Fight Plan Help

As you read through this help file it may be helpful to open up the sparring partner at [1] so that you can experiment with some of the examples to get a better idea of how they work.

Simply copy and paste the related example you would like to experiment with into the strategy field in

 the Sparring Partner and use the

> Fight
>
>

 button to read the results. Try different examples against one another, and experiment with different

```
  fighter stats to get a better idea of how different fighters use different
  fight plans

```

Related Help File Reading:

**Getting Started**

**Fighter Help**

```

```

**<a name="Index">Index</a>**

<a href="#Fight Plan Options">Fight Plan Options</a>

<a href="#Head Shots">Head Shots</a>

<a href="#Body Blows">Body Blows</a>

<a href="#Damage">Damage</a>

**<a href="#Effects of Injuries">Effects of Injuries</a>**

**<a href="#Fighting">Fighting</a>**

<a href="#Inside">Inside</a>

**<a href="#Ring">Ring</a>**

**<a href="#Chase or Corner">Chase or Corner</a>**

**<a href="#Clinch">Clinch</a>**

 <a href="#Outside">**O****utside**</a>

<a href="#Counter">Counter</a>

**<a href="#Feint">Feint</a>**

<a href="#Allout">Allout</a>

<a href="#Fighting Dirty">Fighting Dirty</a>

<a href="#The Round Variable">The Round Variable</a>

<a href="#The Hiscuts Variable">The Hiscuts Variable</a>

<a href="#The MyCuts Variable">The MyCuts Variable</a>

<a href="#The Opponent Variable">The Opponent Variable</a>

<a href="#The Score Variable">The Score Variable</a>

<a href="#The Warnings Variable">The Warnings Variable</a>

<a href="#The Endurance Variable">The Endurance Variable</a>

**<a href="#Fight Plan Example">Fight Plan Examples</a>**

# <a name="Fight Plan Options">Fight Plan Options</a>

**There are various options you can use to add more detail to your fighter's
instructions.**

You have 20 energy points to allocate for the parameters that will represent
a boxers aggressiveness, power and defense. The parameters
consist of three numbers with this format:

#/#/#

#+#+# = 20 energy points

The first number indicates the amount
of punches being thrown or **aggressiveness**. (each energy point used will
be approximately 8 punches thrown)

The second number indicates the
amount of **power** or strength being used.

The third number indicates the amount
of **defense** your fighter is using in the ring.

**aggressiveness/power/defense**

Examples:

5/5/10 -
Fighter is throwing even hard punches while defending himself well.  This
set of parameters would indicate that the fighter is looking to win rounds while
causing some damage to his opponent, protecting himself at the same time.

4/12/4 -
Fighter is throwing few and very hard punches while only defending himself very
little.  This would represent a fighter that is looking for the KO or
trying to cause a great deal of injury to his opponent, but not trying to win
the round by punch count and leaving himself wide open to receive damage.

7/1/12 -
Fighter is jabbing a high volume of punches that are not hard but he is
defending himself very well.  He is definitely trying to win the rounds by
punch count while defending himself from injury and damage, but isn't inflicting
any damage or injury to his opponent.

Every energy point you do not use is
considered resting.  Be careful when you do rest to protect your fighter
with greater defense, but resting can allow your fighter to outlast his opponent
in endurance for the end game of the fight.

Example:

1/1/14 (ring)
(resting 4)

1/1/10 (clinch)
(resting 8)

Next, you can indicate that you would like to throw <a href="#Head Shots">head</a>
punches during a certain round by putting an **H**
or **h** after the aggressiveness number, as in:

10**H**/5/5

or

10**h**/5/5

Similarly, you can indicate that you would like to throw <a href="#Body Blows">
body</a> blows by using a **B** or**b**:

5**B**/5/10

or

5**b**/5/10

If you don't use a B or an H in a
given round, then your fighter will box opportunistically for that round and
land more punches.

A Fight Plan consists of a set or
series of parameters that may include variables and conditionals.  Each round is represented by using the round number followed by
a parentheses.

1) -
represents round 1

2) -
represents round 2

10) -
represents round 10

This allows you to change the
parameters and style of your fighter so that he can adjust to the conditions of
the fight.

Example 1:

1) 5B/5/10

3) 6B/7/7

8) 7H/8/5

In the above strategy, the fighter is throwing body blows for the first seven
rounds while throwing more and harder after the second round and then switching
to head punches from the eighth to twelfth round.  **As the fight resolver
reads the fight plan from the bottom up at the beginning of every round it will
find the next correct statement within the fight plan to use.**  In the
twelfth round, the next correct statement is
8) 7H/8/5, so
in the twelfth round the fighter would throw 7H/8/5.

Example 2 with variables:

8/1/11 (ring)

3) 1/1/18 (ring)

3) if score <=1 then 8/1/11 (ring)

In this example the fighter throws a
high volume of punches from the first to second round trying to win the rounds
by decision.  In round three if the score is less
than or equal 1 then the fighter will throw
8/1/11,
but if the score is greater than 1 then the next correct statement would be
3) 1/1/18,
in which the fighter would not throw hardly any punches while trying to protect
himself very well.  This FP would be an example for use with a dancer type
fighter, where the fighter has little strength but a great deal of agility and
is looking to win fights by mainly decision.

Example 3 with variables:

4h/12/4 (clinch)

2) 4b/12/4 (clinch)

12) 4h/12/4
(inside)

2) if opp=tired
then 5h/10/5 (allout)

In this example the fighter comes out in the first
round throwing hard to the head looking to cause injuries using the clinch
style.  The last statement of this FP equals if the
round is 2 or greater and the opponent is tired then 5h/10/5 (allout) and
if this is true to the fight resolver for the second round or on then the
fighter will throw 5h/10/5 (allout), however if
this is not true then the next correct statement would be
2) 4b/12/4 (clinch),
in which case the fighter would throw
4b/12/4 (clinch), going hard to the body using the
clinching style of fighting.  This would continue threw every round until
or if the last statement 2) if opp=tired
then 5h/10/5 (allout) becomes true to the fight resolver when it starts
its search for the first true statement as it reads the FP from the bottom up.
If this statement isn't true for the twelfth round then the fight resolver will
use the next correct statement 12) 4h/12/4 (inside),
in which the fighter would come out in the twelfth round fighting inside and
throwing hard to the head.  This FP would be an example of a slugger or
strong fighter against a dancer type fighter.

**Fighting Styles**

You may choose one of the following fighting styles for your fighter:

**<a href="#Fighting">Fighting</a>** - The basic fighting style.

**<a href="#Inside">Inside</a>** -
The fighter moves in close to throw powerful uppercuts and hooks.

**<a href="#Clinch">Clinch</a>** - The fighter holds his opponent to avoid
being hit and to bring him closer to land body blows.

**<a href="#Feint">Feint</a>** - The fighter tries to fake out his opponent
to land more blows.

**<a href="#Counter">Counter</a>** - A fast fighter uses his speed for
defense, as well as offense.

**<a href="#Ring">Ring</a>** - The fighter defends himself using movement and
footwork.

**<a href="#Chase or Corner">Chase or Corner</a>** - The fighter uses his
agility advantage to corner his opponent.

**<a href="#Outside">Outside</a>** - The fighter stays away from his opponent
using jabs and tries to tie up his opponent whenever he attacks at close range.

**<a href="#Allout">Allout</a>** To inflict damage or score a KO the fighter
ignores his opponent's counter-attacks and just hits.

A fighting style can be indicated by putting a keyword in parentheses next to
the instruction.  Using no keyword will result in the boxer using the
Fighting style, as in the following examples:

5/5/10 = comes out fighting

6B/7/7 (inside)
= fighting inside

5/10/5 (clinch) = clinching opponent

7H/8/5 (feint) = feinting against opponent

15/1/4 (ring) = using the ring

6/6/8 (chase) or (corner)
= chase or corner the opponent

3h/10/7
(outside) = fighting outside

4h/12/4 (allout)
= going all out on the opponent

Your fighter may choose to <a href="#Fighting Dirty">Fight Dirty</a> in
any given round. This is indicated by an **!**
after the power number. For example:

1) 5/5/10 (counter)

7) 6/7**!**/7 (feint)

8) 7H/8**!**/5 (inside)

This fighter fights dirty starting with round 7.

**Variables**

You can also chose different types of *variables* in your
fight plan. Variables are additional things you can add to your FP's to give
them more depth and accuracy.

<a href="#The Round Variable">The Round Variable</a>
- allows you to depict a bracket of rounds or to choose greater than or
less than certain rounds.

<a href="#The Hiscuts Variable">The Hiscuts
Variable</a> - allows you to gauge your opponents fighter's injuries.

<a href="#The MyCuts Variable">The MyCuts
Variable</a> - allows you to gauge your own fighter's injuries.

<a href="#The Opponent Variable">The Opponent
Variable</a> - gauges your opponents fighter's endurance.

<a href="#The Score Variable">The Score Variable</a>
- depicts your corner's scoring of the fight, whether your fighter is
ahead or behind in the score cards.

<a href="#The Warnings Variable">The Warnings Variable</a> -
allows you to keep track of the
amount of warnings the referee has issued your fighter.

<a href="#The Endurance Variable">The Endurance Variable</a> -
it allows you keep accurate
track of your fighter's endurance during the fight.

Using these variables in
combination to create variable equations and conditionals will add even greater
depth to your FP's.

Example 1:

if hiscuts > mycuts then 5h/10/5 (inside)

This would mean
if hiscuts are greater than mycuts then 5h/10/5 (inside)

This example would be a
conditional that would be used if you wanted your fighter to take advantage of
his opponent's injuries.

Example 2:

if score <=1 and end >=90 then 9/1/10 (outside)

This would mean
if score is less than or equal 1 and endurance is greater
than or equal to 90 then 9/1/10 (outside)

This example would be
representative of a conditional that might be found in a dancer type fighter's
FP, who looks to win fights by decisions.

Example 3:

10) if opp = hurt and end >= 140\*0.69 and mycuts = 0 then 4h/12!/4 (allout)

This would mean
if opponent equals hurt and endurance is greater than or
equal than 69% of 140(starting endurance) and mycuts equal 0 then 4h/12!/4 (allout)

This example represents
a conditional in a fight plan that is looking to see if the opponent is hurt and
if the fighter has enough endurance and no injuries to go for the KO, and maybe
throw in some head butts or elbows to accomplish it.

Example 4:

if end >=140-(round-1)\*10 and score <=-2 then 6/6/8 (ring)

This would mean
if endurance is greater than or equal 10 damage received
in the previous round from 140(starting endurance) and score is less than or
equal to negative 2(losing by 2 points) then 6/6/8 (ring)

In this example the
conditional is seeing how much damage was done in the previous round and if the
fighter is losing by 2 points.

Experimenting with
variable equations will develop your own basis for your favorite conditionals to
add to your fight plans.  For further reading on other variable equations
and conditionals check out the Strategy forum.

**<a href="#Index">
Index</a>**

# h Modifier)

Description:

A fighter may choose to throw punches primarily to their opponent's head in any
given round by simply adding the letter **H** after the *aggression*
energy point allocation number. This means your fighter will specifically target
the head region of your opponent in an attempt to open up cuts or increase the
chance of a knockdown. It can be used in combination with the Fighting Dirty (!)
modifier, but not the Body Blows (B) fight style modifier. When no modifier is
used in this position your fighter will box opportunistically, throwing a
combination of punches, including head shots and body blows.

Example:

5H/10/5 (inside)

or

5h/10/5
(inside)

Advantages:

Throwing head punches increases the chance of knockdowns and knockouts. It also
helps to create and aggravate cuts and injuries to your opponent.

Disadvantages:

By throwing punches primarily to the head, the percentage of your fighter's
punches landed is lowered. Long-term fight damage to your opponent is also
decreased using this modifier.

Who should use this fight modifier:

* A fighter that wishes to try and Knock Down or Knock Out his opponent,
 used in those rounds in which a KD/KO is desired.
* Slugger type fighters in the later rounds of a bout.
* A fighter whose opponent is hurt.
* A fighter whose opponent is close to a TKO because of fight injuries.
* A fighter who has a decent amount of *strength* and whose opponent
 always goes *(allout)* in a particular round.

Who should NOT use this fight modifier:

* A fighter who is trying to maximize the number of punches landed, to win
 the round primarily by decision.
* A fighter who is trying to maximize the amount of damage done to an
 opponent.
* A fighter with very little ability points allocated to *strength*.
* A fighter using very little *power* energy points in their fight
 line.

**<a href="#Index">
Index</a>**

# b Modifier)

Description**:**

Maximizes the long-term damage (i.e. loss of endurance points) inflicted, but
minimizes the chance of scoring a knockdown or knockout.

A fighter may choose to throw punches
primarily to their opponent's body in any given round by simply adding the
letter **B** after the *aggression* energy point allocation number. This
means your fighter will specifically target the stomach and chest regions of
your opponent in an attempt to make their opponent tired faster and increase the
amount of damage done in the rounds that it is used. It can be used in
combination with the Fighting Dirty (!) modifier, but not the Head Shots (H)
fight style modifier. When no modifier is used in this position your fighter
will box opportunistically, throwing a combination of punches, including head
shots and body blows.

Example:

3B/12/5 (clinch)

or

3b/12/5
(clinch)

Advantages:

Throwing Body Blows increases the long-term fight damage to your opponent, which
in turn will wear them down faster.

Disadvantages:

By throwing punches primarily to the body, the percentage of your fighter's
punches landed is lowered. Also chances of scoring a Knock Down or Knock Out are
decreased in the rounds this modifier is used.

Who should use this fight modifier:

* Fighters with med-to-high *strength* ability points, used in the
 early rounds of a fight to wear down an opponent for an eventual KO attempt.
* Fighters wishing to maximize the amount of long-term fight damage to an
 opponent.

Who should NOT use this fight modifier:

* Fighters who have med-to-low *speed* ability points, and are trying
 to win rounds by points.
* Fighters wishing to maximize the number of punches landed on their
 opponents.
* In the round that a fighter wishes to try and Knock Down or Knock Out
 their opponent.

**<a href="#Index">
Index</a>**

<a name="Damage">
# Damage</a>

Damage is factored into round scoring. Every point of damage you give to your
opponent in a round is the equivalent of a certain amount of punches landed. Be
careful though; not all judges are the same and some will be more impressed with
the damage you inflict than others.

**<a href="#Index">
Index</a>**

```
 **<a name="Effects of Injuries">Effects of Injuries</a>**

```

**When.**

>
> Injuries are inflicted on a fighter in the course of a Bout and come in
>  various types. Injuries are measured in injury levels starting at 1 and going
>  up to 4 (4 being the most serious)
>
>
>

**Why.**

>
> You will usually pick up injuries when punching to the head and having a
>  low defense, this exposes your head to your opponent and a fighter with better
>  strength and remaining endurance will cause significant damage. Punching to
>  the head is best used when your opponent is weakening, or if you feel you have
>  a distinct speed advantage and think you can take the fight very quickly. High
>  Defense and Agility will mean less damage
>
>
>

**Effect.**

>
> The following details the different kinds of injuries and their effect.
>
>
>
> **Bleeding above or below an eye:**
> A bleeding injury is called a minor cut, a cut, a serious cut, or a gash
>  according to the level of the injury. A cut causes a fighter to sustain one
>  point of damage for every level of injury.
>
>
>
>  A cut over the eye also interferes with a fighter's vision. This causes the
>  fighter to lose points of Speed for every level of injury. In addition, a
>  serious cut over the eye causes the fighter to lose points of Agility, and a
>  gash over the eye causes the fighter to lose further points of Agility.
>
>
>
>
> **Swelling above an eye.**
> Swelling always starts at level 1, but every time it is aggravated the
>  level of swelling increases. At level 4 the eye is said to have swollen shut
>  and cannot be swollen further. If both a fighter's eyes are swollen shut the
>  fighter loses by TKO. Swelling can seriously interfere with a fighter's
>  vision. Starting with level 2, each level of swelling causes the fighter to
>  lose points of Speed and Agility.
>
>
> **Injured nose.**
> A level 1 injury is a bloody nose, a level 2 or 3 injury is a fractured
>  nose, and a level 4 injury is a broken nose. For a level 2 or greater
>  injury, the fighter sustains ext damage for each level of injury. At any
>  level, the fighter fatigues an extra 1 point per round to reflect the fact
>  that he cannot breathe properly.
>
> **Injured jaw.**
> Level 1, 2, and 3 injuries to the jaw are reported as "bloody lip",
>  "bloody mouth", and "broken tooth", but they have no effect. They are just
>  there for "color." However, a level 4 injury is said to be a broken jaw. A
>  broken jaw is a serious and painful injury -- the fighter immediately
>  sustains a large amount of damage. If this injury is aggravated, the fight
>  is stopped and the injured fighter loses by TKO.
>
>

**Other Notes.**

>
> Changes to SPD and AGL due to injury do not take effect until the following
>  round. Also, no ability is ever reduced below 1.
>
>
>
>  When an injury is aggravated, there is a 50% chance that it will be "promoted"
>  to a level 2, 3, or 4 injury. Level 1 injuries are promoted to level 2 2/3 of
>  the time an to level 3 2/9 of the time, and to level 4 1/9 of the time. Level
>  2 injuries are promoted to level 3 2/3 of the time and to level 4 1/3 of the
>  time. Level 3 injuries are promoted to level 4.
>
>
>
>  When an injury is aggravated, any damage caused by that injury is repeated.
>  For example a level 1 cut, if aggravated, causes one additional point of
>  damage. If promoted to level 2, it would cause 2 additional points of damage.
>
>
>
>
>  If an injury is at level 3 or 4 and a total of 7 or more points of damage have
>  been caused by that injury, the fight is stopped by the doctor and the injured
>  fighter loses by TKO. The fight is also stopped by the doctor if the injury is
>  at level 4 and a total of 6 or more points of damage have been caused.
>
>
>

**<a href="#Index">
Index</a>**

**<a name="Fighting">
Fighting</a>**

The Fighting style is mainly used when you and your
opponent may be equal in weight and height, or it is a
style to be used when you fight with a slugger against an equal slugger,
or if you’re not sure what to do in certain situations.

Example:

5h/5/10

**<a href="#Index">Index</a>**

<a name="Inside">Inside</a>

```

```

The **Inside** fighting
style is one of the more commonly used styles by very strong fighters known as
sluggers or by a fighter with a strength advantage that is attempting to do more
serious damage to an opponent.

Essentially, the **Inside** fighting style means that you walk in as close
as you can to your opponent and begin hammering away with power shots such as
uppercuts, hooks, powerful overhands, and swings (though not as wild as allout
swings). Going **Inside** allows your fighter to do much more damage than he
would be capable of if he was fighting natural. Unfortunately for the **Inside**
fighter, hammering away with power shots leaves you standing in the same spot or
same relative position to your opponent for too long. That situation creates a
penalty against your fighter's agility. The original penalty for using the
inside style was 15%, but the fight resolver is no longer the same. Since the
resolver is different, the 15% is not completely accurate, but because of game
balances issues 15% is not far off the mark.

Advantages:

Increases Strength by 1.5

Increased Strength is based on your Str advantage over opponent, so a weak
opponent gives this style much more power.

Strength advantage over weaker
opponent is increased by 50%.

Disadvantages:

Height Bonus is reduced by about 1/2

Agility is reduced by 15% because of the lack of motion.

Example:

5h/5/10
(inside)

**<a href="#Index">Index</a>**

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```

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**<a name="Ring">Ring</a>**

A fighter using the ring is
basically trying to use his footwork to avoid his opponents punches and at the
same time create openings through which to attack. Dancers can benefit from
using ring as it will reduce the amount of hits they take. At the same time
though nimble sluggers can use this to their advantage to run around slower
sluggers and try and take them out while fighting defensively.

Advantages:

Agility is increased by 1.5

Agility advantage increased by 50%

Disadvantages:

Strength is decreased by 15%

Example:

4/8/8 (ring)

**<a href="#Index">Index</a>**

```

```

**<a name="Chase or Corner">Chase or Corner</a>**

**Chase** or **Corner** should be used only by fighters with an agility
advantage over their opponent. Unlike ring, **Chase** can be used effectively
with a small agility advantage. The bonuses for using **Chase** take place
prior to any adjustments stemming from Height. **Chase** reduces your
opponents agility (provided that you have an agility advantage) by continually
trying to force them into a corner. The disadvantage to such a style is that
since you are being the aggressor your endurance suffers from the added effort
needed to force your opponent into the corners. The **Chase** style has two
primary uses:

1) To lower a stronger slugger's agility and thereby hit him harder.

2) As a dancer: to turn and face a stronger opponent's allout in hopes of
knocking him out.

Advantages:

The opponent's agility is reduced by
your fighter's agility advantage by a maximum of 10% of their agility.

Disadvantages:

There is a .25 points of endurance
lost for every aggression point.

Example:

4/8/8(chase)

or

4/8/8(corner)

Either use will bring about the same style.

**<a href="#Index">Index</a>**

**<a name="Clinch">Clinch</a>**

Clinch is the sluggers favorite
fight plan, it causes an opponent's mobility to be decreased as he is being
held, it increases the fighters defense as they are up close and harder to hit
with solid punches and allows the fighter to use his weight and strength to
"lean" on their opposition and wear them down. Powerful sluggers can end a fight
in the clinch before having to take any risks. While clinching one point of
aggression is lost and considered to be used for resting. While clinching, if a
fighter has a defense of 10 or more, they can be penalized for holding and if
called up too often can lose a point.

Advantages:

If the opponent is weaker then your
fighter then 50% of that strength advantage is added to agility.

Disadvantages:

One aggression energy point
automatically goes to resting.

Example:

5h/10/5
(clinch)

Results in:

4h/10/5
(clinch) (1 resting)

If your fighter is more agile than
opponent then using clinch will have a 50% agility advantage loss.

If taller than your opponent then
your height advantage will be halved.

If you use more than 10 energy points
while using clinch, your fighter could be penalized for not breaking the clinch.

Example:

4b/8/8 (clinch)

**<a href="#Index">Index</a>**

<a name="Outside">**O****utside</a>**

If a taller fighter uses this style, his height advantage is increased by
50%. Note that this increases both his SPD and his AGL. However, the fighter's
STR is decreased by 15%, since he is throwing more jabs and fewer upper cuts and
hooks. Sample use: 4h/8/8 (outside) Advantages: When a fighter who is taller
than his opponent uses the *outside* style he maximizes any height
advantage he has by staying on the outside and utilizing his superior reach to
jab his opponent. This translates to landing more punches on his opponent while
receiving less damage himself.

Additionally if he is facing a stronger opponent who is clinching or fighting
on the inside, fighting outside will lessen the advantages his stronger opponent
is enjoying.

Advantages:

A taller fighter has his height
advantage increased by 50%

Disadvantages:

Strength is decreased by 15%.

When fighting outside since you are throwing few power shots your effective
strength is reduced by a small amount.

When using outside against allout all
the height bonus goes to speed.

#### Who should use the style:

Fighters who feel that their only advantage over their opponent is in height
should use this style. Unless you are a very experienced manager you should
consider this style for trying to win primarily by decision.

#### Who should NOT use this style:

Fighters who are shorter than their opponent or only marginally taller with a
more significant advantage in some other ability should **not** use this
style.

#### How to defeat someone who is using this style:

* If you are stronger with good agility and/or toughness use (inside).
* If you are stronger with ok agility and/or toughness use (clinch).
* If you are stronger with poor agility and/or toughness use (clinch) and
 throw headshots to try and score a quick KO. Sometimes a surprise (allout)
 might work but this is a **very** risky strategy and only to be used if you
 really think you can't win.
* If you are considerably faster, consider using (counter).
* If you are more agile consider using (ring).

**Generally**, extremely tall fighters are distance fighters looking to
win by decision. Try to pound them to the body and fatigue them in the early
rounds before attempting a late round KO.

Example:

7/1/12
(outside)

**<a href="#Index">Index</a>**

<a name="Counter">Counter</a>

Counter Punch should only be
used by fast fighters and even then it should not be relied on as a solution to
every round of a fight. If opposition see that you always use counter they will
start to lower their punch count and up the power in order to reduce your
effectiveness.

When using Counter punch it is
important to remember that you cannot throw more punches than your opposition,
in fact your aggression is lowered a point of aggression below your opponent's
(but never below 1).

So if you use:

4/8/8 (counter)

but your opposition uses:

2/8/10

then you will actually fight
1/8/8
(counter) and the 3 other points will be used for resting. Fast sluggers and
dancers looking for an offensive option in the late rounds can all benefit from
counter attack if it's used well. Using counter attack against a faster opponent
is not a wise plan.

Advantages:

If your fighter has greater speed than your opponent then your fighter will have
a 25% speed advantage added to his agility as your fighter's opponent will have
25% speed advantage subtracted from his agility.

Disadvantages:

One aggression energy point automatically goes to resting.

Example:

7h/3/10
(counter)

Results in:

6h/3/10
(counter) (1 resting)

If both fighters use counter then both will have aggression energy point go to
resting.

If your fighter has less speed than his opponent then he receives a 50% speed
disadvantage that is subtracted from his agility.

Example:

5b/10/5 (counter)

**<a href="#Index">Index</a>**

```

```

**<a name="Feint">Feint</a>**

A fighter using the feint is trying
to fool his opponent into defending punches that aren't thrown and therefore
open up his defense for the real shot. As a result the attacker's speed is
increased to take into account the defenders being fooled occasionally by the
feinting. However one point of aggression is used to throw the feinting
non-contact blows. Feinting is useful if you are fairly fast but not overly
strong fighting against an aggressive slugger. It is also useful in a slap fest
where you think the extra speed gained from feinting will result in more blows
landed than the 8 sacrificed to feint.

Advantages:

Speed of your fighter will be increased by 1.5

The speed advantage of your fighter over a slower opponent will be increased by
50%.

Disadvantages:

One aggression energy point automatically goes to resting.

Example:

6/6/8 (feint)

Results In:

5/6/8 (feint) (resting 1)

Example:

4h/4/12 (feint)

**<a href="#Index">Index</a>**

```

```

<a name="Allout">Allout</a>

When a fighter uses this style, the damage he inflicts is doubled, but the
damage inflicted on him is quadrupled. In addition, if he is shorter than his
opponent, his opponent's entire HGT advantage is added to SPD rather than being
split between SPD and AGL.

There are times when throwing normal punches isn't enough and where a fighter
needs to give 200%, or perhaps doesn't "need" to but feels that it might be a
good surprise tactic. All Out basically means that the fighter drops his defense
and rushes head long at his opponent throwing wild punches and putting every
ounce of energy he has into them. As a result the damage he causes is double,
however the damage he receives is quadrupled. All Out is best used against weak
slappers/dancers, severely battered fighters or very early on as a surprise
tactic if you feel that all other options are of no use. Adding a bit of dirty
fighting to an allout often works wonders where sanity and planning have failed.

Advantages:

Damage to opponent doubled.

Disadvantages:

Damage to your own fighter is
quadrupled.

The height advantage of your fighter
is halved.

Example:

4/8/8 (allout)

**<a href="#Index">Index</a>**

```

```

```

```

```

```

## (The ! Modifier)

Description:

A fighter may choose to fight dirty in any given round by simply adding the
exclamation point symbol,  **!**, after the *power* energy point
allocation number. This means intentionally throwing illegal punches and moves,
such as head-butts, low blows, kidney punches, and of course, the ever infamous
bite to the ear. It can be used in combination with any fight style, and the
Head Shots (H) or Body Blows (B) fight style modifiers.

Example:

4H/10!/6 (allout)

Advantages:

Throwing illegal punches and moves increases the damage inflicted to your
opponent, thus increasing the chance of injury, knocking down, and even possibly
knocking out your opponent.

Disadvantages:

You risk being penalized (round/points) or disqualified (losing the bout
entirely) by the referee. The more *warnings* you receive from the referee
the more of a chance you have to lose the match by disqualification.

Who should use this fight modifier:

* Fighters who are primarily going for the win by KO or TKO and haven't been
 *warned* by the referee.
* Fighters who are trying to maximize damage on their opponent and haven't
 been *warned* by the referee.
* Fighters that possess high *strength* ability points, allocate high
 energy points to *power* in their strategy, and are going for an early
 round KO.
* Fighters that are so far behind in points that they need a KO or TKO to
 win, and the chance of being disqualified is no longer a concern.
* Fighters that wish to get disqualified in order to end the fight. Beware,
 throwing a fight by using something similar to  1/1!/1 (allout) in the
 early rounds may be interpreted as Fight Fixing by the Commission and get the
 manager suspended, and in the future will definitely affect a fighter's *charisma*. This last option is **not** recommended.

Who should NOT use this fight modifier:

* Fighters who are primarily going for the win by decision.
* Fighters where damage inflicted upon opponent is not a concern.
* Fighters that do not have the ability to inflict a good amount of damage
 on their opponent (even when using high *power*) because of a low amount
 of *strength* ability points.
* Fighters that have the fight in the bag (i.e. When a fighter is winning by
 more points than their opponent can make up in the number of remaining
 rounds).

<img src="http://www.boxinggame.com/tbgpros/2645498/kinghippobounce.gif" width="56" height="90">

Codeword: blarg

**<a href="#Index">Index</a>**

```

```

```

```

# <a name="The Round Variable">The Round Variable</a>

The round variable is used to determine what round it is in the fight.

The following two strategies are identical:

Fight Plan #1:

7/7/6

5) 4/8/8

Fight Plan #2:

7/7/6

if round >=5 then 4/8/8

**<a href="#Index">Index</a>**

```

```

```

```

# <a name="The Hiscuts Variable">The Hiscuts Variable</a>

Hiscuts is a conditional used in
fight plans to track injuries to your opponent. Injuries are not included in the
endurance numbers. Examples of injuries are:

swelling around the eyes

cuts or damage to the nose or jaw.

Each of the injuries is separate and can be aggravated

eg you may have cuts or swelling in several different

places.

There are 3 levels of damage:

1. Swelling around the eye.

Cut under/above the eye.

Bloody lip.

2. Eye almost swollen shut.

Gash under/above the eye.

Broken tooth.

3. Eye swollen shut.

Severe gash under/above the eye.

Broken Jaw.

When the damage level reaches 4 the fight is stopped on a TKO. This happens
after the round has been completed.

The conditional is added to your fight plan like this:

3) if hiscuts > 2 then 3h/7/10 (counter)

Going to the head will allow you to target hiscuts for more damage.

**<a href="#Index">Index</a>**

```

```

```

```

# <a name="The MyCuts Variable">The MyCuts Variable</a>

mycuts is a conditional used in
fight plans to track injuries to your fighter. Injuries are not included in the
endurance numbers. Examples of injuries are:

swelling around the eyes

cuts or damage to the nose or jaw.

Each of the injuries is separate and can be aggravated eg you may have cuts or
swelling in several different places.

There are 3 levels of damage:

1. Swelling around the eye.

Cut under/above the eye.

Bloody lip.

2. Eye almost swollen shut.

Gash under/above the eye.

Broken tooth.

3. Eye swollen shut.

Severe gash under/above the eye.

Broken Jaw.

When the damage level reaches 4 the fight is stopped on a TKO. This happens
after the round has been completed.

The conditional is added to your fight plan like this:

3) if mycuts > 2 then 1/1/18 (ring)

You want to protect your fighter against more injury.

**<a href="#Index">Index</a>**

```

```

```

```

# <a name="The Opponent Variable">The Opponent Variable</a>

This
variable is when you base it on your opponent's endurance. This is not the same
as the Endurance variable.

if **opponent**
= hurt then 5H/11/4 (inside)

or

if **opp**
= hurt then 5h/11/4 (inside)

**hurt -** This means your
opponent has about very little endurance left so you may want to go for the KO.

**(hurt
= less than 33% of starting endurance)**

if opp = **hurt**
then 5h/11/4 (inside)

**or**

**weak -** This means your
opponent has about very little endurance left so you may want to go for the KO.

**(weak
= less than 33% of starting endurance)**

if opp = **weak**
then 5h/10/5 (allout)

**tired -**
This means that your opponent is
tired and you are less vulnerable so close in and bang him around so he can't
recover.

**(tired
= between 66% and 33% of starting endurance)**

if opp = **tired**then 4B/8/8 (inside)

You should also check out
<a href="#The Hiscuts Variable">The Hiscuts Variable</a>.

**strong -** This means that
your opponent still has a lot of endurance left so you may want to shoot for
decisions in the rounds or go to the body more to take away more of his
endurance.

**(strong
= maintaining 66% of starting endurance)**

if opp = **strong**
then 5h/5/10

It is important as the fight
progresses to gauge your opponent's condition and add conditionals as needed.
Something along the line of:

5/5/10 (counter)

3) if opp is strong then 4B/8/8
(clinch)

if opp is tired then 5H/9/6 (inside)

if opp is hurt then 6H/9/5 (allout)

**<a href="#Index">Index</a>**

```

```

```

```

# <a name="The Score Variable">The Score Variable</a>

**The premise of the score variable is simple. It is used to determine
whether you are winning or losing and by how much.**

Keep in mind that your fighter is too busy trying to keep his head from being
separated from his shoulders to keep track of the score so he relies on his
corner, who well....has good days and bad days. Some days he's Manny Steward,
some days he's Rocky Balboa's drunken brother-in-law.

Before each round you ask your corner what he thinks the score is and he'll give
you a number to indicate by how many points you are winning or losing. A
negative number indicates you are losing whereas a positive number indicates you
are winning. If your corner tells you that the score is 0 he either thinks the
fight is even or is too busy flirting with the round card girls to pay much
attention.

**Remember to allow for a margin of error when asking your corner the score.
The only guaranteed way to win a fight that you seem to have well in hand is to
knock the other guy out!**

Just the same, if you intend to use the score variable here are some samples.

Note: These examples are kept very simple for illustration purposes. Complex
variables and advanced strategy creation will be covered in a separate document.

12) if
score < 1 then 4H/8/8 (allout)

This piece of strategy says "*in round 12 if my corner doesn't think I'm ahead
go nuts and try to knock out the other guy with little regard for my own safety.*"

8) if
score > 6 then 1/1/18 (ring)

This piece of strategy says "*in round 8 if my corner says I'm more than 6
points ahead and probably can't lose then run away and go into an ultra
defensive mode to avoid getting hurt.*"

1) 5/5/10 (counter)

3) if score >= 2 then 5B/8/7 (clinch)

if score <= 1 then 10/1/9 (ring)

This means if your score is or greater than 2 ahead of your opponent,
you'll go 5B/8/7 (clinch). If it's less than or
equal to 1, then you'll go 10/1/9. Beware of this
variable, because the score variable is based on what your corner thinks the
score is, which could be way off from what the real score is.

**<a href="#Index">Index</a>**

```

```

# <a name="The Warnings Variable">The Warnings Variable</a>

If a fighter is fighting dirty
in a round, there is a 50% chance he will be warned by a referee. The first time
a fighter is warned there is a 10% chance he will be disqualified and lose the
bout by a foul. The second warning, there is a 20% chance of disqualification,
then 40%, then 80% and finally automatic DQ. After one warning a fighter has one
point taken away from him even if he is not disqualified. There is a 1.5% chance
that a fighter will be warned even if he is not fighting dirty. (This reflects
the chance of unintentional fouls and bad refereeing) This warning is treated,
as a normal warning except the fighter is never disqualified as a result of an
unintentional foul. If a fighter is clinching and using a very high defense,
there is a chance that he will be penalized for refusing to break a clinch. The
probability that he will be penalized is computed by taking the square of his
defense and dividing by 4. If a fighter is penalized and wins the round, then
one point is added to his opponent's score. If a Fighter is penalized and either
loses the round or the round is a tie, then one point is subtracted from his
score.

Example:

2) 5h/10!/5
(inside)

2) if warn >=1 then
5h/10/5 (clinch)

**<a href="#Index">Index</a>**

###
<a name="The Endurance Variable">The Endurance Variable</a>

*Starting Endurance:*

Determined by multiplying a fighter's Toughness by 10. (Example: Fighter has a
Toughness of 12 then that fighter starts with 120 endurance points) It can be
written endurance or just end to make it simple.

if end >= 120 then 4/8/8 (ring)

if end >= 120 - (round-1)\*X then 4/8/8 (allout)

The first sample is the most basic and refers only to checking your actual
endurance at the *beginning* of the round. The second sample is slightly
more advanced and is generally used by sluggers that want to see how much damage
is being done to them while they slug. Using the second sample, a manager would
arrange the conditions line by line so that the line that would have the highest
endurance would be last (i.e. X is the smallest).

*Judging your own endurance:*

As a manager, your job includes being acutely aware of how much endurance your
fighter has and has been losing. In the fight reports, a fighter's condition is
listed at the end of each round. Each level of lower condition is determined by
a loss of 10% endurance from the fighter's starting endurance. At 66% of a
fighter's starting endurance, that fighter becomes tired and at 33% of starting
endurance, that fighter will become weak or hurt.

 Your boxer can also use the endurance variable, which is based on how much
endurance (10\*TGH) he has left. An example of this is:

1) 5/5/10 (counter)

3) if end > 80 then 5H/9/6 (inside)

if end < 81 then 4B/8/8 (clinch)

In this case, if the boxer's endurance is greater than 80, then he'll go
5H/9/6 (inside) and if his endurance is less than
81, he'll go 4B/8/8 (clinch).

**<a href="#Index">Index</a>**

```

```

```

```

**<a name="Fight Plan Example">Fight Plan Examples</a>**

**Note: It is important to remember
that the fight resolver reads from the bottom up at the beginning of every round
when resolving fight plans.**

**Example 1:**

1) 6/6/7 (ring)

2) 7/6/6 (ring)

3) 5/6/9 (ring)

4) 1/1/15 (ring)

5) 5/7/8 (ring)

6) 5/5/10 (ring)

7) 1/1/15 (ring)

8) 1/1/15 (ring)

9) 5/7/8 (ring)

10) 6/4/10 (ring)

11) 2/2/16 (ring)

12) 2/1/17 (ring)

In this example, there are no variables or
conditionals but the plan relies on out throwing the opponent while still
causing damage.  In the first three rounds the fighter seeks the rounds by
decision 1) 6/6/7
(ring), 2) 7/6/6 (ring), 3) 5/6/9 (ring),
while still keeping the strength or power of the punches the same.  In the
fourth round, the fighter looks to rest as it is presumed he is ahead, or tiring
his opponent and looking to gain in the endurance game over his opponent
4) 1/1/15 (ring).
Still looking to retain the lead the next two rounds the fighter throws an
average amount of punches, beginning with more power then defending himself more
in the sixth round 5)
5/7/8 (ring), 6) 5/5/10 (ring).  Again looking to rest the fighter,
the seventh and eighth round are reserved for resting the fighter
7) 1/1/15 (ring), 8) 1/1/15
(ring).  As the last two rounds are mainly a defense of the presumed
lead of the non-resting rounds, the fighter looks to extend the decision gap
that the fighter may have in the end by insuring the fighter won one or both of
the rounds between the ninth and tenth round.  The hard power of the ninth
round looks to hit the judges who favor more powerful punches, where the tenth
round looks to out score the opponent in punch count
9) 5/7/8 (ring), 10) 6/4/10
(ring).  Between the first and tenth rounds it is presumed that the
fighter is leading the fight at most seven rounds to the opponent's three
rounds, won when the fighter was resting.  Since this might be the case,
the fighter looks to finish the fight heavily defending himself, looking to
withstand any allouts his opponent may throw at him and winning the fight with
the decision of seven rounds won over the opponents five
11) 2/2/16 (ring), 12) 2/1/17
(ring).  The three rounds resting would give the fighter a probable
endurance advantage as the two fighters head into the last two rounds able to
withstand any desperate last attempts from his opponent to finish the fight in
standing fashion.

**Example 2:**

1) 4h/10/6
(clinch)

2) if hiscuts >
mycuts then 5h/10/5 (inside)

10) if opp=strong
and score <=2 and score >=-2 then 8/1/11 (clinch)

2) if opp=hurt
then 4h/8/8 (allout)

This would be representative of an FP
that would be used with a slugger against a balanced type fighter.  From
round one the fighter is throwing low and hard to the head looking for injuries
1) 4h/10/6 (clinch).  If his opponents cuts
become greater than his own than he will start throwing a few more punches to
the head using the inside fighting style to work on those injuries
2) if hiscuts > mycuts then 5h/10/5 (inside). If
his opponent ever becomes hurt or his endurance is about 33% or lower then the
fighter will go all out in a calculated fashion looking for the knockout
2) if opp=hurt then 4h/8/8 (allout).  However,
beginning in the tenth round, if the opponent never becomes hurt and actually
has 66% or more of his endurance left the fighter switches tactics if his corner
thinks the fight is between winning by 2 or losing by 2
10) if opp=strong and score <=2 and score >=-2 then 8/1/11 (clinch).
In this case the fighter is looking to win the last few rounds by decision and
not looking to cause any more damage, unless his opponent over throws and his
opponents endurance drops below 33% in the finishing rounds where the fighter
will look for the knockout, throwing caution to the wind with his own left over
endurance 2) if opp=hurt then 4h/8/8 (allout).

**Example 3:**

1) 7/1/12
(outside)

2) if score >=1
then 1/1/14 (ring)

10) if score
<=2 then 9/1/10 (outside)

This would be an example of a fight
plan for a tall agile weak fighter against a shorter speedy slugger.
The fighter comes out throwing very high and protecting himself looking to win
the round in punch counts 1) 7/1/12 (outside).
Beginning in the second round if the fighter is winning by one according to his
corner he will come out and rest that round until the next round
2) if score >=1 then 1/1/14 (ring).  As each round progresses, the
fight resolver will determine if the corner thinks the fight is a draw or the
fighter is losing and will throw 7/1/12 (outside)
if he is, or if the corner thinks the fighter is ahead in the score cards
by at least 1 then the fighter will come out resting 1/1/14 (ring).
At the beginning of the tenth round, if the corner believes the fighter is only
winning by 2 or less the fighter will throw a higher amount of punches to finish
the fight for the decision 10) if score <=2 then 9/1/10
(outside).  Resting the fighter is important to maintain the
fighter's endurance for the end game of the fight, but it could leave the
fighter wide open for all out attacks from his opponent.

**Example 4:**

1) 10/1/9 (clinch)

2) if score >=1 then 4b/12!/4 (clinch)

2) if score >=1 and warn >=2 then 4b/12/4 (clinch)

2) if opp = tired and score <=1 then 7/7/6 (clinch)

2) if opp = tired and score > 1 then 4h/12/4
(clinch)

2) if opp = hurt then 6h/10/4 (clinch)

In this
fight plan, the fighter is looking to brawl and flail at a more agile opponent
who may seek to win the fight by decision.  Everything about this
particular fight plan is mainly anchored by the first round as the second round
holds all the conditions and variables that the fighter will take if any of
those statements become true to the fight resolver.  In the first round the
fighter comes out throwing very high amount of punches looking to win the round
over the more agile or speedy opponent
1) 10/1/9 (clinch).
In the second round, the fight resolver will begin at the bottom and looks for
the next correct statement in the fight plan.  Since the opponent wouldn't
probably be hurt or tired after the first round of pitter patter punches it
would be presumed that the fighter would be ahead by one and hasn't been warned
by the referee for any fouls.  So the next true statement for the fight
resolver would most likely be the second statement in the fight plan
2) if score >=1 then 4b/12!/4
(clinch).  The fighter would come out in the second round throwing
hard to the body and probably throw in a cheap shot to cause some extra damage
to his opponent.  If the opponent is still strong, and the referee has
warned the fighter two or more times about cheating then the fighter will stop
throwing cheap shots and go to simply throwing strong to the body
2) if score >=1 and warn >=2
then 4b/12/4 (clinch).  Notice in the first two lines of the second
round also look to see if the fighter is ahead by one according to his corner,
if he is not he will come out the next round looking to win the round by
decision, reverting back to the first round statement.  The back and forth
of looking to win the round and be ahead by one, then going hard to the
opponents body, will continue until and if the opponent becomes tired or hurt.
If the opponent becomes hurt and the fighter is leading by one in the fight
according to his corner, then the fighter will come out and throw hard to the
head looking to cause damage to his opponent while his opponent tries to catch
up in the scoring 2)
if opp = tired and score > 1 then 4h/12/4 (clinch).  If the score
isn't greater than one according to the fighters corner and the opponent is
tired, then the fighter will come out throwing very high and hard amount of
punches, looking to either win the rounds by decision and or cause damage to his
opponent 2) if opp =
tired and score <=1 then 7/7/6 (clinch).  This line also looks to
defuse the use of the first round statement and throw just a little less but
more powerful punches if the opponent becomes tired and the score becomes less
than or equal to one.  If the opponent ever becomes hurt then the fighter
will revert to the last statement and throw a fair amount of hard punches to the
head, looking to add more pressure to his opponent when the opponent is at his
weakest 2) if opp =
hurt then 6h/10/4 (clinch).  This fight plan looks to confuse a
dancer type of opponent while the stronger fighter will look to win the fight by
either decision or by knocking out his opponent.

**Example 5:**

1) 5h/5/10
(ring)

2) if end
<=120\*.75 and score >=2 then 1/1/12 (ring)

2) if end
>=120\*.75 and score <=1 then 9/1/10 (ring)

10) if opp =
tired and end >=120\*.66 and score >=2 then 5h/10/5 (chase)

10) if opp =
tired and end <=120\*.66 and score <=1 then 7/1/12 (ring)

12) 5h/5/10
(ring)

12) if score
<=1 then 8/1/11 (ring)

12) if opp =
hurt and end >=120\*.45 and mycuts < 2 then 4h/8/8 (allout)

**This index of
 information is collected from previous help files from former PC's**

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Armstrong, West Central Ohio Assassin,**

**StePPinRaZoR (tuffgong), Bold Bill,
Nicholas Knuckles Marsolo**

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