DUEL 2 NEWSLETTER Date : 03/29/2008 Duedate: 04/11/2008 NOBLISH ISLAND ARENA DM-93 TURN-257 This Weeks Top Honors THE DUELMASTER IS HOLLAND SHENANIGANS (1494) (93-8660) [6-1-1,84] Chartered Recognition Leader Unchartered Recognition Leader BROTHER TAO HOLLAND FAUX TIDES (1482) SHENANIGANS (1494) (93-8580) [5-4-2,37] (93-8660) [6-1-1,84] Popularity Leader This Weeks Favorite HOLLAND GEMINI SHENANIGANS (1494) ORDER (1501) (93-8660) [6-1-1,84] (93-8703) [3-0-0,26] THE CURRENT TOP TEAM SCARLET BROTHERHOOD (1505) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. FAUX TIDES (1482) 47 2. HOUSE OF JADE (1503) 20 ELLISHOOD (1493) 3. SHENANIGANS (1494) 18 Unchartered Team 4. MIDDLE WAY 19 (1502) 15 5. ORDER (1501) 2 HOUSE OF JADE (1503) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 2*HOUSE OF JADE (1503) 8 2 0 80.0 1/ 1*SCARLET BROTHERHO (1505) 9 4 0 2/ 1*SCARLET BROTHERHO (1505) 14 4 0 77.8 2/ 5*HOUSE OF JADE (1503) 8 2 0 3/ 4*SHENANIGANS (1494) 19 16 4 54.3 3/ 0 FAUX TIDES (1482) 8 7 3 4/ 5 ELLISHOOD (1493) 19 20 0 48.7 4/ 6*MIDDLE WAY 19 (1502) 6 8 0 5/ 7*MIDDLE WAY 19 (1502) 17 19 0 47.2 5/ 7*ORDER (1501) 4 5 0 6/ 6*ORDER (1501) 4 5 0 44.4 6/ 4 ELLISHOOD (1493) 3 4 0 7/ 0 FAUX TIDES (1482) 18 30 4 37.5 7/ 8*SHENANIGANS (1494) 2 3 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT Well, I guess this is it, Nob Heads. I'm forced off to greener pastures. Funny thing, after a 15-year hiatus, I came back to this arena with plans on making it my home. Unbeknownst to me, I must now transfer out. That's okay, anything new in Duel 2 is alright with me. Okay, here's the low down on Middle Earth's travelling fighters: Aragorn: ST 11, CN 11, SZ 9, WT 17, WL 16(17), SP 10, DF 11. Pretty vanilla, but a WT 17 WL 17 lunger will usually do well in basic and it's easy to fill out a strategy sheet: 10-7-7. Gimli -- ST 21, CN 10(11)(12), SZ 8, WT 12, WL 16 (17), SP 7, DF 10 (11). Tried the opposite of the low will striker. The rollup started with the 21 ST but I didn't feel like a basher. I never saw how long he could go, but great endurance and carry a great amount could get him through 9-10 minutes offensively. Boromir: ST 14, CN 13, SZ 12, WT 15, WL 14 (15), SP 4, DF 12. Seems like any SP less than 5 becomes a WOS for me. They need no speed and slightly uncoordinated or clumsy doesn't mean much if you can defend and hit hard. Balrog: ST 15, CN 12, SZ 18, WT 10, WL 11, SP 5, DF 13. Might have been a better WOS but we must experiment. He will milll around the middle ranks and after 20 more turns will graduate and be benched. I love his damage, but he learns slower than Helen Keller, as a basher should. Dark Arena Meat: ST 9, CN 13, SZ 14, WT 14 (15), WL 17, SP 8, DF 9. I couldn't figure out what to do with this guy. Started with a 5 ST and 4 DF and I took a shot at a lunger. I actually had a challenge strategy of Dark Arena, but at the last minute I scratched it out and gave him one fight to prove himself. Well, he's turned out 8-1 and the Popularity Leader of the island. A lot you f**@in know, Denunzio. Anyway, this crew has gotten me to 29-15-1 after one team rollup, I didn't buy 10 and pick a favorite. Now I must be off. Keep your scimitars sharpened and leave your war flails at home. -- Deep Thought, mgr. Middle Earth, DM 93 Redlegs DM 4 and Ultra-Violent DM 26 + ]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 Q.O.W. 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. -- Adie 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 City. 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. -- Leeta 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#&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 WOULD BE THE ONE THAT WAS USELESS THAT WAS INJURED BY THE PARRY! Strange eh? So if 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 -- Q.O.W. 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 Much has changed in NOBLISH ISLAND since last I was here. Never fear, Olaf Modeen adapts to many situations, as do all successful fighters. Ya gotta be quick on yer feet! Keep your elbow off the table! Thrust! Block out the pain! HOUSE OF JADE is now ranked 2nd with a 4-1-0 turn. What's with HOLLAND? He actually beat NOBLISH ISLAND's VENEMOUS CONCUBINE, and walked away with 18 more points from the fight. Major screwup at SHENANIGANS. KOS-MOS lost 7 points to ONE EYED MACK. Some new strategies, perhaps? Maybe KOS-MOS will provide more easy wins... I can barely restrain my enthusiam for SHENANIGANS' outstanding member, Duelmaster HOLLAND. Wouldn't it be nice to have live subjects to practice on? I hear some team is looking into the uses of convicted prisoners. Speaking of cowardly avoiders and unfair challenges... How well I know the feeling of being in the most avoided team! Don't fall out of practive, HOUSE OF JADE! In my day, no team with a 4-1-0 would scare me off! What's the problem, FAUX TIDES? What do people see in ONE EYED MACK? His 7-2-0? FAUX TIDES ain't talkin', but he's got 36 points. EARL BRUCE didn't quite know what to make of a challenge he received from BASTOR of FAUX TIDES, who is 23 points below him. BASTOR perhaps got his just desserts, seeing as he bested EARL BRUCE and ended up with 33 recognition points. Warriors of NOBLISH ISLAND unite. You have only your games to lose! Someone told GLAIVE that ORDER never Bloodfeuded, that he'd have an easy kill. Well, I'm sure whoever misled you is right sorry. Many a warrior has met his fate in a hungover stupor. You young rapscallions, take note! Who knows what the future holds for a warrior. More fights, there's no doubt. All work and no play makes Olaf a dull fighter. Work and play no fighter dull Olaf. Olaffighterwork and no play. Remember--a good fighter needs both good skills and good luck. Until next time,-- Olaf Modeen DUELMASTER W L K POINTS TEAM NAME HOLLAND 8660 6 1 1 84 SHENANIGANS (1494) CHALLENGER ADEPTS W L K POINTS TEAM NAME -LEINAD 8700 6 0 0 61 ELLISHOOD (1493) ADEPTS W L K POINTS TEAM NAME -AKIRE 8654 5 3 0 43 ELLISHOOD (1493) ADEPTS W L K POINTS TEAM NAME BROTHER TAO 8580 5 4 2 37 FAUX TIDES (1482) WOODY HAYES 8726 4 0 0 37 SCARLET BROTHERHOOD (1505) ONE EYED MACK 8579 7 2 0 36 FAUX TIDES (1482) CHALLENGER INITIATES W L K POINTS TEAM NAME BASTOR 8699 2 5 1 33 FAUX TIDES (1482) TALHO 8657 4 3 1 27 SHENANIGANS (1494) VILLITA ULAN 8708 4 4 0 26 MIDDLE WAY 19 (1502) GEMINI 8703 3 0 0 26 ORDER (1501) MARA ACOMA 8712 2 0 0 24 HOUSE OF JADE (1503) INITIATES W L K POINTS TEAM NAME SALIRA TEES 8728 4 2 0 22 MIDDLE WAY 19 (1502) KOS-MOS 8659 4 3 0 19 SHENANIGANS (1494) TEEBI SHOSTALLO 8707 3 5 0 19 MIDDLE WAY 19 (1502) LUJAN 8715 2 0 0 19 HOUSE OF JADE (1503) EDDIE GEORGE 8724 3 1 0 18 SCARLET BROTHERHOOD (1505) -ARCHIE GRIFFIN 8725 2 0 0 17 SCARLET BROTHERHOOD (1505) PAPWYEO 8713 2 0 0 17 HOUSE OF JADE (1503) ASSYLA 8652 3 6 0 15 ELLISHOOD (1493) XANTIPAR WYE 8709 3 5 0 14 MIDDLE WAY 19 (1502) KEYOKE 8711 2 0 0 14 HOUSE OF JADE (1503) EARL BRUCE 8723 3 1 0 10 SCARLET BROTHERHOOD (1505) BO DILLY 8697 1 6 0 9 FAUX TIDES (1482) JIM TRESSEL 8727 2 2 0 8 SCARLET BROTHERHOOD (1505) GLAIVE 8731 1 2 1 8 FAUX TIDES (1482) SELLATRA ROSE 8737 1 1 0 4 MIDDLE WAY 19 (1502) ARIES 8701 1 1 0 4 ORDER (1501) REGGISAKI 8702 0 2 0 2 ORDER (1501) LOGI THE GIMP 8714 0 2 0 2 HOUSE OF JADE (1503) -ELYK II 8730 0 1 0 1 ELLISHOOD (1493) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? NOTYAD 8729 0 2 0 ELLISHOOD 1493 BASTOR 8699 255 REVENGED GLADIUS ROSE 8698 0 4 0 FAUX TIDES 1482 TALHO 8657 254 BOURNE 8705 0 2 0 ORDER 1501 GLAIVE 8731 256 JUST REVENGED ANEMONE 8656 3 4 1 SHENANIGANS 1494 BROTHER TAO 8580 257 MAHO 8658 2 5 1 SHENANIGANS 1494 BLACK ORC 257 NONE PERSONAL ADS Glaive -- You have dishonored my family by killing my brother Bourne. You asked to see me on the sands again. I am sorry for the outcome. -- Gemini, Ftr Order Gimli -- That shouldn't have worked for you. Darn. Good fight. -- Teebi Shostallo Persistent Beggar? Bah. -- Villita Ulan One Eyed Mack -- You're as wild as a one-eyed Jack. Still, though you won, some advice: either train stats for that weapon, or drop it and use your backup. Plus, the armor is generally not considered well suited to your style. Of course, "generally" means it isn't always true.... -- Xantipar Wye P.S. It also looks like you might have had trouble going farther into the second minute. "Breathing heavily" is a bad sign. Woody Hayes -- I suppose I should be *glad* that so many of our opponents have got a grip on strategy, but I'm not. I want you to do dumb things and lose. -- Salira Tees Logi the Gimp -- Comparing our styles and my strategy and noting that I got the first move, I would guess you need to be running faster (the offensive effort and activity level numbers in your strategy). -- Sellatra Rose All -- Wow! Such excellent and exciting duels this turn. Boromir, Assyla, Xantipar and the late Bourne. It will be a sad thing to leave here finally. Ellishod has been an excellent challenge as well as my ARCH foe Shennanigans <grin>. I'm not sure where I'm headed, but I hope to see you down the road as this will be my last turn (and hopefully struggle for DM!). -- Gavin Rule, Faux Tides 1482 Order -- Not long ago, I was in your shoes. Stick with it, Jorja is an excellent teacher. Usually, it's not preferred to use shields, however. I fear you will only have one shot (this turn) to seek revenge. Pity! I love a good BF. -- Gavin Rule Talho -- You have thwarted our attempt to avenge Gladius by shamefully hiding. I'm surprised the illustrious Spy Master hasn't had a mouth full on this. One day, we will meet again and seek revenge on our own terms. It's been a pleasure! Till swords meet! -- Bastor LAST WEEK'S FIGHTS MAHO was dealt death by BLACK ORC in a crowd pleasing 1 minute Dark Arena fight. GEMINI viciously subdued GLAIVE in a exciting 1 minute beginner's Bloodfeud battle. KOS-MOS was vanquished by ONE EYED MACK in a 1 minute mismatched Challenge brawl. ANEMONE was savagely slain by BROTHER TAO in a 2 minute brutal Challenge fight. BASTOR devastated EARL BRUCE in a 1 minute uneven Challenge brawl. BO DILLY was overpowered by MARA ACOMA in a 1 minute one-sided Challenge struggle. ARIES was viciously subdued by LUJAN in a 4 minute novice's Challenge competition. REGGISAKI lost to PAPWYEO in a 2 minute beginner's Challenge duel. HOLLAND vanquished VENEMOUS CONCUBINE in a action packed 1 minute uneven Title fight. WOODY HAYES defeated VILLITA ULAN in a 2 minute gruesome match. TALHO beat ASSYLA in a 1 minute fight. XANTIPAR WYE was subdued by KEYOKE in a unpopular 6 minute match. TEEBI SHOSTALLO handily defeated LOGI THE GIMP in a 1 minute one-sided contest. SALIRA TEES overpowered PERSISTANT BEGGAR in a 2 minute mismatched conflict. EDDIE GEORGE overpowered SELLATRA ROSE in a 1 minute one-sided duel. JIM TRESSEL was devastated by MORDANT DESERTER in a 1 minute uneven duel. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 6 LUNGING ATTACK 34 - 15 - 3 69 | |STRIKING ATTACK 5 SLASHING ATTACK 27 - 12 - 0 69 | |AIMED BLOW 4 WALL OF STEEL 12 - 9 - 0 57 | |SLASHING ATTACK 3 STRIKING ATTACK 30 - 26 - 2 54 | |BASHING ATTACK 3 AIMED BLOW 15 - 16 - 4 48 | |PARRY-STRIKE 2 PARRY-STRIKE 10 - 15 - 0 40 | |PARRY-RIPOSTE 2 PARRY-LUNGE 5 - 8 - 0 38 | |TOTAL PARRY 1 TOTAL PARRY 7 - 12 - 0 37 | |PARRY-LUNGE 1 BASHING ATTACK 9 - 17 - 1 35 | |WALL OF STEEL 1 PARRY-RIPOSTE 9 - 20 - 0 31 | Turn 257 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 3 - 0 STRIKING ATTACK 2 - 3 5 LUNGING ATTACK TOTAL PARRY 1 - 0 BASHING ATTACK 1 - 2 2 SLASHING ATTACK LUNGING ATTACK 5 - 1 PARRY-LUNGE 0 - 1 1 PARRY-STRIKE AIMED BLOW 2 - 2 PARRY-STRIKE 0 - 2 1 AIMED BLOW PARRY-RIPOSTE 0 - 2 1 BASHING ATTACK WALL OF STEEL 0 - 1 1 STRIKING ATTACK TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK HOLLAND 8660 6 1 1 84 SHENANIGANS (1494) AIMED BLOW BROTHER TAO 8580 5 4 2 37 FAUX TIDES (1482) SLASHING ATTACK ONE EYED MACK 8579 7 2 0 36 FAUX TIDES (1482) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is HOLLAND 8660. The most popular warrior this turn was MAHO 8658. The ten other most popular fighters were GEMINI 8703, LUJAN 8715, PAPWYEO 8713, HOLLAND 8660, VILLITA ULAN 8708, ANEMONE 8656, WOODY HAYES 8726, TEEBI SHOSTALLO 8707, SALIRA TEES 8728, and BROTHER TAO 8580. The least popular fighter this week was KEYOKE 8711. The other ten least popular fighters were XANTIPAR WYE 8709, JIM TRESSEL 8727, SELLATRA ROSE 8737, ASSYLA 8652, REGGISAKI 8702, ARIES 8701, BO DILLY 8697, EARL BRUCE 8723, KOS-MOS 8659, and LOGI THE GIMP 8714. REALITY SIMULATIONS E-MAIL ADDRESSES For those of you who have e-mail access, you may find it more convenient to e-mail us! At this time, we cannot accept e-mailed strategy sheets, but we can accept your personal ads. If you would like to e-mail your personal ads, team spotlights, and DM columns, e-mail them to this address: ADS@REALITY.COM Our Customer Service Department has a separate e-mail address. If you have questions or any other requests, feel free to send us e-mail to this address: CSR@REALITY.COM Thank you. We wish you the best of luck in your games! -- RSI A NOTE ON MAILMEN In response to the articles on new fighting styles, those were good, but how can you forget our most favorite warrior who has a style all his own? The Mailman! To Duelmasters he is our most sacred person. I mean, how many of you managers out their have sat down and calculated what day your Duelmasters will arrive and have sat waiting for it to arrive, while unknown to you, your mailman is fighting away to get your Duelmasters delivered. Let's review him... ST - should be around 19. He needs to heft two medium bags, cloth mail armor and a ton of rubber bands. CN - 13, give or take a few. He does get bitten by dogs often. SZ - Any. WT - At least 10. He often likes to read the mail. WL - Try about 20. He must endure all kinds of weather. SP - 16 is good. He needs to run across streets in traffic. DF - 10 is good. Sometimes he has to carry packages. This setup should get you a good mailman but they are hard to come by. If you can come up with any better, diplo me. I am: Staple Gun mgr. of Technet (3) The New Deal (23) I am currently working on the U.P.S. and Federal Express warriors. "Strikers R Us" Greetings, everyone. It is I, Talon, again. I am very glad to see everyone participating in the arena and sharing their thoughts on styles and strategies. This turn I will take on the striking attack style, which is certainly one of my favorites. I believe the striker is one of the easiest styles to run, and one in which no team should be without. A high-powered striker can diversify and empower your team. A well run striker can beat any other style, period, at any level in regular Duelmasters. In arenas where scum TPs are rampant, strikers are just the answer as they can attack for up to 12 minutes or more. Strikers are versatile. They can do exceptionally well with a dagger as a weapon or with a halberd. They can do well with no armor or with plate armor. Stats: Biff Primal Solid Perfect ST 5-21 9-17 13 15 CN 3+ 3+ 6 3 SZ 9-21 3-17 9 5 WT 3-17 17 + 17 21 WL 9-17 13 + 17 15 SP 5+ 5-13 9 8 DF 9+ 9-17 13 17 With the way I design strikers, there are essentially two strikers that evolve. The BIFF and the PRIMAL. The Biff striker is typically one that is not looking long- term, but one which I want to run and have fun with. With this striker, I try to have one stat (wit, will, or deftness) which is extraordinary, one which is average, and the other ends up being at some non-normal level. Some examples of the Biff are: 10- 10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21- 3-15-21-5-8-11. With these warriors, the emphasis is on having fun and learning more about the style. The Primal is essentially a Primus-quality warrior. In this category, the striker will be designed with stats that most other managers will gasp, "OH MY, WHY DID YOU MAKE HIM A STRIKER?" It is also the warrior that will be Duelmaster for 8 straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex. The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with a 13+ will and who will do normal damage or better. The goal with the Primal is a 21 wit and 17 deftness, because this will ensure a great warrior. Weapons and Armor: As for weapons, the best striking weapons that I have found and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword, longsword, war hammer, and sometimes the short spear. I don't run my strikers with shields or off-hand weapons, as it takes away from their attack. The heaviest armor I will use is padded leather. Always wear a steel cap or a helm. Strategy (general): Min. 1 2 3 4 5 6+ Desp OE 10 8 6 6 6 5 5 AL 10 5 4 2 2 1 8 KD 6 8 6 6 6 5 5 attack arms/legs/head -- take your pick protect arms/legs/head -- take your pick off tactic decise, slash, bash, depending on weapon def tactic response is best; try dodge though. With this strategy, a striker with a normal endurance should fight for eight minutes as a scum TP and come out on top, outrageously victorious. Just match your weapon with your tactic and only use the tactics in minute one or desperation. If you have any further questions on this or any other style, feel free to diplo me. Talon, mgr. Eagle's Claw HOW I MADE DUELMASTER IN THREE EASY STEPS OR a new look for Aimed Blows Greetings and salutations, all. Here's a new twist on aimed blows I haven't seen before....one that works, at least for me! Here's what I did with Rex Walters, my first Duelmaster in the Free Blades transfer arena, DM 70. ST: 17 (for good damage, attack and parry skills) CN: 13 (gonna need every hit point he can get) SZ: 4 (smaller the better!) WT: 4 (overrated for aimed blows!) WL: 21 (if ya try this method, 17 is a MINIMUM) SP: 4 (ya want NO speed, none, nothing, zero!) DF: 21 (better max this one out too, at least a 19) You laugh at me? I started expert in both attack and parry! (OK, so I got lucky, I didn't expect either one of em.) But both are in reach with a little luck. Hey, if ya can get that strength to 21 you're almost guaranteed those experts... though a bit more CON would be nice. But how do I RUN this monstrosity, you may ask? Why, I'm glad you inquired! LOTS of armor. The hit points combined with, say, platemail should win this character a lot of fights. But, while I've picked up a few easy wins scumming, that's not really what this character does best. I use the only weapon Rex is well suited to: the bare hand. With an offhand small shield or shortsword, so I can take advantage of that expert parry rating. So: FI-SH, APM-H. And I run him at a 4 offensive effort, with a matching 4 activity level. He can last through the initial onslaught of nearly any offensive, then smash them.... like a good waste. And with that monster endurance and good damage, no one scums this warrior! I attack and protect the head, usually, and keep the kill desire high... 5-7 generally. Now, how to become Duelmaster? Well, step one is fight your first fight... and train your CON. Step two, now that you're in the arena, is get a fight with an up-and-coming young warrior from the Duelmaster's team... and kill them. (I randomly matched up with, and killed, a member of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear themselves out but haven't quite dropped are the easiest to kill. Then, when the Duelmaster comes at you (bragging about how he "only" needs to beat you twice to assure his ascension to the Isle) you stomp him. Badly. Once you're on that lofty throne he won't even be able to bloodfeud you, since you can bet he's not gonna be anywhere near the challenger champions after losing to a 2-fight warrior (just ask Ciron of ENDS WITH IRON, now in AD). There are drawbacks, of course. Once you get to that level, odds are you're gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this trick... Oo! I love mixed metaphors...) But... even a 4 wit warrior can learn skills against gladiators with 50 fights! Rex is now 7-3-1. All three losses have come against warriors now in AD. In those ten matches, he's trained his strength and constitution once each, and learned twenty skills, including his adex in both parry and attack. And boy, is it fun humiliating some of those "gods" bound for AD! What else can one do with this warrior? Well, Rex is, get this, well suited to an off-hand epee! He wouldn't dare use one as a primary weapon, but its a great off- hand toy... Does he have what it takes to be a long-term winner? Who knows? He's probably the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and climbing....and he'll meet ya in AD! Amazingly enough, this is not an isolated fluke. We entered a similar warrior into Bloodgames (with the 4's as 3's, and a bit more CON). That warrior, Jalon, is now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena. Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now... Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's another story... --Khyron mgr., Pitt Gladiators (2,29,56,103) Jayhawks (70) Silent Storm (65,74,75) and numerous others.... THE WALL OF STEEL AS A BERSERKER This article is for newer players; more experienced managers will, I'm sure, have much more sophisticated ideas about warrior design and strategy. This will enable a newbie to design a competent warrior who should be able to achieve a better than 50/50 record. The wall of steel, or "waste," is often considered the second scummiest style in Duelmasters. I love the style, but I don't run mine that way; I prefer to think of the waste as a fierce dervish ripping into his opponent like an airplane propeller. In accordance with this view, most walls of steel that I design couldn't scum if they wanted to (well all right, sometimes it happens by accident if the opposing warrior is going all-out and can't last very long). It's fun to run them fast; they get the jump on people who don't expect it of them, and their fights are exciting. Mind you, they don't win as much as if they ran more defensively, but the ones with good stats still do okay (I'll make practically anything a waste and run it, but this article isn't about the ones that a sane manager would DA). So, here is a design for a competent wall of steel: ST 13+ Needed for endurance, damage doing, and weapon selection. CN 9+ You need a passably good con for endurance. SZ 7+ Teeny weenie wastes don't hit hard enough or take enough damage. Real big (15+) is bad because it hurts endurance. WT 13+ Preferably 17. Like any other style, the smarter they are, the better. WL 17+ Needed for endurance, damage-taking, and sheer grit. 21 is recommended. SP 3+ Whatever. DF 7+ Higher deftness is better, but you can get by without it. As you can see, these are fairly easy requirements. Of course, the more wit, will, and deftness, the better your waste will be (same as any other style). If you don't end up with at least good endurance on the overview, the warrior probably isn't going to do very well. With that high will, though, you can bump con a couple of times and you might get good endurance, so there's still a chance. Choose your weapons based on deftness, and your opponent's armor weight. I normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS. No shield. Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy armor), MS, and BA. The war flail isn't a very good weapon, but you can play with it against leather armor. For armor, I usually choose something middling like ARM & H, but will go with APL & H if he has a lot of con. For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus if his OE equals his KD. Since I don't like to use a kill desire above 6, I don't go by that in the first couple of minutes. Keep the activity level moderate to low; the waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's burning a lot of endurance without that added drain. Attack and defend the arms, like a slasher; a waste is a sort of parry-slasher. A typical strategy for my wastes might look like this: Minute 1 2 3 4 5 6 Desp Offensive 9 8 7 6 5 5 2 Activity 6 5 4 3 2 1 6 Kill des. 6 6 6 6 5 5 2 Att. loc. RA LA RA LA RA LA RA Pro. loc. AM AM AM AM AM AM HE Off tac. none -- -- -- -- -- -- Def tac. -- -- -- -- -- -- P I play with the numbers a lot, depending on what the warrior seems to like. For example, if he doesn't parry too well, I'll give him a more offensive desperation strategy, like 8-4-8-slash. (If I really like a warrior I sometimes use a 7+ KD to try and save his life.) If he never manages to get the jump on anybody, I'll try running him more defensively, like with a first minute of 3-6-3. It's not as much fun as going all out, but it's more fun than losing all the time. You can challenge pretty much any style (lungers aren't recommended). When fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR, PL, or WS), slow down or you will be scummed. For the most part, though, an offensive waste is very versatile and can beat any style. The better his important qualities are (WT, WL, DF, endurance), the better the quality of warriors he can defeat. In other words, if you have a so-so rollup that barely made the minimum requirements, challenge so-so opponents. If you have a good rollup, go for the gold. Challenge warriors with a few more fights than you, so you'll learn plenty of skills--but don't challenge way way up in experience, because it's no fun to lose a good warrior. For the most part, train skills--especially on your challenge strategy, when you're going after someone with more fights! And for sure on the first fight, because you'll likely be matched against someone who can teach you a lot. It's okay to train con once in a while if you need more endurance and damage-taking; and if you have bad luck on the rollup and get "does little damage" or something, you might have to train strength once or twice (no more!). But it's best not to train any other stats until way, way down the road. Ask your DM sponsor or any experienced manager in your arena for more advice (if they tell you I'm full of hot air, they're probably right). A little bit of good advice from a more advanced player can make a big difference in your enjoyment of the game! If you have any questions or suggestions, you can diplo: the She-Puppy, mgr. Mordant Prison DM-1, and others.