DUELMASTERS NEWSLETTER
Date : 10/18/1999 Duedate: 10/30/1999
ANDOR ARENA
DM-57 TURN-235
This Weeks Top Honors
THE DUELMASTER IS
BREKKA
DRAGONRIDERS (148)
(57-3801) [19-13-1,122]
Chartered Recognition Leader Unchartered Recognition Leader
BREKKA ANNIHILATION
DRAGONRIDERS (148) A WHAT? (478)
(57-3801) [19-13-1,122] (57-4161) [2-2-0,28]
Popularity Leader This Weeks Favorite
FRONTAL ASSAULT JETBOY
STRAGETY, DAMMIT! (285) WILD CARDS (309)
(57-1800) [13-11-0,82] (57-4195) [18-8-0,111]
THE CURRENT TOP TEAM
WILD CARDS (309)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. LUROCIANS (483) 43
2. WILD CARDS (309) 32 YOUNG JUSTICE (24)
3. YOUNG JUSTICE (24) 18 Unchartered Team
4. STRAGETY, DAMMIT! (285) 14
5. BIG CATS (491) 0 A WHAT? (478)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1- 1*DAUGHTERS OF LLOTH (496) 2 0 0 100 1/ 4 WILD CARDS (309) 9 6 0
2/ 3 YOUNG JUSTICE (24) 78 61 5 56.1 2/ 3 YOUNG JUSTICE (24) 8 4 0
3/ 4 WILD CARDS (309) 225 185 12 54.9 3/ 2 STRAGETY, DAMMIT! (285) 8 6 0
4/ 6 STRAGETY, DAMMIT! (285) 60 60 2 50.0 4/ 5 DRAGONRIDERS (148) 7 7 0
5/ 2*A WHAT? (478) 2 2 0 50.0 5/ 1 COPYWRITERS (293) 7 8 0
6/ 8 LUROCIANS (483) 55 58 12 48.7 6/ 6 LUROCIANS (483) 5 8 1
7/ 7 EASTERN HORDE (486) 15 16 1 48.4 7/10 EASTERN HORDE (486) 1 1 0
8- 9 ALPHA BETA KAPPAS (459) 92 106 4 46.5 8/ 8*A WHAT? (478) 1 2 0
9/10 DRAGONRIDERS (148) 313 400 15 43.9 9- 7 ALPHA BETA KAPPAS (459) 1 3 0
10/11 COPYWRITERS (293) 101 139 6 42.1 10-11 BIG CATS (491) 1 3 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
+ ]H[ + ---:--- + ]H[ The Andorian League #25 ]H[ + ---:--- + ]H[ +
Near Tronsha, halfway between Andor and Fratsfa:
Mickeal was glad the ditch wasn't muddy. He rolled up onto one knee, drawing
his sword and raising his head slowly to peer through the tangled grasses that edged
the ditch. There was no one in sight--Khazakh had taken cover somewhere, probably
close by, and the sniper was not visible. Their horses had wandered a little way on
down the road, and the rest of his party was not in sight; they'd fallen behind, but
he didn't know how far.
Now what?
His own impulse was to go after the sniper. He hadn't been paying close
attention but thought the ditch had run along the road for some distance, and there
was a curve not too far back that would make it possible to get to the other side of
the road without exposing himself.... Of course, the sniper might be moving, too.
And, of course, pursuing assassins was not supposed to be part of the king's job.
Even when it was the king who was attacked. This wouldn't be the first time he'd
found his job irksome.
Where was Khazakh?
*** ***** *** ***** ***
Khazakh was belly down in the grasses in an area where no reasonable man would
try to conceal himself. There didn't appear to be cover enough for a rabbit. Which
just showed how little most people knew about concealment. His clothing was of a
color and pattern that would blend in with nearly anything, his slow, careful
movements those of a man who had successfully hunted the extremely wary winter-wolves
of his homeland.
The sniper had been behind a clump of wild berry canes at the roadside, but
Khzakh was not so foolish as to suppose the man had stayed there. Still, he had
assessed the probable routes of escape--to the front, onto the road, was clearly out,
and to the rear, so far as he could tell from here, there were more brambles, possibly
an impenetrable wall of them, from the look of things. To the sniper's right was an
open area on the bank of a small stream. The left, back along the road, was the most
logical way for the man to move. Also, the curve of the road there would allow the
sniper to get to their side of the road unseen, and if he planned to try again, that
would be a good move on his part.
He wanted to pursue the man, catch him and ask him questions, but his primary job
was defending the king. He began to edge toward the ditch.
Skaithvarn:
"Your name is Omavo?" Senator Dole asked. At the Ventan's startled nod, he went
on, "And you're our jailer?"
The young Ventan shrugged. "I guess," he muttered. His gaze, which had wandered
to Bonner Springs, was definitely admiring.
"Rather quiet out here--"
"Vasvo's going to be the death of us!" the young man exclaimed suddenly. It was
as though the Senator's sympathetic presence had pulled a cork or unlocked a door.
Words poured from him as he told of the Ventan leader's insistence that all non-Ventan
were enemies, of his policy of petty theft (or major theft if the chance offered) in
the villages they passed through, of the intimidation of farmers with hints at curses,
and even of real curses sometimes laid on those who annoyed the leader. "We never
have a chance to settle down, never get to be friends with anyone," Omavo finished,
"not even other Ventan! Everyone's an enemy to Vasvo."
"Things are otherwise in the world at large," the Senator said, as though musing
to himself. "Oh, there is trouble, there are enemies, but there are friends and good
times, too. Educational opportunities...chances for young men to meet young women and
get friendly...chances for a young man to choose his own road and walk it freely...."
"Chances for others, maybe," Omavo said bitterly, "but not for a Ventan."
"Chances for a Ventan, too, perhaps," the Senator said, his voice soft and
insinuating, "if he were to leave those who confine his life and had a friend or two
to introduce him into new circles. I know a lot of people who would welcome a young
man of promise...."
"Omavo! Omavo, where are you? What's taking you so long?" The voice was
Vasvo's, and at the sound of it approaching the barn door, the young man jumped, then
turned away quickly, hurrying to meet his leader just outside the barn. The prisoners
couldn't hear what words were exchanged, but Vasvo's bullying, complaining, critical
tone was clear.
"He may listen to your blandishments," the woman in the next stall said quietly.
"Lady Elida of Ulmurvian, I presume?" Senator Dole said, bowing courteously. "I
am Senator Dole of Amen-Tei in the Andorian League, and this is my assistant, Lady
Protector Bonner Springs. We've come to rescue you."
"By getting yourselves captured?" she asked in a tone between laughing and
crying.
"Whatever it takes to do the job, fair lady," the manager said. "There are many
options open to us, and young Omavo is only one of them."
+ ]H[ + ---:--- + ]H[ The Andorian League #26 ]H[ + ---:--- + ]H[ +
Report from the Academy
"And to what do I owe this honor?" Deadpool said through clenched teeth. He was
voicing a question but it sounded more like an accusation. He slipped silently down
form the ledge, and landed between the woman and the hidden door behind Kyrican's
large bookshelf. He still held his dagger at the ready, but worried over having left
his sword at home. The woman was wearing her warhammer easily on her belt, and he'd
heard horror stories about how well she wielded it.
"You're working Kyrican?" she replied evenly. Her accent was smoothly
Convincian, though Deadpool had known her to sound Elvish or Delarquan when needed.
She was a master of disguise, though he had no idea what she really looked like. Her
only truly identifying feature was the intricately woven raven that appeared somewhere
in all her clothing. His trained eye had spotted it immediately, even in the dimness
of the secret halls of the Academy.
Deadpool shifted uneasily under her careful scrutiny, unsure if he was supposed
to answer. One raised eyebrow from the woman known only as Raven was indication
enough for him. "Ever since the Crow went back to work directly out of the Guild,
I've been here," he answered.
Raven smiled at him, a warm smile designed to set aside his defenses and lower
his guard. It didn't work, but he made it look as if it had, sheathing his dagger and
leaning casually against the wall. He kept his legs ready to spring away if
necessary. He hoped it wouldn't be.
"I'm here to relieve you of that duty," she said with the same smile, her
expression not changing in the slightest. "You are being reassigned on escort duty.
There is a letter to be taken to a courier south of here. I want you escorting the
courier from Tarrgir to the meeting place, and then you are to tail the second courier
once he has the dispatch. I want you to make sure he meets a gruesome end just
outside Aruak City. Very public, but do not be seen. The note must arrive at the
Gates, but the courier must be killed to set an example of our intentions."
Deadpool looked at Raven in silence. It occurred to him that perhaps she was
setting him up, and he didn't like that feeling. He'd been a member of the AAG since
well before he became a gladiator, and without exception he'd always been able to
trust his superiors. For the first time in his career, he did not trust a superior;
he was, in fact, afraid of a superior. That bothered him more than he realized. "Why
me?" he dared to ask.
Raven continued smiling, as it had been obvious to her that she'd brought doubt
into Deadpool's mind. Deadpool shifted uncomfortably beneath her scrutiny, moving
from one foot to the other, obviously nervous about this new assignment. "Because you
are here, and so is the letter in question," she said easily. "The warrior called
Bullwhip will be the courier. He's bright enough, and a former instructor at the
Academy, so he makes the perfect Pigeon. That's his code name, by the way."
"Real subtle," Deadpool said dryly. "I suppose you want him to take the blame,
as well then...the Fall Pigeon, as it were...."
Raven's smile didn't change, which unnerved Deadpool further. Not even a
brightening in the eyes at his lighthearted banter. "Keep him alive at all costs,
until the deed is done. The courier in Seam is officially sanctioned by the Guild.
You have you orders, fulfill them and you shall be rewarded beyond your wildest
dreams."
Deadpool was once again taken aback by her words; Guild members were paid, but on
salary, not bonuses and certainly not commissions. Their work was for the Crown
alone, and not for hire. He bowed to hide the confusion he was sure stood plainly
evident upon his face. "I live only to serve Ahringol and my King, milady, and you as
his majesty's agent," he replied smoothly.
When he rose from his bow, Raven was gone. A single black feather floated gently
to the floor, but Deadpool himself was gone by the time it touched down. He had a lot
to think about before he found Bullwhip the Pigeon and set out for Seam.
Too many things were changing to quickly for his liking.
SPY REPORT
Hail and well met warriors of ANDOR! Know me for who I am, Zontani Sharp Eyes,
Spymaster extraordinaire of all Alastari. Former top team COPYWRITERS was unseated
this week as WILD CARDS moved up from 4th ranking to take the top spot with a 4-1-0
record for the round. Fortune did not smile upon COPYWRITERS this time out who this
turn suffered a fall into 5th position in the wake of a 2-3-0 round.
Warriors--remember that glory waits always around the corner! Witness how this week
WILD CARDS went 4-1-0 to move up 3 in the rankings. BARON REDMOND caught the eye of
many in the gladiatorial commission as he skillfully bested WATER LILY and was
awarded 36 points in recognition. In one of the week's more notable duels, TROLL put
down JOHN DOE, causing him to lose 17 points of recognition in the process. As is
fitting, the most sought after warrior on the challenge boards this week was none
other than Duelmaster BREKKA herself. This time out LODRIT ELS made his bid for the
throne as he TV challenged BREKKA in an all out contest of skill for possession of
the title! Not for nothing has BREKKA in the past laid claim to the Duelmaster's
throne, and this week she's proven hers combat skill yet again. Heed this! A seer
has warned that if exactly 6 die in duels this week, the whole city shall perish!
Just remember...5 or 7!
I have been in deep conclave with my spies who watched all that has recently
transpired. Indeed there is much I would report. My inside sources tell me that the
team to beat in ANDOR these days is YOUNG JUSTICE. At least, most blades in town are
looking to avoid them. Apparently the stalwarts of STRAGETY, DAMMIT! are catching
the bulk of jests down at the challenging board for their large share of the avoids.
I can not but mention with disdain the name of ARLOCK who this week posted a TV
challenge to a warrior a full 10 points below in the rankings. I thought ARLOCK
showed great skill and promise when he was subdued by KID DYNAMITE. All right, so I
slept through it! Big deal!
Is not Death a warrior's foremost adviser? Warriors, may this counselor stand
ready at your right hand forever! I must report the passing of WATER LILY, veteran
of many duels. 12-9-2 final record Hers was not illustrious--but death plays no
favorites. JOHN DOE, may you forever slay thy enemies with impunity as you did
COUGAR ASSAULT. Are there none left in COUGAR'S DEN who hold honor as a virtue?
Fate is a fickle mistress. She showers the miserable with fortune but sets enemies
against the victorious. Remember this!
The girls are as pretty in ANDOR as ever I remembered them....and the fighters
as ugly! Don't let your reputation slip! Sadly warriors, now longer can I keep thy
company nor savor the ale of thy fine city. Depart I must and soon! Till next we
meet remember - the pen is mightier than the sword, but a maul is a different
story!-- Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
BREKKA 3801 19 13 1 122 DRAGONRIDERS (148)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
HARM 1937 17 11 0 117 YOUNG JUSTICE (24)
BARON REDMOND 4191 12 11 2 117 LUROCIANS (483)
JETBOY 4195 18 8 0 111 WILD CARDS (309)
-JASMINE 3999 24 12 0 100 ALPHA BETA KAPPAS (459)
LODRIT ELS 4211 11 3 1 97 EASTERN HORDE (486)
BLOAT 4171 17 12 1 92 WILD CARDS (309)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
F'LAR 3802 18 16 0 91 DRAGONRIDERS (148)
-SECRET 2147 15 7 0 91 YOUNG JUSTICE (24)
CHAMPIONS W L K POINTS TEAM NAME
SUPERBOY 4297 9 1 1 84 YOUNG JUSTICE (24)
FRONTAL ASSAULT 1800 13 11 0 82 STRAGETY, DAMMIT! (285)
PRINCE CRISTOF 4190 11 12 3 72 LUROCIANS (483)
MIRIAN 4229 10 9 2 67 LUROCIANS (483)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
KID DYNAMITE 2420 9 7 1 66 STRAGETY, DAMMIT! (285)
ARLOCK 4192 13 10 2 65 LUROCIANS (483)
MURDER BY NUMBERS 1983 12 9 0 64 STRAGETY, DAMMIT! (285)
-IMPULSE 4287 7 2 0 63 YOUNG JUSTICE (24)
ADEPTS W L K POINTS TEAM NAME
TROLL 4316 5 1 0 49 WILD CARDS (309)
LITTLE DRAGON 3306 4 2 0 49 STRAGETY, DAMMIT! (285)
MAE BEST 4266 8 8 0 43 COPYWRITERS (293)
RAGGEDY ANDREW 4270 7 6 0 39 COPYWRITERS (293)
SORKA HANRAHAN 4075 6 4 0 36 DRAGONRIDERS (148)
CHALLENGER INITIATES W L K POINTS TEAM NAME
JOHN DOE 4290 5 6 1 29 COPYWRITERS (293)
ANNIHILATION 4161 2 2 0 28 A WHAT? (478)
-T'MAS 4056 7 5 0 26 DRAGONRIDERS (148)
CAPT TRIPPS 4322 4 2 0 24 WILD CARDS (309)
INITIATES W L K POINTS TEAM NAME
-ROBIN 4296 5 4 0 23 YOUNG JUSTICE (24)
-NOMAR ELS 4253 1 3 0 22 EASTERN HORDE (486)
MADISON 4327 2 1 0 17 COPYWRITERS (293)
F'NOR 4268 3 6 1 16 DRAGONRIDERS (148)
-TIGER 4247 3 7 0 16 BIG CATS (491)
BARNUM 4328 1 2 0 14 COPYWRITERS (293)
-KIRBY 4326 1 0 0 13 BIG CATS (491)
-MALICE RROSTARR 4283 2 0 0 11 DAUGHTERS OF LLOTH (496)
-RO-TICKI 4254 2 3 0 9 EASTERN HORDE (486)
-OOPS!! 4255 0 3 0 3 EASTERN HORDE (486)
-WILD CAT 4315 0 1 0 1 BIG CATS (491)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
COUGAR ASSAULT 4312 3 1 1 COUGAR'S DEN 500 JOHN DOE 4290 231 NOT REVE
WINK AND A SLASH 3305 1 4 0 STRAGETY, DAMMIT! 285 MOUNTAIN TROLL 18 235 NONE
WATER LILY 4219 12 9 2 WILD CARDS 309 BARON REDMOND 4191 235
PERSONAL ADS
Well, once again I flaked on writing personals. My apologies. I think next time this
happens I pretend that the golem HAL lost my personals. Yeah, that will work, I
wonder if I can bribe HAL into agree to take the blame also? -- Rillion the lazy and
forgetful
HAL isn't bribeable, but if it's a really good bribe, I'll say it was him. -- Ed.
Water Lily -- Well that just sucked! Not only did you out jump me, you beat me and
then didn't bother to teach me much to boot. -- Superboy
R. Andrew -- Hmm...you've gotten quicker since last we fought. -- Robin
Jetboy -- Show some backbone next time. You don't see me giving up that easily! I
only have an 8 con, so it's not like I'm very sturdy, yet I held on and took your
beating. Then you give up after only one hit. I'm very disappointed in you, kid. --
Harm
Murder by Numbers -- You almost had me. It is amazing how often I go desperate but
still seem to be able another hit, or two, or three. Better luck next time. -- Secret
Someone in the gladiatorial commission match up office must like me. My record would
not be nearly as good if I didn't always draw the stand in. -- Impulse
Jetboy -- Now you know how I feel every time I see someone from your team get a
challenge through. "So much for the avoids." -- Rillion
Dr. Hemlock -- Thanks for clearing out Kat, now could you please get Jasmine invited,
it will help free up space for more worthless avoids. -- Rillion
Arlock -- Well now that Kat is off the throne I will make a try for it. My endurance
is only good, which is not enough to get past Kat or Jasmine. -- Harm
Kat -- Well thanks for thinking of me in your column, but I had no intention of trying
to dethrone you. In fact I now make it a habit to avoid your team. -- Harm
Arlock -- I'm not sure how to respond to a TV Challenge. Thank you? Are you part of
the Andorian Welcoming Committee? I always understood things were a little...
friendlier?...around here. Guess it's time to take the kid gloves off, eh? -- Frontal
Assault, wondering do I get to keep your TV Challenge on my war-spike as a trophy?
Secret -- Well, well fought. I guess if I'd had a little more endurance I might have
gotten one more lucky strike in. I think I'll take my skills and chalk it up to
experience. I'm still trying to catch my breath! -- Murder by Numbers, playing the
odds
Mae Best -- I think the arenamaster has to do something about this, "the time for the
fight has come" thing. No one told me! One minute I'm checking the straps on my
armor, the next I'm being beaten about the head and shoulders by a maniac! Luckily, I
recovered my wits before any serious damage was done. But really! I think they ought
to invest in a gong or something to warn us. -- Kid Dynamite, starting a petition
Tiger -- One skill? I could have learned one skill fighting Numbers behind the
guildhouse on my day off. You're going to have to teach better than that or I'm going
to stop challenging you. -- Little Dragon
Capt Tripps -- So much for my SP 21 experiment. Add a kill to your record, you just
offed Wink. -- Ben Doolin, who hates this part of the business
P.S. 11-5-14-13-9-21-11 ST Exp Rip, for those interested.
Harm -- Inconceivable! Still, I got a few skills. -- Jetboy
Lodrit -- Ugh, you still hit too dang hard. -- Bloat
Superboy -- Sorry to blemish that record, kid. -- Water Lily
F'nor -- Me sorry.... Boss say that not arm. Me try better next time! -- Troll
Mgr. of Strategy, Dammit! -- Could you please tell me what Capt. Tripps learned in his
fight? I didn't get that fight in my turn. Thanks! -- Technogeek
Robin -- Well, you came through that one okay, and I've got my strategy change posted
in time, I think and hope. That probably means more losses for me! But more losses
for me means more wins for somebody else, so I suppose it balances out. -- R. Andrew
Kid Dynamite -- Oh dear. I don't mind being =careless=, but I don't like to be
=frantically= careless. That has so little allure! -- Mae Best
T'Mas -- Well fought, sir. Uh, it. -- John Doe
Malice Rrostarr -- Your problem, young woman, is that you lack FLAIR! You need to
improve your public image. This "bathe in his blood" is NOT what the public wants to
see. Put yourself unreservedly in my hands, and I'll make you a household word by the
solstice. -- Barnum
Wild Cat -- Size isn't everything. -- Madison
P.S. Although it IS a good selling point. Bigger is better, and all that.
11 October 1999
All -- Talon Volksie has finally entered the 90's on the verge of the millenium. I
have e-mail. You may email me at TalonVolksie@aol.com. -- Talon V.
Everyone now knows that DM-33 is one of the "Fiercest & Best Free Blades Arena"
around. The Hammer and others have done wonderful things for that arena. With 50 or
so teams, DM-33 is fun, challenging and a joy to play in. However, I am not here to
talk about DM-33. I want to talk to you about DM-43, Veastian.
DM-43 is not a large arena, we have only 8 teams here right now. It is small,
and not the greatest arena around...yet. We need YOU to help make this a great
arena. Since it's so small, this is your chance to get in on the ground floor and
become a cornerstone of this arena. Not many have this chance. DM-33 is great, but
it is crowded. Here in DM-43 you will not be one of the many, you will be one of the
best. For all of you Noblish Island managers, this is your chance to transfer your
team to an arena where you will have an immediate impact on the game. This is an
arena where you can continue to hone your skills and be a contender for the
Duelmastership. Veteran managers...do you want to make Duelmasters the best it can
be? Help newbies and make an arena of your own?
This is a wonderful chance for everyone. For the newer players to make a
serious impact on an arena and veteran players to be a "founder" of an arena.
Managers like Don John, Mutt Lange, The Rake and myself want you to help make DM-43
the best arena out there. We don't want just "anyone" to come here, we want managers
who want to play hard and have fun. If that is you, then come to DM-43, Veastian.
If anyone has any questions at all, please diplo me and I will reply as soon as
possible. Now is your chance, now is the time. DM-43. -- Apollo Maximillious, mgr.
Cult of the Dragon (339), DM-43
All -- By Seefe's name, am I tired of looking at such team names as Inyo Eye and
Eggnog Warriors. Please, in the name of all that is decent on the face of Ghea, give
your teams and fighters APPROPRIATE names!! I know it can be challenging and
demanding to make up TRULY GOOD names like Boneshredders and Aerie Fire, but please,
don't call your guys something that causes me to dirge in disgust!! It really hurts
your (and my) gaming experience when my warriors have to stand against someone named
"Underwear Gnomes". After all, I can come up with ten names like Bust-a-Plumber and
Chococroc in a single minute, but why don't I do it? -- Shadowfire, mgr. of
Dragonslayers (636) in Solven (DM 22)
16 October 1999
To anyone starting a new team -- No good sales pitch or gimmicks (yet). If you're
adding a team, please put it in Jurine, DM-61. We only have one unchartered team and
eight teams total. So why come to Jurine? Simply put; WE ARE BEGGING YOU!!! --
Wardancer, mgr. War Party
LAST WEEK'S FIGHTS
WINK AND A SLASH was barely slain by MOUNTAIN TROLL in a 1 minute Dark Arena fight.
LODRIT ELS lost to BREKKA in a exciting 1 minute expert's Challenge Title battle.
ARLOCK was overpowered by KID DYNAMITE in a 1 minute mismatched Challenge duel.
BARON REDMOND assassinated WATER LILY in a 1 minute one-sided Challenge fight.
MURDER BY NUMBERS was devastated by SUPERBOY in a 1 minute uneven Challenge brawl.
BLOAT defeated FRONTAL ASSAULT in a 2 minute veteran's Challenge struggle.
LITTLE DRAGON bested SORKA HANRAHAN in a 1 minute Challenge competition.
F'LAR was overpowered by JETBOY in a action packed 1 minute uneven melee.
HARM vanquished PRINCE CRISTOF in a 1 minute one-sided duel.
MIRIAN vanquished RAGGEDY ANDREW in a popular 1 minute brutal one-sided duel.
JOHN DOE was handily defeated by TROLL in a 1 minute one-sided bout.
MAE BEST demolished ANNIHILATION in a crowd pleasing 1 minute bloody mismatched match.
F'NOR was narrowly defeated by MADISON in a 2 minute match.
CAPT TRIPPS bested BARNUM in a 2 minute bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 7 PARRY-RIPOSTE 10 - 6 - 0 63 |
|LUNGING ATTACK 5 PARRY-LUNGE 8 - 5 - 0 62 |
|SLASHING ATTACK 4 STRIKING ATTACK 44 - 30 - 1 59 |
|WALL OF STEEL 3 LUNGING ATTACK 33 - 25 - 6 57 |
|PARRY-RIPOSTE 3 AIMED BLOW 12 - 10 - 3 55 |
|AIMED BLOW 2 WALL OF STEEL 17 - 18 - 0 49 |
|PARRY-LUNGE 2 TOTAL PARRY 13 - 15 - 1 46 |
|BASHING ATTACK 1 SLASHING ATTACK 23 - 30 - 1 43 |
|PARRY-STRIKE 0 BASHING ATTACK 6 - 12 - 0 33 |
|TOTAL PARRY 0 PARRY-STRIKE 2 - 8 - 0 20 |
Turn 235 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:
WALL OF STEEL 3 - 0 STRIKING ATTACK 2 - 5 4 STRIKING ATTACK
PARRY-RIPOSTE 2 - 1 SLASHING ATTACK 1 - 3 2 WALL OF STEEL
LUNGING ATTACK 3 - 2 PARRY-STRIKE 0 - 0 2 LUNGING ATTACK
AIMED BLOW 1 - 1 BASHING ATTACK 0 - 1 2 TOTAL PARRY
PARRY-LUNGE 1 - 1 TOTAL PARRY 0 - 0 1 PARRY-RIPOSTE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
PARRY-RIPOSTE BREKKA 3801 19 13 1 122 DRAGONRIDERS (148)
WALL OF STEEL HARM 1937 17 11 0 117 YOUNG JUSTICE (24)
LUNGING ATTACK BARON REDMOND 4191 12 11 2 117 LUROCIANS (483)
STRIKING ATTACK LODRIT ELS 4211 11 3 1 97 EASTERN HORDE (486)
PARRY-LUNGE KID DYNAMITE 2420 9 7 1 66 STRAGETY, DAMMIT! (285)
BASHING ATTACK ARLOCK 4192 13 10 2 65 LUROCIANS (483)
AIMED BLOW LITTLE DRAGON 3306 4 2 0 49 STRAGETY, DAMMIT! (285)
SLASHING ATTACK RAGGEDY ANDREW 4270 7 6 0 39 COPYWRITERS (293)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is FRONTAL ASSAULT 1800. The most popular warrior this
turn was JETBOY 4195. The ten other most popular fighters were FRONTAL ASSAULT 1800,
MAE BEST 4266, KID DYNAMITE 2420, LITTLE DRAGON 3306, HARM 1937, MIRIAN 4229, MADISON
4327, WINK AND A SLASH 3305, LODRIT ELS 4211, and BREKKA 3801.
The least popular fighter this week was ANNIHILATION 4161. The other ten least
popular fighters were JOHN DOE 4290, PRINCE CRISTOF 4190, SORKA HANRAHAN 4075, MURDER
BY NUMBERS 1983, WATER LILY 4219, F'NOR 4268, TROLL 4316, RAGGEDY ANDREW 4270, F'LAR
3802, and BARON REDMOND 4191.
The following warriors will travel to ADVANCED DUELMASTERS after next turn:
BREKKA (57-3801) DRAGONRIDERS (148)
JETBOY (57-4195) WILD CARDS (309)
The following warriors have traveled to ADVANCED DUELMASTERS after fighting this turn:
KAT (57-3981) ALPHA BETA KAPPAS (459)
JESSIE'S GUIDE TO A GOOD BASHER (2nd Edition)
Greetings. This is a 2nd edition of "Jessie's guide to a good BASHER." I have
had a little more time to upgrade my first article to give you some more info
regarding my favorite style. The major changes are in the weapons and strategies
section. But read the whole thing; I've made other changes as well. Also, this
article doesn't discuss the SCUM basher or other mutant variations of this style. It
deals mainly with ones meant to last past 10-15 fights.
Most new mangers or managers that don't run bashers that much, don't understand
how to make a good basher. Needless to say, they don't run them right either. Even
with the my horde of bashers, each one varies somewhat.
The 4 MOST important things to a basher are DECISE skills, ATTACK skills, DAMAGE
bonus, and maintaining the INITIATIVE. This is also the order of importance as well.
Bashers also learn ATTACK, DECISE and INITIATIVE skills faster than other skills.
They are very similar to slashers in many ways.
1. DECISE SKILLS: A basher needs to strike first, this is why his number of Decise
skills must be high. His bigger size will give him bonus DECISE skills, as well as
bonus INITIATIVE skills. Bashers have poor defense and parrying abilities, this is
why they need to gain the initiative. A BASHER'S best defense is a good OFFENSE.
Speed also gives decise skills. But, I don't add to speed, cause speed isn't vital to
a basher or his performance.
2. ATTACK: After gaining the initiative, the number of attack skills will determine
whether he hits or not. Bashers need to hit what they swing at, 'cause they may not
get another chance to swing. I recommend a 10+ base in attack for a basher. This
means he should have a HIGH ORDER WIT statement for attack. The higher the attack
rating, the easier it will be to get through the parries and dodges of the opponent.
If you check the WIT statement chart, and he doesn't have HIGH ORDER attack, he may
not do well.
3. DAMAGE: This is a MUST for any basher. I would recommend a no less than a GOOD
DAMAGE rating. I prefer GREAT DAMAGE for my bashers, or more. A basher must be able
to do A LOT of damage when he hits, because he is trying to bring his opponent down
fast. He can't afford to let his opponent attack back with the low defensive
abilities the basher has. That is why he needs to make every hit count.
4. INITIATIVE: He needs to start with at least a LOW ORDER initiative WIT statement.
He needs to maintain his attacks to get enough hits to bring his opponent down, so
there is no counter attack. It does no good to strike first if he can't maintain his
initiative. Big size, High WIT, and high DEFTNESS will give your basher extra
starting INITIATIVE skills.
Designing a good basher doesn't take a rocket scientist. If you've been
wondering what to do with big guys, BASHER is the answer. Bashers make excellent
BASIC warriors. And if you get one that has some defensive abilities as well as
offense, he might be good at the higher levels of the game. Smaller bashers that have
higher skill bases, fare better at higher levels of the game than bigger ones with
less skill. The only problem with small ones is surviving BASIC. 'Cause they don't
have the DAMAGE or HIT POINTS the big ones have.
Strength: 10-17 Don't skimp, you need the damage. But WIT is the first concern.
Strength is number 3 in the priority race. You might need a little higher if you have
a small warrior. Remember, you want to at least get a GOOD DAMAGE rating. You can
also train strength later, so don't worry about starting with it too high. I always
try to get odd numbers on strength, 'cause that's where most of the strength
requirements are for basher weapons. 15, 17, 21 STR also give extra skills.
Constitution: 6+ Try to get it to a least 6. If you already have it above 6, don't
add points here. This is low priority for adding points.
Size: 9+ is recommended, but I wouldn't go below 6 unless you got at least a 15
strength. If you have a size 15+, then you can go as low as 10 on the strength. A QS
only needs an 11 strength to wield. You can use it till you get a 12 or more strength
to wield the basher's best weapon, the WARHAMMER. Don't forget big sizes, 12+, get
bonus HIT POINTS, DECISE SKILLS, and INITIATIVE SKILLS. But they also get a penalty
in their starting DEFENSE skills. Smaller ones, 8 or less, get bonus defense, but
fewer hit points. They also get hosed on their DAMAGE bonus. But the smaller ones
usually start out with more skills than the bigger ones.
Wit: 15, 17 or 21. Since a basher starts out with lower skill bases than most styles,
he needs to learn fast. Even if he is only an average basher, he can make up for it
by learning fast. Having a high WIT will help him learn fast. If you have a slow-
learning basher, he won't be competitive after about 10 to 15 fights. The reason is
that the other styles that start with more skills than a basher will pass him up in
the skills department. This will cause many losses and even death. This is a number
ONE priority when adding points.
WILL: If you can't get 15, 17, or 21, don't add points here. WILL is not a basher
priority. If you want your basher to go to ADM, you need at least a 15 WILL. Bashers
are low endurance burn, and don't need high endurance. But it is nice to have. Some
of the best short term bashers have low wills.
Speed: 5+. Speed is not a basher priority. Don't add points here. I don't like 3
speeds, I believe there is a voodoo curse that penalizes you too much.
DEFTNESS: Many managers skimp here. DON'T SKIMP on deftness. I see many managers
see that a roll up has low deftness and automatically say, "Make it a basher." That
greatly damages your basher. For a lunger or slasher who already have A LOT of skills
to start out with, it's okay to have a low deftness. But not a basher who doesn't
have those skills. Deftness is where most of the bonus skills come from. Don't ROB
your basher of the skills, he needs all he can get. I recommend 13+. 11 is okay if
you have a 17 or 21 WIT. I never go below 9 Deftness, period.
BASHER WEAPONS: After experimenting with all of the basher weapons extensively, I
have more info in this area to give.
Basher Weapon Requirements :
Warhammer: STR 13, SZ 3, WIT 9, DEF 7
Mace: STR 13, SZ 3, WIT 7, DEF 5
Morning Star: STR 13, SZE 3, WIT 9, DEF 13
War Flail: STR 11, SZE 3, WIT 7, DEF 7
Quarter Staff: STR 11, SZE 9, WIT 11, DEF 11
Great Axe: STR 13, SZE 3, WIT 9, DEF 11
Greatsword: STR 15, SZE 9, WIT 11, DEF 11
Maul: STR 15, SZE 9, WIT 5, DEF 7
Halberd: STR 17, SZE 9, WIT 11, DEF 11
Those weapons above are well suited to the Basher. Also, weapons that are
marginally suitable are battle axe, broadsword, and fist. You do get a little penalty
for using marginally suitable weapons, but not enough to notice. Your basher's
favorite weapon can only be a well suited one.
Besides strength, other important factors that determine what weapon you equip
your basher with are ENDURANCE and current ATTACK skill level.
If your basher has an ENDURANCE problem, use the QS or WH. Or if he is fighting
against a heavy armored defensive style, these weapons are the best choice. Warhammer
is good against plate. Don't use a ML or HL with an endurance problem, 'cause he
won't last past round one.
If your basher hasn't gained enough skill yet, and is being parried most of the
time, use BIGGER weapons. If you have the strength and endurance, use the ML or HL.
Using these weapons will increase the damage you do, making each hit count. In basic,
when weapon speed its a major factor, big weapons aren't really that slow.
Another tactic I use often with great success is using big weapons for light
armor and lighter ones for heavy armor. Most offenses in basic wear lighter armor and
have fewer hit points. Offensive styles are more deadly to bashers than defensive
styles. Therefore, you need to bring them down as quickly as possible. Using a HL or
ML against scale armor or less usually only takes one or 2 hits to bring an offensive
style down. Defensive styles parry and dodge a lot of your attacks, so you need a
lighter weapon so you won't tire out quickly. Using a warhammer for chainmail and
above will let you last long enough to bring a defensive style down. Warhammer also
does very well against heavy armor.
WARHAMMER: 13 ST required. This is the BEST weapon for a basher without a doubt. Its
light weight and speed are unchallenged against all the other basher weapons. It also
does a surprising amount of damage. Can be used against all armors with great
success. This weapon rarely breaks.
MACE: 13 ST required. This is an okay weapon, but doesn't compare to the WARHAMMER.
It has problems inflicting damage.
Morningstar: 13 ST and DF required. Does good damage, but is slow and heavy. Isn't
worth the endurance burn.
War Flail: 11 STR required. The is the WORST weapon in the game. DON'T USE IT!!!!!
Damage for this weapon is very lame and I have see it bounce off of ALE and NO ARMOR
opponents. I believe daggers and fist do more damage!
Quarterstaff: 11 ST and DF required. This two-handed weapon is light weight, quick
and good against all armors. This is a basher's second best weapon. This weapon's
main problem it breaks too much. I use the fist as a backup when I use the QS, so
when it breaks he doesn't have to draw a backup weapon. Offensive styles may not give
you a chance to draw your backup weapon. With a fist back-up you will continue
attacking after your weapon has broken, maintaining the initiative.
Great Axe: 13 ST and 11 DF required. This is also much like the QS, but weighs a
little more. Does more damage than a QS. It will tire your basher faster. This
weapon also breaks a lot.
Maul: 15 ST required. Does massive damage, but is very heavy and tiresome. This
weapon is a better all-around weapon between it and the halberd. This is the 3rd best
bashing weapon.
Halberd: 17 ST required. Does the most damage in the game. This weapon also is only
for those warriors who have the strength and the endurance for it. This is a bashers
4th best weapon.
Greatsword: 15 STR required. See WAR FLAIL. This weapon also breaks a lot.
Shields: Are well suited to bashers, but don't ever use one. They do hardly any
damage. Don't ever use a shield and any other weapon in a basher's off-hand. They
rarely use their off-hand to parry and when they do use it to attack with you're doing
less damage. When the computer gets to the part in the program where it selects which
hand to use, you want him to use his PRIMARY weapon to do the most DAMAGE. Not to
pick an off-hand weapon that does lesser damage. Also you get an attack bonus for
using 2 hands with many weapons.
Bashers favorite weapon: Well out of 78 Basher ADM graduates, the following is a list
of their favorite weapons.
MS(7), MA(14), GA(4), GS(8), ML(8), WF(8), HL(7), WH(7), QS(9)
You have to try each of them if you want to guess which one it is. If you're
lucky and get the WH, then praise the gods!!
15 of the 78 bashers got the BASH tactic as their favorite tactic. But, I
wouldn't use the BASH tactic, but the DECISE tactic is awesome for a BASHER. I use it
with all my bashers. One basher got DECISE as a favorite tactic. Bash is only good
to use against strong defensive styles after round one. I have used the DEFENSE or
PARRY tactics in DESP. with great success. I will chose the one that the basher has a
WIT statement in. IE: If he has a DEFENSE statement I use DODGE tactic in DESP. If a
parry statement then PARRY in DESP. If neither, then PARRY 'cause it's almost always
higher than DEFENSE for a basher.
Basher armor: ALE/S or H to start. If he doesn't seem to get the jump on most of his
opponents, then go to heavy armor. You can 'sponge' your opponents, by taking hits
and hope to get to hit them when they're tired. But if they do too much damage to you
first, you will lose.
Favorite Rhythms: Offense effort should be between 8-10 the first minute and 5-8
thereafter. In DESP. 5-10. Activity Level should be 5-10 in the first minute and 1-3
thereafter. IN DESP between 1-10. KD between 5-7 all rounds.
Typical Strategy:
MIN: 1 2 3 4 5 6 DESP
========================================
OFF. 10 8 5 5 5 5 10
----------------------------------------
AVT. 10 3 1 1 1 1 6
----------------------------------------
KD. 7 6 6 6 6 6 6
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Att. RA RA RA RA RA RA RA
----------------------------------------
Pro. HE HE HE HE HE HE HE
----------------------------------------
TAC. DECISE in minute one. Bash in later minutes against scum or heavy defensive
styles. Defense or parry in DESP.
If you aim for the limbs, you can take your opponent down quickly. Bashers tend
to hit the upper half of the body more anyhow.
Well, that's a wrap. If you would like to chat, get charts, or learn all the
stuff RSI doesn't tell you, drop me a line. You can diplo me at DM 75, "The Joker's
WILD 2" or any one of my others teams that are too long to list. Also, you can EMAIL
me at 103260.3347@compuserve.com
Ta-Ta,
Sir Jessie Jest
The Basher Guy
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