Slashers: Who needs 'Em? (DM) From: 900667C@admin.acadiau.ca Date: Sat, 16 Nov 1991 20:03:59 +0000 Since I've only been playing for about a year and a half and have only been in a fast arena since the summer FTF, I haven't gotten anyone to ADM yet. However, that should change in a couple of months when one of my warriors in 52 hits twenty fights. That warrior happens to be a slasher. Now, this slasher happens to be quite successful (as the fact that she ought to get her inveite in twenty fights shows). Her current record is 15-3-1, and she went 6-3 at the FTF Adepts. The weird thing is, her stats are utterly pud-like! When I designed her, she was meant to be a "Dixie slasher who would last about five fights, and then get DAed. The funny thing was, after her second fight, where she faced a massive experience mismatch against a pretty good WS, she just kept winning. Two of her three losses (against a much more experienced SL and a ST of similar experience) have been avenged, so basically, she has only one regular arena loss outstanding. This finally brings me to my subject. This kind of success for slashers is virtually unheard of as far as I am aware of. My slasher's record is a combination of luck, good matchups, picking up experts at just the right times, and some timely experimenting on my part. As such, I think I could probably run a well designed slasher to at least a repectable record given half the luck this one had, but I haven't done so because I never see a design that screams slasher to me. For the recored, here are the stat ranges I would reccomend for slashers. ST:11-15 SL weapons tend to be on the heavy side, and damage helps against defensives. CN:7-13 SL also need to be able to take a hit or two so that they don't crumple from a lucky riposte. SZ:3-13 Small SL use the points to better effect elsewhere, but the big fellas get better damage and init. WT:15-21 I've seen succes by SL who started with 10 and 12 WT from other managers. WL:17-21 Doesn't help init., but it does help everything else that's important to these guys, including endurance. SP:11-15 Help Dec. and Def., one is important early on, the other later in their career. DF:13-17 Maybe the most important. Mine doesn't cut the mustard here, but it helps attack big time, as well as Def. and I think Init. As you can see, the mins add up to about 75, which doesn't give you much leeway. also, these sats could also make a good LU, ST, or even BA, not to mention an AB from hell. So, finally, I ask, when and why do you make a slasher? Take 'er easy. Demon, Gerald Cameron Up