From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: DM - Jim Smith's Slasher
Date: 19 Nov 1992 01:29:54 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: christopher.caltech.edu
Originator: johnjohn@christopher

> It seems I have created a slight controversy with my slasher strategy
> post.  I am quite happy this because I am hearing a lot of stuff from 
> differing viewpoints, allowing me to see the strength's and weaknesses 
> of each approach.  I would like to continue this discussion using e-mail 
> for the moment, but if anyone thinks I should be posting this stuff, let 
> me know and I will post it.

Well, I'm glad that you feel that this is helpful.  I for one feel that this  
is a prime thing to discuss on Usenet, so I am!

>>From: picasso@bu-pub.bu.edu:
>>> Backup: SS
>>SS is the code for a Short Spear, this weapon is not well-suited to a  
slasher.
>Sorry, I meant SH, but now I'm considering no backup at all (see below.)
> 

>> 10  8  6  6  6  6 10
>>  8  6  4  1  1  1 10
>>  6  6  6  6  6  6 10

>Answer one question, what is the difference between your strategy in minute
>number 1 and desperation (you are most likely to go desperate in the 1st 
>minute) ? I do not see much of a difference.

>>Hmmmn, I am getting a bit confused since I am getting two strong opinions
>>on this issue, one from David and another from John.  I am putting John's
>>response below and will discuss it further there.  To answer your  
immediate
>>question, the difference lies mainly in the KD, but to tell you the truth,
>>I am not sure exactly how the KD affects the warriors fighting.

Right, so my feeling is that you should be running a decise optimised  
strategy in minute 1, and an init optimized strategy in desp.   
10-10-10-HE-HE-x does the job in desp., but I would go 10-10-7-HE-HE for  
decise optimization in minute 1.

I (John Carlos White) write:
> What I would do differently:
> 
> 10 AL in minute 1.  There's no way you're going to get the jump on someone
> fast otherwise.
> 
> 7 KD in minute 1.  Again, this is the KD that most increases your decise.
> 
> NO BACKUP.  If you're fighting a warrior that breaks your weapon in your
> first five fights, you're going to lose anyway.  And you'll lose some more
> because of the extra weight you're carrying.  Besides which, SS isn't one  
of
> the better slashing weapons anyway...  This is the point that I would urge
> you to change.  The others... well you might see on your own...

Jim writes:
> OK, I can see the logic behind having no backup, and since David has not 
> commented one way or the other on it, I'll assume he has no real objection
> to not carrying a backup.  On the isuue of strategy, however, I think I
> need to hear a little more discussion.


David's original strategy recommendation was:

1  2 3 4 5 6+ d
---------------
10 8 6----->  7
 6 3 1-----> 10
 6 6 6-----> 10
     s----->        <-- note minutes 3-6 are good minutes for the slash  
tactic 
              r
LA---------> LL	    <-- if you are right handed attack the left side
AM---------> HE	

John's recommended strategy (gathered together from several posts) was:

1  2 3 4 5 6+ d
---------------
10 8 6-----> 10
10 8 4 1---> 10
 7---------> 10
     s----->   
HE------------>
HE------------>

> The main differences between these two strategies appears to be the
> activity level, the attack/protect locations, desparation, and a 
> slight difference in KD.  How do these things affect how the warrior
> will fight?

They change what skill areas are emphasized in your warrior's fight.

> When I put myself in his place, I feel like the higher
> the activity level, the more dancing around the warrior will do.

True.

> This should have the affect of reducing his accuracy with his blows,
> but also making him harder to hit.

Not true, true.

> It will also tire him out morequickly, but since I have absolutely
> no feel for this warrior yet, I don't really know how much activity
> is too much.

Going 10-10 more than one minute is too much!  You definitely need to drop  
down afterwards.  On the other hand, going slower can lose you the jump, and  
subsequently, the match.

> In terms of attack and protect locations, to go after the head requires
> a warrior to get in a little closer than going after the arms.  This may
> bepossible with a higher activity level (dancing in close then back out
> again), and will result in quick wins if the blows connect.  The arm
> strategy would allow the warrior to keep a little more distance and
> could result in a disarm (depending on whether the target is right or
> left handed.)

Ahhhh... Another case where visualizing reality comes into direct conflict  
with Duelmasters.  The quickest strategy is almost withough question  
10-10-7-HE-HE-Decise.  Dropping the decise tactic results in a less quick  
(although still quick) but more accurate strategy.

> There seems to be a lot of difference on desparation strategy and I am 
> at a bit of a loss as to how to visualize it.  The difference in KD is 
> minimal, 6 vs. 7, so I don't think it makes a huge amount of difference.

Two warriors exactly matched running the same strategy except one goes with  
a 6 KD and one goes with a 7.  The warrior running the 7 will go first more  
than the warrior using 6 KD.  It is pretty important.

My opinions, tried, tested, true from what I've seen.

I think the main difference in what Dave and I are saying is what is  
important in minute 1... I say decise, and he doesn't necessarily agree...

John White
johnjohn@cco.caltech.edu