has extra 
damage remarks or anything else EXCEPT a normal hit to the vitals, the sentence 
following right after the death intent statement comes up, then he made his death roll 
successfully and the fight continues.  You can have many death intent statements come 
up in one fight, depending on the number of times you hit a vital. You won't get one 
every time, only when you fail the vitals roll.  And your warrior will have to roll 
the death roll every time you fail the vitals roll to see if he is killed or not.  
EXAMPLE:

INFERNO leaps to his left!
INFERNO's scimitar lunges with awesome cutting power!
NULN takes an upper body hit!
NULN is badly hurt!
NULN is becoming FRANTIC!!!!
INFERNO's scimitar lunges with awesome cutting power!
NULN is struck on the left rib cage!
What a devastating attack!!
NULN is dangerously stunned!
INFERNO is trying to make this a death match----(Death Intent)
INFERNO slashes an attack with his scimitar---(Normal Attack)
NULN is struck on the side of the HEAD!---(Vital Hit)
INFERNO slashes with his scimitar
NULN is wounded in the upper chest.
INFERNO slashes with his scimitar
NULN is hit in the forehead!
NULN curses the gods in frustration!
NULN falls LIFELESS to the ground!
INFERNO has won the duel!
INFERNO laughs and says, "What a loser!"

     As you see, if you fail the vitals roll, and then fail the death roll, you will 
get normal attacks to the vital areas until all of your warrior's hit points are gone.  
All of your dead warriors that have died from DEATH INTENT statements will have those 
three things... death intent statement, then normal attack, then hits to the vitals 
until all hit points are gone.  Then you will get some sort of, "falls over dead 
statement."  In the past, if you failed the death intent statement roll, the program 
would just skip all the stuff that was in between the death intent statement and the 
falls over dead statement.   It would say something like this:

INFERNO seeks the death of his opponent
NULN falls to the ground lifeless
INFERNO has won the duel.

But they changed it to make death more dramatic.

     The second way your warrior is forced to make a death roll is if your warrior 
runs out of hit points during or after the fight has ended.  This roll is called the 
infirmary roll and can happen in or out of combat, and does not matter where your 
warrior gets hit.  If your warrior has taken many hits, that reduces his hit point 
total below the preset percentage... lets say it 5% of your total hit points... then 
he will make an infirmary roll.  If you fail the infirmary roll, you then make the 
death roll to determine if your warrior has died.  In combat, you will read that you 
died from serious wounds or something to that effect.  After a fight is over, the 
program checks to see if your warrior has fallen below that preset percentage of hit 
points, if you have, you will make an infirmary roll.  If you fail the infirmary roll, 
an infirmary statement will appear at the bottom of your fight letting you know if 
your warrior failed the death roll that comes after that.   Sometimes you can die in 
combat without a death intent statement that comes up during the battle .  This is a 
good example of an infirmary roll failure in combat from low hit points, triggering 
the death roll which actually is the roll that kills your warrior.  In some battles 
you can get hit several times in the vitals, have several death intent statements come 
up, make every roll successfully and still die from lack of hit points (i.e.: fail the 
infirmary roll).
     A simple way to think of this is the 2 ways are :  1. vitals roll, which deals 
with getting hit in the head, chest, or abs and dying when a death intent statement 
comes up.  Or  # 2.  infirmary roll, which deals with dying from lack of hit points, 
and does not use the death intent statement.  I'd say about 90% of all deaths are by 
death intent statement because of a failed vitals roll.  Only a small percentage die 
from the infirmary roll in or out of combat.
     Well, that's it.  These are facts, not theories.  You can check this out with all 
your dead warriors, and you will learn there are NO exceptions.   Those percentages I 
used up there are just made up, I have no way of knowing what they really are.
     Now I have formed theory regarding KD or kill desire.  I do not believe KD has 
anything to do with a warrior dying, but is rather a tool to determine your warrior's 
aggressiveness in combat.   In other words the timing of his blows, his shot 
selection, and other such things.  For example: The higher the KD the wilder he is 
with his shots, and easier to feint, dodge, parry and riposte.  Some styles like Abs 
(Aimed Blows) fight better with a 1 KD because they are very selective with their 
shots.  Most of the other offensive styles function well between 5-7 KD.  Any more 
than that is just a waste of endurance and has a negative effect on your warrior's 
performance in battle, in my opinion.
     Well that's it for now.  If you would like to chat sometime drop me a diplo at 
Jessie's Kids in DM 60 (yes, I've come out of retirement)  ;) May the axe fall in your 
favor!

Cheerio!
Sir Jessie Jest,
Lord of Puns, and Master of Laughter.

MAKING YOUR CHALLENGES GO THROUGH

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First, you need to be sure you are making your challenges correctly.
1. Are you writing down the warrior I.D. number of the warrior you want to
challenge?
2. Is your handwriting clear?
3. Is the warrior you are challenging within range of your warrior? Warriors
can challenge within their own class and the next higher class, plus the “Challenger”
classes can also challenge the next lower class. So, an Adept can challenge Adepts
and Challenger Adepts. A Challenger Adept can challenge Adepts, Challenger Adepts,
and Champions. (Try not to challenge down, though. Besides being unsportsmanlike and
making everyone mad, it isn’t advantageous to your warriors. They need to fight more
experienced warriors so they will learn.)
4. Are your warriors eligible to make challenges? If they didn’t fight within
the last two turns, then they can’t challenge.
5. Are the warriors they want to fight eligible to receive challenges? If they
didn’t fight within the last two turns, then they can’t be challenged.

Next, adjust your choices for the maximum likelihood of getting your challenges.
There are several things that will help:
1. Have each of your warriors challenge two different opponents from two
different teams. That way, if the first opponent’s team doesn’t fight that turn, you
still might get your second challenge.
2. Use your avoids. Have each warrior avoid the teams of whoever you think
might be likely to challenge him. If you can get out of being challenged, that
increases your chance of getting your own challenge through.
3. Don’t challenge warriors who didn’t fight last turn. The odds are higher
that they won’t be fighting this turn.
4. Don’t challenge warriors who might be involved in a bloodfeud (either as the
killers, or the avengers). A bloodfeud challenge has priority over all other
challenges.
5. Don’t challenge Tournament Victors. A TV challenge has priority over all
other challenges except bloodfeuds. You’ll need to do a little research in back
issues of the newsletter to find out who the TVs are.
6. Don’t challenge warriors who you know are going to challenge someone else, or
are going to get challenged by someone else. Your challenge has a better chance of
getting through if it is the only challenge to that particular warrior.
7. Don’t challenge the “easy pickings.” That is, warriors above you who have
way too few fights or very bad records for where they are ranked. They will tend to
get challenged a lot.
8. Don’t challenge warriors who are likely to be avoiding your team. This
includes any warrior your team fought within the last two turns.
Well, it sounds like I’ve eliminated just about everybody, doesn’t it? Of course
you can challenge opponents who fit into one or more of those categories; just try to
find ones who don’t. Your idea candidate for a challenge is: A warrior ranked
somewhat above your warrior in the same class, or in the next higher class, with a few
more fights than your warrior, and a winning record, who isn’t a TV and isn’t
currently at war with anyone.
I hope this will be of some help to you.

The Rogue She-Puppy

Top Ten Reasons Why Duelmasters is better than Sex

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10. When you spend money on Duelmasters, you know you’re going to get return on your investment.

9. One arena won’t get jealous when you start playing in another.

8. With the right tourney prize, you can design your own warrior.

7. If you make it to AD, they tell you your warrior’s favorites.

6. You can always DA and get another roll-up.

5. The more experience you get, the less likely you are to die.

4. SZ, CN and Charisma are less important in Duelmasters.

3. Most mangers are satisfied with two minute fights.

2. Warriors do as they’re told, even if it means using ALE and a WF.

And the number one reason……….

1. You don’t have to hold your turn for an hour after you’re finished reading it.

Composed by the Jester and Predator

THE MAKING OF A CHAMPION – How Psycho Scientist came to TC Gateway

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Once upon a time, there was a team in Talcama. It was the third team started by the manager that was to become known as The Neon Necromancer. Now, this team started out pretty darn good. They ran over 80% for just about their entire first year, and regularly got free turns as a result. Not all was wine and roses, however. There was a death in the family, and Neon needed a new recruit. He went to his laboratory and set to work. He created a golem with the body parts of the finest physical specimens he could find. He then surfed the astral plane for a mind as fine as the body. As he was trying to pull the mind essence of one Albert Einstein from ‘earth’ into his construct, things went a bit awry and a different mind was entrapped in the golem. Norman Bates. Psycho. Thus was born Psycho Scientist. (Neon later admitted that if he had thought of that name to begin with, he would have used it as the team name.)

Psycho was born as an 11-5-11-13-20-12-12 Lunger. This fit Neon’s early career pattern of creating stat trainers. The 20 quickly became 21, the 12’s quickly became 13’s, and a couple points of wit were added for good measure. The quick boost allowed Psycho some early arena success. He translated that arena success into tournament success with the first ever Champions TV for Neon. (This was Mail-In IV or so.) Enjoying the arena success led to a quick induction to ADM. At that time, that was the top arena; Primus didn’t exist yet. With training enhanced at the Isle of the Eye, Psycho took full advantage and raised his will to 25, and tacked on at least three trains in every other area. This turboed Psycho to a TV in his first ever ADM tournament (the one that Jake the Snake won). He lost the first two rounds to Epitaph and Jake the Snake, then won his next eight fights in a row.

Around this time was when Neon became fully convinced of the skill burning aspect of stat training. Of course, it was far too late for Psycho, who had already burned approximately 50 skills. After a run of several TV’s, these lost skills resulted in Psycho fading from the TV ranks in Primus. While he could pull the occasional fluke win (like beating Dee Dee when she was a TC caliber warrior), he just didn’t have what it took to hang with the big dogs.

Neon hadn’t been idle during this time, and the concept of warrior bonuses came to his knowledge. He analyzed Psycho and found he was -1 Init, +3 Atk, +1 Def, +3 Dec, one of the most bonused warriors Neon owned (at the time), and the only one that bonused that was already in ADM. (Alas, several others more bonused never made it to ADM.) Neon kept running the fading warrior out of a sense of sentimentality, but also because, despite the burnt skills, Psycho was still the best he had. Psycho experienced a minor resurgence when he got his strength trains past 21. When he reached 24 strength (at the beginning of a tournament), he got devastating damage. He went on a rampage of ‘Psycho Devastation’, winning his next four consecutive fights with one mighty swing. He once again broke the ranks of the TV’s. At the time, he was one of only two warriors with that kind of damage, and while it didn’t launch him into TC contention, it did allow him to eke out a few more TV’s.

Just when Psycho was once again fading down the ranks due to newer, better-trained warriors, along comes Gateway! Gateway was a dream come true for Psycho! It would allow him to learn back all those burned skills, and he would at last reach his full potential. Psycho had a lot of learning to do, and those skills did not come as fast as the Commission had led him to believe. But, come they did, and stat trains followed them. As Psycho did better and better in tourneys, the Commission suddenly announced that all accumulated tourney prizes had to be used or forfeited. Neon had a favorites prize laying around for years (which Doc Steele was constantly trying to pry from his gnarled hands), and decided the time had come to give Psycho that something extra. No longer shackled with shortspear, moderate/moderate, Psycho would now become a scimitar wielding, very high/very high attack monster! (This was the original version of the favorites prize, the one that allowed modification of all favorites, but only on a single warrior.) As the improvements came, Psycho became the second warrior ever to achieve a Blademaster rating in attack. With his new rating, his improved favorites, and his Gateway trains, Psycho inched his way past the mere TV stage and into the TC contender stage. He started going deep in the tourneys, making the final four several times, and the final two once. Still, Neon searched for that one final thing that would put Psycho over the top and make him a TC.

Then, the experimentation began. Neon began giving Psycho unusual orders on the strategy sheet. Delbaeth became Psycho’s personal tackling dummy. Neon chose Delbaeth because, a) he was a good warrior that gave Psycho a run for his money, and b) Carapace didn’t avoid so Psycho could fight him repeatedly and see the results of strategy changes. Psycho never questioned the unusual orders, but his tourney performance began to suffer. Neon insisted he was learning from the experiments, but Psycho dropped down, and actually missed his TV in a tournament after seven consecutive. Neon felt that the TC strategy was just around the corner when an interesting tourney prize became available.

It was not the first time that growth had been offered as a tournament prize, but the timing was significant. Psycho was all but maxed (he had a couple parry skills left), and Neon was wondering what else he could do to help his beleaguered gladiator. In stepped Doc Steele to suggest that Neon procure several growth potions and raise Psycho’s size until he increased his damage rating. There were very few warriors that did superhuman damage, and none of the top ones did. Perhaps this would be the kicker Neon was searching for.

With the help of Moriarty and some willing sellers, Neon carried out the plan. Psycho was raised from size 11 to size 14 and achieved superhuman damage, and didn’t have to sacrifice a single skill to get it. Combined with what Neon had learned from the strategy experiments, Psycho proved that dreams can come true. With the ability to take out completely maxed warriors with one or two hits, Psycho powered his way to a TC in January 2000, beating Vengeance for the first time ever. The TC fight consisted of Psycho getting hit by Falstaff, then hitting back twice and winning the title, avenging an earlier tournament loss in the process. Psycho repeated the feat the next tourney taking his only losses from the legendary Vengeance. His third, undefeated TC proved it wasn’t a fluke, and cemented Psycho’s place in history. Psycho Scientist had returned from the brink of retirement to conquer the toughest arena in Duelmasters and become a legend of the game.

(Postscript: After the summer FTF in July 2002, Psycho Scientist now has a total of five Gateway championships.)

The Defensive Lunger

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  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.

Tank Lunger

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Rascally Rabbit and I (Pagan) have decided to compile our articles on the warrior style we call the Tank Lunger. I made my article (first!!) yet I concede that I did this only after I stole the concept off of a Rascally Rabbit warrior sheet at a Face-to-Face tournament! We chatted for a little bit on this specific 70 point roll-up, and then got excited when we started to think : LUNGER

We wanted physicals for endurance, hitpoints, and damage. Then we talked skills as a secondary necessity: a little Defense, a little attack, a little initiative. From there we came up with the tank. Had anyone else come up with anything like this before? (probably) But our inspiration was genuine.

Lungers have the highest natural starting skill base. So we thought that as long as we kick up those physicals like a plate-decked TP then this warrior should be able to win without ever having to get the first swing.

Pagan’s Note:

What you want to do is make the warrior with the minimum required stats to reach those expected physicals then strive to reach the following optimal physicals in the order listed:

1. Great Endurance
2. Tremendous amount of hit-points
3. Incredibly Quick and Elusive on his feet (at least 7 Defense skills)
4. Great Damage
5. Good Encumbrance

You’ll notice that AFTER the “minimal” design I give more importance to Damage wielding than Encumbrance.

This is NOT a Dixie design. In saying this, I did not give WIT a preferential classification, but if you want to have progressive wins with this warrior then I advise giving him the ability to learn skills (that means Wit).

Rascally hit it on the head when he says Wit of 17 OR 21.

You have the physicals to compete (and beat) any style early on. And if you are learning at least 2 skills per fight (hopefully more!) then you have the ability to compete later on in the warrior’s career.

The differences in the two warrior designs are VERY minor, but may be significant in certain parts of the game. My style denotes Endurance as the major factor. A warrior with a high endurance can beat scum, and will be able to scum opponents himself. However, Rascally’s promotes Strength which is two-fold: Encumbrance and Damage. I don’t think either is better than the other, just different.

Pagan – pagan@gte.net

Rascally Rabbit’s note:

Even though this article tends to mirror Pagan’s I feel comfortable about doing it since Ross got the Idea for it from one of my Lungers at the winter Face. I have to also give credit to “The General” who walked by while I was thinking waste and said “he can be anything even a lunger” so I made a lunger, who made it to round 14 at the face.

ST: 11 is the minimum, 13 seems to be the best use of points and 17 is without a doubt the high end. It’s extremely important to balance the physicals, you are striving to get good damage but with this design can live with normal.

CN: Try for 17, but if it comes down to a choice between a 17 CN or a 13 ST take the ST. Once again we’re trying to balance the physical side of DM with the skill side to get a warrior that will win at all levels of the game.

SZ: You’re stuck with what the RUG’s give you. Just remember the smaller the SZ the higher ST needs to be.

WT: No debate here “Survey Says” 17 0r 21, no other choices. This is critical for the design.

SP: 3 is perfect for this design. If you have extra points and want to add them to speed, DON’T! Put them into ST instead, by doing this you can potentially increase your endurance, Encumbrance and ability to deal damage.

DF: 11 is optimum for this design you can go higher or lower, but you might not like the end results. If you have to go lower try to offset the negative with another stat (VH CN or WT), if you go with a high DF try not to pull down the other stats to far.

Always remember physicals

ST = endurance, carry, damage dealing

CN = endurance, carry, damage taking

SZ = damage doing and taking

WL = effects a lot of area’s, look it up

I feel that encumbrance is the most critical physical stat for this design followed by damage taking, damage dealing and endurance. You can run this Lunger a lot of different ways and he will win, but since I have a few of these out there right now you’ll have to experiment on your own to find out what works.

Here are a couple of examples

1: 12-17-7-17-17-3-11

2: 12-16-8-17-17-3-11

# 1 TV’ed the last face, beat a 10-0-0 WS in round 11, using my standard strategy, he’s also the lunger mentioned in my opening paragraph.

# 2 Is entered in the current mail-in, his name is “Won Two Many”

As far as weapons and armor here’s my recommendations for what to use.

ST=11, LO/ASM/S backup LO

ST=12, LO/ACM/S backup LO

ST=13, LO/APM/S backup LO

ST=14, LO/APA/S backup LO

ST=15, LO/APA/F backup LO

The above #’s assume that you have used my design recommendation and may not work effectively with other designs or styles. Good luck on the sands, except against my warriors

Rascally Rabbit – steve.heidloff@worldspan.com

Staple Lunger Design

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Statistics
Strength: 10
Constitution: 7
Size: 9
Wit: 17
Will: 15
Speed: 17
Deftness: 9

Comments_advice: I hate Speed; it’s a very annoying attribute, and it’s certainly not what you could call ‘sexy’. We all know what the sexy attributes are; WT,DF and WL. Regardless, the RUG’s not only enjoy sending out a large perentage of non ‘keeper’ WT/DF/WL rollups, but also with high Speeds. What do I usually do with a high SP rollup?

Lunger.

I don’t particularly like Lungers; they’re not what I’d call sexy. In fact, the’re downright boring. Sure, they have great bases, and will often win for a good portion of their early careers (until they hit middle AD, where skills begin to make things more of a race); but I find them dull. But I’ve got to do something with the high SP rollups I get, and I usually make’em Lungers. Don’t talk to me about Strikers; I hate those too.

Speed is a prime Lunger attribute; it gives good Defense, and a lot of Riposte. It also helps with fighting frail little toothpicks to duck more often than they oof.

As always, CN and SZ lose because they’re not sexy, long-term attributes. If you have’em, they’re great; but high CN/SZ rollups are a different breed entiely.

WT, usual story. Nothing new.

WL, a good stat for Lungers, jumping around constantly is hard work. You want a guy who’s not going to pout when he gets tired.

DF is excellent for Lungers, but not crucial; you can get by with only minimal levels. 9-11 is sufficient.

ST is an interesting stat for Lungers. High ST will enable you to have a better chance for the upper damage categories. Lower will give some weapon selection problems, but also often have the very interesting side effect of generating long, active fights. What does this do? Gives you a warrior who often has popular fights that go for multi-minutes when their in charge of the action; which enables you to more often than not have an excellent shot at the ‘This Week’s Favorite’ and ‘Most Popular’ titles. Free fghts are free fights. Also, longer fights seem to increase learning chances, so it’s not all fluff.

Most Lungers like high to very-high Offensive Efforts, and high to very-high Activity levels. 10-10-7 is a staple tactic, but I’ll point out you should experiment a little; finding your favorite will often yeld better results overall than simply going with good old 10-10-7. Lunge or Decise are good tactics to try if you want the help, Dodge can be a good defensive tactic. If you want to run up some long fights with fairly low chances of dying, seek out the pure scums in your arena and challenge them continually. Lungers aren’t very good at penetrating heavy armor, but they’re often very good at maintaining initiative over scums.This leads to fights that o for several minutes and eventually end in an exhausted Lunger and a bemused scum. But you didn’t get killed, and did rack up a long fight that should help your learns. Methods to madness.

So, nothing particularly shocking about this design; just a basic Lunger layoutthat focuses on Speed and interesting fights. With any luck avoiding the Grim Reaper, you’ll see this staple warrior in AD after about a year or so in Basic. And then the RUGs’ll send you another design that looks something like 9-13-17-5-7-12-7. Fooey.

Dave of Dave’s World (DM33)

JESSIE’S GUIDE TO A GOOD BASHER (3rd Edition)

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Greetings. This is a 3rd edition of “Jessie’s guide to a good BASHER.” I have a little more time to upgrade my second 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 disscuss 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 hoard 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 simular to slashers in many ways.

1. DECISE SKILLS- A basher needs to strike first, and 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 BASHERS 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 when 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 doesnt have HIGH ORDER attack, he may not do well.

3.DAMAGE- This is a MUST for any basher. Would recommend a no less than a GOOD DAMAGE rating. I prefer GREAT DAMAGE for my bashers, or more. A basher must be able do do ALOT of damage when he hits, cause he is trying to bring his opponent down fast. Because, he cant 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 cant maintain his initiative. Big size, High WIT, and high DEFTNESS will give your basher extra starting INITIATIVE skills.

Designing a good basher doesnt take a rocket scientist. If you’ve been wondering what to do with big guys, BASHER is the answer. Bashers make excellant 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, fair better at higher levels of the game than bigger ones with less skill. The only problem with small ones is surviving BASIC. Cause, they dont 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 one. 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 to high. I always try to get odd numbers on strength, cause thats 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 wouldnt go below 6 unless you got at least a 15 strength. If you have a size 15+, then you can goe 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 Bashers best weapon the WARHAMMER. Dont forget big size ,12+ get bonus HIT POINTS, DECISE SKILLS, and INITIATIVE SKILLS. But they also get a penality in their starting DEFENSE skills. Smaller ones, 8 or less get bonus defense, but less hit points. They also get hosed on 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 buy learning fast. Having a high WIT will help him learn fast. If you have a slow learning basher, he wont be competitive after about 10 to 15 fights. The reason is causes 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 cant get 15, 17, or 21, dont 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 to much.

DEFTNESS- Many managers skimp here. DON’T SKIP 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 ALOT of skill to start out with, its OK 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 ok if you have a 17 or 21 WIT. I never go below 9 Deftness, period.

BASHERS 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, Size 3, WIT 9, DEF 7
MACE: Str 13, Size 3, WIT 7, DEF 5
Morning Star: Str 13, Size 3, WIT 9, DEF 13
War Flail: Str 11, Size 3, WIT 7, DEF 7
Quarter Staff: Str 11, Size 9, WIT 11, DEF 11
Great Axe: Str 13, Size 3, WIT 9, DEF 11
Great Sword: Str 15, Size 9, WIT 11, DEF 11
Maul: Str 15, Size 9, WIT 5, DEF 7
Halberd: Str 17, Size 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 bashers 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 parryed most of the time, use BIGGER weapons. If you have the strength and endurance use the ML or HL. Using this weapons will increase the damage you making each hit count. In basic, when weapon speed its a major factor, big weapons aren’t really that slow. It is very easy to a jump your opponent using a HL or ML, I do it all the time.

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 has less hit points. Offensive styles are more deadly too 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 alot of your attacks, so you need a lighter weapon so you wont 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 good against heavy armor.

WARHAMMER: 13 STR required. This is the BEST weapon for a basher without a doubt. Its light weight and speed are unchalleged 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 STR required. This is an OK weapon, but doesn’t compare to the WARHAMMER. It has problems inflicting damage.

Morningstar: 13 STR and 13 DEFT 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. DONT 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!

Quarter staff- 11 STR and DEFT required. This two handed weapon is light weight, quick and good against all armors. This is a Bashers fourth best weapon. This weapons 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 his initiative.

Greataxe- 13 STR and 11 DEFT 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 STR 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 2nd best bashing weapon.

Halberd- 17 Str 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 3rd best weapon.

Greatsword- 15 STR required. See WAR FLAIL. This weapon also breaks alot.

Sheilds- Are well suited to bashers, but don’t ever use one. They don’t do hardly any damage. Dont ever use a sheild and any other weapon in a bashers OFF-HAND. They rarely use their OFF-hand to parry and when they do use it to attack with your 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 lessor damage. Also you get an attack bonus for using 2 hands with many weapons.

Bashers favorite weapon. Well out of 90 Basher ADM graduates, the following is a list of their favorite weapons.

MS(9), MA(17), GA(5), GS(9), ML(9), WF(8), HL(8), WH(7), QS(9), ME(2), LG(8)

You have to try each of them if you want to guess which one it is. If your lucky and get the WH, then praise the gods!!

16 of the 90 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. Two 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 DEFENSE tactic in DESP. If a Parry statement then PARRY in DESP. IF neither, then PARRY cause its almost always higher than DEFENSE for a basher.

Basher Armor- ALE/S or H to start. If he doesnt seem to get the jump on most of his opponents, then go to heavy armor. You can ‘sponge’ your opponents, buy taking hits and hope to get to hit them when they’re tired. But if they do to much damage to you first, you will lose.

Favorite Rythems- Offense effort should be between 8-10 the first minute and 5-8 there after. 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    1    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 quick. Bashers tend to hit the upper half of the body more anyhow.

Well, thats a rap. 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 in Primus DM102, ” The Joker’s WILD ” or any one of my others teams that are to long to list. Also, you can EMAIL me at 103260.3347@compuserve.com Sir Jessie Jest

Troll-Bred Bashers

146 views
     The Bashing attack is not, as many of you may have noticed, one of the dominant 
styles in Duelmasters.  There are two reasons for this; one of which I will cover 
here, the other I will cover in an accompanying article.  I will preface this article 
on Bashing attack design and strategy by saying that I have been playing Duelmasters 
for two years, and I have spent most of this time experimenting with and perfecting 
the Bashing Attack.  In my opinion, a Basher needs to possess a monumentally high 
attack percentage, with decisiveness and initiative not far behind.  What follows is 
designed to achieve the desired results.
     Let's get right down to business.  First, the stats:

                                           PERFECT
ST:  13-17                                   15
CN:   3-5                                     3
SZ:   6-9                                     6
WT:  17-21                                   21
WL:  17-21                                   21
SP:   5-9                                     5
DF:  11-15                                   13

     Here's why:
     Strength is arguably the most important attribute for a basher.  A basher with a 
high strength can virtually be assured of a reasonably high attack.  however, excess 
strength takes away points from other vital areas and, as you will see, this Basher 
will not want for attack.  A 13 strength gives the Basher most of the good Bashing 
weapons.
     Constitution is absolutely unimportant to any offensive styles warrior.  Bashers, 
and for that matter, offensives in general, should be designed to dish out damage, not 
absorb it.  If you are designing a Basher to absorb damage, then you are designing him 
wrong.
     Size is an attribute that this game system does not handle well.  As we all know, 
too large a size means that you do not have enough points to allocate to the other 
attributes.  You would think logically that a Basher would need a large size.  I am 
not talking about logic.  I am talking about winning within the parameters of this 
game system.  I give a minimum size of 6 since this is the smallest size that can 
achieve "great damage with a blow."
     Wit, in my opinion, is the most important attribute for every style.  This is 
strictly my opinion and you do not have to agree with me.  Where Bashers are concerned 
however, a Basher without very high wit is garbage.  High wit will greatly effect a 
Basher's initial attack, decisiveness, and initiative.  My research has led me to the 
conclusion that a Basher's initiative is primarily a function of wit.  high wit also 
ensures that the Basher will train consistently.  Also, a Basher with a high wit can 
expect an initial initiative rating somewhere in the 50-60% range.  Note that speed is 
also a modifier for initiative.
     Will is another attribute that the Basher cannot do without.  Will affects a 
Basher's attack and decisiveness, and is responsible for, in conjunction with 
strength, giving the Basher normal endurance, despite the pitifully low constitution.
     Speed has almost no affect on a basher.  I have seen many high speed Bashers, and 
I can tell with 100% certainty that Bashers do not derive strong benefit from speed.  
Slasher, strikers, and to a lesser extent, Lungers, all derive noticeable benefit from 
speed.  I am not saying that a 5 speed Basher will be equally as fast (initially) as a 
19 speed Basher, but I am saying that a Basher can derive greater benefit by placing 
points in other areas.  This Basher will drive his decisiveness from the high wit/will 
combinations: 21-21-5; 19-19-7;  17-17-9.  These combinations, or something similar, 
will generate an initial decisiveness rating of about 50%.
     Deftness is very important to a Basher.  The strength/wit/will/deftness 
combination is where this Basher will generate the awesome attack percentage and his 
attacking precision.  A Basher with the aforementioned minimums in 
strength/wit/will/deftness can expect to achieve an initial attack rating between 60-
80%.  A 13 deftness will also allow the use of my favorite weapon, the morning star.  
In the hands of a Basher, this is a devastating weapon.
     Now that you know how to design a Basher, here's how they should be run.
     This strategy should be used vs. offensive styled warriors:

          1    2    3    4    5    6    Desp
          10   10   10   10   10   10   10
          10    3    3    3    3    3   10
           7    7    7    7    7    7    7
          HE   HE   HE   HE   HE   HE   HE
          HE   HE   HE   HE   HE   HE   HE
           D    B                        D

     The offensive effort is self-explanatory.  If you are not trying to destroy your 
opponent, then you should not be running a Basher.  The activity level requires some 
explanation.  Bashers, as you might expect, perform better with a low activity level.  
This is because the Bashing attack style is a series of overhand, overpowering blows 
which are designed to deliver maximum hitting power.  Running around like a 
decapitated chicken would appear to be counterproductive.  Here is the key.  The 10 
activity level in minute one is designed to help you get the jump on another offensive 
warrior.  If you do get the jump, you will win.  Even if you are hurting the Basher's 
attack percentage, how many offensive warriors do you know of that will be able to 
parry or dodge this Basher's attack?  NONE.  Therefore, the 10 activity level in 
minute one is justified.  The decisiveness tactic in minute one is also there to help 
you get the first shot off.  Assuming you get the jump in minute one and the fight 
somehow manages to make it into minute two, that's where the bash tactic comes in.  
You enter minute two with the initiative, land a bash modified head shot into the poor 
slob in front of you, and down he goes!!!  Minutes 3-6 are basically superfluous as 
not many fights will go that far.  10-3-7 allows the basher to do what he does best.  
The theory behind the desperation configuration is the same as that for minute one.  
Since the bashing attack is a downward motion, attacking the head is logical to say 
the least.  Modify this to the chest if you suspect that you adversary is protecting 
his head.  Defending your head is simply there to ensure that you hold your hands up 
high.  My reasoning is that I am simply trying not to interfere with the Basher's 
attack, as opposed to seriously trying to defend myself.  Against defensive warriors, 
change minute one to 10-3-7 with no tactics: i.e., let the basher do what he does 
best.  I have only lost one fight to a defensive styled warrior with my best basher, 
and that was MY fault.  Minute two can be left the same, or you can drop the bash 
tactic.  I am tempted to leave the desperation minute the same.  If you are desperate, 
it probably means you were just hit.  This design cannot take getting hit.  You need 
to go berserk in order to regain the initiative.
     A high quality Basher should have no trouble with Parry-XYZ's and TPs.  Against 
scum try 7-1-7 with the bash tactic.  You should have no trouble blasting attacks 
through the feeble parries of a scum warrior, and the relatively slow (for a basher) 
tempo will allow you to keep it up for 3-4 minutes, which WILL be more than enough 
time to demolish even the most stubborn APA, F, ME, ME 1-1-1-P Total Parry.  Let me 
also mention that the bash tactic should never be used against PRs.
     Last, but by no means least, is what to wear.  Armor should be APL, ALE, or none 
at all.  DO NOT strap this basher into a suit of plate armor.  The Bashing Attack, 
despite what some other managers say (even those self-proclaimed "highly experienced" 
manager who relentlessly brag about their 600+ winning percentages who only run 
defensives, SCUM, and lungers) is a quick style.  The armor should be correspondingly 
light to allow the basher to get the jump on his opponent.  The same theory applies to 
weapon selection.  Try using the QS, MS, of the WH.  The GA and MA should only be used 
against slower offensives of defensive styled warriors.  Again, the key here is 
quickness.  THIS basher is designed to win his fights, with his tremendous attack 
percentage, not with his tremendous damage bonus.
     This article has been brought to you by.....

Mark Schwartz
280 Middlesex Road                                   aka  Troll King
Matawan,  NJ   07747                                      mgr. Troll Lords
201-583-5150                                              Arena #36  Jhans

The Greek Basher

92 views
Statistics 
Strength: 9+ 
Constitution: 7-9 
Size: any, depending on st 
Wit: 11-17 
Will: 17-21 
Speed: 5-7 
Deftness: 13+ 

Comments_advice: 

First of all you want to have great damage with your Bashers. So strength 
+ sz should give you great. Bashers dont have to be a genius but give him 
the chance to learn. I like 13 minimum. Would prefer 15. Some people will 
look at the cn and say its too high. You could be right but my Bashers have 
beaten more than one warrior by being able to take a couple of shots and 
then fire back. I like the 9 cn the best. The high will is extremely 
important. I wouldnt go below a 17. Allows stat trains but I think it also 
helps a Basher get the jump on other warriors. It's also important in your 
Basher not quiting when hit a couple of times and fighting back. Sp who 
cares. Df should be good enough to get decent weapons and be able to 
sometimes hit what you aim at. 

Strategey: It really depends on the guy your fighting and what your basher 
likes. I run either 10-10-X Dec. against faster warriors. 10-4-x B or no 
tactic against slower ones. Slow down to 10-4-X or 8-3-X in minute two. 
With great damage most warriors wont be around in minute two anyways and if 
they are they're probably scum so you might as well lower OE and Al. 

Weapons: WH is an awesome Basher weapon. If you have the ability obviously 
you can use a Maul. However I would stick with the WH. Its fast and can 
smash through any armor. 

Armor: I like to wear ALE and a H. This allows the Basher to take a shot or 
two and still fight back. This is not a scum Basher design so dont put him 
in Plate. This is a speed Basher. The highest armor I would go is ARM. 
However its OK to sometimes scum someone thats just too fast for you. You 
have to hope they tire out or you can take enough shots to take the initiative. 

Desp: Well if hes big he probably wont dodge very well. So strategies I use are 

10-4-4 Respon (against strikers) 

10-10-5 Decis ( kick in the butt) 

10-4-X Parry 

You really have to experiment and see which works best for you. 

Thats all I got. If you dont like it then write one yourself. 

The Greek Guy 

Lurocians 57 

Lords of Light 33