Date   : 06/06/2009    Duedate: 06/19/2009


DM-93    TURN-276

This Weeks Top Honors


MIDDLE WAY 21 (1538)
(93-8915) [6-1-0,82]

Chartered Recognition Leader   Unchartered Recognition Leader

                               MIDDLE WAY 21 (1538)
                               (93-8915) [6-1-0,82]

Popularity Leader              This Weeks Favorite

TY STICK                       TY LOX
DOPE SHOW (1534)               DOPE SHOW (1534)
(93-8894) [6-0-0,46]           (93-8895) [5-1-1,47]


MIDDLE WAY 21 (1538)

Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 21 (1538)        37
2. RAVENS SONG (1532)          37      THE NEST (286)
3. DOPE SHOW (1534)            28      Unchartered Team

                                       MIDDLE WAY 21 (1538)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*MIDDLE WAY 21 (1538)      26   9  1 74.3   1/ 1*MIDDLE WAY 21 (1538)     12  3 0
 2/ 3*DOPE SHOW (1534)          16  14  2 53.3   2/ 2*DOPE SHOW (1534)          8  7 0
 3/ 4*RAVENS SONG (1532)         7   9  1 43.8   3/ 4*RAVENS SONG (1532)        6  4 1

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

                                    TEAM SPOTLIGHT

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

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

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

Question, turn 417:

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

Answers, turn 418:

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

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

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

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

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

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

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

Answers from turn 419 and 420:

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

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

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

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

New question, turn 419:

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

Answers, turn 420:

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

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

New question, turn 420:

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

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

Note that Hannibal's Questions of the Week stopped some time ago and Aruak City is 
now in the vicinity of turn 549.

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

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

 DM   9 ZUKAL (turn 619): KEEL HAULER of SEA DOGS (One-Armed Bandit, mgr.)
 DM  12 RIZTAB (turn 621): CARLOTTA of SWEET MAGIC (Jorja, mgr.)
 DM  15 MALCORN (turn 615): NECROPALYSE of DARK CREATION (H.P.L. West, mgr.)
 DM  16 WILLAF (turn 617): MAREY D'NUIT of PUNNY ANIMALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 616): TIBERIUS of FIELDS OF ELYSIUM (Caesar, mgr.)
 DM  19 ZUWAYZA (turn 614): ARCHIPPUS of TROUBLED WATERS (Anti, mgr.)
 DM  28 MORYA (turn 307): CASH MEALS of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  32 ARVAT (turn 603): ANDRONICUS of THE REPUBLIC (Caesar, mgr.)
 DM  33 NIATOLI ISLAND (turn 601): PITT of STORM BRINGERS (The Rake, mgr.)
 DM  35 MURSKA (turn 592): MURSKAN PATRIOT of URBAN JUNGLE (Jugger, mgr.)
 DM  47 DOUBLE X (turn 276): JUSTICE FOR ALL of OF WOLF AND MAN (Tripwire, mgr.)
 DM  50 SNOWBOUND (turn 263): C.H.S. of LIFE IMPACTS (Smitty, mgr.)
 DM  56 ROCANIS (turn 482): SPLAT of THEM (Papa Bear, mgr.)
 DM  60 COLLUSION COVE (turn 469): VIKI of SUPERIOR FORCES 1601 (Manager, mgr.)
 DM  61 JURINE (turn 449): ZOE ALDIN of MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 446): OCTAVIA of TIL DEATH DO US PART (Killjoy, mgr.)
 DM  73 ERINIKA (turn 212): DEATH SUCKS of BLACKMAIL (The Mun, mgr.)
 DM  74 DAYLA KIV (turn 410): LIRINI TYL VARIN of SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 402): JAGINRU of SAND DANCERS (Jorja, mgr.)
 DM  78 LIN TIRIAN (turn 392): GABRIELLE REESE of GIRLS X3 (NON, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 619): SEA DOGS (One-Armed Bandit, mgr.)
 DM  12 RIZTAB (turn 621): DREAMERS (Sleepy, mgr.)
 DM  15 MALCORN (turn 615): DARK CREATION (H.P.L. West, mgr.)
 DM  16 WILLAF (turn 617): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 616): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 614): TROUBLED WATERS (Anti, mgr.)
 DM  28 MORYA (turn 307): ODIN'S CHOSEN (Heathen Hatebred, mgr.)
 DM  29 LAPUR (turn 607): CARDOW HUNTERS (Jorja, mgr.)
 DM  31 CHIMLEVTAL (turn 305): WAR (Mannequin, mgr.)
 DM  32 ARVAT (turn 603): DEVIL ADVOCATES (Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 601): THE SEWING CIRCLE (Jorja, mgr.)
 DM  35 MURSKA (turn 592): LOST CAUSE (Vol, mgr.)
 DM  43 VEASTIAN (turn 555): LUROCIAN ROYALTY (The Greek Guy, mgr.)
 DM  45 STORMCROWE (turn 282): MIKES HEROES (Mike?, mgr.)
 DM  47 DOUBLE X (turn 276): LAND OF OZ (Oz the All Successful, mgr.)
 DM  50 SNOWBOUND (turn 262): CRIMINAL MINDS (?, mgr.)
 DM  56 ROCANIS (turn 482): INCONSISTENT FURY (Banthius, mgr.)
 DM  60 COLLUSION COVE (turn 469): ANDORIA (?, mgr.)
 DM  61 JURINE (turn 449): AUTUMN SAGA (?, mgr.)
 DM  65 DAL SHANG (turn 446): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 212): BLACKMAIL (The Mun, mgr.)
 DM  74 DAYLA KIV (turn 410): SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 402): SAND DANCERS (Jorja, mgr.)
 DM  78 LIN TIRIAN (turn 392): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 508): DO IT AGAIN et al (The Dark One, mgr.)

                                   Recent Graduates
 DM  15 MALCORN (turn 615): NECROPALYSE of DARK CREATION (H.P.L. West, mgr.)
 DM  28 MORYA (turn 306): OPASAN of PHANTACITY (Omega, mgr.)
                          MANKILLER of DODGE BULLETS (Jorja, mgr.)
 DM  29 LAPUR (turn 606): CALLISTO of VENUSIANS (Venus, mgr.)
 DM  31 CHIMLEVTAL (turn 305): CHOLERA of PESTILENCE (?, mgr.)
 DM  33 NIATOLI ISLAND (turn 601): PITT of STORM BRINGERS (The Rake, mgr.)
 DM  47 DOUBLE X (turn 276): NIKKO of LAND OF OZ (Oz the Successful, mgr.)
                 (turn 275): NILES of SECOND BANANAS (Manniquin, mgr.)
                             BLACKENED of OF WOLF AND MAN (Tripwire, mgr.)
                 (turn 274): KILLING JOKE of INDIFFERENCE (Jekyll, mgr.)
 DM  60 COLLUSION COVE (turn 468): ACIDULOUS of ELOQUENT KNIGHTS (Soultaker, mgr.)
 DM  74 DAYLA KIV (turn 409): MORO TEN ZORA of SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 402): JAGINRU of SAND DANCERS (Jorja, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     A Convicted Assassin this time.  It seems I'm making the rounds of the standbys.
Oh, well.

                                      Karin Lo

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  BRAIN CELL 2 caught the eye of 
many in the gladiatorial commission as he skillfully bested VETERAN MERCENARY and was 
awarded 22 points in recognition.  In one of the week's more notable duels, AMBITIOUS 
GUARD put down TY LOX, causing him to lose 15 points of recognition in the process.  
Not for nothing has KARIN LO in the past laid claim to the Duelmaster's throne, and 
this week she's proven hers combat skill yet again.  Informants "close" to the city 
champion have told me that he never fights without pantyhose on beneath his armor.  
Watch out!   
     Many and various are the arts of battle.  In NOBLISH ISLAND "art" is a word that 
has long since passed from the language!  Loose talk at the arena has reached my ears 
and it but confirms the knowledge that many fighters are after SAM TALL.  Watch your 
     What warrior does not hone his years, impatiently waiting for the moment of his 
foe's mortality?  Fate is a fickle mistress.  She showers the miserable with fortune 
but sets enemies against the victorious.  Remember this!   
     The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the 
fighters as ugly!  Don't let your reputation slip!  Ahh, but I can hear the spires of 
a far off city calling to me.  I must away!  Till we meet again, remember:  a turtle 
walks slow, hides head in a shell, and harms no one; a lion runs to slay its prey.-- 
Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 KARIN LO 8915                 6   1  0    82       MIDDLE WAY 21 (1538)

CHAMPIONS                      W   L  K POINTS      TEAM NAME                  
 BRAIN CELL 2 8893             5   1  1    79       DOPE SHOW (1534)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 TY LOX 8895                   5   1  1    47       DOPE SHOW (1534)
 ORRIE POLLAS 8917             6   1  1    46       MIDDLE WAY 21 (1538)
 TY STICK 8894                 6   0  0    46       DOPE SHOW (1534)
 MORIS NAHR 8916               5   2  0    44       MIDDLE WAY 21 (1538)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SAM TALL 8919                 5   2  0    27       MIDDLE WAY 21 (1538)
 QUITA REMMING 8918            4   3  0    24       MIDDLE WAY 21 (1538)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DRAQUE VLOODE 8987            1   0  0    15       RAVENS SONG (1532)
 GRUUSH 8885                   1   3  0    13       RAVENS SONG (1532)
 ELAZU DANIN 8882              3   1  0    12       RAVENS SONG (1532)
 KREESE ALORE 8985             1   0  1    12       RAVENS SONG (1532)
 DUGE MCGLORN 8986             1   0  0    11       RAVENS SONG (1532)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 PRO ZACK 8971                 0   3  0     3       DOPE SHOW (1534)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
PERSISTANT BEGGA        0  0 0                      KREESE ALORE 8985     276  NONE
BRAIN CELL 8 8984       0  1 0 DOPE SHOW 1534       DARK CHAMPION         276  NONE

                                     PERSONAL ADS

Ty Stick -- Talk about lucking out, that's what you did.  A weapon you can't use to
best advantage, wore yourself out using it, and still you won.  That annoys me, but
then, some days life annoys me.  And your style is said to have an unusual ability to
conserve endurance. -- Sam Tall

Oh, a Cult Member.  Whoopee. -- Quita Remming

Same here.  Surely there are OTHER standbys we could fight? -- Moris Nahr

Nope, I got the Cult Member, too. -- Orrie Pollas

Ty Stick -- Favorites don't always go to the winner.  The crowd liked my moves. --
Moris Nahr

Dr. Fil -- I'm having trouble staying in contact, too much canned ham around, so
better not to count on me to do any particular thing on a particular turn.  Sorry, if
we get this mess straightened out, we can look into it then. -- Jorja

After a brief hiatus Raven's Song has been ressurected to do battle once more in this
wet, barren waste they call Noblish Island.  Hopefully my ongoing stint in Morya has
taught me a thing or two about dueling so this Jorja character I keep reading about
doesn't whoop me too bad. -- Snafu, mgr Raven's Song

Sam Tall -- I can't believe I pulled that off, I thought I was going to pass out in
minute 2.  Perhaps the years of chronic intake have affected the lungs more than I
realized! -- Ty Stick

Elazu Manin -- My other personality will show up next time, hopefully he'll give you
a better fight! -- Pro Zack

Jorja -- Believe it or not, there is a method to my madness.  In the past I've had
absolutely no luck with a scimitar or short spear, so I refuse to use them.  I'll
take the penalty for a small lack of st or df anyday. -- Dr. Fil

     As the saying goes, if it's stupid and it works, it ain't stupid.  Good luck. --
     Arenamaster Ganamir

Raven's Song -- I hope you have better luck with the roll up gods than I do.  I sent
prayer after prayer and even tried a bribe or two to no avail.  Soon I'll have not
more "brain cell's" to burn. -- Dr Fil Goode, mgr Dope Show
P.S.  Seven of my losses have been to the DA, and I've kept Pro Zack around just

                                  LAST WEEK'S FIGHTS

BRAIN CELL 8 was dealt death by DARK CHAMPION in a 2 minute bloody Dark Arena fight.
KARIN LO won victory over CONVICTED ASSASSIN in a action packed 1 minute Title battle.
TY LOX was subdued by AMBITIOUS GUARD in a 3 minute gruesome fight.
BRAIN CELL 2 devastated VETERAN MERCENARY in a 1 minute one-sided contest.
TY STICK overpowered QUITA REMMING in a 1 minute mismatched match.
ORRIE POLLAS devastated CAPTURED ORC in a 1 minute one-sided duel.
MORIS NAHR devastated AMBITIOUS GUARD in a 1 minute mismatched match.
SAM TALL handily defeated PERSISTANT BEGGAR in a dull 3 minute uneven fight.
GRUUSH was viciously subdued by EMBEZZLING SCRIBE in a 2 minute gory beginner's duel.
ELAZU DANIN won victory over PRO ZACK in a 1 minute novice's duel.
KREESE ALORE slew PERSISTANT BEGGAR in a 2 minute gory beginner's match.
DUGE MCGLORN defeated PERSISTANT BEGGAR in a 2 minute novice's match.
DRAQUE VLOODE devastated PERSISTANT BEGGAR in a 1 minute mismatched conflict.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  5         STRIKING ATTACK   21 -   6 -  2      78  |
|BASHING ATTACK                   5         TOTAL PARRY        7 -   3 -  0      70  |
|LUNGING ATTACK                   2         WALL OF STEEL      2 -   1 -  0      67  |
|PARRY-LUNGE                      1         AIMED BLOW         4 -   2 -  0      67  |
|SLASHING ATTACK                  1         LUNGING ATTACK    11 -   6 -  1      65  |
|TOTAL PARRY                      1         PARRY-LUNGE        3 -   2 -  0      60  |
|AIMED BLOW                       0         SLASHING ATTACK    6 -   4 -  0      60  |
|PARRY-STRIKE                     0         BASHING ATTACK    14 -  17 -  1      45  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       0 -   1 -  0       0  |
|WALL OF STEEL                    0         PARRY-RIPOSTE      0 -   4 -  0       0  |

Turn 276 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  KARIN LO 8915               6   1  0   82 MIDDLE WAY 21 (1538)
BASHING ATTACK   BRAIN CELL 2 8893           5   1  1   79 DOPE SHOW (1534)
LUNGING ATTACK   ORRIE POLLAS 8917           6   1  1   46 MIDDLE WAY 21 (1538)
SLASHING ATTACK  MORIS NAHR 8916             5   2  0   44 MIDDLE WAY 21 (1538)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is TY STICK 8894.  The most popular warrior this turn 
was TY LOX 8895.  The ten other most popular fighters were KREESE ALORE 8985, DUGE 
MCGLORN 8986, KARIN LO 8915, TY STICK 8894, ORRIE POLLAS 8917, BRAIN CELL 8 8984, 

The least popular fighter this week was PRO ZACK 8971.  The other ten least popular 
fighters were GRUUSH 8885, SAM TALL 8919, QUITA REMMING 8918, DRAQUE VLOODE 8987, 
8917, and TY STICK 8894.

                          SUMMER FACE-TO-FACE IN CLEVELAND!

Our summer FTF will be an eastern one this time, located in Cleveland, Ohio  on July 
17-19, 2009.  It will be held at the Holiday Inn in Strongsville, OH, at 15471 
Royalton Rd (440-238-8800).  Rooms are only $95.00 per night, 1-2 occupancy.  

There is a free shuttle from the airport, free parking, and free high-speed wireless 
internet in all guestrooms ($3/day in public space).  The hotel has an indoor pool, 
pool table, and hockey, and a fitness center.   The hotel is located 1/2 mile from the 
largest mall in Northeast Ohio, with indoor minigolf and pottery painting, and right 
next door to Iceland Arena, which offers open skate and skate rental.  They also have 
four bikes on property available for checkout, as the Metro parks are next door as 
well.  The rooms are blocked--ask for the "Reality Simulations" room block.  There are 
many restaurants and nightspots nearby and at the Mall, as well as a cafe in the 

The tournament information sheet will be out imminently.  We hope you're all looking 
forward to the tournament and that we will see you there!

                             A SACRED LORD'S SLASHER

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

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

Now, how to run them:

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

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

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

P.S.  Anybody want to join the Regime?

                      The Dark Arena:  A Fighter's Perspective

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

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

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

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


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


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

                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 

                                                                      -- Forge

                               Kill Desire: "Patience."

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

                                                  Sir Jessie Jest

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

                               SOME INFO ON THE RIPPER

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

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

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

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

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

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

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

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

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,

****Hey, what do you expect for a quickie?... <grin>

                                   Crimson Strikers

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

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

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

                                                  Crimson Strategist
                                                  Crimson Death DM 61