DUEL 2 NEWSLETTER

Date   : 10/20/2012    Duedate: 11/02/2012

NOBLISH ISLAND ARENA

DM-93    TURN-362

This Weeks Top Honors

THE DUELMASTER IS

LEAPING LILAC
PARKS AND REC (1611)
(93-9359) [5-1-0,45]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              LEAPING LILAC
                               PARKS AND REC (1611)
                               (93-9359) [5-1-0,45]

Popularity Leader              This Weeks Favorite

QUEENIE PAROE                  QUEENIE PAROE
THE LOW ROAD 4 (1610)          THE LOW ROAD 4 (1610)
(93-9345) [7-2-0,33]           (93-9345) [7-2-0,33]

THE CURRENT TOP TEAM

PARKS AND REC (1611)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. THE LOW ROAD 4 (1610)       49
2. BASH BROS SUITCASE (1619)   36      IRON DRAGON (495)
3. PARKS AND REC (1611)        23      Unchartered Team
4. COLLEGE FOOTBALL (1618)     15
5. PASSIVE GAMERS III (1315)    1BASH BROS SUITCASE (1619)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*BASH BROS SUITCAS (1619)   4   1  0 80.0   1/ 3*PARKS AND REC (1611)      6  6 1
 2/ 4*PARKS AND REC (1611)      15  12  3 55.6   2/ 0*THE LOW ROAD 4 (1610)     6  7 0
 3/ 3*DRAGON DISCIPLES (1608)    4   4  0 50.0   3/ 0*BASH BROS SUITCAS (1619)  4  1 0
 4/ 5*OLYMPUS MAXIMUS (1612)     6   7  2 46.2   4/ 0*COLLEGE FOOTBALL (1618)   2  3 1
 5/ 0*THE LOW ROAD 4 (1610)     17  25  0 40.5   5/ 4*OLYMPUS MAXIMUS (1612)    1  3 1
 6/ 0*COLLEGE FOOTBALL (1618)    2   3  1 40.0   6/ 7*DRAGON DISCIPLES (1608)   0  2 0
 7/ 0*PASSIVE GAMERS II (1315)   0   1  0  0.0   7/ 0*PASSIVE GAMERS II (1315)  0  1 0

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

                                    TEAM SPOTLIGHT

                              TIDBITS OF D2 KNOWLEDGE
                                        or
                       WHAT THEY DIDN'T TEACH YOU IN D2 101
                                        or
                       MISCELLANEOUS THOUGHTS FROM A VETERAN

     a. Any warrior that loses a fight can die.  One can die by being killed by the
opponent, and every loser has a small chance (estimated odds 1 in 50) of dying in the
infirmary.  Note: There is no chance of dying if one wins!
     b. Any warrior can use any weapon.  However, there are undefined penalties for
using marginal, unsuited, inadequate wit, inadequate size, inadequate strength, and
inadequate deftness weapons.
     c. Warriors are born with certain skills which are dependent on the base 70
point stat sheet and the style selected. The 14 points of added stats add to those
base skills.
     d. RSI seldom makes input errors.  I said seldom.  The best thing a manager can
do to help avoid input errors is to fill out the strategy sheet accurately and
legibly with good penmanship.
     e. These are considered the three best ways to acquire information, knowledge
and "secrets" about D2:
          * Terrablood.com
          * Reality.com
          * Noblish Island newsletters
     f. There is more to strategy than filling out the warrior's initial armor and
weapon selection and offensive effort and activity level and kill desire and tactic
selection.  Challenges and avoids are an important way to attempt to give your
warrior an advantage.  Challenge warriors (warrior ID) that your warrior is likely to
defeat and learn a lot from, and avoid teams (team ID) with warriors whom are likely
to defeat you.  Indeed, your warrior can be provided with an alternate strategy for
challenging or when being challenged or both.  A warrior does not have to challenge,
bloodfeud, or avoid, but it is in his best interest to do so.
     g. Ask dumb questions!  Often managers, especially new managers, have a doubt or
a question, but they feel "asking for help/advice" is a sign of weakness or lack of
intelligence or knowledge about D2.  Do not let this be you!  Ask!  We veteran
managers ask each other "dumb" questions all the time.  What are the best ways to
ask?
          * On the Reality.com site
          * On the D2 Chatzky site
          * In personal ads in the arenas (especially Noblish Island)
          * By diplo to another manager in D2 (Certain managers will almost always
            respond; some may not
     h. No matter what any veteran, friend or expert tells you about design or
strategy, it is not necessarily the truth, the whole truth, and nothing but the
truth.  It may be good or great or common advice, but it is not necessarily the only
good advice.
     i. D2 is a normally a friendly atmosphere.  While managers are very competitive,
most of the vets know each other, see each other at Faces, chat with each other on
line, and even help each other out with advice and ideas.  The fount of knowledge
available now, about D2, was acquired by a collective "working together" and sharing
info.  Be advised that an overly mean, overbearing, threatening, haughty, unfriendly
character/manager is likely to be colluded against and ostracized by D2 regulars.
Smack talk is desirable and a part if the game.  Personal threats, harsh meanness, or
overbearingness is not.
     j. Noblish Island is a great learning atmosphere.  What comes after Noblish?
Chose wisely an arena to next participate in.  (Fast-- two week turnaround or slow--
four weeks) (Large-- 15+ teams participating, medium-- 8-14ish, small-- 7 or less)
(friendly-- usually Andorian arenas are up for role-playing and up for helping
newbies, and down on down challenging or taking advantage of newbies; cutthroat--
Delarquan arenas tend to be win-at-all-cost).  You can participate in as many arenas
as you want.  You can also participate in separate tournaments, held quarterly, which
allow warriors from all arenas to compete with each other for acclaim and prizes.

Coach Rah Rah here.  Contact me for help.  Ask me dumb questions.  I tutor and coach
--all too often for free.

       >)]H[(< + -----:----- + >)] Getting the Jump [(< + -----:----- + >)]H[(<

     One of the most common questions that new players ask is what they can do to
defeat a certain warrior from another team who always attacks first and beats their
own warrior before he can get an attack in.  Attacking first in a fight is called
"jumping" your opponent, and it decides the victor in a majority of fights between
two offensive warriors.  By offensive, I mean Strikers, Bashers, Lungers, Slashers,
and Aimed Blows, although any style can be run offensively.
     In this article, I will teach some of the more common things you can do to make
your warrior get the jump.

Part 1, the setup:  To design a fast warrior, you must take into account Decisiveness
skills.  Decise is gained from only three statistics: Wit, Will, and Speed.  Of these
three, Speed is the only stat that has a large number of Decise skills in it.  So if
you design a rollup with a high Speed stat and/or a high Wit and Will, it will be
fast.
     Styles are also an important consideration.  Strikers, Bashers, and Aimed Blows
start with more Decise skills than any other style.  Slashers and Lungers have
slightly less, followed by Parry-Strike, Parry-Lunge, and Wall of Steel.  Total
Parries and Parry-Ripostes have very low starting Decise scores.
     Each style also learns Decise skills at different speeds.  Strikers learn Decise
the fastest. Parry-Strikes also learn it quickly, and Bashers learn it reasonably
well.  The other styles fall into the "don't count on learning it unless it's your
favorite learn" category.

Part 2, the strategy:  What you put on your strategy sheet drastically affects your
chances of getting the jump.
     Offensive effort:  As high as possible (10).  The more your warrior tries to
attack, the more likely he is to take the first opportunity offered him.
     Activity level:  As high as possible (10).  The more your warrior moves around,
the more chances he will see to attack.
     Note that running at these levels will tire your warrior out very quickly, and
your warrior may not fight at his best.  Most styles prefer a much lower activity
level as their "favorite".  But this article is about getting the jump, not fighting
efficiently.  :)
     Kill Desire:  Kill desire is one of the most intangible factors in Duelmasters,
but one of the common theories is that each number of KD corresponds to a certain
skill, maximizing that skill.  Seven is supposed to be the magic number for
Decisiveness.  Try it and see if it works for you.
     Tactics:  Obviously, the Decisiveness (D) tactic increases your Decise.  Other
tactics may increase your Decise, like the Bash tactic, but they don't increase it as
much as Decisiveness does.
     Armor:  None.  Nada.  Zilch.  Armor weighs you down.  Even if you have the
ability to carry a large load, you will still be faster running naked.  Of course,
you will take much more damage if you get hit, so you'd better make sure you can put
your opponent down before he hits you back.  With this strategy, you either win big
or you die.
     Faster weapons:  Lighter weapons are faster than heavier ones, but there are
certain weapons that are considered to be "faster" in general.  Warhammer and Hatchet
are some of the best.  Dagger and Bare Fist (FI) are probably the fastest, but
fighting bare-handed is dangerous.

So you've designed your warrior, probably a Striker or Basher with a good speed, wit,
and will.  You're running him 10-10-7 Decise with no armor and a Warhammer.  And that
same enemy warrior *still* outjumps you.  If that's the case, he's probably running a
similar strategy and just has more Decise skills than you.  So you have one more
trick up your sleeve:  the Responsiveness tactic ('S' in the defensive tactics
section).  If your opponent is using Decise and you use Response, you will probably
win.  If your opponent is not using Decise, you will probably lose.  It's like a
rock-scissors-paper relationship:
     Decise beats no tactic; no tactic beats Response; Response beats Decise.

There are some other minor factors in getting the jump that are beyond the scope of
this article.  Hopefully this will give you a better idea of how the warrior who
attacks first in a fight gets chosen.

Captain K., manager of Men of the Sea in DM 12 and assorted others

           +>]H[<+-----+>]H[<+ Question of the Week #2 +>]H[&lt;+-----+>]H[<+

     For those of you who came in after I started posting this series of questions
And answers, they are being taken from the newsletter for Aruak City, DM 11.  The
questions were being posed by Hanibal, a relatively new player and Noblish alumnus,
and the answers were offered by any members of that arena who cared to respond.

Question, turn 400:

All -- I think I have a basic grasp on most aspects of this game, but one Thing I
have no clue about is how to maximize skill learning.  I had an 18 wit TP challenge
up to a warrior who had 21 more fights than me and I only learned 2 skills.  The next
fight I was matched up against a less experienced warrior And I learned 5 skills.
This is not an isolated incident.  Any tips on skill learning? -- Hanibal's Q.O.W.

Answers, turn 401:

ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it,
that sometimes the number of learns appears random.  Some suggested variables include
fight experience differences between combatants, total skill differences,
intelligence level of one or both combatants, what each's favorite learn may be, what
styles the two warriors are....  There are so many, it's difficult to say.  Sometimes
you can see the effect of one variable more than another.  Other times, one has
absolutely no clue. -- Adie

Hanibal -- In your example of warrior learns, did you lose the fight against the more
experienced opponent, but win the fight against the less experienced opponent?  The
outcome of a fight may affect learning, with the winner being bonused and the loser
being penalized.  I believe that the best way to make a warrior learn well is to give
them a 21 wit.  That's why wit is my favorite stat to have a 21 in!  (Not to mention
all the base skills it gives.) -- Generalissimo Puerco

Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the
higher the better.  But luck (die roll) plays a big part, as do what the other
warrior can teach, how many skills yet to learn and a few lesser factors. --
Kennelworth

Hanibal, re the question of the week -- The main thing is to TRAIN skills.  Okay,
everybody stop laughing.  You people (Hanibal, too) already realize this, but there
may be a new manager reading this reply who doesn't.  Seriously, I once had a manager
whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and
ask why one of his warriors hadn't learned any skills.  He sent me the warrior's
numbers, and a little simple math revealed that this warrior had eight stat increases
in those ten fights!  He hadn't been TRAINING skills.  Lesson there, never overlook
the obvious.
     As to a more useful answer, I don't have one, but I do have some secondary
questions.
     For instance, I was once told that a warrior learns better with an odd-numbered
WT.  Since I have never personally run a warrior with an even-number WT that I can
recall, I don't know.  It sounds unlikely, but then, who knows how a computer thinks?
     Challenging up increases the ODDS of learning but is not guarantee.  Does 
anybody have any information as to whether a lower-ranked warrior who teaches well is
one with lots of skills?  My own information would tend to contradict that, as I have
some excellent teachers in other arenas who have yet to receive their first rating.
     I have heard that there is an increased chance of learning when the fight is a
long one.  Anybody know whether this is true or just wishful thinking on the part of
those matched against scum?
     Is the caliber of a warrior's teaching on a given fight reflected in his point
gain in the rankings?  I have been given to understand that points gained in excess
of the basic minimum reflect how well above the average the warrior performed.  In
theory, a good performance means better demonstration and thus better teaching, but
does it work out that way?
     Do warriors of a given style tend to teach a specific skill or group of skills
better than other skills, as for instance, do total parries teach parry and defense?
     I've heard it said that when facing an opponent who has only one skill left to
learn, a warrior teaches best that skill he learns best.  Does this hold true in
other circumstances? -- Leeta

Question, turn 402:

All -- I understand that Deftness is the ability to better protect and attack your
chosen location.  I could care less if I hit my attack location as long as I hit.
Does Deftness have any effect on connecting?  I believe it is your attack skills vs.
your opponents def/parry skills that determines this. -- Hanibal's Q.O.W.

Answers, turn 403:

Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills.
This will increase your warriors' chances of hitting.  Shot placement accuracy is
said to be based on coordination (DF+SP), but I think having a good attack rating can
lead to better shot placement as well.  Kill desire may well influence shot placement
also.  It has been suggested that a warrior's chosen location to protect is the
source of the "luck parry" comment that often results in broken weapons.  While I
personally fancy this theory, I think it would be difficult to prove or disprove.  It
sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco

Hanibal -- Re the QOW, probably.  At least, I notice that those of my warriors with
very low DF (and I've got some doozies here and there) spend a lot of time flailing
wildly and missing. -- Leeta

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 707): VENTRIIE of DARK WARDS (Dark Warden, mgr.)
 DM  12 RIZTAB (turn 709): HERMIAS of DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 648): THAT I DO SIR of ARCANE ROYALTY (Destitute Noble, mgr.)
 DM  15 MALCORN (turn 703): LUCK DEVIL of THE DEVIL'S OWN (The Dark One, mgr.)
 DM  16 WILLAF (turn 705): GOLDPLATED of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 696): LT. OLSEN of 82ND ILLINOIS (Otto X, mgr.)
 DM  19 ZUWAYZA (turn 697): DONKEY HOTAY of MAN OR BEAST? (The Dark One, mgr.)
 DM  28 MORYA (turn 351): GARROT of STEEL AND SILK (Michael Eldritch, mgr.)
 DM  29 LAPUR (turn 694): MOTHIAS of MID EARTH (Visionist, mgr.)
 DM  31 CHIMLEVTAL (turn 348): BUZZ-BUZZ of BAD NEWS BEES (Stinger, mgr.)
 DM  32 ARVAT (turn 691): INSIDIOUS of DEATH BY DESIGN (Bubba Ganoosh, mgr.)
 DM  33 NIATOLI ISLAND (turn 688): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr.)
 DM  35 MURSKA (turn 680): MAIRIE AP GAUR of CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 638): KHARIJANH of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 326): ANDROMEDA of DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 320): BIG MAC of FAST FOOD (Madwand, mgr.)
 DM  50 SNOWBOUND (turn 307): 4-H of LIFE IMPACTS (Coach, mgr.)
 DM  56 ROCANIS (turn 570): LINKIN LOGGER of INCONSISTENT FURY (Banthius, mgr.)
 DM  60 ARADI (turn 555): PAM'EHLA ANDERSON of INGRATE WHITE NORTH (Crip, mgr.)
 DM  61 JURINE (turn 537): ARKAN BARNES of MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 531): LINDIS TYL SARRO of SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 256): JERMOME BETTIS of SUE'S BOYS (Crip, mgr.)
 DM  74 DAYLA KIV (turn 492): SPIDERPIG of HOMER'S PETS (Floyd, mgr.)
 DM  75 JADE MOUNTAIN (turn 487): MOUNTAIN STORM of SAND DANCERS (Jorja, mgr)
 DM  78 LIN TIRIAN (turn 478): NAKED LUNCHR of SHEWISH BUFFET (One Armed Bandit)
ADM 103 FREE BLADES (turn 595): WILD THANG! of STREET WALKERS (Roadkill, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 707): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 709): DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 648): ARCANE ROYALTY (Destitute Noble, mgr.)
 DM  15 MALCORN (turn 703): GREENWARDENS (Jorja, mgr.)
 DM  16 WILLAF (turn 705): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 696): 82ND ILLINOIS (Otto X, mgr.)
 DM  19 ZUWAYZA (turn 697): MAN OR BEAST? (The Dark One, mgr.)
 DM  28 MORYA (turn 351): THE WOLF PACK (Wolf, mgr.)
 DM  29 LAPUR (turn 694): MID EARTH (Visionist, mgr.)
 DM  31 CHIMLEVTAL (turn 348): THE STORM REAVERS (?, mgr.)
 DM  32 ARVAT (turn 690): COLLEGE RADIO (Floyd, mgr.)
 DM  33 NIATOLI ISLAND (turn 688): BAD BREAD (Otto X, mgr.)
 DM  35 MURSKA (turn 680): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 638): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 326): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 320): SHEWISH BUFFET (One Armed Bandit, mgr.)
 DM  50 SNOWBOUND (turn 307): LIFE IMAPACTS (Coach, mgr.)
 DM  56 ROCANIS (turn 570): MEN OF STEEL (Howlin' Wolf, mgr.)
 DM  60 ARADI (turn 555): INGRATE WHITE NORTH (Crip, mgr.)
 DM  61 JURINE (turn 537): MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 531): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 256): WORLDWIDE GORE (Crip, mgr.)
 DM  74 DAYLA KIV (turn 492): SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 487): SAND DANCERSS (Floyd, mgr.)
 DM  78 LIN TIRIAN (turn 478): SHEWISH BUFFET (One Armed Bandit, mgr.)
ADM 103 FREE BLADES (turn 595): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  12 RIZTAB (turn 707): MAC THE SPOON of THE SYNDICATE (Otto X, mgr.)
 DM  13 DULLENS (turn 648): THAT I DO SIR of ARCANE ROYALTY (Destitute Noble, mgr.)
                            ARROGANT BASTARD of MMM BEER (Khisanth, mgr.)
 DM  15 MALCORN (turn 703): GOLDEN STAIRS of GREENWARDENS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 696): SENLUM NOSH of MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 697): DONKEY HOTAY of MAN OR BEAST? (The Dark One, mgr.)
 DM  28 MORYA (turn 351): MADELINE of DODGE BULLETS (Jorja, mgr.)
              (turn 350): COLGATE SMILE of MY GENERATION (Storm Lord, mgr.)
 DM  29 LAPUR (turn 694): NERO of TREKKERS (Deep Thought, mgr.)
              (turn 693): WENIEN of MID EARTH (Visionist, mgr.)
 DM  31 CHIMLEVTAL (turn 348): BUZZ-BUZZ of BAD NEWS BEES (Stinger, mgr.)
 DM  45 STORMCROWE (turn 326): ANDROMEDA of DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 320): QUEEN OF TARTS of MYSTIC ORC FEAST (slugbait, mgr.)
                               BROOMSTICK of LAND OF OZ (Oz, mgr.)
                   (turn 319): GIZMO of DARQUE FORCES (Master Darque, mgr.)
 DM  50 SNOWBOUND (turn 307): 4-H of LIFE IMPACTS (Coach, mgr.)
 DM  65 DAL SHANG (turn 531): MARAN TEN PALAN of SAND DANCERS (Jorja, mgr.)
 DM  78 LIN TIRIAN (turn 477): CALEAM CHOWDER of SHEWISH BUFFET (One Armed Bandit)

                                      SPY REPORT

     The sages err'd not in their foretelling of a god descending upon NOBLISH 
ISLAND, for I, Novgorodny Vir, have returned!  The boys at BASH BROS BASHERS left the 
arena dejected, after being kicked out of the top spot by PARKS AND REC.  Good show!  
Like a new team fighting for the first time and entering the official rankings, BASH 
BROS SUITCASE got 4-1-0 to come in 3rd.  THE LOW ROAD 4 had cause to celebrate, after 
TOMMY SNAITH got 20 points by beating EMBEZZLING SCRIBE.  DOMITIUS certainly had a 
baffled expression on his face, after losing to ZOE YATES and losing 11 points in the 
process!  In NOBLISH ISLAND, nothing is permanent (except Death), and we find 
ourselves a new Duelmaster, LEAPING LILAC.  So who's the team that's been walking 
into taverns last week and ordering milk?  Sounds like a PR stunt to me.   
     A Zenmaster once told me, 'Does not the spinning wheel turn?  And do not the 
little birds cry out?'  Any ideas?  Is it charming personality?  Conversational 
abilities?  Good oral hygiene?  Whatever it is, AVERAGE JOE is the most challenged 
warrior.   
     Like the wind whispering among the pines, do hearest I many disquieting rumors.  
Never one to advocate diplomacy and restraint, I was pleased to see THE LOW ROAD 4 
retaliate against OLYMPUS MAXIMUS in bloodfeud!  Ask not for whom the sword slashes; 
it slashes for thee.   
     All good things must come to an end.  My fingers tire and I fear my incessant 
prattling may cause unfair judgement upon my impeccable character.  NOBLISH ISLAND, I 
leave you now.  The Duelmaster has agreed to foot my bill at The Warty Toad.  'Til 
next time-- Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 LEAPING LILAC 9359            5   1  0    45       PARKS AND REC (1611)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 QUEENIE PAROE 9345            7   2  0    33       THE LOW ROAD 4 (1610)
 AVERAGE JOE 9360              4   2  3    33       PARKS AND REC (1611)
 ZOE YATES 9349                3   6  0    31       THE LOW ROAD 4 (1610)
 VINCE YARE 9367               3   2  0    27       THE LOW ROAD 4 (1610)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 TOMMY SNAITH 9412             1   0  0    20       THE LOW ROAD 4 (1610)
 DOMITIUS 9362                 3   1  2    12       OLYMPUS MAXIMUS (1612)
 NEUTER NELL 9358              3   3  0    12       PARKS AND REC (1611)
 BROKEN WHEEL 9410             1   0  0    10       BASH BROS SUITCASE (1619)
 OVERTHEWEIGHTLIMIT 9408       1   0  0    10       BASH BROS SUITCASE (1619)
 OVERFILLED 9411               1   0  0    10       BASH BROS SUITCASE (1619)
-DUNCAN 9338                   1   1  0     9       DRAGON DISCIPLES (1608)
 QUICK HIT HARRY 9356          1   5  0     8       PARKS AND REC (1611)
 ACES 9405                     1   0  1     7       COLLEGE FOOTBALL (1618)
 JAYHAWKS 9402                 1   0  0     5       COLLEGE FOOTBALL (1618)
 HOLES 9407                    1   0  0     5       BASH BROS SUITCASE (1619)
-HONORIA 9363                  0   2  0     2       OLYMPUS MAXIMUS (1612)
 HOOSIERS 9404                 0   1  0     1       COLLEGE FOOTBALL (1618)
 GAMECOCKS 9401                0   1  0     1       COLLEGE FOOTBALL (1618)
 TIGERS 9403                   0   1  0     1       COLLEGE FOOTBALL (1618)
 VITRUVIUS 9406                0   1  0     1       OLYMPUS MAXIMUS (1612)
-METALLUS 9364                 0   1  0     1       OLYMPUS MAXIMUS (1612)
 WILMA 7620                    0   1  0     1       PASSIVE GAMERS III (1315)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
BROKEN ZIPPER 9409      0  1 0 BASH BROS SUITC 1619 ACES 9405             362   
ASHER 9337              1  1 0 DRAGON DISCIPLE 1608 AVERAGE JOE 9360      362   
ZANE 9352               2  1 0 DRAGON DISCIPLE 1608 AVERAGE JOE 9360      358  NOT REVENGED
ANTONIUS 9361           1  1 0 OLYMPUS MAXIMUS 1612 ODIN THORSEN 9377     359   
TYR ODINSEN 9375        0  1 0 TEAM NIETZCHEAN 1614 DOMITIUS 9362         359   
SALOME RYAN 9346        1  6 0 THE LOW ROAD 4 1610  DOMITIUS 9362         360  JUST REVENGED

                                     PERSONAL ADS

All -- Nice knowing you all.  Have fun! -- Drake Stone, mgr Herquloids From Hell

Folgers -- Eh. -- Queenie Paroe, not a coffee drinker

Fave Learn Riposte -- That so completely did NOT make my day. -- Ghost of Urbin Till

Leaping Lilac -- A dangerous style.  I figure I'm lucky to be alive. -- Zoe Yates

Quick Hit Harry -- Not quick enough, and it isn't one of your style's strengths.
Quickness, that is.  If I had to make a guess, I'd say train up your CN. -- Queenie
Paroe

Neuter Nell -- Shoot, I was all over the place with my blows.  I hope the increase in
DF will help, but who knows, eh? -- Vince Yare

                                  LAST WEEK'S FIGHTS

ASHER was butchered by AVERAGE JOE in a 1 minute mismatched Bloodfeud fight.
QUEENIE PAROE viciously subdued NEUTER NELL in a popular 3 minute gruesome match.
LEAPING LILAC bested THE USEROUS MERCHANT in a 2 minute gory Title contest.
ZOE YATES overpowered DOMITIUS in a crowd pleasing 1 minute gruesome mismatched match.
QUICK HIT HARRY was overpowered by VINCE YARE in a 1 minute one-sided struggle.
WILMA was devastated by BROKEN WHEEL in a 1 minute gruesome one-sided competition.
GAMECOCKS was vanquished by OVERFILLED in a 1 minute uneven duel.
JAYHAWKS viciously subdued VITRUVIUS in a 4 minute gruesome beginner's fight.
TIGERS was overpowered by OVERTHEWEIGHTLIMIT in a 2 minute one-sided fight.
HOOSIERS was overcome by HOLES in a 2 minute novice's bout.
ACES savagely slew BROKEN ZIPPER in a 2 minute bloody amateur's match.
TOMMY SNAITH devastated EMBEZZLING SCRIBE in a 1 minute one-sided battle.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   5         PARRY-STRIKE      11 -   5 -  1      69  |
|AIMED BLOW                       5         BASHING ATTACK    55 -  41 -  4      57  |
|STRIKING ATTACK                  4         SLASHING ATTACK   20 -  15 -  2      57  |
|SLASHING ATTACK                  3         PARRY-RIPOSTE      2 -   2 -  0      50  |
|LUNGING ATTACK                   2         STRIKING ATTACK   23 -  23 -  5      50  |
|TOTAL PARRY                      2         AIMED BLOW        14 -  19 -  2      42  |
|WALL OF STEEL                    1         WALL OF STEEL      5 -   7 -  0      42  |
|PARRY-LUNGE                      0         LUNGING ATTACK     6 -   9 -  0      40  |
|PARRY-STRIKE                     0         TOTAL PARRY        8 -  16 -  1      33  |
|PARRY-RIPOSTE                    0         PARRY-LUNGE        0 -   1 -  0       0  |

Turn 362 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     AIMED BLOW         1 -  4         4  BASHING ATTACK 
WALL OF STEEL      1 -  0     PARRY-LUNGE        0 -  0         2  SLASHING ATTACK
BASHING ATTACK     3 -  2     PARRY-STRIKE       0 -  0         2  STRIKING ATTACK
LUNGING ATTACK     1 -  1     PARRY-RIPOSTE      0 -  0         2  TOTAL PARRY    
STRIKING ATTACK    2 -  2                                       1  LUNGING ATTACK 
TOTAL PARRY        1 -  1     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   LEAPING LILAC 9359          5   1  0   45 PARKS AND REC (1611)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is QUEENIE PAROE 9345.  The most popular warrior this 
turn was QUEENIE PAROE 9345.  The ten other most popular fighters were ACES 9405, 
LEAPING LILAC 9359, ZOE YATES 9349, AVERAGE JOE 9360, HOOSIERS 9404, VINCE YARE 9367, 
BROKEN WHEEL 9410, BROKEN ZIPPER 9409, TOMMY SNAITH 9412, and ASHER 9337.

The least popular fighter this week was VITRUVIUS 9406.  The other ten least popular 
fighters were WILMA 7620, QUICK HIT HARRY 9356, HOLES 9407, OVERTHEWEIGHTLIMIT 9408, 
TIGERS 9403, JAYHAWKS 9402, OVERFILLED 9411, GAMECOCKS 9401, DOMITIUS 9362, and 
NEUTER NELL 9358.

                                 TRICKS OF THE TRADE

     Here are a few tricks of the trade I've found out.
     15, 17, and 21.  Those are the magic numbers for stats; any fighter who starts 
with a stat (except Con and Size) at any of those numbers will have more beginning 
skills than normal.
     Stats:  The stats in order of importance with regard to skills, most to least, 
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit 
points and endurance.  The higher you can start any of these, especially the first 
three, the more skilled your fighter will be.  Logically, therefore, what you really 
want is a fighter who has wit, will, and deftness at 21.  This will be a GOD!  And 
probably go out and get killed immediately due to low con...
     Raising stats:  Care must be taken in doing this.  All fighters start out with 
the ability to learn 20 skills in the categories of  Defense, Parry, Riposte, Attack, 
Decisiveness, and Inititive.  When you learn all 120 skills, you've maxed out.  You 
can get skills though normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con), anything gained will count as one of the 20.  
This is called "burning" skills.  If, on the other hand, you wait until you've maxed 
out, then raising stats will add those skills to the ones you've learned, enabling you 
to exceed your limits.  But raising stats will give an immediate boost to your 
abilities.  It's a question of short term vs. long term gain, you see.
     And aiming at vital areas - head, chest, and abdomen - will increase your chances 
of getting kills.  And being bloodfeuded, and maybe getting your fighter killed in 
return.  Keep in mind that what you send forth will come back to you.  Sometimes 
redoubled.

					  Roku

                  Warrior Handedness, is he a Righty, Lefty or Ambi?

     Greetings, Joy and Happiness to everyone!!!!  I hope everyone that reads this 
article is doing well and remembering not to drink and duel.  This article discusses 
things about the handedness of a warrior.  Most managers only worry about things like 
skill, weapons and trains.  Handedness is not a major factor in playing the game but 
it's nice to know some things about it.
     Most warriors will be right handed, with a small percentage left handed.  Even 
more scarce is the ambidextrous warrior.  I believe that the defensive styles have a 
higher percentage chance to be a lefty or an AMBI than offensive styles do.  It's just 
an observation that I made in the 513 warriors surveyed.  Another note on that, I 
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of 
them were AMBIs.  The highest percent of AMBIs out of all the styles polled.
     When a manager puts weapons into his warriors hands and also when he tells his 
warrior where to strike, handedness plays a key role in the manager's decision making.  
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see 
how the AMBI thing worked.  I noticed that in general the AMBI favors using the left 
hand more than the right hand.  But, there are a small percentage of AMBI warriors 
that are reversed, where the right hand is used more than the left.
     There also seems to be some confusion amongst managers that get the USE of a hand 
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand).   Right handed warriors USE the RIGHT hand the most and the primary weapon is 
the RIGHT hand, off hand is the left hand.  For left-handed warriors, it is the 
opposite of right-handed warriors, of course.  The confusion comes with the AMBI 
handed warriors.  AMBIs USE the left hand more BUT the RIGHT hand holds the primary 
weapon, and the left hand holds the off hand weapon.   Every so often you will get an 
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon 
is held in the LEFT hand.  But this kind of ambi is extremely rare.
     Well, that's it for now.  Have fun, and watch out for that right hook... 'cause 
it might be a left hook!!!!!
     For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.  
You can also email me at 103260.3347@compuserve.com   or visit my DM web site at the 
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm

Ta-Ta,
Sir Jessie Jest

                                  The Arcane Slasher

     I love the Slashing Style!  Slashers are finesse artists, but they're much more 
aggressive than your aimed-blow.  Well-designed slashers are formidable opponents; 
they are as ready to defend as to attack, though they prefer the latter.  Fate has 
been to kind to this style, perhaps too kind.  Even a badly-designed slasher may do 
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal."  After reading another `Eureka!' article, I am compelled 
to add my 2 cents.  I've learned how to design great slashers, and I'd like to pass on 
my ideas to the rest of Alastari.  I can't tell you how to keep them alive (in four 
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky 
character that will win for you--until they die or get to ADM.  Just remember that 
decent opportunities to make a slasher aren't very common!
     WT, WL, & DF--15 pts each at least.  Period.  If you don't have it, you don't 
have a great slasher.  Believe me, you can't afford to skimp anything here!
     ST--Anything from 7-11 is fine.  The smaller the character the higher the number, 
but anything with a +9 size can get by with a 7 ST.  For light armor use an epee, for 
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
     CN & SP--Ideally, both are single-digit; if your con is high you're probably 
looking at a WASTE.  Whatever else you do, don't add them.
     SZ--Since this is something we can't change anyway, don't worry about it.  The 
bigger they are the less points to spread around to other areas, though.
     My slashers come up with the best overviews when I follow these guidelines.  Most 
earn at least four wit statements; about 50% either start out with an Expert or two, 
or they pick them up within a couple of skills.  One of my very best died in a 
tourney: 6-3-11-15-51-11-17.  He started out doing good damage; picked up Experts in 
att, init, def, and rip.  in two skills or less.  This is an extreme example, but it 
seems to me that the well-designed slasher gets more than their fair share of luck on 
their overview.  I've run one a lot worse that did fairly well--a winning record, 
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and 
init, four wit statements, great damage.
     Running them?
     Start out with an offensive effort of 10, and never let the OE drop below 7.  How 
quick you taper down depends on the endurance rating.  Slashers burn endurance very 
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it 
there unless desperate, then go back to 10.  Otherwise try 10, then 9, then 7.  
Remember, these are aggressive beasts; keep 'em on the offensive!
     Keep the activity level fairly low except in the very beginning, when you should 
be running 10.  Then drop to 5 or 6, then 3 or 4m then 1.  Go back up to 7 or 10 in 
desperation.
     Match your kill desire to your offensive effort, always.
     Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across.  Desperation: 10-10-10 or 10-7-
10.
     Avoid armor unless you MUST, but no higher than ARM and H.
     Don't use tactics--they seem to inhibit the slasher's ability to riposte and 
respond well to their opponent.  Exception:  to take out scum pick the heaviest weapon 
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.  
Slash all the way!
     These `rules' have worked for me.  The biggest problem I've had is that my 
slashers rise too high too quickly.  Within five or six fights they're fighting 
warriors with 15 fights' experience.  So be forewarned; give them sometime off every 
few turns so that they won't get clobbered by some old-timer looking for an easy win!  
Good Luck!

                                   The Arcane Kid, of Astral Kin, Osksi DM-3

                                   *Remember, with `good' endurance only!

                                     "The Basher"

     My friends would laugh if they knew I was writing this, but who cares what they 
think?  The basher is not a bad style in my opinion.  It starts with the same base 
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more 
skills in att.  That's what makes this style so good.  I mean, you have the ability to 
get the jump on your opponent, you have the ability to hit your opponent, and who 
cares about their high riposte with your high att rating combined with your exp+ in 
initiative, they won't know what train hit them, much less think about the counter 
attack.

O.K.  I only make two types 1st the WL Basher:

#1      #2
12      13
10      11
10      9
21      16
15      15
9       13
7        7

Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and 
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.

Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3 
dec. with 87 recognition points.

     O.K., the other kind I like to call it the "High damage, low will, needs to end 
the fight before he passes out with exhaustion" Basher.  This type of basher relies on 
his high damage capabilities to make up for his low WL.  I've not had the best of luck 
with these types of bashers, but I do know they can win (Warbeast has proved that to 
me).  The key is to get at least great damage on the roll-up.  O.K. some examples:

#1      #2      #3
11      13      17
11       9      12
16      17      10 
17      17      17
7       10      11
11      11      10
11       7       7

Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament, 
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)

     I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.  
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5.  WL basher, and the other kind 
drop down drastically.  Always aim for the head (it gets you an att bonus and could 
score you a kill every now and then) unless you know you're gonna be up against a TP 
or waste, then aim for a leg.  Well that's gonna be it.  Somebody write me and tell me 
what you think.

                                                       Uncle Charlie Mgr.
                                                       Genocide (68)
                                                       Helter Skelter (36, 100)

                              The Anti-Thesis Slasher

     Greetings all.  No, this is definitely not another "Perfect" article.  In fact, 
it actually is just the opposite--finding success with a warrior whose stats were just 
average.  I am not an expert at this game and do not have near the experience that 
some managers have.  What I do have is some now solid experience with Slashers thanks 
to this guy.  So what I will do with this article is show you how my first attempt at 
building a Slasher went, what it taught me, and maybe I can show a new or old manager 
something about the style that can help their game.
     This Slasher was my first attempt at the style.  His starting stats were average 
at 13-11-12-10-16-11-11.  Definitely no Primus-quality warrior.  By most people's 
standards, he wouldn't have even been thought of as an ADM warrior because of his low 
wit and will combo.  Today, I don't know if I would even keep this guy, but at the 
time I didn't know any better and kept him.  I'm glad I did because he turned out to 
be a good warrior, not great, but good and a fun one to watch.
     He had three statements to start:  "...learned how to be decisive and quick", 
"...conserve his endurance past what might normally be expected", and "does great 
damage".  The last statement I think helped him a lot in many of his fights.

Weapons and Armor

     Weapons-wise, all I knew about the Slashing style at the time was that a scimitar 
was good, so I gave him one.  He did well with it, so I kept using it.  I didn't use 
any off-hand weapon because I knew that an offensive-styled warrior could make quicker 
attacks with a weapon using two hands.  I gave him one back-up scimitar, knowing that 
scimitars break though not that often.
     Early on, I may have given him light armor and a helm, but later I discovered 
that if he didn't get the first hit, he almost had no hope of winning.  After all, the 
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight 
quickly.  I also started to realize he would never be a "great" warrior.  My 
philosophy changed and I could only hope to get him to ADM.  So, I decided to use no 
armor or helm, which slows warriors down.

Strategy:

     Ah, the most important part of this warrior's winning ways.  Looking back at his 
early strategy, I wonder how he did so well.  I started him going 10-10-10, attack and 
protect the head with no tactics.  My desperation strategy was usually 10-10-5, which 
did nothing to help him.  I used the decisiveness tactic since his overview said he 
was decisive.
     Through observing his fights and looking at what he preferred, I ironed out a 
general strategy which I think is good for a lot of Slashers:

min.      1    2    3    4    5    6+   desp
OE        10   8    6    4    4    4    5
AL        10   4    2    2    2    2    8
KD        6    8    6    4    4    4    5
AL        RA   HE ----------------------->
PL        AM   BD ------------------->  HE

     Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One 
strategy that he seems to like.

Design and Trains:

     I started him off training skills only.  But I soon learned that his average 
stats meant that he wasn't going to learn very well.  I decided late to train skills, 
then stats, every other turn.  The training of his will to 17 really helped his 
endurance out.  He finally went to ADM at 15-11-12-12-17-12-11.  If I had recognized 
earlier that he would not be a great warrior, and accepted that, then I might have 
been about to train everything twice like in the "old" days and he would have gone at 
15-13-12-12-18-13-13.

Record:

     He started out great at 4-0-0, then was 8-4-1.  He hit a rut and was soon 9-7-1.  
He was mediocre in his middle fights but was above .500% at 14-12-2.  He was under 
.500% once at 14-15-2.  Near the end of his regular DM career, with some careful 
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2.  He was 
Duelmaster for three turns in Cliffhome.

Final Notes:

     So, what's the purpose of all this?  It's to show that anyone can take a mediocre 
warrior and through careful strategy and design build them into a formidable warrior.  
I recognized long ago that this Slasher would never be great and accepted it.  That's 
what turned him into the warrior he is today.  I was willing to take the risks 
necessary to make him win.  His name is E.G.B.D.F.  (Every Good Boy Does Fine) and in 
this case his name is true.  I couldn't have asked more from him in his 
accomplishments.  He can be found fighting occasionally in Darkholm.  He's taught me 
an incredible amount about this style and has contributed to my 65% overall win-loss 
record with them.
     I'm open to feedback, positive or negative, and hope in some way that I've helped 
someone learn more about this style.
     So, good luck to all and may your swords ring true!

                                        Brought to you by Talon, mgr. of
                                   Eagles Claw (38,104), Farfignewtons (32)
                              where I'm known as Volksie, and other teams
                         throughout Alastari.