I found a duelling guide on the TW forums, where LordHasek brings in some points of critisism about chambering, which could be relevant for you. Note, this is in native:
Chamber Blocking: When and Why
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Up until now, I have mostly discounted the technique of chamber blocking and it's role in duels. I will start with a discussion of the limitations and disadvantages of this technique. Actively chamber blocking with any kind of reliability depends greatly on the duelists ping, and it is my opinion anything over 60 ms makes chamber blocking a shaky proposition at best. Additionally, chamber blocking imposes no penalty on the opponent who has had his attack chamber blocked - that is to say the opposing duelist is not stunned as if their attack had simply been parried normally. Lastly, the speed of your weapon also greatly affects the timing necessary for successful chamber blocks. A relatively slow great sword is an entirely different experience from the light and quick spear. Having made these cautionary statements, let us turn to the advantages and best uses of chamber blocking.
The greatest and most obvious advantage of an unexpected chamber block is the deadliness of your new attack. If the opposing duelist is in range of your weapon, then he has only a split second to abort from what he expected to be a successful attack into a precision parry. The sound of clanging metal is the only warning an opponent has that his attack has been chamber blocked, and registering this sound in time to parry the strike is difficult, though not impossible, even for expert duelists. So when exactly is the best time to chamber block? Or, rephrased, when is it safest to attempt a chamber block? During the opening of the duel is when you should be working for your best positioning on your opponent and this is therefore your best chance at chamber blocking and catching your opponent by surprise. During the heat of The Dance your positioning is rarely optimal and makes chamber blocking a much lower percentage move. This is not to say chamber blocking cannot be done, but it requires a few components to be successful.
* Your opponent is feinting. By knowing how to chamber you can call your opponent's feints and score a quick kill.
* You have the positioning advantage. Swinging while turned at anything greater than 30 degrees to your opponent will result in a failed chamber and a quick death.
* You have the ping necessary to accomplish the chamber. Self explanatory and is addressed above.
Chamber Blocking Reference Guide:
Attack incoming from your left - You swing to your left
Attack incoming from your right - You swing to your right
Attack is a thrust - You thrust OR you swing overhead
Attack is an overhead - You swing overhead
All credits go to LordHasek: http://forums.taleworlds.com/index.php?action=profile;u=70267 (http://forums.taleworlds.com/index.php?action=profile;u=70267)
From this thread on the TW forums: http://forums.taleworlds.com/index.php/topic,118804.0.html (http://forums.taleworlds.com/index.php/topic,118804.0.html)