DUEL 2 NEWSLETTER

Date   : 09/15/2007    Duedate: 09/28/2007

NOBLISH ISLAND ARENA

DM-93    TURN-243

This Weeks Top Honors

THE DUELMASTER IS

BLACKMOON
ECLIPSE (1476)
(93-8556) [7-0-1,82]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              BLACKMOON
                               ECLIPSE (1476)
                               (93-8556) [7-0-1,82]

Popularity Leader              This Weeks Favorite

RON BURGUNDY                   FALWORTH
CRUCIBLE (1480)                DEFENDERS (1481)
(93-8566) [5-1-0,39]           (93-8573) [4-0-0,25]

THE CURRENT TOP TEAM

ECLIPSE (1476)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. ECLIPSE (1476)              44
2. THE WOLVES (1467)           34      BANE'S CHILDREN (235)
3. CRUCIBLE (1480)             25      Unchartered Team
4. GOTTA GET A CLUE (1484)      7
5. DEFENDERS (1481)             4      MIDDLE WAY 18 (1483)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*MIDDLE WAY 18 (1483)      13   7  1 65.0   1/ 2*ECLIPSE (1476)           10  5 4
 2/ 2*CRUCIBLE (1480)           18  11  2 62.1   2/ 1*MIDDLE WAY 18 (1483)      9  6 1
 3- 3*THE CYRKLE (1472)          6   4  0 60.0   3- 4*THE CYRKLE (1472)         6  4 0
 4/ 4*ECLIPSE (1476)            21  19  6 52.5   4/ 6*THE WOLVES (1467)         6  7 2
 5/ 5*GOTTA GET A CLUE (1484)    6   9  0 40.0   5/ 3*CRUCIBLE (1480)           6  8 1
 6/ 8*THE WOLVES (1467)          8  14  2 36.4   6/ 5*GOTTA GET A CLUE (1484)   5  5 0
 7/ 7*DEFENDERS (1481)           4   7  0 36.4   7/ 7*DEFENDERS (1481)          3  3 0
 8/ 0*LORDS OF (133)            12  24  0 33.3   8- 8*DRAGON LANCE (1479)       1  4 0
 9- 6*DRAGON LANCE (1479)        3   6  0 33.3   9/ 0*LORDS OF (133)            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

      * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *

     A day like any other day.  Wet.  Boots walking across the road leave footprints
that quickly fill behind you crating large paddles that when you hop to avoid only
creates another beneath your feet.  This, unavoidably, leads to muddy floors and
soggy socks.  Two, among many, things that I dislike.  This, like any other day, is
what I was attending to on what turned out to be a most auspicious day.  I was just
hanging the last pair of clean socks on the line and I was feeling pretty good about
my accomplishments when I happened to look through my window just as Gupta was
rounding the corner.
     He was bounding across the street without a care as to whether he created, or
even completely submerged himself within, the many paddles that led to our house.
And he was headed for my newly cleaned floors.
     I ran for the stairs determined to stop him before he got into the house.  It
was a small place for seven people so I tried to keep it clean for as long as
possible.  However, with Gupta's speed and my girth, I knew all this running would
lead to no avail.  So I called desperately down the stairs for Valerian's aid.
     "Valerian!  Stop him before he gets through the door!"
     "Got it!" she called back confidently.
     I reached the bottom of the stairs just in time to see:
     Valerian flails wildly, missing by several feet!
     Gupta feints on attack, hindering his opponents initiative!
     He rushes to his opponent's weak side!
     Valerian swings way wide, as if attacking the air!
     Valerian's eyes blaze as she grudgingly accepts her loss!
     Having easily bypassed Valerian, Gupta reached the threshold of the house
untouched.  At top speed, he came through the door.  He set his foot down on my newly
cleaned and apparently slippery floor, slid five feet and crashed into a table, two
chairs and a very unhappy Levithean, who answered with a quick slap to the back of
Gupta's head.
     I looked disappointedly towards Varlerian.
     "So I missed!" she offered.
     "Figures," I replied.
     It was at that moment that I finally comprehended what Gupta had been yelling
the whole time.  He was saying, "I found him!"
     "What?"
     "I said, I found him."
     "Found who?"
     "Our replacement fighter!"

***To Be Continued***

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

     The topic I've chosen to address today is The Obvious.  There are some obvious
mistakes that new players can and sometimes do make.  I've seen it happen.  I'm sure
none of YOU have made these mistakes, but just in case....

     Choice of weapon, there's a good area for mistakes.  Every style has its
preferred weapons, NO weapon can be used by every style, nor can every style use all
weapons.  At some point in your ten turns here in Arena 93, you will see the chart
that separates out weapons by style.  Pay attention to that, this is not just whim,
opinion, or personal taste.  This has been tested, over and over again.  The fights
are monitored by a computer, and a computer doesn't care about "this should work" or
"that should be cool."  If your weapon is unsuited to your style, you will be
penalized in the fight.  This is more than just "doesn't seem to have the strength/
wit/deftness to use his weapon."  That handicaps you, but not as badly.  In fact,
just to confuse people, sometimes a warrior's "favorite" weapon, chosen by the
computer at the time the roll-up is first input, will be one for which he lacks the
perfect numbers.  But it will ALWAYS be one suitable for his style.
     Don't trust real-world logic in picking weapons, this is a game with its own
rules.  My stock example, which is TRUE, is bashers and fists.  You'd think--many
have--that a basher would be a natural going in with his fists.  No.  Bashers are
unsuited to this weapon and will not do their best with it.  Do not trust logic,
trust the charts.
     Also, weapons have weight and bulk.  If you go in loaded like an armory cart, as
I have seen characters in a role-playing game do, you will be at a disadvantage.  The
computer is merciless when it comes to encumbrance.  Always carry a backup, yes.
That's common sense.  But do NOT carry a backup that's heavier than your primary
weapon, it's for emergencies, and you may not be able to draw it in time anyway.
Don't even THINK about carrying a two-handed weapon as a backup, the computer will
not allow this.  The input program rejects this.  Always.  Yes, sure, if you go to
the Dark Arena, you might see the Shewish Giant with backup mauls.  He's a special
case, he exists only to kill your warriors, and he is allowed more weapons than any
managed warrior will ever be able to carry.  When you're looking for a backup, pick
something relatively light:  dagger, shortsword, scimitar, if you want a sword,
hatchet, shortspear, warhammer.  Maybe a mace.

     Training.  This is one of my stock cautionary tales, and it's true.  It happened
back before Noblish Island was opened.  A new manager who had run three turns and
pulled 0-15 wrote and asked me what was wrong.  Not only were his warriors losing,
they hadn't learned a skill in the whole time.  He sent me their stats to demonstrate
that they SHOULD have learned skills.  Five warriors, three fights each, and between
them, they had TWELVE stat increases.  They hadn't learned skills because they hadn't
been training skills.  Read the rule book, read ALL of your Noblish Island
newsletters, and pay attention!  It's depressingly easy to overlook the obvious, and
this can mean a disaster.

     Armor.  The offensive styles, basher, lunger, slasher, striker, are geared to
run fast, fight fast, move fast, get in and win and get out before they're hit.  If
you put them in full plate, yes, you will probably reduce their chance of death.  But
you will also reduce their chance of winning.  They should not need the heavy armor
to keep them alive; their offensive capabilities should be doing that, by winning the
fight before they're in danger.

     Perhaps not so obvious, but...you can often surrender when a fight is going
badly.  If your desperation strategy is set up for that.  Raising any of your fight 
numbers, much less all of them, in desperation, will often cause your warrior to go
berserk, and it increases his chance of doing something stupid and getting killed.
Dropping the numbers, on the other hand, makes him feel that he doesn't want to fight
so hard, and he might surrender before his hit points drop to zero and he dies.  No
guarantee, but it's worth a try in many cases.

Jorja
The Middle Way

      * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *

                                 Profile of a Style
                                      Slashers

     This article is not the Last Word on Slashers.  But I've run a lot of them, and
I think I have something useful to say.  They were my default style when I was
learning the game; if I didn't know what else to do with a roll-up, I made it a
Slasher, armed it with a scimitar, and ran it 10-10-x until I figured out what I
should be doing instead.  Usually, "instead" meant lightening the armor and slowing
them down because they got tired too fast, activity level first, then if necessary,
offensive effort.  An amazing number of them survived and even graduated on this
strategy.
     I have the details of sixty-five immortal Slashers here, warriors who,
regardless of my managerial expertise or lack thereof, managed to survive to
graduation.  Some are very bad, but lucky.  A few are very good.  Most are ordinary
warriors of moderate ability, made from the kind of roll-ups that you see every day.
I'm not going to list all sixty-five of them, which is way too many for a practical
discussion, but think of them in the background, confirming or denying suggestions
and suppositions.

     Favorite weapons:  You will find that only those weapons which may show up as
favorites when a warrior graduates will be listed as "well-suited" in the fight
reports.  These favored weapons vary with style, and I assure you they have been
thoroughly researched by players over the years.
     The eight weapons suitable for use by Slashers, and the minimum stats required
to use them, are:
     Battleaxe      ST  15  WT   9  DF   9  \\  12 in sample
     Broadsword     ST  11  WT   9  DF   7  \\   7 in sample
     Epee           ST   7  WT  15  DF  15  \\   5 in sample
     Greataxe       ST  13  WT   9  DF  11  \\   8 in sample
     Hatchet        ST   5  WT   3  DF   7  \\   9 in sample
     Longsword      ST  11  WT  13  DF  11  \\   8 in sample
     Scimitar       ST   9  WT  11  DF  11  \\  10 in sample
     Shortsword     ST   5  WT  11  DF   3  \\   6 in sample
[Data courtesy of Pagan and other managers, for which I thank them.  Any errors are
my own.]
     The final number on each line is the total number of Slashers in my sample who
had the weapon in question as a favorite.  (Just as a warning on the unreliability of
statistics, the first twenty-two warriors on my Slasher list favored an axe of some
kind over a sword by 2 to 1.  But on the group of sixty-five, the proportions are
reversed!  Tricky things, numbers.)
     Study this chart, and resist the temptation to make a Slasher who doesn't have
the stats to use at least one of these weapons well.  I can tell you from bitter
experience that you do not want a warrior who is unsuited to every weapon in the book
by reason of either stat deficiencies or style preferences.  If you haven't done it
yet, then take my advice and avoid this pitfall; it is enormously frustrating.
     Weapons not listed on this chart are not suited to the slashing style.  Really,
we're not guessing--managers have tested this repeatedly, and arming a Slasher with,
say, a war hammer or a long spear will always, regardless of his stats, get the
result "uses this weapon in an unorthodox style" (meaning "badly").  You want to
avoid that.
     As you can see from the list above, a Slasher doesn't have just ONE important
stat where weapon choice is concerned.  Over all, strength, wit, and deftness are
equally important, but there is enough variation that a warrior deficient in one area
but not the others can find something to fight with.
     Below are two dozen immortal Slashers, three who favor each of the Slasher's
weapons, their relevant stats, and their favorite rhythms.
     Battleaxe
Damoreth       ST  13  WT  17  DF  11  H/VL
Kaltho         ST  10  WT  17  DF  13  VH/L
Robin          ST  10  WT  17  DF   7  M/M
Note that none of these three warriors has the minimum stats needed to use a
battleaxe to best advantage!  That's one of the little tricks the Commission plays on
us to make sure we don't find things too easy.  You'll see others below who lack some
critical stat needed for using their favorite weapon, also.
     Broadsword
The Kid        ST  13  WT  11  DF  11  H/L
Elin           ST  19  WT  11  DF  17  H/VL
Gilis          ST   9  WT  17  DF  11  H/VL
     Epee
Billie         ST  12  WT  12  DF   9  H/VL
Anlis          ST  11  WT  15  DF  13  VH/L
Kyra           ST   9  WT  11  DF  17  M/VL
     Greataxe
Kothland       ST  10  WT  15  DF   9  H/VL
Jane Erh       ST   9  WT  15  DF  15  M/VL
Ginger         ST   9  WT  11  DF  11  H/VL
     Hatchet
Kirmo          ST   9  WT  15  DF  13  H/VL
Treefrog       ST  10  WT  13  DF   9  H/L
Medio Curr     ST   9  WT  11  DF  13  H/L
     Longsword
Goff           ST   9  WT  11  DF   9  H/VL
Tumbleweed     ST  11  WT  13  DF   9  H/L
Nelinaria      ST  12  WT  17  DF  13  H/L
     Scimitar
Horace         ST  13  WT  11  DF  13  VH/VL
Wolf           ST   9  WT  15  DF  13  H/VL
Geladina       ST   9  WT  15  DF  12  M/VL
     Shortsword
Rover          ST  13  WT   9  DF  11  VH/VL
Riya           ST  10  WT  15  DF   9  VH/VL
Hammir         ST   9  WT  15  DF  13  VH/L
     My habit of giving any Slasher with the necessary stats a scimitar to wield
means that a lot of these warriors never ran their favorite weapon.  But they
survived anyway, because the scimitar is so GOOD.  I really like arming Slashers (and
many other styles) with scimitars, and I highly recommend it.  Just one scimitar in
hand, off-hand empty, and a back-up on the belt.  A warrior who does NOT have the
stats for a scimitar (hard to imagine, given my basic design philosophy) is not
trained as a Slasher.

     Which brings us to the question of warrior design.  With me, if I'm determined
that a warrior shall be a Slasher, the basic design decisions are already made: a
Slasher must be able to use a scimitar.  Okay, not always.  Seven of the twenty-four
warriors listed above lack the deftness for a scimitar, which means I probably sent
them out with a shortsword or a hatchet.  But "able to use a scimitar" is still my
basic Slasher criterion.  If there are points left over after arranging that, I put
'em on will.  And if will is 11 or better, I MIGHT put some points on speed, just to
see what happens.
     You will note that I don't figure any points to be added to CN.  True, a Slasher
burns endurance rapidly and may get tired in less than a minute if running hard.  But
Slashers are offensive warriors.  They aren't out there for a long fight; their style
wins quickly by attacking, or quits and fights another day.  For the same reason, I
am unlikely to put a Slasher in anything heavier than leather armor.  (The "quits to
fight another day" strategy has offensive effort and kill desire both dropped to
moderate or lower in desperation.)

     Favorite rhythm:  As I said at the beginning, when I started playing, I used to
run my Slashers 10-10-x, and many of them did well enough to graduate under that
regimen.  But looking at the favorites from my graduated Slashers, I find no
offensive effort lower than Moderate (5 or 6) and no activity level higher than
moderate.  It breaks down this way:
     Very High (9-10)/Moderate (5-6):  2
     Very High (9-10)/Low (4-5):       6
     Very High (9-10)/Very Low (1-2):  8
     High (7-8)/Moderate (5-6):        1
     High (7-8)/Low (3-4):            10
     High (7-8)/Very Low (1-2):       21
     Moderate (5-6)/Moderate (5-6):    4
     Moderate (5-6)/Low (3-4):         6
     Moderate (5-6)/Very Low (1-2)     7
This gives you a clear idea of how the Gladiatorial Commission sees Slashers:
offensive.  In all but four out of sixty-five cases, offensive effort is higher than
activity level, and sometimes--often--it's a lot higher.  This is not to say that you
will always want to run your Slasher hard and fast, which will burn his endurance at
a furious rate, but this is what he does best.
     There is no evidence to support the hypothesis that warriors have a favorite
kill desire.
     There is no convincing evidence to support the hypothesis that warriors have a
favorite attack location.  Logical arguments based on real-life concepts do not
necessarily apply to Duelmasters.  There IS evidence to support the claim that
increased deftness means a better chance of hitting the designated attack location,
in case you wondered about that.  And even without training DF to a higher number, a
warrior appears to gain accuracy with experience and an increase in skills.

     Favorite Tactics:  In my sample of sixty-five warriors, only four have a
favorite tactic, and in all four cases that favorite is the offensive tactic Slash.
This is not to say that your warrior can't use any other tactic to advantage, because
maybe he can.  Well, okay, I wouldn't give him a Bash tactic, and probably not a
Lunge, either....  But apparently the only tactic he really likes is Slash.

Going from the general to the specific--

                                 Profile of a Warrior
                                     Black Victor
                                       Slasher

     Vic is 9-7-15-17-15-10-11, no stats trained, and he was 22-18-2 running on
maintenance at the time he received his graduation notice.  He had an advanced master
in initiative, and advanced expert in riposte, a master in attack, and an advanced
expert in decisiveness.
     According to his overview, he is very intelligent (something not always
demonstrated in his dealings with his teammates)
          Nothing short of a genius at keeping his foes at sword's point
          Does a lot of little things well
          Uses an unusual fighting style, deadly to slower, less active foes (I have
NEVER gotten an overview that claimed the warrior used a hackneyed, common fighting
style that would result in getting himself killed)
          Avoids blows well
     He's an extremely active fighter (the SP and DF)
     Cannot take a lot of punishment (low CN)
     Can only carry a very little weight in armor and weapons (low ST)
     Is very quick on his feet
          Avoiding rather than trading blows
     Can do good damage with a blow (largely a result of his SZ)
     The Commission claim he favors a battle axe, which he has never tried, and a
rhythm of very high offensive effort and very low activity level
     At the time this invitation to the Isle arrived, he was running 10-10-8 straight
across, carrying a scimitar and backup scimitar, in leather armor and a helm,
attacking right arm, protecting body, and using no tactics.  Sunset (DM 21) is not an
easy arena, but this strategy--you'll note that it is not his "favorite"--got him out
alive.

     But suppose he had the same stats but some other style.  What difference might
that have made?  None to his ability to take and deal out damage, but more than you
might think to his initial, or base, skills.  Several managers (Sir Boyd and Pagan
are prominent among them, but I know others have helped, all unsung) have done a lot
of research, analysis, and experiment on the relation between a warrior's starting
stats and style and his starting skills.  (Note that a warrior's starting skills may
not be exactly what the charts would lead you to expect.  There is a luck factor; a
warrior may sometimes have more or fewer of a given skill than expected.)  His
ability to take and deal out damage, and to carry or not carry weight would have
remained the same, but....
     This is how Vic would have stacked up as a warrior of another style in the
skills department:

                       Skills
Style  Init  Rip  Att  Par  Def  Dec   Total
  AB      5    3    6    1    5   10     30
  BA     12    7   10    1    3   10     33
  LU     13    7   12    1    7    9     49
  PL     10    7   10    3    5    8     43
  PR      8   11    6    3    3    6     37
  PS      8    7    6    3    5    8     37
  SL     14    7   10   -1    5    9     44
  ST      9    7    6    0    5   10     37
  TP      8    7    4    7    5    6     37
  WS     14    7   10    5    5    8     49
All styles are not created equal, but have their own various strengths and
weaknesses.

     Do you look at this chart and wonder why all warriors aren't created lungers and
walls of steel?  Well, a lot of them are, especially lungers.  Some die of that low
CN, inability to carry much armor, and lack of parry and defense skills.  Some fall
victim to bad matches, develop losing records (this warrior is NOT at his best
against a long-haul total parry, for instance), and get sent to the Dark Arena.  Some
managers simply LIKE to play other styles, and can make up in skilled management what
the warrior may lose on the initial roll-up.
     Which brings me to an issue I would like to just mention to those of you here
who are new managers.  You can design warriors to maximize starting skills.  Let's
suppose that Vic's initial roll-up had a ST of 7 and I decided NOT to add two points
to it.  I could have put those points on either WT, WL, or DF, the three most skill-
rich stats and had more skills for him to start with.  But with a ST of 7, I couldn't
have counted on getting at least normal damage done, even with his big SZ, and
"little damage" has been the end of many warriors.  What good are skills if you can't
take your opponent down?  If I'd accepted a lower CN, I could have put more points
into stockpiling skills... and maybe gotten a "very frail" warrior, one who couldn't
survive a blow.  What good are skills if you can die from a single blow?
     Good warrior design is a balancing act.  You have to know what you expect of the
warrior: is he to be a long-term project, destined to dominate high-end play, or a
dixie-cup short-term warrior?  A short-term warrior can get away with a lot of
"design flaws" that would be disaster for a long-termer.  He can get away with being
very frail, or having a WL too low for training up stats.  He can be experimental.
But the first requirement for a long-term warrior is that he survive to reach the
Isle and immortality.  Skills alone are not enough for that.

Jorja
Middle Way

P.S.  If there's something you'd specifically like to hear about, ASK.  I don't know
what your questions are if you don't ask 'em.

           +>]H[<+-----+>]H[+ Question of the Week #4 +]H[<+-----+>]H[<+

     The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager
who is himself an alumnus of Noblish Island.  The answers are provided by other
managers in that arena.  Any manager here in Noblish who wishes to pose a question to
the more experienced managers of Aruak City, feel free to do so, either by sending in
a personal directed to DM 11 and identifying yourself as a manager from Noblish
seeking enlightenment, or by posting the question here, in which case I will be glad
to see that it reaches Aruak.
     Also, Hanibal sends you greetings and asks that we remind you that all arenas do
not have the same attitude and local conventions.  Aruak City is an Andorian arena
and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except
from the throne or in bloodfeus, no deliberate attempts to kill the warriors of other
managers, and a general attitude of friendly respect toward the other members of the
arena.  It is, in fact, a fine arena, and one where you would all be welcome (though
there are plenty of others--just ask, and I'll be glad to tell you about my
favorites). -- Jorja

Question, turn 405:

All -- If I had a warrior blessed +4 in all areas, maxed out with all 25's would I
have a chance to beat the top warriors in Primus or Gateway?  RSI says you get better
as you gain FE.  Some of those warriors have 10 years of FE.  How could one ever
compete? -- Hanibal's Q.O.W.

Answers, turn 406:

Q.O.W. -- A warrior as you have described would definitely be a viable contender at
the top of Gateway!  Maybe even the best.  Experience, though helpful, is vastly
outweighed by raw skill.  Plus, a great set of favorites make's such a warrior much
better.  If worked properly, a warrior +4 in everything could possibly TC a couple of
times and use those prizes to make them better.  Young warriors are continually
making gains into being competitive with the top of Primus and Gateway.  It just
takes a lot of time.  Donatello and some older warriors used to be the very best, but
younger ones have upset the balance.  Nothing is set in stone. -- Adie
P.S.  Not that I've had much luck chipping at that stone.  It's very difficult when
you're a small manager.

Hanibal -- If that hypothetical warrior you speak of had one of the fighting styles
that were suited to high end competition, then it would be very competitive.  Let's
say you went whole-hog and made it a lunger.  Being bonused by four in every category
would make it one of the very best.  But it just doesn't happen!  Ask the Consortium
how many +24 warriors they've had.
     Total FEs have a slight, even marginal effect, on the outcome of fights.  Having
good favorites is more important, and the amount of tourney prizes used on a warrior
cannot be discounted either.  If you're trying to choose which tourney class to try
and TC, I would advise something lower than Primus or Gateway! -- Generalissimo
Puerco

Hannibal -- Regarding your question of the week:  Does their long experience make the
top warriors in Gateway unbeatable?  I have no personal experience with Gateway and
don't care to get any at this point, but a manager who IS in Gateway says, No, the
top warriors in Gateway are not unbeatable.  But the critical factors include not
only the warrior's abilities but those of the manager. -- Leeta

Not a question of the week, but something else you might find interesting.  Thank of
it as an alternative to all the "How to make a perfect whatever" articles.

Jorja -- In dm 12 Riztab you asked me what I'd do with a certain roll-up wich wasn't
too good: 12-16-12-3-9-12-6.
     IF I wanted to actually play this monstrosity of brilliance, then I would do so
only for a limited time it depends upon what I can challenge in the arena but let's
say there are a lot of poor endurance weaklings, and/or a lot of Scum TP's.  Then I
would run this guy until I didn't have a descent chance to get my challenges through.
There seems to me only one option for this guy: 17-16-12-3-13-12-11  Basher.  He has
a 50-50 chance to get tremendous damage capability.  If he only gets Great Damage
then DA him.  If he gets his Tremendous damage then what you do is challenge EVERY
scum TP you possibly can, and since they are scum TPs they are prime targets for
down-challenging. Its not like you are picking on them; they are scum.  This guy has
a 100% chance to get Good endurance.  I would ONLY run a 10 Kill-desire and try to
kill things, but perhaps multiple wins over the same warriors is beter than being
bloodfeuded by a warrior that can beat you.  I would ONLY run with the MAce.  You
could go ahead and use a HL or a ML for those TP's but at tremendous damage and a
MAce you shouldn't get any bounces, and plenty of massive damage statements.  Only
use a MODERATE OE with a 1 AL starting in minute 3.  USE BASH.  Minute 1 and 2 go
with a scum TP strategy but use response.  No armor of course.  Now for all other
match-ups you go out like the scum you are: APA+F MA+LG  (well-suited to the weapons
selected), and run a triple-10 trying to get the jump, desperation should mimick your
minute 1 strat.  Minute 2 onward just drop the AL to LOW and then to VERY LOW.
Physicals for this guy are: Good endurance, can sustain a Tremendous amount of
damage, can carry a Tremendous amount of weight, can do a Tremendous amount of
damage.  This kind of warrior is much more fun than a Scum TP.  He should beat any TP
as long as you follow my guidelines.  During random match-ups you will have some
definate good chances to kill those weaklings that can't do enough damage to get
through the plate and the hit-points.  If you don't want to kill then I advise not
droping your KD below a 6.  The problem is that although you can take a lot of hits
like a TP you can't parry any of them.  If you can't start swinging sometime in
Minute 2 then your chances to win are slim against those random offensive matchups. -
- Pagan

Question, turn 406:

All -- Does having a lot of initiative skills help to steal initiative or is it all
riposte skills?  Is there a difference between "seeking the counterstrike" and "tries
to steal the initiative" or is it the same thing, but a different statement. --
Q.O.W.

Answers, turn 407:

Hanibal -- QoW:  If two warriors are fighting and one has a great deal more init.
skills than the other, it is possible for the initiative in the fight to get taken
without a riposte.  It doesn't happen an awful lot, but it isn't shocking to see it
happen.  Ex: A friend had a basher that started AE init on the rollup.  His first
fight he matches against an aimed blow.  The aimed blow wins decise, hits him once in
the head, and without going desperate or anything, he just starts swinging and beats
the poor aimer just like that.  You probably know that aimers usually tend to lack
init skills, so in that case the difference in total init allowed the basher to just
steal it.  Even when ripostes are involved, init still plays a role.  If you've seen
a warrior repeatedly make riposte attempts, only to get attacked again, then its
because the defending warrior's init was insufficient to allow him to attack after
the riposte.  Alternatively, styles like plungers and wastes make fewer attempts to
riposte, but their attempts are usually successful because their init is so good.  Of
course, the strategy a particular warrior is using (as well as the strategy of his
opponent) is important in taking and maintaining the initiative too. -- Generalissimo
Puerco

Q.O.W. -- Those fancy terms that come after a parry or dodge are successful attempts
to potentially riposte.  Then, once you succeed at getting that fancy line (your
riposte vs. their init), you make another check (I think your init vs. your
opponent's init) to actually take the initiative from them.  This is usually the
easiest way to take the initiative from a warrior.  Each riposte line is a chance to
take it away.  An example is how some rippers with low init may attempt to riposte
off of every single attack, but they may only steal it after several tries.
     Sometimes, however, a warrior may actually just straight out steal the
initiative.  This occurs usually when the one doing the stealing has a very high
rating in init and the opponent's rating is low.  A good example includes when a
lunger gets hit by say an aimed blow, but the very next line is the lunger swinging
back.  No riposte what-so-ever!  This is much rarer.  This can also be a function of
what offensive effort and activity a warrior is running.  Warriors running more
slowly can often lose the initiative this way as they just give it up. -- Adie

Question, turn 407:

All -- Is there a difference in between an Expert and (AE).  It appears to me that
your (17, 18, 19th) skills don't seem to make a difference until you get that next
rating @ 20? -- Q.O.W.

Answer next turn, don't have the time to dig it out today! -- Jorja

      * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *

                        ---===FREE BLADES REGIONAL NEWS===---

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 576): INCISOR of FANGS (The Anarchist, mgr.)
 DM  12 RIZTAB (turn 576): DEXTER of HIGH JINKS (Jondeaux, mgr.)
 DM  15 MALCORN (turn 570): SOMNAMBULANT of DARK CREATION
                            (Herbert Philip Lovecraft West, mgr.)
 DM  16 WILLAF (turn 572): BEAUFORT of ROSE NOBLES (Chancellor, mgr.)
 DM  17 ALJAFIR (turn 571): ATTILA THE HUN of DEATH INCARNATE (The Dark One, mgr.)
 DM  19 ZUWAYZA (turn 569): WHITE CHOCOLATE of WALI'S FINEST (?, mgr.)
 DM  28 MORYA (turn 284): VAIDISAIVA of THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 562): TYE FOON of FORCE OF NATURE (Storm Front, mgr.)
 DM  31 CHIMLEVTAL (turn 282): ULTHAR THYDRIM of THE STORMGUARDS (The Icelord, mgr.)
 DM  32 ARVAT (turn 558): ROLAND of RILL'S GCSC 2 (Rillion, mgr.)
 DM  33 NIATOLI ISLAND (turn 556): SOCIETY RED of JAILBIRDS (Philthy Phil, mgr.)
 DM  35 MURSKA (turn 547): PITFALL HARRY of FLIPPERS ARCADE (Huckle Cat, mgr.)
 DM  43 VEASTIAN (turn 510): KURESSA D'GEN of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 261): RAGGEDY ANN of DARQUE FORCES (Master Darque, mgr.)
 DM  47 DOUBLE X (turn 254): TEMPUS of WARHAMMERS (Coyote, mgr.)
 DM  50 SNOWBOUND (turn 241): SWEET AIR of OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 437): BUCK FEVER of BAD APPLES (Jorja, mgr.)
 DM  61 JURINE (turn 416): PARLEN QUIR of MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 403): STEELHORSE of POSSE (Rosebud, mgr.)
 DM  73 ERINIKA (turn 189): KARATIA of KIWI CONNECTION (The Mun, mgr.)
 DM  74 DAYLA KIV (turn 373): VORGAN TEN TALH of SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 369): SUN WEI LO of DRAGONS KEEP (Chi'en, mgr.)
 DM  78 LIN TIRIAN (turn 358): MIRIAL ADAMANT of SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 463): JOE SCHMOE of EASTERN HORDE (Mr. Mojo, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 575): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 576): POSITION IS EMPTY
 DM  15 MALCORN (turn 570): POSITION IS EMPTY
 DM  16 WILLAF (turn 572): JLG (Otis the Drunk, mgr.)
 DM  17 ALJAFIR (turn 571): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 568): TAHAHN HAH (Mr. Humlae, mgr.)
 DM  28 MORYA (turn 284): THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 562): ESCAPADE (Scion, mgr.)
 DM  31 CHIMLEVTAL (turn 282): POSITION IS EMPTY
 DM  32 ARVAT (turn 558): LUROCIAN GUARD (The Greek Guy, mgr.)
 DM  33 NIATOLI ISLAND (turn 566): JAILBIRDS (Philthy Phil, mgr.)
 DM  35 MURSKA (turn 547): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 510): MEDAL OF HONOR 27 (The Anarchist, mgr.)
 DM  45 STORMCROWE (turn 261): DARQUE FORCES (Master Darque, mgr.)
 DM  47 DOUBLE X (turn 254): THINGS I DROOL IN (Snuln, mgr.)
 DM  50 SNOWBOUND (turn 241): LIFE IMPACTS (Smitty, mgr.)
 DM  56 ROCANIS (turn 437): KNIGHTS OF ROCANIS (Jakari, mgr.)
 DM  61 JURINE (turn 416): ELEPHANTS ON PARADE (The Dark One, mgr.)
 DM  65 DAL SHANG (turn 403): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 189): PLAY BALL (Crip, mgr.)
 DM  74 DAYLA KIV (turn 373): SAND DANCERS (Olinda, mgr.)
 DM  75 JADE MOUNTAIN (turn 369): DRAGONS KEEP (Chi'en, mgr.)
 DM  78 LIN TIRIAN (turn 358): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 463): DO IT AGAIN et al (The Dark One, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  15 MALCORN (turn 569): AZAZEL of DARK CREATION (Herbert Philip Lovecraft West)
 DM  19 ZUWAYZA (turn 568): BLOOD SPORTS of THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  31 CHIMLEVTAL (turn 280): POSEIDONIS of AVENGERS (Huckle Cat, mgr.)
 DM  32 ARVAT (turn 558): P.Y.T. of NOTORIOUS (Destitute Noble, mgr.)
                          LARS of LUROCIAN GUARD (The Greek Guy, mgr.)
                          BILL BERITH of DEVIL ADVOCATES (The Dark One, mgr.)
              (turn 557): I.M. CEYTIN of DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 555): THE CRIPPLER of RAVAGING LORDS (?, mgr.)
 DM  35 MURSKA (turn 547): CULANN COONTZ of CHILDREN OF LLYR (Jorja, mgr.)
 DM  47 DOUBLE X (turn 253): SISTER MARY SARAH of OLD HABITS (Soultaker, mgr.)
                             SISTER SLEDGE of OLD HABITS (Soultaker, mgr.)
 DM  50 SNOWBOUND (turn 241): SWEET AIR of OPEN SESAME (Crip, mgr.)
                              GERRICK GRIMM of DRUID'S GROVE (Armalias, mgr.)
 DM  65 DAL SHANG (turn 403): STEELHORSE of POSSE (Rosebud, mgr.)
 DM  74 DAYLA KIV (turn 373): VORGAN TEN TALH of SAND DANCERS (Jorja, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

Veteran Mercenary?!  Go back to Infantry School and learn some fighting skills!  I
say again, I should be fighting managed warriors, not this stand-by trash. --
Blackmoon, Duelmaster

                                      SPY REPORT

     I can't believe the violence in NOBLISH ISLAND!  I still haven't told Mom I'm 
writing Spyreports.  She'd have a cow!  Well, here we go...  Like, MIDDLE WAY 18 had 
to be so embarrassed when they got kicked off #1 spot by ECLIPSE!  Way to go ECLIPSE! 
What was the name of that team who got 4-1-1 this turn for a total 21-19-6 you ask?  
(Sure)  ECLIPSE's their name, and fighting's their game!  MVP award for BOLT THROWER? 
CRUCIBLE's proud of him after beating TARIN SILLS and getting 19 points.  Talk about 
yer big time losers!  TARIN SILLS got smashed by BOLT THROWER, and lost 12 points!  
Don't you think the Duelmaster is being unfair?  I think BLACKMOON should let 
KHALHUMS DWARF be Duelmaster for a while, without fighting about it.  Is the 
Duelmaster really being a real snob to his teammates?  Don't ask me!   
     AAARRGH!!!  I HATE SPYREPORTING!!!  Sorry.  I just had to say it.  Like, is 
VALERIAN popular, or what?  She was challenged the most in all of NOBLISH ISLAND!  
She's got a 0-7-0, is that good?   
     Man, all these warriors dying and killing each other!  Don't you guys ever give 
it a break?  Hey you guys, don't you think your families would like to hear from you? 
Write!  (Or have someone write for you.)  
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I gotta leave.  NOBLISH ISLAND is like such a dump, and you guys smell too 
much!  Its been really albendranius!  Later, guys-- Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 BLACKMOON 8556                7   0  1    82       ECLIPSE (1476)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 NIGHTSHADOW 8555              6   1  1    52       ECLIPSE (1476)
 RON BURGUNDY 8566             5   1  0    39       CRUCIBLE (1480)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 DUNN 8488                     3   0  1    32       THE WOLVES (1467)
 MYEYESAREUPHERE 8565          4   1  1    31       CRUCIBLE (1480)
 BOLT THROWER 8567             3   3  0    28       CRUCIBLE (1480)
-GABRIELLE 8515                2   0  0    28       THE CYRKLE (1472)
 FALWORTH 8573                 4   0  0    25       DEFENDERS (1481)
 TARG 8587                     2   1  1    24       THE WOLVES (1467)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DEATHBLADE 8559               3   4  2    23       ECLIPSE (1476)
 NIGHTFALL 8595                3   0  0    21       GOTTA GET A CLUE (1484)
 NOLAN MARRIK 8591             3   1  0    20       MIDDLE WAY 18 (1483)
-STALLION 693                  5   2  0    18       LORDS OF (133)
 ROS QUIN 8589                 3   1  0    17       MIDDLE WAY 18 (1483)
 CAL I. BURR 8613              1   0  0    17       THE WOLVES (1467)
-FIREFORGE 8561                2   0  0    14       DRAGON LANCE (1479)
 REDBLADE 8615                 1   0  1    14       ECLIPSE (1476)
 POL ORVIN 8590                2   2  0    12       MIDDLE WAY 18 (1483)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 PROF. PLUM 8594               2   1  0    11       GOTTA GET A CLUE (1484)
-KLAATU 8514                   1   1  0    11       THE CYRKLE (1472)
-SMASHER 1466                  1   1  0    11       LORDS OF (133)
 TARIN SILLS 8588              3   1  0    10       MIDDLE WAY 18 (1483)
-BUFFY 8511                    2   0  0    10       THE CYRKLE (1472)
 LISA KAROL 8592               2   2  1     9       MIDDLE WAY 18 (1483)
-LEVITHEAN 8485                1   4  0     7       THE WOLVES (1467)
 VALERIAN 8484                 0   7  0     7       THE WOLVES (1467)
 SLAPYOUINPUBLIC 8603          1   2  1     6       CRUCIBLE (1480)
 SHADOWSPAWN 8614              1   0  0     6       ECLIPSE (1476)
-TALON 1280                    1   2  0     5       LORDS OF (133)
-RAISTLIN 8563                 1   1  0     4       DRAGON LANCE (1479)
 MISS SCARLET 8596             0   3  0     4       GOTTA GET A CLUE (1484)
 GUDGE 8593                    0   3  0     3       GOTTA GET A CLUE (1484)
-BLIMRING 8576                 0   3  0     3       DEFENDERS (1481)
-GOON MAN 1465                 0   2  0     2       LORDS OF (133)
-TASSLCHUFF 8564               0   2  0     2       DRAGON LANCE (1479)
-ISTAR 8560                    0   2  0     2       DRAGON LANCE (1479)
-QUESTOR 8512                  0   2  0     2       THE CYRKLE (1472)
-GIGRUNAN 8575                 0   1  0     1       DEFENDERS (1481)
 WINTER SWORD 8604             0   1  0     1       DEFENDERS (1481)
-THURMONIN 8574                0   1  0     1       DEFENDERS (1481)
-GOLDMOON 8562                 0   1  0     1       DRAGON LANCE (1479)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
NOT FOR LONG 8611      0  2 0 CRUCIBLE 1480         MOUNTAIN TROLL 18     243 NONE    
GUNNY HIGHWAY 8568     3  1 0 CRUCIBLE 1480         TARG 8587             241         
BLIZZARD 8569          2  1 0 CRUCIBLE 1480         DEATHBLADE 8559       240 REVENGED
ASH 8513               1  1 0 THE CYRKLE 1472       LISA KAROL 8592       242         
BOROM 8577             0  1 0 DEFENDERS 1481        NIGHTSHADOW 8555      240         
MR. GREEN 8597         1  2 0 GOTTA GET A CLUE 1484 DUNN 8488             243         
GAUL 1467              1  2 0 LORDS OF 133          REDBLADE 8615         243         
CHEWIE 8487            1  1 0 THE WOLVES 1467       SLAPYOUINPUBLIC 8603  241 JUST REV

                                     PERSONAL ADS

Death Blade -- I thought Eyes was done for when you landed that critical to the head
and knocked her off her feet in minute three.  That was a hell of a fight.  I am glad
that Eyes stayed unbeaten and congrats on the six skill learns. -- Kodiac

Tarin -- I learned two attack skills watching you slice and dice me.  I want a
rematch. -- Bolt Thrower

Dunn -- Nice jump, you Orc scum. -- Slapyouinpublic

Noblish Island -- Thanks for making me and the channel four news team number one! --
Ron Burgandy

All -- That's right.  Even when they are losing, the Wolves know how to put on a
show.  Targ getting the most challenges.  Dann avenging Chewie's death.  And I have a
new fighter for the matches this round.  I must say, not a bad week. -- Samuel
Pleasure, mgr. the Wolves

Valerian -- Jorja's standard advice:  drop the shield.  She doesn't believe in
shields, probably because she started life as a basher.  But you'll notice that you
didn't ONCE attempt to parry with it.  Increase your armor.  Your style doesn't--
isn't supposed to, anyway--leap out hacking like a madman, yours is a more
thoughtful, deliberate approach.  Armor will keep you alive while making this
approach!  Your style is often difficult for a beginning manager, and from this one
minute fight it's hard to point to more specific problems your manager may be having,

but do, please, consider more armor. -- Nolan Marrik
P.S.  If you have the stats for a scimitar (ST 9, WT 11, DF 11) consider trying it.
P.P.S.  I wouldn't really have ripped your face off.  That's just hyperbole.

Questor -- The oft-repeated (by us) advice:  drop the off-hand weapon for now.  Put
on more armor.  SLOW DOWN.  I have an offensive style (no comments from the peanut
gallery!) and was running flat out (10-10-x), and you have a defensive style (parry
in the style name) and got the jump.  If I hadn't taken you out fairly quickly due to
your lack of armor, you would very possibly have burned out (strains to hold his
fatigued arms in position, and other such phrases) before I did.  This is not good.
Armor and a slower pace, and consider dropping the off-hand weapon. -- Pol Orvin

Bolt Thrower -- Well, you can guess what Jorja had to say about your shield!  If you
aren't going to use it for parrying, why carry it? -- Tarin Sills

Not for Long -- Ah, the ironies!  In your case, I would advise that you DROP the
armor and come out of the starting gate like a scalded cat.  Not that I've ever
scalded a cat myself, but they tell me such felines move with great speed. -- Ros
Quin
P.S.  And you might want to try a mace, as being something you can swing faster.

Ash -- I'm sorry you died, but that doesn't mean your manager can't learn something
from this.  Such as:  drop the off-hand weapon, wear more armor, and next time pick a
straight-forward style (one-word style name) for experiment and learning.  If any of
your teammates wish to attempt a bloodfeud, I'll be here. -- Lisa Karol

Master Darque -- My thanks, and I'm sure the new managers here thank you also. --
Jorja
P.S.  Regarding Stimpy's "Thoughts on Total Parries, part I," I believe that article
had vanished from the system before the material for Noblish Island was assembled.

Buffy -- Thanks for the skills, but I don't know how you lasted 7 rounds attacking
like you did.  You must have great endurance. -- Gold Moon

All -- Although I haven't been playing long, I have noticed 3 things:
1.  There is no "sure win" strategies.
2.  Anyone who claims to have a "perfect record" is either lying, or has no wins thus
    far.
3.  Not all communications is good or helpful.
This is what I've learned in 3 arenas (Mordant-1, Noblish Island-93, and DM-23 which
I haven't been in, in so long I don't even know which one it is.  It was the
Slaughtered Priest Mem. last I knew.)  Don't hold this against me if it's not
helpful.  Thank you. -- Tiamat, mgr. Dragonlance

Kodiak -- No harm done, we all make mistakes.  Although my manager was confused (he
stays that way.)  Perhaps we may meet in the future. -- Tasslchuff

Tarin Sills -- My, don't we have a 21 ego?  Thanks for the advice though.  Next round
of beers is on me. -- Tasslchuff

Ron Burgundy -- Unless I fight bare-handed, I can't handle heavier armor.  Since you
were looking, does ringmail make my buttocks look big? -- Istar

Deathblade -- Hey!  Ron Burgundy was looking at Istar's assets! -- Raistlin

Levithean -- You had me worried for 2 rounds. -- Fireforge

Targ -- Wear a steel cap, at least.  Maybe I wouldn't have bopped your forehead so
hard. -- Nightshadow

Myeyesareuphere -- Wow!  That was a great battle! -- Deathblade

Kodiak -- The bloodfeud ends, Blizzard is henceforth revenged. -- Fox, mgr. Eclipse

Eclipse -- Thanks for all the help, and I hope to fight you in the future. -- Gabe,
mgr. Defenders

6 September 2007
                   ******************************************
                   ******************************************
                   *****                              *******
                   ***** STORMCROWE SLAUGHTERHOUSE 3  *******
                   *****                              *******
                   ******************************************
                   ******************************************

15 managers have announced for the Stormcrowe Slaughterhouse!!!!!!  There is still 
time to join and make a name for yourself in one of Alastari's fiercest contests!  I 
must correct a mistake in the previous announcement.  I incorrectly called it the 
Slaughterhouse 2, but in reality, this will be the third installment of the 
Slaughterhouse!

HOW TO JOIN

*Find a Partner

*Declare your intentions in the Stormcrowe newsletter to enter before the first turn 
of the contest.  You may also email or diplo Master Darque.

*Each manager entering the Stormcrowe Slaughterhouse must submit one (1) Team Roll-Up 
Certificate.  Only certificates will be accepted for entry.  All certificates 
submitted will be used during the course of the contest as prizes.

*RU certificates must be received on or before the first turn of the contest which is 
Stormcrowe Turn 263 (running approximately November 27, 2007).

RULES and SCORING

Rules and Scoring information for the Slaughterhouse will be posted every turn in the 
Stormcrowe newsletter beginning with Turn 260 and in a final all arena ad in 
November.

PRIZES

ENDURANCE AWARD:  One (1) +1 Bonus Potion will be given to every team that competes 
in 60 of the 65 contest fights.

KILL MASTER AWARD:  The individual manager with the most kills will receive a Limited 
Immortality Potion.  This potion may be applied to one (1) warrior.  He/she will be 
resurrected ONE-TIME if they are killed in Basic D2.

TOP TEAM AWARD:  Each manager on the winning team will receive the following prize 
pack for their Slaughterhouse Dominance:

*One (1) +1 Bonus Potion
*Favorites Knowledge for one (1) Warrior
*Undisclosed amount of Team RU Certificates

Special note from RSI on prizes:  All contest prizes must be used within three 
months.  All contest prizes may only be used on a living warrior on the participating 
contest team in DM 45.  The immortality potion may resurrect a warrior one time, 
after a death in DM 45 only, after which time the potion disappears.

NEED MORE INFORMATION

Rules questions and clarifications may be directed to Master Darque the contest 
coordinator.  He may be reached by email at rebelnerfherder at yahoo dot com or by 
diplo in DM 45 (Darque Forces-428).

                                  LAST WEEK'S FIGHTS

NOT FOR LONG was butchered by MOUNTAIN TROLL in a 1 minute Dark Arena fight.
NIGHTSHADOW demolished MYEYESAREUPHERE in a 1 minute one-sided Challenge melee.
RON BURGUNDY overpowered ROS QUIN in a 1 minute mismatched Challenge duel.
BOLT THROWER devastated TARIN SILLS in a 1 minute one-sided Challenge fight.
PROF. PLUM savagely defeated VALERIAN in a unpopular 7 minute Challenge competition.
BLACKMOON savagely defeated KHALHUMS DWARF in a 2 minute brutal Title struggle.
DEATHBLADE was devastated by DANGEROUS CRIMINAL in a 1 minute one-sided competition.
DUNN easily killed MR. GREEN in a action packed 1 minute gruesome uneven melee.
GAUL was assassinated by REDBLADE in a 1 minute gory uneven duel.
FALWORTH defeated MISS SCARLET in a popular 3 minute beginner's match.
TARG overpowered SLAPYOUINPUBLIC in a 1 minute one-sided match.
POL ORVIN was unbelievably bested by NIGHTFALL in a 2 minute amateur's conflict.
NOLAN MARRIK savagely defeated GUDGE in a 1 minute bloody novice's brawl.
LISA KAROL was overcome by CAL I. BURR in a 2 minute beginner's fight.
WINTER SWORD was defeated by SHADOWSPAWN in a 1 minute beginner's struggle.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  6         SLASHING ATTACK   28 -  10 -  3      74  |
|BASHING ATTACK                   5         WALL OF STEEL     12 -   8 -  0      60  |
|AIMED BLOW                       5         BASHING ATTACK    26 -  25 -  4      51  |
|SLASHING ATTACK                  4         AIMED BLOW        16 -  17 -  2      48  |
|LUNGING ATTACK                   3         LUNGING ATTACK    15 -  16 -  2      48  |
|PARRY-RIPOSTE                    2         STRIKING ATTACK   27 -  30 -  5      47  |
|WALL OF STEEL                    1         PARRY-LUNGE        8 -  11 -  0      42  |
|PARRY-LUNGE                      1         TOTAL PARRY        2 -   5 -  0      29  |
|PARRY-STRIKE                     0         PARRY-STRIKE       3 -   9 -  0      25  |
|TOTAL PARRY                      0         PARRY-RIPOSTE      2 -  14 -  0      13  |

Turn 243 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:

SLASHING ATTACK    4 -  0     BASHING ATTACK     2 -  3         3  SLASHING ATTACK
WALL OF STEEL      1 -  0     LUNGING ATTACK     1 -  2         3  AIMED BLOW     
PARRY-RIPOSTE      1 -  1     AIMED BLOW         1 -  4         2  STRIKING ATTACK
STRIKING ATTACK    3 -  3     PARRY-LUNGE        0 -  1         1  BASHING ATTACK 
                              PARRY-STRIKE       0 -  0         1  LUNGING ATTACK 
                              TOTAL PARRY        0 -  0         1  WALL OF STEEL  

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   BLACKMOON 8556              7   0  1   82 ECLIPSE (1476)
SLASHING ATTACK  NIGHTSHADOW 8555            6   1  1   52 ECLIPSE (1476)
LUNGING ATTACK   RON BURGUNDY 8566           5   1  0   39 CRUCIBLE (1480)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is RON BURGUNDY 8566.  The most popular warrior this 
turn was FALWORTH 8573.  The ten other most popular fighters were MISS SCARLET 8596, 
POL ORVIN 8590, SHADOWSPAWN 8614, NOT FOR LONG 8611, BLACKMOON 8556, DUNN 8488, CAL 
I. BURR 8613, NIGHTSHADOW 8555, RON BURGUNDY 8566, and BOLT THROWER 8567.

The least popular fighter this week was VALERIAN 8484.  The other ten least popular 
fighters were PROF. PLUM 8594, GUDGE 8593, SLAPYOUINPUBLIC 8603, GAUL 1467, 
DEATHBLADE 8559, TARIN SILLS 8588, ROS QUIN 8589, MYEYESAREUPHERE 8565, WINTER SWORD 
8604, and LISA KAROL 8592.

                                 Article for Newbies

     This here is an article aimed mostly at you new managers to the game out there.  
This chart is a consensus of managers on the internet about how they felt each style 
fairs against all other styles at the beginning levels of the game.  Of course, once 
you get ten or so fights under your belt the whole scenario changes and you can throw 
this right out the window.  But in the  meantime, use this chart to help you get a 
feel for the game, how the  different styles interact with each other and to hopefully 
dispel those 5-25 starts that can make you drop the game.  Hope this helps you some.

                         KEY FOR ODDS OF WINNING:

              1 - ALMOST IMPOSSIBLE     6 - BETTER THAN EVEN
              2 - HARDLY LIKELY         7 - GOOD CHANCE
              3 - NOT MUCH              8 - HIGHLY PROBABLE
              4 - SLIGHT CHANCE         9 - MOST DEFINATELY
              5 - 50/50                10 - ALMOST GUARANTEED

                   Reminder:  Left Row vs Top Column

          BA    ST    LU    SL    AB    TP    PS    PL    PR    WS  
    BA     5     2     6     6     8     9     7     6     5     6
    ST     8     5     8     9     9     6     7     5     6     4
    LU     4     4     5     6    10     5     7     7     9     6
    SL     4     1     5     5     8     6     8     7     8     9
    AB     2     2     2     4     5    10     6     6     6     7
    TP     3     4     6     4     1     5     7     8     6     5
    PS     3     3     3     4     5     4     5     4     5     4
    PL     5     4     3     3     6     2     7     5     7     6
    PR     7     5     2     2     4     5     6     3     5     4
    WS     5     8     6     2     4     6     7     5     6     5

    There you have it folks.  I would personally like to thank all the managers on the 
internet who made a contribution to this effort.  You know who you are.  Also a big 
nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the 
roundtable and without whose effort little projects like this would prove quite 
difficult.

                              David Gottwald - Magic Man

                              The Crew - Monuntial (34)
                           Rocky's Heroes - North Fork (47)
                       Tragedy Strikes - Andor (57) (inactive)
                              Natural Born - Illis (59)
                               Slow & Easy - Aradi (60)
                           Omega Squadron - Dragonhead (72)

                          MAKING YOUR CHALLENGES GO THROUGH

     First, you need to be sure you are making your challenges correctly.
     1.  Are you writing down the warrior I.D. number of the warrior you want to 
challenge?
     2.  Is your handwriting clear?
     3.  Is the warrior you are challenging within range of your warrior?  Warriors 
can challenge within their own class and the next higher class, plus the "Challenger" 
classes can also challenge the next lower class.  So, an Adept can challenge Adepts 
and Challenger Adepts.  A Challenger Adept can challenge Adepts, Challenger Adepts, 
and Champions.  (Try not to challenge down, though.  Besides being unsportsmanlike and 
making everyone mad, it isn't advantageous to your warriors.  They need to fight more 
experienced warriors so they will learn.)
     4.  Are your warriors eligible to make challenges?  If they didn't fight within 
the last two turns, then they can't challenge.
     5.  Are the warriors they want to fight eligible to receive challenges?  If they 
didn't fight within the last two turns, then they can't be challenged.

     Next, adjust your choices for the maximum likelihood of getting your challenges.  
There are several things that will help:
     1.  Have each of your warriors challenge two different opponents from two 
different teams.  That way, if the first opponent's team doesn't fight that turn, you 
still might get your second challenge.
     2.  Use your avoids.  Have each warrior avoid the teams of whoever you think 
might be likely to challenge him.  If you can get out of being challenged, that 
increases your chance of getting your own challenge through.
     3.  Don't challenge warriors who didn't fight last turn.  The odds are higher 
that they won't be fighting this turn.
     4.  Don't challenge warriors who might be involved in a bloodfeud (either as the 
killers, or the avengers).  A bloodfeud challenge has priority over all other 
challenges.
     5.  Don't challenge Tournament Victors.  A TV challenge has priority over all 
other challenges except bloodfeuds.  You'll need to do a little research in back 
issues of the newsletter to find out who the TVs are.
     6.  Don't challenge warriors who you know are going to challenge someone else, or 
are going to get challenged by someone else.  Your challenge has a better chance of 
getting through if it is the only challenge to that particular warrior.
     7.  Don't challenge the "easy pickings."  That is, warriors above you who have 
way too few fights or very bad records for where they are ranked.  They will tend to 
get challenged a lot.
     8.  Don't challenge warriors who are likely to be avoiding your team.  This 
includes any warrior your team fought within the last two turns.
     Well, it sounds like I've eliminated just about everybody, doesn't it?  Of course 
you can challenge opponents who fit into one or more of those categories; just try to 
find ones who don't.  Your idea candidate for a challenge is:  A warrior ranked 
somewhat above your warrior in the same class, or in the next higher class, with a few 
more fights than your warrior, and a winning record, who isn't a TV and isn't 
currently at war with anyone.
     I hope this will be of some help to you.

                                                  The Rogue She-Puppy

          MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY

     When you get your turn results in the mail it is very important that you squeeze 
as much enjoyment as possible out of that envelope!  I recommend (and also use!) the 
following procedures.
     First, open the envelope lengthwise with a letter opener.  Remove the blue-sheet 
BUT DON'T LOOK AT IT!  It may tell you that you are broke and owe RSI a lot of money.  
Flip it over instead!  The blue-sheet will be used as a "hider" when you read the 
fight results line by line, so you don't see the end of the fight by mistake and ruin 
the excitement.
     Remove the rest of the sheets in one smooth maneuver and place the flipped-over 
blue-sheet on top of the pile, without looking at anything.  You don't want to 
accidentally uncover an unexpected replacement rollup.  This is a traumatic experience 
that should be avoided at all costs, as it indicates that one of your battles didn't 
go exactly as planned.
     Now you must prepare your room, or whever you are, for the battles.  If you are 
suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects 
from the area.  If you happen to manage an entire team of scummy warriors it is okay 
to leave a loaded musket nearby.
     The next step is to put on music.  It definitely adds to the experience to have 
your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY 
WITH!  I christen each new warrior with a song that is his and his alone, and play 
that song whenever it is his turn upon the sands.  It is a personal choice but I 
recommend Judas Priest, Manowar or Metallica.  Avoid Abba and Barry Manilow (like I 
had to say it).  It is also important to match the song length with the expected 
length of the fight.  Don't choose "The Immigrant Song" for your 21-con Ultra-Scum.  
Likewise, don't choose "Stairway to Heaven" for your quick lunger.  Finally, sometimes 
it is nice to choose an exceptionally violent alternate selection for those 
Bloodfeuds.
     Now you are almost ready!  The final preparatory step (optional) is to prepare a 
pot of coffee.  Beer also works well, especially on Fridays, but I understand that 
some managers are not Well-Suited to that particular beverage.  I've heard the Duke 
Malibu in Solven drinks goat blood, but mind you this is only a rumor.  For the final 
touch, try putting on any handy armor you have.  Or a loin-cloth.  I put on most of my 
hockey gear.
     The fights are on!  The music is loud!  The coffee is good!  Read the fights 
slowly, line by line using your blue-sheet as a guide.  Don't go too fast, now.  Yell, 
"Yeah!" if your warrior scores an especially gruesome hit.  Cringe if your warrior 
feels the joys of a great axe connecting with his face (that means you, Marilith).  
Raise your fist in the air when that total parry realizes that his last shield has 
broken!  And cry when your favorite gladiator is gravely injured and then takes ten 
consecutive war hammer shots to the head...
     When the end of the fight comes you will be emotionally drained, so yell out, 
"Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off.  When the fighting is 
ended take a breather before preparing for the next cycle's fights.  Reflect on what 
has transpired and make a few notes.  You'll be a better person (and manager) for it!  
Isn't Duelmasters great?

Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205)
                                      DM-10 (Kolact) Beermacht
                                      DM-22 (Solven) Steel Warriors
                                      DM-24 (Zorpunt) No Escape

                           Winning With the Average Warrior

     Hi!  The Master of Anime here...  Yeah, yeah, I know, you're all doing a 
collective, "Who the Hell is this character?"  Well, my claim to fame, if you can call 
it that, is that I run Eve, one of the more popular, if not completely unspectacular, 
warriors to fight in Alastari.  I am a micro-manager (you've heard of mega-managers?  
Well, think in reverse) who has been mainly running only one team during my 8+ years 
of Duelmasters.  This little write-up is aimed towards the less experienced managers, 
the ones that can be brainwashed from some of the "How to build the perfect 
warrior..." spotlights that tend to appear from time to time.
     Many of the "How to build..." spotlights tend to deal with roll-ups that are 
quite ideal, but in reality, rarely come out of RSI's number crunching machine, 
commonly referred to as "the Roll-Up Gods".  There have been a few good articles on 
how to design skillful warriors from 'average' roll-ups.  Those articles, in my 
opinion, are the most helpful to new managers for the simple fact that you will almost 
always get an 'average' roll-up.  Occasionally, that 'average' roll-up might turn out 
to be something special, and that is what I would like to key in on.
     I know a lot of managers who will continually DA their warriors until they get 
something that is as close to perfect as possible.  You know, the warrior with three 
or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc...  
If you are a relatively new manager and you are also doing this, I think you are 
missing out on one of the more intriguing aspects of this game and that is warrior 
development.
     Being a micro-manager, I do not have an army of warriors like the mega-managers 
do, but I'd like to think that I can hold my own against them (hey, if you're gonna 
dream, dream big).  Anyway, back to the point.  One of my 'average' warriors seems to 
have achieved a form of notoriety in Advanced Duelmasters to the extent that even the 
ever quiet Mirage (manager of Donatello) has had something to say (it was at the last 
Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top 
Primus warrior on the tourney list.)  Mirage pointed at my warrior on the list and 
said, "That, is embarrassing..."  I took it as a compliment.  In case you're 
wondering, my warrior is Akira (the reason I'm writing this article is that I've been 
approached many times of late by managers who wanted to see Akira's numbers, thinking 
he had some sort of godlike roll-up.  I set them straight).
     I'm not going to print Akira's numbers in this article for the main reason that I 
don't have them with me at this time (it'll probably tick-off a lot of managers whose 
warriors Akira has beaten anyway), but I do know this... he has about 30 attribute 
increases and only one attribute is in the 20's, that one being WL (he even got gypped 
by not getting some skills that you normally think he'd get by raising WL up the 
20's).  He won't be getting another attribute above 20 for a long, long time.  (I 
think his next highest attribute is 17... note that this is after the 30 or so 
increases...)  You should have a pretty good idea how generic this roll-up is... a 
roll-up that would probably be DA'd by most managers looking for a good roll-up... a 
roll-up that I even said, "I'll run him for kicks, but will probably retire him once 
he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... 
a roll-up currently on a 20 fight win streak... a roll-up with three consecutive 
Primus TVs.
     So, before you give up on that average warrior, think again about giving him a 
chance to flourish... he might suprise you as Akira has surprised me.  Good luck in 
the arena!

M.A., a proud member of GAPPDA
P.S.  If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 
104).
P.P.S.  Swift -- We GAPPDA members are NOT slugs!!!  At least, I don't think we are...

                                     TWELVE TIPS

     A rookie manager asked me a question recently which prompted my "teaching juices" 
to flow.  I quote: "Just give me a dozen hints, and I'll leave you alone!"  Obviously, 
his challenge prompted me to organize my thought creating my Twelve Tips.  
     "Now wait a minute!" I hear you asking.  "Why should I read on?"  Simply put:
-- If you're an experience manager, you'll want to "clue me in" on other valuable tips 
I missed.
-- If you're a "newbie," these tips will enhance your W-L record and compound your 
fun.
     "But, are they GOOD tips?" you ask.  Believe me, fellow opponents, after 5000+ 
fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, 
they're GOOD tips.  So here we go, in no particular order.
(I)  ASK FOR HELP--Ask RSI about the Sponsor Program.  Diplo "good" managers in your 
arena.  Proclaim your willingness to learn in a personal ad.  You'll get some 
conversation.
(II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can 
be readily designed and more easily "mastered." (Whatever that means.)  Avoid the most 
difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS).  
Get some confidence first!  Most of us old-timers yet struggle with a good aimed-blow.
(III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too 
many stats.  Skills win fights, and in the long run, you will regret certain stat 
raises.
(IV) COLLECT DATA--The more you know about your own warrior (And even with the same 
stats, warriors differ) and the more you know about your opponents, the more likely 
you can cause something "good" to happen.  In the military/political world, we call 
this "intelligence." (Clue: ask about a D.M. handbook filled with info.)
(V) PERSONAL ADS--Don't be a jerk!  But write some every time.  Let me assure you that 
an unliked rookie cannot succeed in an arena against the local "Powers-in-control."  
You want to create friendly opponents. (When you know what you're doing--then you can 
try the jerk routine!)
(VI) TURN SHEET--Accuracy counts.  Fill it out perfectly (and legibly) pal!  Know what 
each section is for. (Reread the instructions.)  Many have been the surprised and 
frustrated manager who caused his or her own problem! (Even us "megas" blow it now and 
then!) 
(VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an 
offensive rollup.  Other attributes may add skills; con won't.  (Just wait until you 
hear someone shout never add to con--ever.  I didn't say that.)
(VIII) ONE WEAPON--For offensives.  When you get to finesse styles, you'll understand 
why you may want one in your off-hand also.  But, almost always carry a backup. (Hands 
can be hurt both striking and defending.)
(IX) CHALLENGE/AVOID--Always!  A manager's prime purpose is to optimize his warrior's 
chances.  Challenge those you'll have a good shot at beating and avoid teams who can 
cause you the most difficulties. (Challenge warriors--avoid teams.)
(X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting 
your arena W-L record.  Actually, you will create a positive impact in that those 
"tournament earnings" are "hidden" from other arena warriors.  Plus, tournaments are a 
real "rush!"
(XI) FIND A FRIEND--In every arena find at least one "friendly" foe.  Share opponent 
info.  With two, or more, of you sharing, look how much more "intelligence" you'll 
have.
(XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger 
you. (This is fun, right?)  The cool head wins more matches than the emotional one.
     So good luck, rookie!  We were all in your shoes once. (And for some of us that 
was a long, long time ago.)

                              THE CONSORTIUM
                              DM 8  Smithsonian (Curator)
                              DM 11 Bulldogs (Kennelworth)
                              DM 20 Animal Farm (Mino)
                              DM 46 Fandils (Fandil the Wise)
                              (and many, many more)