Date   : 01/20/2007    Duedate: 02/02/2007


DM-93    TURN-226

This Weeks Top Honors


GODS OF WAR (1446)
(93-8355) [8-1-0,66]

Chartered Recognition Leader   Unchartered Recognition Leader

                               GODS OF WAR (1446)
                               (93-8355) [8-1-0,66]

Popularity Leader              This Weeks Favorite

AGASAYA                        MENTU
GODS OF WAR (1446)             GODS OF WAR (1446)
(93-8355) [8-1-0,66]           (93-8354) [5-4-1,31]


GODS OF WAR (1446)

Team Name                  Point Gain  Chartered Team
1. GODS OF WAR (1446)          34
2. INDIGO CIPHER (1445)        13      THE MUPPETS (132)
3. LADY ROSE FAERYS (1457)      0      Unchartered Team
4. BALIWICKS (916)              0
5. MIDDLE WAY 16 (1454)        -2      GODS OF WAR (1446)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 5*GODS OF WAR (1446)        28  17  2 62.2   1/ 3*GODS OF WAR (1446)       12  3 0
 2/ 1*INDIGO CIPHER (1445)      24  16  2 60.0   2/ 1*MIDDLE WAY 16 (1454)      9  6 1
 3/ 3*MIDDLE WAY 16 (1454)      21  14  1 60.0   3/ 4*INDIGO CIPHER (1445)      5  5 1
 4- 4*LADY ROSE FAERYS (1457)    6   4  1 60.0   4- 5*LADY ROSE FAERYS (1457)   3  2 0
 5- 0*BALIWICKS (916)            0   1  0  0.0   5- 0*BALIWICKS (916)           0  1 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

                              REBUTTING MY OWN REBUTTAL

     Well, I was wondering when that article would cycle back around.  Greetings all,
I'm Drake the author of that "Beginner's Guide to Duelmasters Rebuttal" article in
last turn's newsletter (no relation to Mr. Drake; who apparently was a manager that
was around during the hiatus I took several years back).  Just to let everyone know,
that article was written back in '92 and quite a bit has changed in regards to what
is known and what my own theories on warrior building and management are.  I wouldn't
say there's anything dead wrong with what I wrote, but there are some subtle
differences in what I do now.  Since I'm here, what the heck:
     Luck Factor and Even/Odd stats:  Before the skill chart was completed and style
bonuses had been figured out, people talked a lot about a "Luck Factor".  Basically,
it really boils down to what your warrior's starting skills (and to a lesser extent
physicals) will be.  Put simply, most skill breakpoints fall on odd numbers (but not
on 19).  Speed is the main exception as most of its skills fall on even stats, but a
few fall on odd.
     Important Stats:  Mainly, the order has changed in my opinion.  Wit and Will are
still the premium stats (and about equal overall), Strength and Deftness coming in
second, with Speed and Con falling last (you can't do anything about Size).  These
days, my main concern with Deftness is weapon selection and getting to 11 if possible
(it's a major skill breakpoint for DF).
     Bashers:  Obviously, I wasn't talking about tank bashers (high Con & Will
Bashers that run around in heavy armor).  Personally, I don't like tanks, always lose
when running them and can regularly beat them with most of my warriors, but that's
just me.  I'd also probably put a higher Speed on my bashers these days (especially
if Con is very low).  As for weapons, forget about the MS and learn to love the ML.
     Lunger:  The only real difference in my design & running strategy these days
might be a little more Speed (like the basher) and a 10-10-4 Dodge in desperation.
     Slashers:  Give the various axes a try.  They can work well.  However, the SC is
still the best weapon.
     Striker:  Can use any weapon they have the stats for (avoid the WF like the
plague) and they can go lower on Will (though I personally won't go below a 9 because
even a ST will suffer with Little Endurance).
     Aimed Blow:  I've now run several successes with this style, and the biggest
mistake you can make is to run it like a defensive warrior.  They can be nearly as
fast as a Striker out of the gate, but they suck at stealing the initiative.  Also,
they're considered a power-style and probably the top style in Primus.  Ideally with
this style, you want the highest Wit (for learning) and Deftness possible (ABs get a
bonus to their starting Attack skill based on DF).
     Total Parry:  No real difference, though I'm far less likely to do the 15 Will
(prefer 17+) on a TP now and will go as low as a 11 (or even 9) on DF (assuming a
high Wit or Con to make up for it in learns or damage soaking).
     Parry-Strikes:  Horrible base skills.  However, they can be a good way to
surprise an opponent that likes to use the Decisiveness tactic.  Plus, with their
endurance conservation, they can go with a low will (again, my minimum is 9)  and can
peel a scum TP with the right strategy.
     Parry-Lunge:  Now considered to be the 3rd or 4th best style in the game
(depending on if you rank them before or after Wastes).
     Parry-Riposte:  Lots of bonus to Riposte skills and not much else.  Many
managers stay away from this style now because of it's low long-term viability (you
won't see Rippers dominating ADM or Primus).
     Wall of Steel:  Considered by a few managers to be the 4th best style in the
game.  This is mainly because they start with as many base skills as a Lunger, but
they emphasize different areas (more parry and less defense) and they can't be as
bonused (Lungers can be bonused anywhere, but Wastes only in Attack and Parry)
     Starting Stat Totals:  These days I go for a Wit + Will of 30+ and enough
Strength and Deftness to have a good weapon selection.  Other stats are largely an
     That basically sums it up.  If you really want to get hold of me, you can diplo
me at Drake's Hardware in arena 81 (my old teams are largely retired).
                       -- Drake (no Mr.)

              + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +

     "Tinkering strategies?"  Jorja glanced around the common room of the Lighthouse
quickly.  None of her gladiators were near by, but she leaned forward and lowered her
voice anyway.  "The team here doesn't believe I ever do that, and I don't want them
to hear me saying differently, Diaretic.  They'd get expectations, and I don't have
any plan to make life that easy for 'em.  But here's the way I go at it when I'm
feeling generous with my warriors.  Mind you, this is just the way *I* do it, and
there are plenty of other approaches.
     "Say I've got a warrior who's a pure offensive style, which means a basher, a
lunger, or a slasher.  I don't count strikers, as they're versatile and sometimes
unpredictable.  Say I've started him out fast, maybe 8-6-x.  Unless he's fighting
another pure offensive, he should be first off the mark.  So I look for the problem.
If it's a problem with his numbers and style and he should have been some other kind
of fighter, well, too bad, we're both stuck with it.  I can boost his offensive
effort to ten--sometimes it already IS ten, of course, but if it isn't, then that
goes up to the top.  I can drop his activity level, say to four.  I know some people
start their offensive warriors going 10-10-x, but to my mind, this is just asking for
early burnout in a fight.  I've seen that kind of thing--a warrior comes out of the
starting gate like his socks are on fire, and by the MIDDLE, not the end, of the
first minute, he's panting and staggering, and losing.  Sure, some warriors can take
that kind of energy burn, but most can't.
     "So I tinker with his numbers, and it doesn't help, he still gets jumped when he
shouldn't.  The next thing to try is dropping the weight he's carrying.  Maybe I've
got him in some kind of mail, okay, I drop that to leather.  This reduces his
protection against blows from his opponent, of course, but everything's a trade-off.
If he gets out there first and deals a shrewd blow or two, it won't matter; he'll win
before he gets hurt.  If he's already in leather, or if I want to lighten him up
further, I'll drop his backup weapon and give him a lighter one.  Say he's got a
scimitar with a backup same, maybe I'll drop the backup to a shortsword or even a
dagger.  I'll always leave him SOME backup weapon--"
     "He'd have his fists, if you didn't give him a backup weapon, wouldn't he?"
Diaretic asked.
     Jorja shrugged.  "Well... yes, but none of the pure offensives do well with
their fists.  Strikers, maybe, but not bashers, lungers, or slashers.  They can and
will use 'em if they have nothing else, but they won't do well.  And frankly, I
wouldn't even send out an aimed blow, the CLASSIC unarmed style, with nothing but his
fists for backups.  I've seen too many of them 'struck in the arm with the parry'.
It's too risky for a warrior who's already got problems.  Unless, of course..." she
looked suddenly thoughtful, "I'm hoping he'll get killed...."
     Diaretic raised his eyebrows.  "Do you do that much?"
     "Send them out hoping they'll die?"  Jorja shrugged.  "Well, yes and no.  I run
everything, maybe send one warrior in a hundred to the Dark Arena--after he's fought
for a year or two.  There are often warriors that I would LIKE to see die, even
though I hate the hassle of recruiting new ones.  But I've never sent a warrior out
unarmed, unarmored, and with the basic 1-1-1 default strategy.  At least, not
deliberately.  There's a team I have in Murska that was running on maintenance once.
I wasn't paying attention, and no less than THREE new warriors started up there
without strategies--and survived!  They had horrible records by the time one of the
other managers managed to get my attention, 0-19 I think it was, but they survived.
Tough men, and they eventually made it to graduation, once I gave them 'sharp pointy
things' to use on their opponents.  But I don't do that deliberately."  She paused
and signaled for one of the waiters to bring Diaretic a fresh drink.
     "Where was I?  Warriors getting jumped when they shouldn't be, right.  As a last
resort, because I don't really care for tactics, I might give such a warrior
decisiveness in the first minute, also.
     "But if none of this works, if he still gets jumped regularly, then I have to
think about taking a different approach.  Maybe he'd be better off running slowly,
despite his style.  So I put more armor on him, some kind of mail, usually, and I
slow down his first minute, maybe invert it: 4-6-x or 4-8-x or something.  And then
in the second minute pop him up to eight or ten offensive effort, on the idea that
he'll catch the faster offensives when they're tired.  Sometimes it works.
Especially with beginning warriors, winning can often be a game of endurance.  He who
is still standing, wins."
     Diaretic nodded and sipped his drink.  Half-formed ideas of how he might use
these ideas on his own warriors revolved in his mind.  "What about the opposite case,
a defensive warrior who can't last long enough to win as he should?"
     "The total parry who collapses from exhaustion in the second minute?"  Jorja
laughed.  "I've had a few of those over the years.  I call 'em 'the warriors of
exasperation'.  It isn't easy running everything, you know--I end up with some
warriors that not even a mother could love, and with them, I tend to do really dumb
things, just for the heck of it.  The aimed blow with a deftness of three or four,
for instance, or the total parry with no con.
     "But for the, hmm, 'legitimate' cases of warriors running too fast, well, there
are signs as obvious as an offensive getting jumped.  'Fighting to conserve energy',
'straining to hold his weary arms at guard', stuff like that in the fight report is a
sure sign.  You can take two approaches to that, lower the weight they're carrying so
as not to burn their energy that way--lighter armor, lighter weapons.  Or slow 'em
down.  Say I've got a ripper going 6-8-x and stumbling with exhaustion in the second
minute.  I might slow this warrior down to 4-6 and see if that helps.  Heck, I've
even done that with offensives.  Back when I started slashers out going 10-10-x, I'd
get them stumbling with exhaustion and losing because of it in the second or even the
FIRST minute, and I'd slow 'em down.  Activity level comes down first for an
offensive warrior--I think of that as the 'dodging and parrying' number.  Offensive
effort comes down first for the defensives."
     "Hmm."  The younger manager frowned, making a series of linked rings on the
table top with the wet bottom of his glass.  "What about warriors who flail wildly?"
     "I've been told that this is due to lack of attack skills, and unless you're
going to train stats and burn those skills, nothing but time will cure it.  But I've
found that sometimes--not always--lowering kill desire helps.  Drop it to five, say,
if it's higher.  Dropping the offensive effort a notch might help, too.  I think of
'flailing wildly' as 'trying too hard'.  You can never be sure, of course, because
managing gladiators is an art, not a science."  She paused and half stood, looking
toward a center of commotion.  "Do you want Wednesday to get falling down drunk on
the night before the fights?"

           +<]H[>+-----+<]H[+ Question of the Week #8 +]H[>+-----+<]H[>+

Question, turn 417:

All -- Here's last cycle's question that didn't make it in (along with page two of my
personals).  What are the top five weapons to be successful in Advanced? -- Hanibal

Answers, turn 418:

Q.O.W. Response -- The top weapons in AD, or even basic DM, are generally agreed upon
to be the SC, LO, BS, and BA.  The scimitar is an all round great weapon.  Seems
easier to crit with, and even against heavy armor, still dishes out a lot of damage.
Because it's a slashing weapon, it seems to pull a lot of critical damage on normal
hits.  The longsword is the second best, though that could be contended, for its one
great ability, the knockdown!  The broadsword is heavy, but it dishes out heavy
abuse, it doesn't break often, and it is pretty good at smashing through parries.
The battle axe is just plain cool, and it is very painful!  After those four, it's
difficult to say which weapon is better.  I like daggers, though shortswords are
strong, and the halberd is really fun if your warrior can throw crits with it. --

I must have missed the question this is answering, or it was part of an ongoing and
sometimes heated discussion on winning and killing  and aiming locations in Aruak
     Q.O.W. Response -- Other than the obvious ability of aiming at the
chest/abdomen/head to gain death intent statement, I think that it's more difficult
to win when aiming at the body because there are more hit-points there.  This is
especially the case against tough, armored warriors.  Attacking the body with lunging
weapons can get knockdowns, but I think that it's even easier if you aim at the legs.
If you consider protect locations though, maybe the body is better to aim at because
maybe fewer people protect it.
     The limbs, and head especially, have less hit points, so if struck, such a
warrior usually gives up sooner.  Aiming at the head can get quick victories and
death intent statements, but results in more deaths, obviously.  But I think a lot of
people routinely protect the head.  Aiming at the arms allows the defeat of a warrior
when they lose their weapon, or use of their arm, and can't draw a back up. -- Adie
P.S.  I only advocate aiming at the arms and legs in Aruak City.  Elsewhere is a
different story.

Question for turn 418, to be answered next turn:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can
warriors regain the use of them eventually if the fight goes on?  Can they punch or
parry with it, even though they can't draw a back-up? -- Adie

Adie's QoW -- Striking arms can cause an opponent to drop their weapon and
(temporarily) lose the use of the limb.  Striking the legs can increase the chance of
a knockdown.  Striking at head, chest, or abdomen can allow for a kill on the sands.
Chest and abdomen seem to be the locations best protected by armor.  Head can have a
different level of armor protection than the rest of the warrior's body, which can
make things tactically interesting.  From what I've seen, managers usually have their
warriors protect their vital hit locations by default, so to me it makes more sense
to aim at non-vitals. -- Generalissimo Puerco
     Is Generalissimo Puerco psychic?  Tune in next turn and find out!

Hanibal's QoW -- All of the one-handed swords make up the top tier of weapons, with
the axes and spears on the second tier (consider halberd in this group), and all the
bludgeoning weapons (and the greatsword) at the bottom.  Quarterstaves, war hammers,
and mauls are liked by some, and as far as I'm concerned, they can have them.
Unfortunately the quarterstaff recently became tied (with longsword) among my LPs for
most popular favorite weapon.  Also, interestingly, I only have one LP that favors
the scimitar, and it's a total parry! -- Generalissimo Puerco

Hanibal -- Top five weapons?  Hm, scimitar, scimitar, scimitar....  Oh, you mean
DIFFERENT weapons?  A lot depends on the style of the warrior in question and his or
her favorite.  But scimitar is up there near the top of the list for many styles. --

The question from turn 418:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can
warriors regain the use of them eventually if the fight goes on?  Can they punch or
parry with it, even though they can't draw a back-up? -- Adie

Answers from turn 419 and 420:

Q.O.W. Answer:  I have had all sorts of s#&amp;t (not sure what word this was
supposed to be) happen regarding arms falling uselessly at their side: some warriors
give up, some continue on, I've even had a warrior lose his use of an arm twice in
one fight (and he still won!!!).  One thing is certain...the weapon in the useless
hand always drops in the sand. -- Dr. Strange

     Refers to last turn's question--
QOW -- Weapons?  We agree that SC seems tops with LO and BS highly desirable.  The
Consortium clan has a great affinity for these also:  BA, DA, QS, SH, WH and GA.  Not
the normal "feelings," but... -- Kennelworth

QOW --  A useless arm is a statement and since it normally comes at the end, it
"seems" to mean something, but it is similar to a dropped weapon. -- Kennelworth

Answer Q.O.W. (arms) -- When arms are struck in combat, I too have seen a variety of
things occur.  I've seen them get hit, forcing a weapon to be dropped, but then a
back up pulled immediately.  I've seen them get hit, drop a weapon, and be too hotly
engaged to pull a new one.  Also, they can hang useless after being struck.  The
weirdest thing I've ever seen is a warrior lose the use of their arm, drop their
weapon, strike with their fists, and then have one of those fists get parried, AND IT
both arms went useless, you could still fight with fists?  Hmm... -- Adie

New question, turn 419:

All -- I recently tried an experiment where I gave a warrior a Primary weapon
(Broadsword) and the same off-hand back-up.  She pulled the back-up when things
slowed down in min. 2.   Does this mean she prefers two weapons or do they always do
that?  If you give a warrior two back-ups will they pull the one they prefer or
whatever you list first? -- Hanibal -- Q.O.W.

Answers, turn 420:

Answer Q.O.W. (backups) -- When things slow down in a fight and neither warrior is
eager to hold the initiative, they will usually pull any off-hand or back up weapon
they have, whether they need it or not.  It has no relation to whether that warrior
prefers to fight with two weapons or not.
     Drawing back-ups also can occur when the fight is intense.  If your weapon
breaks while on the offense, often such a warrior will draw their back up and attempt
a riposte to hold the init.  Also, if you're on the defensive and you attempt to
riposte, but you have a back-up weapon or off-hand weapon to draw, your warrior may
try to pull it. Success is not always guaranteed in either case though since your
warrior may be 'to hotly engaged'.  Even if a defending warrior succeeds, drawing a
weapon after a riposte forces that warrior to give up the init they could have taken.
But if they pull a back-up and THEN riposte, then can take the init.
     If you give a warrior two back-ups, they pull the one listed first, and if it
breaks or is dropped, they'll pull the second.  It is not random. -- Adie

QoW -- If the warrior has a free off-hand, and a backup off-hand weapon, it usually
isn't long before they decide to make use of it.  I'm guessing that OE and
coordination (anonymous source) are factors that affect the likelihood of drawing a
backup in the off-hand.  Wanna Be, manager of A Savage Few here in Aruak, once hosted
a fast draw contest where contestants had to start the fight unarmed but could have
backup weapons.  The all-out offensives would sometimes spend a full minute or more
with their fists before deciding to draw steel.  The defensives would usually draw
something the first chance their opponent would give them. -- Generalissimo Puerco

New question, turn 420:

All -- I was noticing the skill modifiers for low to high size; do these negatives
keep a warrior from being successful at the high end of the game? -- Hanibal --

We're now caught up with Aruak City (dm 11) on the Questions of the Week; they are
about to run turn 421 as I write this.  So if Hanibal misses a turn in asking, or the
managers there miss a turn in answering, we'll have to miss a turn in looking over
their shoulders.  Amazing how things follow one another like dominoes falling, isn't
it?  There is NO REASON AT ALL why you here can't pose Questions of the Week of your
own.  Send them as a personal to DM 11, identify yourself as a new manager seeking
enlightenment, and you should get a helpful response. -- Jorja

                                      SPY REPORT

     Well, what are you looking at, NOBLISH ISLAND?  Ain't you never seen Snide 
Clemens before?  Ah, shaddup and listen to my news.  Later days, MIDDLE WAY 16, since 
GODS OF WAR took top team from you this turn, you guys are old news.  Of course, 
we're all terribly impressed to see TARA FIREFIST win a fight and gain 21 points, 
terribly.  Tsk, tsk, CAMULUS beat TILLISE ULAM and TILLISE ULAM lost 15 points.  
You're breakin' my heart.  And it's out with the old, in with the new, as AGASAYA 
takes the Title and last week's bar tab from the old Duelmaster.  Heh, heh.  I'm not 
in a very good mood today, but why am I telling you this?  You want to know what's 
new, don't you, NOBLISH ISLAND?   
     He who fights and runs away will live to fight another day, the coward.  MIDDLE 
WAY 16, I suppose you'll be glad to know you were this turn's most avoided team.  
Care to know who is the most afraid of you?  And it looks like INDIGO CIPHER avoided 
them the most this turn.  What a pack of would be losers, if you ask me.  Hmph.  
MORRIGAN was challenged more times this turn than the Duelmaster.  Now was the DM 
insulted or feared?  Heh, heh.  I guess I can give a little credit to NAVANNA of 
INDIGO CIPHER for challenging up by 22 to MORRIGAN.  NAVANNA lost to get 27 points of 
     Some people like volunteer work in the hospitals.  I volunteer for NOBLISH 
ISLAND's morgue.  More variety.  Titanium shields and bamboo daggers, guess what 
brave team is developing these kinds of weapons?   
     There's got to be a better place in NOBLISH ISLAND to get a drink than The Warty 
Toad!  Any suggestions?  Phlllt!  Just had to do that before I leave the fine city of 
NOBLISH ISLAND.  I feel much better now.  Glad to see the back of this place-- Snide 

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 AGASAYA 8355                  8   1  0    66       GODS OF WAR (1446)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 MORRIGAN 8382                 6   2  0    49       GODS OF WAR (1446)
 XIAN THE BLACK 8353           8   1  1    40       INDIGO CIPHER (1445)
 ENYALIUS 8425                 4   1  0    35       GODS OF WAR (1446)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 VERELLE WIST 8412             5   2  0    33       MIDDLE WAY 16 (1454)
 PARLEN QUIR 8409              4   3  1    33       MIDDLE WAY 16 (1454)
 CAMULUS 8358                  4   5  1    33       GODS OF WAR (1446)
 MENTU 8354                    5   4  1    31       GODS OF WAR (1446)
 NAVANNA 8407                  3   1  0    27       INDIGO CIPHER (1445)
-LADY OF THE LAKE 8427         2   0  1    26       LADY ROSE FAERYS (1457)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 TARA FIREFIST 8447            1   0  1    21       INDIGO CIPHER (1445)
 YAREON ZED 8413               4   3  0    17       MIDDLE WAY 16 (1454)
 ROEKFORT SIMS 8410            4   3  0    17       MIDDLE WAY 16 (1454)
 TILLISE ULAM 8411             4   3  0    16       MIDDLE WAY 16 (1454)
 SHEVA CALLISTER 8408          2   2  0    16       INDIGO CIPHER (1445)
 MURDERMAW 8448                1   0  0    16       INDIGO CIPHER (1445)
-FOAWR 8428                    1   1  0    15       LADY ROSE FAERYS (1457)
-ANKOU 8429                    2   0  0    11       LADY ROSE FAERYS (1457)
-XANUS 8426                    1   1  0    11       LADY ROSE FAERYS (1457)
-BEAN SI 8430                  0   2  0     2       LADY ROSE FAERYS (1457)

'-' denotes a warrior who did not fight this turn.

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
EMBEZZLING SCRIBE 5    0  1 0   1                   TARA FIREFIST 8447    226 NONE    
URTHON AEDAR 8386      2  2 0 INDIGO CIPHER 1445    PARLEN QUIR 8409      224         

                                     PERSONAL ADS

Tobius -- Aye, ye seem to want to sit upon ye throne and not let me and my armor
piercer "Korvis-tur-ron" have a whack at ye!  Trust when we do meet ye will be meat!
Enjoy yer reign for now, it will not be forever ye Krovner! -- Xian the Black, #1
contender and highly upset!

Parlen Quir -- Maybe I should address you forthright and inform you how hard I had
trained Urthon Aedar.  You defeated him, I'm upset....  You killed him, I'm really
upset!  Managers tell me to expect this, but I cannot.  Just don't deny the
bloodfeuds that are coming. -- Orellon Silvercloak, mgr. Indigo Cipher

Yareon Zed -- Huh?  They listed us as a novice's duel.  Strange?  Seemed that I
showed you quite a bit of experience in handily defeating you.  Bet you thought you
had me there for the first minute.  Accept my apologies...no, no, I don't really
apologize.  Better luck next time.  Kisses. -- Navanna, she who whispers defeat at
the edge of her blade :)

Morra Fellblade -- Hmmm...that weapon does not fit you.  Try something pointier.  At
least you bowed graciously. -- Sheva Callister

All -- I believe this may be my final turn here at Noblish.  So, I will pack up the
Indigo Cipher and move to a new set of sands.  The competition was fun while it
lasted.  One thing...hope to see some of you in the next arena to repay some debts!
-- Orellon Silvercloak, mgr. Indigo Cipher

Ladies and Gents of Noblish Island....as a former graduate of this arena and about 6+
years of play, I've learned about a drop in the 55 gallon drum of knowledge in
DuelMasters....errr....Duel2.  I'm open to questions, I have a handbook, The Wisdom
Pool, and a lot of the updates on the old charts.  I'm willing to share them.  You
can write to me at:  Rick Stringer, 13 St. Michael's Ct., Elkton, MD  21921.  I don't
care if you're in prison or not. -- Baphomet, mgr. Knights Templar (568), DM #47-
North Fork and host of the Turf War 5.

All, sorry I missed a turn or two there.  I got caught up in the holidays and then
some ugly weather here at home (ice and ick and power outages all around).
Unfortunately, I don't have a copy of last turn's newsletter so if anyone asked me
any questions, I'm afraid I missed it. -- Drake

Drake's Comments on Last Turn's Articles:

Note that I'm specifically writing about the articles that appear at the end of the
newsletter as they tend to be a bit dated and thus misleading.  Those articles that
appear under the Team Spotlight heading are going to be far more recent and thus
accurate in the info they provide.  So, with that in mind, here we go:

'Getting the Jump' by Pagan -- This is an interesting theory on how the program
determines who goes first.  What it seriously lacks, in my opinion, is any commentary
on how you can make this knowledge work for you.  First a couple of comments on the
theory itself - The "Knack String" theory is the subject of serous debate among
experienced managers.  It might exist, it might not, but even if it does, you have no
control over it.  Also, I'm skeptical of his formula in Step 3 as I'm pretty sure SPD
and WIT only contribute their Decisiveness skills and nothing more to getting the
jump.  Other than that, I think the theory is fairly solid.  As to how to use this
info, the following factors are key if you want to get the jump - 1 - Have a higher
Decisiveness rating (ST, BA & AB are good at this), 2 - Use a high Offensive Effort,
3 - Use lightweight weapons and armor (there are a couple exceptions like the LS & QS
but in general lighter weapons attack quicker), 4 - Use the Decisiveness or Lunge
tactic (Responsiveness can give you the jump but only if your foe is running with the
Decis tactic).  All the other factors you really don't have any control over.

'Constitution' by Sir Jessie Jest -- The formula listed for Hit Points is out of
date.  The current chart (which is near 100% accurate) shows the 2*CN is modified as
 3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21
 0  0 +1 +1 +2 +2 +3  +3  +5  +5  +6  +6  +7  +7  +8  +8  +9  +9 +10
  WLmod -
 3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20 21 22 23 24  25
 0  0 +1 +1 +2 +2 +2  +2  +2  +2  +2  +2  +3  +3  +4  +4  +5  +5 +6 +7 +8 +9 +10
    Very frail                   6-21
    Cannot take alot            22-26
    Average                     27-35

    A lot                       36-40
    Tremendous                  41-53
    Seemingly unaffected        54+"

'The Real Offensive Total Parry' by Blackstorm -- I have a lot of disagreements with
this article.  First, TPs (even non-scum) can get away with a 13 Wit by virtue of
their long fights.  15 & 17 are far better, but 13 is workable.  Will must be 15 or
higher.  Will is a primary factor in determining how likely your warrior is to give
up when hit.  TPs with a 21 Will hang on forever.  DFT doesn't really need to be
higher than 11.  You're more concerned with HPs (at least Normal), Endurance (at
least Good), and skill learning far before you're worried about Coordination.  I've
graduated several TPs w/ 70%+ records with Slightly Uncoordinated or worse and they
generally put their foe down by force of arms within 2 or 3 minutes.  His strategy is
bad.  Keep your Offensive Effort and Activity Level at 6 or less and catch your
opponent on the Riposte.  Don't try to force your TP to attack.  Put them in as much
armor as they can carry and give them a sword/axe and shield combo.

'How to Phone in Your Turns' by The Transcriber -- I see nothing to disagree with
here. ;-)

'Avoids, Bloodfeuds and Challenges' by Pagan -- This article is okay.  It's a fairly
solid theory on how the challenge system works.

Jolly -- Man, that's a title.  A pretty good article for as general as it is.  His
defensives have less CON than I like to give them, and his sample stat lines are rare
finds, but otherwise I'm in agreement with the rest of the article.

'Are You At Your Wit's End?' by Marty Bender -- A nice simple article about some of
the basics and where to get more info.  Very nice.  One thing to note those is that
the Duelmasters Round Table email list has a new host, so the sign up info given in
this article is out of date.  Also, the DRT is largely defunct with the creation of
the forums out on www.duel2.com

'The Darque Slasher' by Master Darque -- A nice slasher article.  No objections from

'Beginner's Guide to Duelmasters Rebuttal' by me -- Check in the Team Spotlight
section for more info on this one.

'Yet Another Striker Article' by Tex -- Tex and I had a few debates about Strikers
back in the day.  We were both dedicated Striker managers, both did well, and both
had slightly different philosophies on Striker design.  The main differences are that
I advocate slightly less STR (I've gone as low as 7 but prefer 9 or 11) and less DFT
(you can go as low as 7 and still get the BS, but I'd suggest no more or less than an
11; it's a major skill and weapon selection breakpoint).  Also, I like more WIL (min
9 for Basic or 15 if you want to develop in ADM) and SPD (8+ if WIL is 17+, otherwise
10+).  His strategy is a pretty standard Striker strat and there's nothing wrong with

'The Godling Heresy' by Jorja -- This article makes an important point in that the
things you can't control (favorite weapon, skill bonus, etc) play an important part
in how successful a warrior will be (especially later in it's career).  However, one
of the reasons that I advocate WIT & WIL of 15+ if at all possible is development.
With less than a 15 WIT, you'll learn skills slowly and take longer to max out
skills.  With less than a 15 WIL, stat trains (which is all that's left after skills
are maxxed) will come slowly.  You could keep running low WIT/WIL warriors until they
max, and they may be godlike when they do, but it will be a long hard road with a lot
of losses (especially in ADM) along the way.

'The High Strength Aimed Blow' by Donald Trump -- Okay, this is a mutant Aimer.  I'd
call it a 'Tank' because of the armor and reliance on damage-taking, but it doesn't
have enough CON.  Low CON plus low SPD usually equals a warrior that can't take a hit
who gets out-jumped a lot.  Also, Aimers do damage by where they hit, not how hard
they hit.  So, my big differences are not so much STR (9 or 11 should do you, but try
to get Good damage) and more SPD (6+ if WIL is 17+, 8+ otherwise).  As to his strat,
his minute one is okay, but in minutes 2 to 6 I like to slow them down as they tend
to have low favorites.  I'll generally run somewhere in the 4-7 range for OE and 1-4
range for AL.

'The Zen of Putting Your Opponents Six Feet Under' by Merlin -- A pretty good article
if you're wanting to rack up kills.  Just remember, you can't kill anyone by hitting
them in the arm or leg.

'Warrior Design' by She-Puppy -- A pretty good basic article.  I see nothing that
needs to be disagreed with.

'Filling Out Your Turnsheet' by She-Puppy -- I would hope you'd already know how to
do this, but in case you don't...

'Are You Ready to Take Tournament Play Seriously?' by Pagan -- It should be noted
that the Basic D2 cut-offs are no longer accurate.  You'll see what they actually are
once the next tournament gets announced.  Otherwise, these are pretty good tips if
you want to become a tournament manager.  Personally I prefer regular arena play.

Another general note for everyone:  I strongly recommend those with internet access
check out www.terrablood.com for all kinds of useful charts, tips & hints to help
with this game.  Also, visit the Forums on www.duel2.com where you can converse with
many of the more experienced managers in the game.  If you don't have internet
access, contact me with a mailing address and I'll see about putting together a small
'D2 Care Package' with some of the more commonly used charts. -- Drake (who can be
reached by diploing Drake's Hardware in arena 81, emailing dm_drake@sbcglobal.net or
you can find me on the Duel2 website posting under the name Drake; who'da guessed)

Enyalius -- I hate it when an opponent does everything right.  I especially hate it
when I'm ahead and then an opponent turns the fight around and beats me anyway.
(sigh)  Good work, though. -- Parlen Quir

Mentu -- Whoa!  I shouldn't have had that all my own way, in fact, I shouldn't have
jumped you.  In an ideal world, of course.  But maybe you need to think about getting
off the mark faster? -- Verelle Wist

Lionheart -- Well, what can you expect?  My mother was frightened by a cuisinart just
before I was born, so I slice and dice by instinct.  But what I will say is, drop the
shield.  It's more trouble than it's worth for you. -- Tillise Ulam
P.S.  Well, actually, there's no point in my saying that, is there?  You're gone.

Lady of the Lake -- Train your strength, woman!  You probably won't lose any skills,
there aren't in that area at your probably level, and you NEED it.  Yeahyeahyeah, you
won.  Big deal.  That was only because I stupidly dodged into your blow.  You can't
count on that stuff. -- Yareon Zed
P.S.  And even if you do burn a skill to train your strength, is that worse than
getting killed?  Stuff like that happens in the arena, you know!

Bean Si -- No no NO!  Not the shield, please!  It complicates things for you (kind of
like trying to chew gum and walk at the same time) to handle a sword AND a shield at
the same time when you're a novice with both.  So drop the shield, my sweet little
bean flower. -- Roekfort Sims
P.S.  I don't think much of your primary weapon, either, come to that.  Surely you
can use something better?

                                  LAST WEEK'S FIGHTS

XIAN THE BLACK was viciously subdued by PARLEN QUIR in a 1 minute Bloodfeud fight.
NAVANNA was subdued by MORRIGAN in a 1 minute Challenge melee.
CAMULUS demolished TILLISE ULAM in a 1 minute uneven Challenge fight.
MENTU viciously subdued ROEKFORT SIMS in a popular 2 minute gory Challenge contest.
SHEVA CALLISTER was subdued by ENYALIUS in a 2 minute amateur's Challenge competition.
AGASAYA overpowered DANGEROUS CRIMINAL in a 1 minute one-sided Title struggle.
VERELLE WIST viciously subdued CULT MEMBER in a popular 1 minute gruesome competition.
YAREON ZED won victory over PERSISTANT BEGGAR in a 1 minute duel.
TARA FIREFIST slaughtered EMBEZZLING SCRIBE in a 1 minute one-sided duel.
MURDERMAW won victory over EMBEZZLING SCRIBE in a popular 1 minute novice's duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|LUNGING ATTACK                   3         TOTAL PARRY       24 -  14 -  0      63  |
|BASHING ATTACK                   3         AIMED BLOW        15 -   9 -  1      63  |
|WALL OF STEEL                    3         WALL OF STEEL     15 -  11 -  0      58  |
|STRIKING ATTACK                  3         STRIKING ATTACK   21 -  16 -  1      57  |
|SLASHING ATTACK                  2         SLASHING ATTACK   22 -  18 -  1      55  |
|PARRY-STRIKE                     1         BASHING ATTACK    22 -  23 -  2      49  |
|AIMED BLOW                       0         LUNGING ATTACK    33 -  38 -  2      46  |
|PARRY-LUNGE                      0         PARRY-STRIKE      10 -  12 -  1      45  |
|PARRY-RIPOSTE                    0         PARRY-LUNGE        3 -   8 -  0      27  |
|TOTAL PARRY                      0         PARRY-RIPOSTE      5 -  17 -  0      23  |

Turn 226 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

LUNGING ATTACK     3 -  0     STRIKING ATTACK    1 -  2         3  BASHING ATTACK 
BASHING ATTACK     3 -  0     AIMED BLOW         0 -  0         3  WALL OF STEEL  
WALL OF STEEL      2 -  1     PARRY-LUNGE        0 -  0         2  LUNGING ATTACK 
SLASHING ATTACK    1 -  1     PARRY-STRIKE       0 -  1         1  STRIKING ATTACK
                              PARRY-RIPOSTE      0 -  0         1  PARRY-STRIKE   
                              TOTAL PARRY        0 -  0         1  SLASHING ATTACK

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  AGASAYA 8355                8   1  0   66 GODS OF WAR (1446)
BASHING ATTACK   MORRIGAN 8382               6   2  0   49 GODS OF WAR (1446)
PARRY-STRIKE     XIAN THE BLACK 8353         8   1  1   40 INDIGO CIPHER (1445)
WALL OF STEEL    ENYALIUS 8425               4   1  0   35 GODS OF WAR (1446)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is AGASAYA 8355.  The most popular warrior this turn 
was MENTU 8354.  The ten other most popular fighters were PARLEN QUIR 8409, VERELLE 

The least popular fighter this week was ROEKFORT SIMS 8410.  The other ten least 
popular fighters were TILLISE ULAM 8411, NAVANNA 8407, XIAN THE BLACK 8353, TARA 
8448, and YAREON ZED 8413.

                             A SACRED LORD'S SLASHER

     Well, this article/spotlight is for Seal at 7th Order, so here goes.

ST:  If he's huge (15+), 3 is okay, and use HA.  I prefer 7 for epee.  9 gets scimitar 
and 11 gets broadsword.  Anything above 11 is a WASTE!!!
CN:  Whatever they send you.
SZ:  Any.
WT:  15, 17, or 21.  13 is workable, but I hate slow learners!   21 will probably take 
a lot from other areas, so 17 is best.
WL:  17, 17, 17!!!!  You need endurance, lots of endurance.  Some of my friends use 
15, but I prefer not to.
SP:  9+  They use SP as well as most, but don't add here until after WT/WL/DF.
DF:  15+, 15+, 15+.  Once again, I have high standards.  The reason?  Have you ever 
had a slasher come out w/ "relying on his speed to stay out of trouble"?  That's 
'cause his parry is in the negative.  With a 15 DF your slasher will have a much 
better parry and will probably be about 1-3 trains from a Master parry in advanced.  
Later on, you'll see!

Now, how to run them:

     10        9         7 ------------------------->  10
     10        4         2 ------------------------->  10
      7        9         7 ------------------------->   1
     CH/HE -------------------------------------------- >
     HE ----------------------------------------------- >
Off:  D at first, open later, min 2 +, open
Def:                                                  D/S (preferably Dodge)

     Min two+ is in case of a TP or WoS coming after you.  This setup works, so good 

Mike Bookout
Bookie, Sacred Lord of the Black Regime
Memphis Mafia (36,100)

P.S.  Anybody want to join the Regime?

                      The Dark Arena:  A Fighter's Perspective

(sung to the hymn:  Battle Hymn of the Republic)

Mine eyes have seen the glory
Of the coming of the dawn
I am walking down the tunnel
After everyone is gone
I step into the torchlight
And I see the blade he's drawn
My mind, it sings this song:

Worry, worry, I've come for ya
Worry, worry, I've come for ya
Worry, worry, I've come for ya
My mind continues on

The crowd is chanting praises
But all I hear are growls
Mine enemy's upon me
So I strike him and he howls
Parry, parry, slash, and parry
I smell his breath so foul
And death, he sings this song:


Now we both are tired
And my strength is fading fast
Oh, let me give that fatal blow
Oh, let me be the last
I swing my sword with all my might
The crowd it stands, aghast
As he dies, I sing my song:


Scotlan (28, 31, 39, 50, ?)

                               Kill Desire: "Patience."

     Many times I have lost warriors, and the manager claimed the KD was only five.  
As if KD had anything to do with the death of my fighter.  It was really the battle 
axe to the head that killed him.
     I was quite disturbed at the widespread belief that kill desire has something to 
do with killing an opponent.  But they have good reason to believe this: the 
Duelmasters Handbook definition of kill desire has a tendency to cast a "confusion 
spell" on the reader to make them think that way.  The wording is very misleading.  
The name "kill desire" is also misleading.  A more correct word would be "patience."
     Yes, kill desire is actually how much patience your fighter had before taking a 
shot.  KD doesn't add damage or tell your fighter where to aim at.
     Damage is calculated by weapon and strength.  (Of course, favorite weapon also 
affects damage.)
     You let your warrior know where you want him to aim at by filling out the attack 
location boxes on the fight sheets.
     Hit location and damage are the main two things that will kill warriors.  Hit 
locations to vital areas such as head, chest, and the abdomen repeated times increases 
your chance to kill.  The amount of damage inflicted to these vital areas also 
increases your chance to kill an opponent.
     As you see, none of this has anything to do with kill desire.
     Now, I will tell you what kill desire, or patience, as I call it, actually is.
     If you run your warrior with an 8-10 KD, you're telling him to swing like a 
drunken wildman.  You'll see statements in his fights that say "swings wildly" or 
other things to that effect.  He is not waiting for a good opening.  He is swinging at 
everything!  This is bad for several reasons.
     With his KD that high, he is very easily dodged and parried.  Also, he can be 
feinted into bad dueling decisions as well.
     I think that KD between 5-7 for offensive styles and 3-6 for defensive styles is 
     You get a lot more hits with a 5-7 KD, and feint a lot less.  But you also get 
more kills in this range.  Reason being, you're waiting for a good shot that is hard 
to dodge or parry.  The example I used earlier about the manager with the 5 KD and 
battleaxe is the point I am trying to make.  If his warrior's KD was 10, my warrior 
could have dodged or parried the attack and still be alive today.  But since it was a 
5 KD, he waited for a good shot that my warrior had trouble defending against, and 
cleaved his head off!  (Well, not literally.)
     Defensive styles run about 3-6 KD.  Defensive styles swing wildly a lot in the 
beginning, but that is natural.  They will get better.  3-4 KD, they still have a 
tendency to let attacks go by.  Of course, if you're scumming, go with a 1 KD. 
     In short, having an 8-10 KD means your warrior is doing all that swinging and 
hitting less.  Not to mention all the endurance he is burning up to no avail.
     Any comments, you can diplo me.

                                                  Sir Jessie Jest

                                                  DM 11: Lords of the Abyss
                                                  DM 61: Pit Fiends
                                                  DM 67: Storm Wizards
                                                  DM 5:  Bad Girls

                               SOME INFO ON THE RIPPER

     Being that the parry-riposte is my favorite style, I thought I'd share a few 
things I've learned.
     General design:

     ST: 7-11  Strength isn't all important to the P.R.  An 11 will gives you all well 
               suited weapons.  I'll even go as high as 17, but with no dramatic 

     CN: Any   A higher con will give a better endurance and make survival easier.

     SZ: Any   Although a smaller size gives you a defensive bonus.

     WT: 15-21 As with all other styles the higher the better.  15 will give the epee.  
               A P.R. needs to learn skills to survive.
     WL: 13-21 Will is as important as wit.  It helps endurance and life expectancy.  
               A higher will allows you to pick apart most scum.

     SP: 5-13  13 is a major breakpoint but it's not necessary to go that high.  A 
               combo of 15 wit, 15 deftness and 11 speed will give you an expert in 
               riposte with any luck.

     DF: 13-21 The higher the coordination the easier it is to hit your attack 
               location.  A 15 will give you the epee.

     The perfect P.R. would look something like this: 9-4-5-17-21-11-17 with starting 
skill bases like:
     Ini: 60%
     Rip: 90%
     Att: 75%
     Par: 70%
     Def: 75%
     Dec: 40%
     One of my first PRs looked like this: 15-10-9-15-15-6-14, Thror the Dark.  He was 
extremely unlucky as far as starting skills.  He now looks a little different: 17-11-
9-17-16-7-15 with 90% Init, 145% Rip, 130% Att, 130% Par, 115% Def and 80% Dec.  I 
destroyed him with early stat raises.
     I had a similar design that was luckier, at least until he got X-ed by a slasher 
in a tourney.  He died with a 12-3-1 record.  But enough of that.  You're probably 
wanting to get on with the strategies.
     So getting on with it, I've tried both offensive and defensive strategies.  
Generally defensive has worked better for me.  Something like: 3-6-6 going offensive 
in minute 3 or 4 with a 10-8-6 or a 9-7-6 and then backing off to a 6-4-6 or a 4-5-6.
     As far as tactics go I don't use 'em very often.  If you use any offensive tactic 
use the lunge or nothing.  Defensively use dodge and parry sparingly, if at all, and 
don't use the riposte tactic after you've achieved a master.
     Okay, now on to weapons and armor.  A parry-riposte is somewhat limited when it 
comes to weapons.  The longsword is their best choice against heavier armors.  I once 
tried the halberd (I'll wait until you finish laughing.)  Anyway, Thror the Dark 
savagely slew Spymaster with it.  I only give the PR an off hand weapon with epee, 
shortsword or the longsword.
     I've done varying things with armor, but I've found that lighter armor works 
better, personal favorites being APL, ARM, and ASM.  I read an article about the 
parry-riposte of coom that made me laugh.  It said something about wearing more armor 
than expected of a PR, listing nothing higher than ACM+F.  Imagine what he would have 
thought fighting Thror the Dark in APA+F.
     This is just an opinion brought to you by Necrom, manager of Knightmares (33), 
Pentad Paladins (55), Northlanders (70) and a couple of others.

                                   Crimson Strikers

     Greetings, fellow managers, I, Crimson Strategist, shall share my thoughts with 
you on the striking attack style.
     This style developed in cultures where weapon quality surpassed that of the 
armors, this made landing the first blow vital.  This blow is usually delivered in a 
downward fashion quickly, surely, and with power in a minimal of wasted motion.
     Here's how I rate the stats:
     ST 11-15: Never go below 11, strikers are well suited to ALL the weapons in the 
game and 11 allows the use of the majority of them.  They also need to hurt their foe 
when they hit, thus making this an important consideration for damage rating.
     CN 3-9:  This whole style revolves around finishing your foe quickly, if your foe 
has time to develop a complex formal attack on your striker, then you're not fighting 
him properly.  A properly run striker should never be hit more than four or five 
times, any more than this and the whole concept behind this style gets thrown right 
out the window, therefore I rate con as the least important attribute for this style.
     SZ 9-16:  A size of 9 allows use of all the weapons and it is important in 
determining your damage rating, plus, it also adds to your init and this style thrives 
on init.
     WT 13+:  As with any style, the higher the better.  13 is rock bottom, it allows 
the use of all weapons except the epee and you'll still learn at a decent pace.
     WL 7-13: This style conserves endurance which allows this attribute to go 
considerably less than most styles and still fight effectively for a respectable 
length of time.  I've had strikers with a 13 ST, 3 CN, and 5 WL get poor endurance 
ratings and ones with 11 ST, 6 CN, and 9 WL get normal.  However, if you want some 
long term potential, you'd want to be around 13 or so.
     SP 10+: This is very important for decise and init skills which are the heart of 
this style.  Landing the first blow and finishing the fight quickly is hinged on your 
striker's speed.
     DF 15+:  This is crucial attribute for this style, they NEED to be precise with 
their blows, plus, it also adds to their init.  Get to 17 or 21 if possible.
     Now let's take a look at the style itself.  The striking attack is one of the 
easiest styles to run, yet they have adversity that many styles lack.  As I've said 
before, a striker can use ALL the weapons in the game.  They can fight effectively 
wearing plate armor and no armor, they can use EVERY tactic in the game be it 
offensive or defensive, a striker can fight like a lunger or basher, ripper or 
slasher, etc... provided that you match up their strategy with the appropriate tactic 
and weapon.  They can beat ALL the styles in DM and beyond if you choose their 
strategy correctly for that particular style vs. style matchup.
     Here are some examples of style vs. style matchups for strikers and various 
tactic selections vs. the different styles.
     High decise strikers over slashers and lungers, strikers over total parry and 
wall of steel, rippers over strikers, etc...
     Using the decise tactic vs. lungers, slashers, and aimed blows.  Using the lunge 
tactic vs. rippers and aimed blows, using no tactic and having a moderate offensive 
effort and moderate activity level vs. total parries and wall of steel, etc...
     The possible variations for this style are virtually endless.
     Now let's take a brief look at your striker overview and glean some helpful hints 
on how to fight them.  If you see statements like "relying on speed to stay out of 
danger" or "avoiding rather than trading blows," this is telling you that your AL 
should be moderate to high.  If he does great damage, then don't use weapons like the 
epee or shortsword, this would be an underutilization of his strengths.  If he learns 
attack skills easily, then this is telling you that he likes to take his time and pick 
his shots so don't send him out with a 10 OE!  If you see statements like "has learned 
how to be a decisive and quick fighter," then by all means USE the decise tactic with 
a high OE.  Don't send him out with offhand weapons unless he's ambidextrous, if you 
do, it will take away from his attack.  As you can see, the various statements on your 
overview are very helpful in telling you how your striker likes to fight.
     Here's a very general strategy that has worked well for my strikers.

OE             10   8    7    7    7    6    6       Armor: ARM to ACM
AL              4   3    2    1    1    1    8       Weapons: BS,LO,SC,GS,BA
KD              6   6    6    6    6    6    5
ATT LOC        Head, body, arms
PRO LOC        Head or body
OFF TCT        Decise or bash
DEF TCT        Response or dodge

     Before I close there is one last point I wish to emphasize, USE the 
challenge/avoid system, it will help control who you fight and when.  In closing, I 
would like to thank the following managers for their diplos and articles which helped 
me learn the game: Sir Jessie Jest, Talon, Tex, the managers on the roundtable, and 
numerous others who took their time to put quill and ink on parchment and pass their 
knowledge on to others, thanks!
     Many of you know the Crimson Death stables or soon will know them since I plan to 
have quite a few of them up and running, however, some of them will be on and off due 
to monetary fluctuations so if you wish to diplo me with any comments, criticisms, 
whatever, send them to my home arena, which, from here on out, will always be active.

                                                  Crimson Strategist
                                                  Crimson Death DM 61