Duelmasters: AB article (Dakhr) From: leeme@cnsvax.uwec.edu Date: Tue, 01 Jun 1993 17:42:45 +0000 The following is an article by Admiral Dakhr. I don't know who he is/was, and I think I only fought one of his guys ever in a tourney (won it, of course :) ). From 5/4/88 --- Retyped 3/22/90 M.Lee Still More About Aimed Blow Warriors A general synopsis for AB warriors that will win more than they lose. First, guidelines for set-ups: ST: must be 10+ unless SZ is 14+ (generally) CN: must be 11+ unless SZ is 14+, then it need only be 10 WT and WL must each be 12+, with WT+WL=29, 30 as a good setup WT: seems to be very important for attack ability WL: seems to be very important for low speed warriors. SP: NEVER add pts to SP. 3 is plenty, 10 is excessive DF: must be at 14+ Coordination must be normal or better, so SP+DF=21+. (Add to SP only if necessary for this, otherwise add 6 to DF first). If you try for a warrior within those guidelines, he'll do all right if you can run him properly. Weapons and armor selection-- 'Classic' is QS. Should be good if the warrior fits, but you lose the advantage of having an off-hand shield or weapon. I like to use the LO or EP with an off-hand HA, shield, DA, SH, EP, or SC. SS with off- hand shield, DA, SH, EP if you can't use the LO or EP for some reason. Use a hatchet off-hand only after 5-10 fights. I'd use WH, but RSI considers it to be unorthodox. Backup weapons will be unnecessary since your AB's can use his hands and feet well. Wear light armor; let your weapons and feet be your defense. (The parry tactic reduces your ability to avoid blow; use it with caution). I like ARM or less. Wear a steel cap vs defensives and a helf or full helm vs offensives. Fighting strategy-- I like to go 1-9-1 or so in the first minute so that offensive L, ST, PL, SL wear themselves out while the AB practices his adequate defensive skills. If DF, SZ, and WT are high, try a PR strategy in the first minute - say, 3-6-3. For some AB, the path of the SCUM is the most effective - you will be a scum with good attack, so god help the warrior that tires. He'll probably end upwith head wounds or a useless limb. Mostly, try this if your WL, ST are high and your WT is medium, with at least 5 or 6 attack skills. These warriors often get beaten upon for 7-8 minutes, then turn around to hit their opponent for serious damage to win. Other AB warriors, especially if large, can be more offensive. Primarily, this depends upon the set-up. Try moderate activity with high offensive effort. I prefer to let the warriors own abilities decide what to do, so I don't use offensive tactics unless I know who I'm fighting. Besides, offensive tactics reduce defense, which is our big advantage against other offensive styles. Against defensives, we rely upon our ability to maintain a sustained offense, ad infinitum. No other style can sit around with 3-5 activity and 3-7 offense effort and keep a Total scum warrior guessing where he'll be hit next for as long as an AB can. At higher numbers, like 8-5-8, an AB can pick apart and take out most defensive warriors in less than 2 minutes, but he can sustain it for 4+ (depending upon endurance). You can try doing a 10-10-10 for kills; it hasn't worked for me. Admiral Dakhr, mgr of Dahkr's Exp (21) Up