RSI Duel2

Duel2 - Arena 93 Newsletters

A compilation of Noblish Island Articles


Design vs. Strategy (by Assur)

Why do so many articles focus on design of warriors and not strategy? There are several reasons. First is because design is much better understood. Another reason is that the best strategy on a poorly designed warrior is not usually going to change a loser into a winner. Finally, it is impossible to give a single 'Do This!' strategy that will work for all warriors. Every warrior is slightly different and tried and true strategies won't work for every single warrior. That said, I want to help with some guidelines on starting your warrior a 'good' strategy.

First understand how you expect to win a fight. Duel2 is a game of extremes and most of the time you want to augment your strengths and ignore your weaknesses. So if you are very frail, armor is not likely going to help you win fights. There are three ways to win. Don't let your opponent attack. Take your opponent out before he takes you out. Let your opponent wear himself out.

If you don't plan to let your opponent attack, you'll be starting with this strategy: 10-10-x Decisiveness Tactic, a fast weapon (HA, QS, WH, SS recommended), and no armor. There may be other fast weapons, but those are the ones Assur uses. That is as fast as you can get. What can go wrong? Your opponent could be faster or luckier and beat you to the jump. Not much you can do about that (other than try a Responsiveness counter tactic). Your endurance could run out because you're running so hot and not doing enough damage. This is when you think about slowing down, using a better weapon for damage or attack, or dropping the tactic. And the worst outcome, losing and dying. It is Assur's opinion and experience that the difference in death rate between no armor and even the lightest armor (ALE/L) is dramatic. On the other side, the difference in death rate between light and heavy armor is not so dramatic. So if you just want survival, ALE/L is perfect for this type of warrior.

I call warriors that try to take their opponent out first "hybrids." There is a large variation in types of hybrids. Some elements of strategy are common to all hybrids. They wear armor! How much largely depends on your strength and constitution. They are normally fine extending fights into minutes 2, 3, or beyond. Most commonly they use the 'power' weapons such as BA, SC, LO, and BS, but there are lots of other weapons that make sense. Many managers try to find their favorite rhythms for numbers. Most importantly, you tailor their strategy to the skills and abilities your warrior has. A warrior with lots of strength and constitution might wear APA and carry a heavy weapon. A warrior that dodges well might use APL and use a higher activity level. One thing you typically do NOT want to do is to carry too much weight. Carrying too much on your warrior will decrease almost all of your abilities as a warrior.

Finally we come to letting your opponent tire himself out. Some of these warriors are more hybrid than others (Aimed Blows, Lungers, and Wall of Steels) that are looking to attack when their opponent gives them a chance. Others seek to dodge, parry, or take enough damage until their opponent drops from exhaustion. These warriors usually wear heavier armor and have more than average constitution. For Parry based defensives (also known as scum), you often run 1-1 Parry with an off hand shield in heavy armor. For the dodge based pure defensives, armor is typically between APL-ASM running moderate to high activity level.

My individual warrior type articles go into more detail on each type, but it all starts with design. Hybrids and Defensives need strength to carry armor, constitution to take some damage, wit and deftness for weapons, and will for staying power and endurance. Pure Offensives need Strength and Size for damage, Wit, Will, and Speed for speed, Will for endurance, and Deftness for Weapons. Design is critical. Learn where the big breakpoints are. Wit is critical for speed of learning. Strength or Will below 7 is not recommended for ANY warrior. Deftness of 11 is almost a prerequisite for most warriors, with 7 being the most common value for those that don't need 11 (and Aimed Blows want 17 or 21). There are plenty of exceptions, but look at your design first. Pure defensives that can't carry armor or take damage are going to lose. Pure offensives that do little damage with a blow are almost worthless. Learn which styles can do well with low will (and low will is 7 or 9) and which styles you want 15, 17, or 21 with (And for the most part, those are the values you want on will, maybe adding an extra point or two once you've added everything else)

-Assur