From: ben@abby.chem.ucla.edu
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Need help with first roll-ups.
Date: 15 Oct 92 14:15:54 GMT
Reply-To: ben@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <1992Oct13.220117.3429@rdii.com>, jas@rdii.com (Jim Smith) writes:
>> Your Rookies Tournament Champion:  18-21-5-7-20-6-7.
>
>OOP, ACK! Now I KNOW I ruined a potentially great TP.  Somebody pass the 
>Kleenex. ;-(

This warrior would have a good chance of TCing, but think of it this way:

No one enjoys reading 'SCUM' fights.  There is a significant group (myself
included) who feel that running 'Scum' warriors is 'dishonorable'  Not that ALL
total parries are scum, just those that are designed specifically to never
attack, to wear 4 LS and out last their opponents.  Once you lose a few fights
to these guys with your decent fighters, you'll understand this.  It's always
bad to lose, but it's better to be beaten by skill-at-arms, rather than
exhastion.  Other 'honor' points: Don't Challenge someone ranked below you,
just to get a Win.  Somethimes it's considered impolite to specifically attempt
to kill a particular warrior of someone else.  In general Duel Masters is like
life, do unto others as you would have them do to you.  
>
>
>I ended up going with an 11-4-9-15-17-15-13 SL.  I figured I could
>train up the con a couple and he would do OK.  I have a sneaking
>suspicion the low con will get him dead very quickly however.  Ah,
>well, at least lessons learned the hard way are seldom forgotten. ;-)


Good choice, IMHO, but don't train the CN, It probably won't keep you from
losing fights (a 17 WL gives you 2-3 trains/stat max.), because a 6 aint much
better than a 4.  It probable won't even keep you alive.  Count yourself lucky
that you got such a low CN roll-up for an offensive style.  Many managers feel
that CN is a complete waste of points for an offensive.
>
>Is there any advantage to running short-term other than the thrill of
>watching him hack and slash his way to victory for a few fights?  What
>are the implications of running short term vs. long term characters?

No. Long term characters eventually go to ADM (the advanced game).
>
>What is "bloodfeud"?  This is the first time I've seen that term.

When one of your warriors is killed, you get to 'bloodfued' the warrior who
killed you with one of your remaining warriors for the next four turns.  You
make what is called a bloodfued challenge (circle it in red), It has a much
increased chance of going through.  Of course if you kill someone else...

>
>I assume you mean a 9-10-12-9-17-10-17?  Again, it would have made a
>good short term character, but I ended up going for the long term
>again with a 9-10-12-15-17-10-11 LU.

15 WT is probably too low for a long term OFFENSIVE warrior.  15 WT, or even 13 
can be used for a DEFENSIVE warrior.  The reason is simple:  the longer your
fights, the more skills you learn, so  the less WT you need to get the same
avg. # of skills/fight. 
>
>I don't have so much as a hint about how to fight these guys.  Any
>suggestions will be most appreciated.

Uhhh... I don't have time now, ask about a specific warrior, andy someone will
probably answer.  In general, for offensives, the 1st minute is by far the most
important.  Lungers should run 10-10-KD(6-10)-L, Strikers, Decise, Slashers
10-10, or 10-8, either Decise or no tactic.  DON'T USE THE SLASH TACTIC IN THE
1ST MINUTE, UNLESS YOU'RE CHALLENGEING A WS OR A TP.  (reason: It's too
slow...)

Have, fun,
Ben Hitz
(Arenas 53,63 and on occasion 18)

hitz@cuhhca.hhmi.columbia.edu