Specialty Regions
Bare Knuckles Region
The Science of Bare Knuckles:
Bare knuckles is all about efficiency and avoiding more damage than you cause. It's about establishing the endurance advantage and then beating your opponent into the ground.
So what is efficiency you ask. In theory the perfectly efficient fighter would have STR=AGL and SPD=STR/2. If you created a bunch of bare knucklers with that formula, you'd go pretty far, but you'd have trouble with slower, slightly less agile clinchers. So, you need to compensate for these matchups and go with STR=AGL and SPD=STR/3. Personally, I tend to have AGL 2 or 3 points above STR just so that I can always be sure that I have the AGL advantage. AGL is easily the most important stat in BK, and you should always look to maximize your AGL advantage. KP is inefficient, and I don't use it (very often). With that said, if you can sit on 4 or so points of it and not use it, you can often use it to take out an unsuspecting champ.
Now for the non-fighting stats. Cuts are always low. Don't waste AP's on it. Build is normally very heavy. You can use others, but very heavy maximizes your AGL for the weight class. CND should start out at 14. I used to start with 12 or 13 CND, but the new fight engine in BK really punishes low CND should you end up in a close match. 16 CND is the most that you really need, and 15 works extremely well, too. Chin is as low as you feel comfortable. I've started as low as 5 and I've had champs with as little as 6. You just have to really scout your opponent for KP, and you can't care about losing early in your career to a flasher.
So now you've got a super agile, super strong, slow fat guy with no chin, and now you need to know how to fight.
I'll start with the things not to do:
A) Never jab. If you jab, they will make fun of you in press.
B) Never feint. If you use feint, they will make fun of you in press.
C) Never use outside. See above.
D) Never counter. If you only have the HGT and SPD advantage, then retire the fighter.
Your 4 main styles are ring, ropes, clinch and no style. Ropes should be your #1 style. Use ring only against really short clinchers (if they have < 14 AGL or so) and high KP fighters. Use no style when you're fighting someone of equal height, and you don't have an obvious advantage in STR or AGL. Clinch when you're giving up more than 3 inches in height. For everything else, use ropes.
Tactics-wize, if you're clinching, start out with 4b/8/8 and start upping your POW and AGG once you have the endurance advantage. Typical progression is 4b/9/7, 4b/10/6, 5b/10/5... If you're using any of the other styles and your fighter has less than 16 CND, then start out with 3b/9/8 and start upping POW and AGG once you have the endurance advantage. Typical progression is 3b/10/7, 4b/10/6, 4b/11/5.. If you have 16 or more CND, use the same progression as clinch. The reason for this is that you want to minimize fatigue. If you're dealing +0.3 points of damage per round, but you're taking 1.0 point of fatigue more than your opponent, you'll lose the endurance battle.
The only other fighter type that I recommend using is a flasher.
Also, if you're planning on trying to win a title, you often need more than one fighter in a weight class. Champs tend to sit on their titles until you cause enough AP loss to get the advantage.
There are only 2 phases of a BK fight: Round 25 and the rest. 80% of my conditionals deal with the first 24 rounds, then the last 20% are for round 25. The only difference between round 25 conditionals and tactics from the earlier rounds is that I target the head instead of the body. I only ever go for the KO in round 25 as I prefer to win by TKO (it does a lot more damage, and you will want to be remembered as the meanest, sickest, most twisted manager to ever ruin someone's fighter).
Your best bet is to write a fight plan, and then start tweaking it after each fight. The FP is not the key to BK.
An example of a possible starting stats for BK Super-Welter
5'7"
18 Strength 0 KP
6 Speed 18 Agility
6 Chin 14 Conditioning
Very Heavy
With a guy like this, you would want to maintain the STR/AGL/SPD ratios and you'll be set. Also, when you face your 1st good opponent, you'll want 15 CND.
I'm going to try to make this next point without really confusing you (and everyone else for that matter). Although SPD=STR/3 is what I recommend for fighting the general opponent, when you run into another efficiency fighter, the fighter that is closer to SPD=STR/2 is going to come out on top, even if they have less STR and AGL. To see what I mean, sim that guy against:
17 STR 0 KP
8 SPD 17 AGL
6 CHN 15 CND
low cuts and very heavy build.
Make them both go 3b/9/8 (no style) and give your guy 15 CND, too.
So with that all said, when you face someone who is also running the SPD=STR/3 guy and you're already at 15 CND, then train SPD.
Another thing to remember: you've got 25 rounds to work with, so there's no reason to try to win early. If you try to win quickly, you will often hurt yourself more in the process, and that can cost you the fight. Establish the endurance advantage before you start opening up.
Also, you're going to want more than 1 fighter per weight class if you really want a title. Champs are much harder to dethrone in BK than in any other region
Your goal is to get the title with only 16 CND. If you train CND that early in your career, you can be hurt by too many random CND gains. I'd just let it ride with 14 until you get to status 12. If you haven't gotten to 15 by then, then train CND (with the knowledge that from then on, you'll always get CND
Flashers have a big disadvantage in BK in that they have to win quick, or try to make it through 25 rounds. Working to the flasher's advantage are the low chins common in BK. So how do you give your 6 chin guy a chance of winning? Use the high number of rounds and the flasher's typically low CND to your advantage. Start out with 18 DEF, and drop down by 1 for each round that you don't get stunned. You can further control how quickly you open up by also looking at your KD's and your opponents endurance. If your opponent is tired, you can use 1 or 2 fewer points of defense than if he was strong. Also, training chin to 7 wouldn't hurt your fighter's design much, and may actually help you take a few fewer IP's during your career.
If you're facing someone that is going to allout you and win regardless of your 18 DEF, you could just be evil and allout him, too. You'll lose and almost always take just 25 IP's (if you lose by TKO, all bets are off on how many you'll take, but that is just really crappy luck on your part), and he'll always take a crap load.
If he's a good allout flasher, then your screwed, period. Make him think twice about ever doing it again by going 5/10/5 (allout). Take the 25 IP's, give him 400+, and be content in the knowledge that he'll probably never allout you in round 1 ever again.
If he's crap, then stick with 1/1/18 (ring) until he stops stunning you before you start dropping DEF. Once you've got him exhausted, you have two options. If you know that he's resting, then 5b/10/5 (allout) will ruin him. If he's not resting, then just keep dropping DEF until he's out. I always go to the body against a flasher. If he doesn't have a towel conditional, then you're gauranteed a glorious TKO win.
If he's just an inside flasher, then try to figure out how little DEF you can get away with to start out, and start dropping it when he stops stunning you. I typically start out with 15 DEF against inside flashers. Sometimes more if they look to be particularly well designed or if it's obvious that all I'm going to have to do is wait until round 4 for them to be exhausted to win.
Do you take advantage of the stun rule?
Normally not. With low chin, going for a stun is kinda dangerous. If I know my opponent and his tactics, and I know that he's going to drop his defense a couple of points in a certain round late in the fight and still target the body, I might go for the stun then, but I'm not going to go for the stun in round 1 and win like that.
The only reason that I go for a stun is that I know that the fight will end in a draw unless one of us gets a stun. I have this sadistic streak in me that won't allow me to just win a fight. I'm out to ruin fighters. I purposefully don't target the head until round 25 just to make sure that I inflict as much damage as possible. Most of my FP's also back off the punishment if my opponent is exhausted before round 20 in order to allow them to recover some of their endurance so that I can beat it out of them again.
How long will a BK fighter last?
You can't really get a good number for that because it depends a lot on the weight class and who you've fought. I've had fighters last 30+ fights with no AP loss, and I've had others only last 15. From my experience it seems that the lighter the weight class, the more IP's you'll average. Cruisers and heavies seems to be the easiest on the IP's. This is why I always say to run more than 1 BK fighter per weight class since you never know if the one is going to face a bunch of good opponents or morons.
With low chin, you have to win pretty quickly not to take some IP's. The fighter design isn't setup with longevity in mind, per se. It's really designed for winning the otherwise unwinnable matches against the slow clinchers and matches at an AP disadvantage.
Remember earlier, where I talked about how the SPD=STR/2 fighters beat the SPD=STR/3 fighters. Because you really aren't the most efficient that you could be, you're stuck taking a few more IP's than if you were a true efficiency fighter in matches where you don't need the extra STR and AGL. If you create a SPD=STR/2 fighter in the mix that you have, you'll see that he tends to average fewer IP's against the bums, but when you hit an agile clincher type fighter, he won't be able to do anything but draw, whereas the SPD=STR/3 fighter will win.
Also, what type of chin would you use for a flasher in BK?
I try to keep Chn = KP *2
What would be a good resting endurance conditional in BK?
if score >= 0 and opp < strong and endurance_percent < 76 and round = N then 1/1/8 (clinch);
Make sure to vary N from fight to fight. I've caught more than one person resting when they don't change they're conditionals. You shouldn't need more than 2 rest rounds for the entire fight.
The SPD=STR/3 guys were designed to use ropes against agile clinchers. Real clinchers would murder you if you tried to use ropes on them
Classic EKO Region
The Classic EKO region is based on the old EKO style of play. This
region is a lot different than the regular simulator of WeBL. The
main rule differences of the region are as follows:
1) KP, CHN, and CND: There is no "KO Punch" as such.
In the EKO variant, KP is simply added to STR (except when determining
weight). Similarly, there is no "CHN" as such. In the EKO
variant, CHN and CND are added together and are used interchangeably.
2) Stun Damage: Since there is no KP or CHN, stun damage is
computed exactly like endurance damage.
3) Scoring: All punches are treated alike for scoring purposes,
so the fighter who lands the most punches usually takes the round,
but there is no "jab bonus". This makes scoring almost entirely
dependent on AGG rather than POW.
4) Fatigue: Fatigue is based entirely on AGG, not on POW. In
addition, there is no "fatigue absorption" for high CND.
Every point of AGG costs one point of fatigue and it cannot be avoided.
5) Punches Landed: The number of punches landed increases linearly
with SPD, so it is much easier to land 100% of your punches, but a
wider range of SPD is practical. The EKO-style formula is PCT = SPD/sqrt(3*opp(AGL)*(DEF+opp(DEF)))
There is no SPD bonus for jabbing.
6) Using the Ring: Rather than earning +1 fatigue for using
the ring, a fighter has his damage decreased by 15%. Thus, ring is
a pure boxing style.
7) Feinting: When using the feint style, a fighter has his
AGG reduced by 1 point (rather than taking the extra point of fatigue.)
8) Counter-Punching: The counter-punching style is quite different.
First, HGT is not involved in counter-punching at all, it is only
based on SPD. Second, rather than losing 20% of AGG, a fighter who
is counter-punching automatically has his AGG reduced to 1 point below
the AGG of his opponent. If both fighters counter-punch, then both
fighters have their AGG reduced by 1.
Now that we have the main rule differences out of the way. Now we
are going to discuss the actual game play of the region.
When you first decide to try to venture into Classic EKO, of course
the first thing you must consider is fighter types and the creation
of your fighter. This is very important, although you can still mold
a fighter during his career, it won't be much of a career if you don't
have desirable statistics. Rule number one: NEVER give your fighter
more than 1 for chin. The reason is, in EKO chin and conditioning
are combined together, and are interchangeable. One chin is required,
and it is more beneficial to have those APs placed in conditioning,
because it helps you manage your weight more effectively. So for example,
You're going to give a fighter a minimum of 12 conditioning so your
chin is now going to be that 1, plus the 12 for a total of 13.
The "knock-out" attribute (or KP) is a different stat entirely
in EKO. You can throw that "3 * KP" rule right out the door
when it comes to figuring out anything. In Classic EKO, knock-out
punch is simply added to strength as its own value. If you have 15
STR and 5 KO, then you really have 20 STR for any purposes imaginable.
KP is a great way to hide your little bit of extra strength and making
a lower weight class with it, without being penalized.
Rule number two: NEVER USE POWER PUNCHES UNLESS YOU NEED TO! This
is because there is no difference in scoring scheme for the different
types of punches like in most regions. Every punch is worth merely
one (1) point. It is often best to use a power of 1, and try to win
the round. If you are going to be throwing power punches, make sure
that it is with a lot of power so that damage can be inflicted. Power
should generally be 1, but it should be 8 or greater if you are trying
to tire out your opponent. Although, it is more difficult to tire
out an opponent and much harder to attempt to win rounds while throwing
high power!
So that is why at the moment the most popular and successful fighter
is likely the KP Sissy and the KP Dancer. In fact, never try to use
a fighter if you're first starting out that has strength in the double
digits. It is harder to manage these fighters unless you have been
managing for awhile. For example if you wanted a good welter weight
right now that could pick up a few quick wins to get the ball rolling,
then he would look something like this:
STR | 6 | KP | 2 |
SPD | 15 | AGL | 18 |
CHN | 1 | CND | 15 |
HGT | 12 | BLD | V. Heavy |
CR | Low | |
Now the next step once you've created your next potential superstar
is scouting your opponent, just even for a few simple things. That
being his height in contrast to yours, is your opponent under weight,
what tactics is he likely to use against a fighter like yours and
if he is predictable in any way.
A possible fight plan to beat the average EKO manager might be something
like
1)6/1/13 (outside);
if score <= (round -8) then 9/1/10 (outside)
if score <= (round -10) then 13/1/6 (outside)
This would do well vs many in the region. However, it wouldn't get
you near the elite. However, there are times to try and use power.
Say for example you were facing somebody (maybe a sissy) that was
using the no power approach. You could then do something similar to
this. A mixture of throwing high amounts of punches and some rounds
of high power, can catch your opponent off-guard.
6B/12/2 (allout)
if round = 1 or round = 3 then 14/1//5 (feint)
if score <= (round - 10) then 14/1/5 (feint)
if score <= (round - 13) then 6B/12/2 (allout)
if score <= (round - 13) and opponent <= tired then 6H/12/2
(allout)
if score >= (14 - round) then 4/8/8 (clinch)
And a possible line you might add could be:
if score <= (round - 13) and opponent > exhausted and hiscuts
> 3 and round < 12 then 6C/12/2 (allout).
What this will do is wear him out initially, but keep the score relatively
closer than what your opponent would like. So he'd likely open up
a bit more and take a beating in the process. If he is too stubborn,
then the 14 aggression would hopefully be enough to take a few rounds
and get the decision. If you have the fight won, why try to rub it
in? Besides, a few managers out there might throw in a line like:
if score <= (round - 14) and opponent <= tired and endurance_percent
> 67 then 6H/12/2 (allout). If you're still trying to build up
a lead, you better pray to the WEBL gods that you either have enough
conditioning left to save you.
These have only been helpful little bits of information from one manager's
observations since Classic EKO first was implemented in WEBL. The
best advice is probably experiment with the PRACTICE FIGHTS option
and tinker with fighter types and different fight plans and scenarios.
Amateur Rules Region
The Amateur Rules region is based on the rules of modern Amatuer boxing as
seen in the olympics. The few important things you need to realize
is that the bout is only 4 rounds in length. Bouts last only 4 rounds.
A decision is awarded to the fighter who landed the most punches during
the bout. Neither damage, knockdowns, stuns, or the type of punch
landed has any effect on the decision. Judges are more stringent about
scoring a punch. Each fighter's agility is multiplied by 5 for purposes
of determining how many punches are scores. Jabs do not land at a
higher rate than other punches. A fighter who is penalized for any
reason is immediately disqualified. The bout is immediately stopped
if either fighter accumulates more than 50 points of damage during
the fight, or if one fighter builds a 15 punch lead over the other
fighter. Either situation results in a TKO.
Now with these rules out of the way, lets get to fighter design. There
are basically two fighter types found in Amateur Rules. Either the
fighter is going to be a Dancer/KP Dancer type, or a Flasher. These
are really the only two viable options for fighters in this region.
Clinchers don't have enough rounds to wear down opponents, and so
a flasher can make the fight last only one round. A dancer can throw
enough punches and land enough punches due to the high agility. Another
factor to consider is that with the KP dancer, if your opponent really
starts throwing super high punchcount, then you can allout with those
points of kp. If I was to create a flasher in this region, then I
would most likely consider a couple of factors. First, since many
of the fighters are high agility dancers, I would create a flasher
designed for allout. You must be able to KO your opponent, because
knockdowns and stuns have no effect on scoring. If I were to create
a dancer or KP dancer, I would recommend that the fighter be taller
than average, with speed almost equal to agility. Chin of 9 should
be sufficient, and conditioning would need to be in the neighborhood
of 8-10. If you are a KP dancer, then make sure that KP is maxed.
Flashers will need to allout the dancer opponents, and will need to
use the tactic that fits them best in flasher vs. flasher matchups.
Dancers basically want to outpoint their opponent, such as 10/1/9
(outside). But if you get outpointed, you may want to throw in an
allout to give yourself a chance for the knockout.
Graduated Region
Info on Graduated coming soon.
Rookies Region
The Rookie Region is designed so that a true newbie is able to go
up against other people of similar experience and begin to learn the
game. If you are a rookie, then you might want to start here, while
learning the ropes. The region uses the same simulator as the regular
regions of WeBL, but keeps you from facing the top managers around.
Learn the game in this region. Once you have won 10 Rookie titles,
or you have won a regional title in a regular region, then you will
be retired from the Rookies Region. This is designed to keep gameplay
in the Rookies Region as fair as possible. While in this region, it
is best to read the help sites, and start to try some of the things
that you have learned. This is a great time and place to learn how
to write fight plans, develop quality fighters, and ultimately experience
success! This is where most people should start their WeBL careers.
One of the downsides of this region is that you if you retire a fighter
for any reason, he can not be unretired. While the biggest downside
is that a fighter in the Rookies Region can not change into the regular
regions after his run is over. But very few people ever create a quality
fighter with any of the first few fighters they create. So use this
region as a learning tool, so that you can take WeBL by storm.
Professional Region
The Professional Region is similar to the normal regionals, except that fighters
cost $2 to create. And you get 3 rolls to determine the stats of your
fighter. Sound different? Well, it is. While it uses the same simulator,
there are a few differences. First, you are able to add taunts into
your fight plan that will work themselves into the fight plan. You think
that your opponent is a glorified sissy boy? Then tell him that! You
think he hits like a 3 year old girl? Tell him. You think that you are
THE MAN!!! and that you are going to Knock His Sorry Butt Out!!! You
can tell him that too! AUP still applies! A few other differences are
found here also. There are less divisions, so you will choose one of
the divsions for that region. Also, Knockouts are much more costly in
this region. Being knocked out doesn't cost just 25 IP's. It will cost
100 IP's when you are KO'ed. So if you have a chance to knock out your
opponent, then you have a chance to really shorten his career. With
a status cap of 18, you can defend your title many times over. Do you
have what it takes? Plus, purchasing fighters in this region helps fund
WeBL. Help support WeBL and buy yourself a fighter.
Unsanctioned Region
This region is not a specialty regions like some of the others are. This
region is similar to your regular regionals, such as the South Region,
or the Canadian Region. This region uses the same simulator as the regionals/contenders
simulator. The only two differences are: The competition and the status
cap. In this region, you fight just like you do in regionals, but you
can face people from all over the world. This region isn't separated
geographically. This allows you to face competition that may be totally
different from the competition in your home region. The second difference
is that there is a status cap with no advancement to contenders. Since
the fighters do not advance to contenders, they will have a status cap
of 18 like the other specialty regions. This allows a fighter the opportunity
to win 3, 5, 10, 52, 100, etc titles. Can you win a title in this region?
Can you win 20+ titles? Can you win 50+ ? Some have! Step up and take
the challenge.
Experimental Region
The Experimental Region is just what it sounds like. It is a region that uses
an fight simulator to test out new ideas and new game play design features.
While some people do play this region competitively, it's main focus
isn't for competitive play. In fact, this region is often closed to
making new fighters. However, if there are new ideas being discussed
for possible implementation into the regular simulator, they will often
find there way to this region first. This allows managers to test it
out, and see how well the new ideas work. Please take advantage of this
region when changes to the simulator are being tested out.
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