DUEL 2 NEWSLETTER

Date   : 02/23/2013    Duedate: 03/08/2013

NOBLISH ISLAND ARENA

DM-93    TURN-371

This Weeks Top Honors

THE DUELMASTER IS

ACES
COLLEGE FOOTBALL (1618)
(93-9405) [8-2-2,81]

Chartered Recognition Leader   Unchartered Recognition Leader

ACES                           ABRAM CROSS
COLLEGE FOOTBALL (1618)        LOW ROAD 5 (1620)
(93-9405) [8-2-2,81]           (93-9420) [4-3-1,44]

Popularity Leader              This Weeks Favorite

DAISY FRYE                     ACES
LOW ROAD 5 (1620)              COLLEGE FOOTBALL (1618)
(93-9417) [3-4-0,32]           (93-9405) [8-2-2,81]

THE CURRENT TOP TEAM

LOW ROAD 5 (1620)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. LOW ROAD 5 (1620)           42
2. BASH BROS SUITCASE (1619)   40      COLLEGE FOOTBALL (1618)
3. TRIBES (1621)               10      Unchartered Team
4. OLYMPUS MAXIMUS (1612)       0
5. COLLEGE FOOTBALL (1618)    -14      TRIBES (1621)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*TRIBES (1621)              1   0  0  100   1/ 3*LOW ROAD 5 (1620)        10  5 1
 2/ 1 COLLEGE FOOTBALL (1618)   30  20  2 60.0   2/ 2 BASH BROS SUITCAS (1619)  9  6 0
 3/ 2 BASH BROS SUITCAS (1619)  29  21  0 58.0   3/ 1 COLLEGE FOOTBALL (1618)   7  8 1
 4/ 3*LOW ROAD 5 (1620)         18  17  1 51.4   4/ 0*TRIBES (1621)             1  0 0
 5- 4*OLYMPUS MAXIMUS (1612)     9  18  2 33.3   5- 4*OLYMPUS MAXIMUS (1612)    1  4 0

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

                                    TEAM SPOTLIGHT

                                 WHAT DO I DO NOW?
                                        Or
                         A PROBABLE NEWBIE THOUGHT PROCESS
                                        Or
                              ENJOYING THE WORLD OF D2

     So you want to try out this D2 thing?  You want to have the fun and pleasures
that hundreds of other managers before you have experienced?  Can't blame you!  I
have been enjoying Duelmasters-to-D2 for over 25 years.  Perhaps this article will
aid or simplify your introduction to this game and speed up your enjoyment process.
It goes something like this....
     ACQUIRE A D2 ROLL UP sheet from RSI.  (Reality Simulations Inc., P.O. Box 22400,
Tempe AZ 85285-2400, 480-967-7979.)  The first sheet/team is free.  Subsequent teams
cost $5.  Later, after your introduction 10 turns in the Noblish Island (DM93) arena,
you can transfer your starting team to another arena, or you may want to start up a
new team/s in other arenas, or both.  (Actually, you can start new teams any time,
even while going through your learning process in DM93; but you may want to "learn
the ropes" first.)
     FILL OUT THE ROLL UPS and send it to RSI.  Other than the normal personal
information, the most important things to decide are: Team name, Manager name, and 5
individual warrior designs.  Let's discuss each of those briefly.  Team name and
manager name can be anything you like that fits you.  (RSI will edit inappropriate
naming.)  They can be gladiator driven, silly ideas, great plays on words, or
whatever.  The warrior names can be closely tied to the team name, or not.  My very
first team was: Bulldogs, manager Kennelworth, and names like--Tiger Lily, Sir
Smythe, Wild Wayne, and Flash.  Etc.  Since that start, all Bulldog warriors have
names reflecting either "bulls" or "dogs."  (Current names--Mad Cow Disease, Hot Dog,
Cow Bell, etc.)  A team I admire in the game is Azure Clouds, manager Slugbait,
warrior names like--Black Bile, Violent Orange, Blue Note....
     We could spend hours and hours on warrior designs, (Where to place the 14 points
on the fixed 70 points and what style to chose?), but I will offer only a few basic
comments:
Offensive styles are easier to master for a newbie.
Gender does not matter at all in the fight process.
Generally fast & quick or brawny & strong rule.
WT and WL are the most important stats.
There are reasons to design to odd numbers.  (Exclude CN)
Read newsletters and other RSI info, especially DM93, for design reviews and methods.
     You have received your 5 warrior profiles.  Time to fill out DUEL II STRATEGY
FORMS and send them in to RSI.  "Goodness!" you say, "I wish I had a lot more
information about weapons and strategies and what the warrior profile means, and...."
Here are a list of places and methods for getting additional info:
    "Phone a friend."  Diplo, e mail, call, write, etc.  Beg from other players,
especially experienced players in the game.
     "Put on your newbie outfit."  Ask RSI, or better yet, diplo the teachers/coaches
in Noblish Island (DM93) the "starter's arena" and ask for information provided
there.  If you are already in Noblish Island, ask Jorja or anyone there to make sure
you get the CIC or "fact sheets".
     "Go electronic."  The best information in the game is available at reality DOT
com/dm, or terrablood DOT com, or even try chatzy DOT com/42003746228981 as Dmers
chat there from appx 9AM to 2AM EST and would welcome inexperienced questions.
     So back to the strategy sheets.  One for each warrior you plan to fight.  Write
legibly!  You would be very disappointed to have a code inputted improperly because
your scribbles were not so discernible.  The basic stuff like warrior name and ID, or
game # and account # don't need discussion.  But weapon selection, strategy, armor,
and challenging do.
     Weapon choice is your chance to select a best weapon against the opponent's
probable armor.  Bigger weapons are probably needed against heavy armor.  Some
weapons do especially well against certain armor types.  (Hmmm, that information
mentioned earlier would help.)  The most common weapon arrangements are a single
primary weapon and a small backup primary for offensive types, and a primary /
secondary (secondary could be a shield) and zero to two backups for defensives /
finesse warriors. 
     Strategy is more difficult to decide.  Offensives usually start "hot and heavy"
and then slow down, as they will wear down/tire due to weight being carried and a
high activity level.  Defensives tend to run moderately, but current arena defensive
warriors can be found fighting anywhere from "hot and heavy" to very slow.  The
desperation strategy is important, because if your warrior is nearing defeat or
exhaustion, you may want to do something different in a last-ditch effort to pull out
the win.
     Armor is really a matter of preference, but like every other choice in the game,
there are trade-offs.  Heavy armor can slow down and wear down warriors.  Naked or
light armor may be less restricting and faster but offers little protection.  It is
easy to think, "I need lots of armor," but over encumbering a warrior greatly impacts
his fighting ability.
     Training is simple.  The most common training is "skills", but stats can be and
are trained also.  In general the amount of skills learned is based on your WT (the
higher the better), but it is also impacted by the knowledge of the warriors you
fight, (and other things).  Stat training is very highly dependent on WL, as the odds
of getting a first stat train of a stat type are 5% times the WL.  (e.g. a WL of 15 =
5%x15 or 75% chance.)  There can be a luck roll impact also in almost everything that
occurs in Duel 2.  Attempting to get a 2nd stat raise in a certain stat is halved.
(e.g. a WL of 15 = 5%x15x 0.5 = 37.5%)
     Challenging and avoiding are a very strategic part of the game.  There are quite
a few managers who do not challenge or avoid or both.  You can use that to your best
advantage.  Challenge warriors (the warrior ID number) and avoid teams.  (The team ID
number.)  Several points about challenging/avoiding):
1. Challenging and avoiding do not work until after you have fought your first fight
   in the arena.
2. Challenge warriors or styles you think you can beat, or who will teach you well,
   or to attempt to advance in the rankings.
3. Avoid those teams who have warriors that can probably beat you, or who are likely
   to challenge you.
4. Remember: challenge warrior ID numbers (not names) and avoid team numbers.
5. Some arenas, usually Andorian, frown on down challenging.  (Usually defined as
   challenging someone with fewer recognition points that oneself.)  Beware of the
   arena environment, history, and politics.
You have the option to use an alternate "special strategy" either (or both) when you
challenge someone, or when someone challenges you.  You can use this alternate to
prepare a specific strategy for that challenge you just made, or surprising an
opponent who will likely challenge or blood feud you.  To use these alternatives, "x"
the proper box or boxes and fill out the strategy info on the back of the strategy
form.  This alternative strategy will not be used unless the conditions you selected
occur.
     That was easy, wasn't it!?  After sending in your strategy sheets, (in plenty of
time for the due date--or last minute via fax; no internet submittals allowed) the
computer utilizes everyone's inputs and the fights proceed.  A few days after the
arena run date, the actual fights and arena newsletter will arrive in your mailbox.
Before submitting the new warrior strategies for the next round of fights, there is
much a manager can/should examine and review.  Here are generic things that an old-
time manager evaluates:
1. Have I collected/recorded all the information I want from the fight so I can
   access it quickly?  (Coach Rah Rah and his Consortium cronies record this for
   every fight--opponent's name, stable, arena and ID number, size, handedness,
   record, style, armor, and weapons plus my warrior's train results, armor, weapons,
   swing info (criticals/swings/extra value hits), W or L, how many minutes,
   recognition points, and political point status--if any.  Also recorded are who, if
   anyone challenged.  This is manually recorded on a sheet with my warrior's name,
   ID, and size, handedness, plus style.
2. Did each warrior fight as I expected from the strategy?  Do I need to adjust or
   change any strategies?
3. Did any warrior act over encumbered or tire faster than I thought?  Do I need to
   adjust strategies, armor, or weapons?
4. Did each warrior fight well with the weapon?  (e.g. hit when he swung and had
critical hits--which are strongly stated weapon hit statements compared to the norm)
   Do I need to change weapon selections?
5. Did another warrior out jump me when I did not expect it?  Do I need to adjust
   strategies or weapons?
6. Did the warriors learn what I expected and learn well?  (e.g. earn lots of skills)
   If not, what can I do about it?  (Switch to learning stats/skills? Challenge a
   very experienced warrior?)
7. Do I know anything about the arena warriors that I can challenge?  (Have I and my
   friends accumulated style and other information on opponents?)  Should I challenge
   or take the luck of the draw?  (Remember--challenge warrior #s.)
8. Likewise, is there someone within range I just do not want to fight?  (A warrior
   that has beaten me?  A warrior with lots more experience than me?  A team that has
   my number?  Should I avoid the team with that warrior?  (Remember--avoid team #'s)
9. Have I written some personal ads or a spotlight to add to the enjoyment of the
   arena?
Then it is time to turn in those strategy sheets again!
     Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little 
luck.  Above all, it is fun.  See you on the sands!
                                 Coach Rah Rah, Consortium affiliated

              + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
                    Where do you go when you leave Noblish Island?

     After ten turns, just when you're getting used to the everlasting rain here on
Noblish Island, you're going to have to leave forever.  Everyone (except me) leaves
after ten turns.
     You have to go, but you get to choose your destination.  Out of sixty or so
possible arenas, how do you choose?
     Some of you will be following friends who have already gone, and for you this
question is moot.  Otherwise....

     Fast or slow?  Noblish Island is a "fast" arena in that the fights are run every
two weeks.  For some of you, this may not allow enough turn-around time.  "Slow"
arenas run every four weeks.  The slow arenas are 8, 28, 31, 39, 45, 47, 50, 52, 54,
59, and the three slow transfer arenas, 71, 72, and 73.  You may have an unlimited
number of teams in a transfer arena, and many managers do; I would not recommend
choosing a transfer arena for your first non-Noblish home.

     Regions--the world of Duelmasters is divided into four regions, which have
slightly different preferred style of management.
     The Andorian region as a general rule tends toward a role-playing, non-killing
style of play.  By "non-killing," I mean that Andorian managers perfer not to seek
kills and disapprove of down-challenging.  In most (but not, alas, all) cases,
Andorian arenas will have lively personals.  The Andorian arenas currently open are:
8 (slow), 11, 14, 22, 24, 25, 26, 30, 40, 41, 46, 52 (slow), 63, and 71 (slow
transfer).
     The Delarquan region, except in the case of some of the slow arenas, is not much
prone to role-playing and convesation.  For Delarquans, the win is all.  Down-
challenging is an accepted tactic used when desired by any manager.  Deaths may be
more frequent than elsewhere.  The Delarquan arenas currently open are: 1, 2, 3, 5,
6, 7, 10, 18, 21, 36, 38, 39 (slow), 42, 51, 54 (slow), 59 (slow), 62, and 72 (slow
transfer).
     The Free Blades region tends to be very active in the slow arenas and less
dogmatic in either direction about style of play.  Free Blades arenas currently open
are: 9, 12, 15, 16, 17, 19, 28, 29, 31 (slow), 32, 33, 35, 43, 45 (slow), 47 (slow),
50 (slow), 56, 61, and 73 (slow transfer).
     The Lirith Kai region is the youngest and is currently very small, having only
arenas 65, 74, 75, and 78 open at the present time.  There is a tendency to prefer
the Andorian-style, "no down-challenges and no deliberate killing," but the managers
seem to be less dogmatic about it.
     Note that currently contests of various kinds are being held in some arenas,
which I can't list for sure, they keep changing.  If you're interested in a contest
arena, let me know (a personal ad will do), and I'll look around.  Contest arenas
will tend to be bigger than others while the contest is going on, and full of
often-confusing personals.

     Large arenas or small ones?
     There are advantages for a new manager in either choice.  In a large arena,
there are lots of managers who will be willing to help a novice.  There will be a lot
of variety in the kind of competition your warriors come up against--varieties in
style, management, levels of skill.  You can learn a lot in large arenas.  But there
are drawbacks, too.  You can get lost in the crowd, maybe find no one or only a few
of the available managers responding to your personals.  You can get caught between
feuding factions.
     In small arenas, you soon get to know every manager's playing style and what to
expect from their warriors.  If you write personals, they will be noticed and
probably responded to.  But just as you get to know all the managers and warriors
sharing the arena with you, so will they get to know you.  You may see a lot of
standbys fighting, and while they are relatively easier to beat, they don't teach as
well.  After a while, you won't meet with many surprises.

     If you have access to the internet, I strongly recommend that you check out
RSI's website and sample the newsletters of various arenas to get the flavor of them.
If not, ask for advice.  Diplo managers mentioned in the Regional Arena News from
arenas you're interested in, as they are likely to be leaders in those arenas.  Ask
questions here, in the personals or by diplo.  I'd like to see you all have the best
possible Duelmasters experience that's consistent with other people doing the same,
and I ALWAYS have opinions!

Jorja
The Middle Way

           +>]H[<+-----+>]H[<+ Question of the Week #1 +>]H[<+-----+>]H[<+

     Hanibal, manager of Cannibalz in Aruak City (DM 11) and formerly of Noblish
Island, has asked a series of questions of the experienced managers of that arena.  I
believe you might find these questions and answers instructive, or at least
interesting.  Feel free to comment or question in response.  That goes for other
experienced managers, too; I'm sure your input would be valuable. -- Jorja, The
Middle Way

Question, turn 396:
     All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who
would swing first?  Would they both have an equal chance? -- Hanibal's question of
the week

Replies, turn 397:
     Hanibal -- Of the three numbers, I think KD is least influential in determining
who swings first.  I'm not discounting its involvement entirely, but there are many
factors that weigh more heavily.  I ran aimers 10-10-1 for a long time, when it was
the 'in' thing to do, and they fought quite aggressively.  KD might be more important
in determining who swings LAST. -- Generalissimo Puerco

     Hannibal -- I firmly believe that 10-10-2 will sometimes outjump 10-10-8.  And
vice versa. -- Kennelworth The Seasoned

     See also Captain K's article on "Getting the Jump."  It was printed in this
newsletter a few turns ago, but if you want a copy and don't have it, email me at
jputney@zianet.com and I'll send it to you.  Okay, okay, if you don't have email,
request it in the personals or even send me a diplo. -- Jorja
P.S.  I believe this may now be included in the regularly cycling articles.

Question, turn 397:
     All -- If two warriors have a good damage rating, one has 11 str. and one has 13
str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W.
     P.S.  Warriors are same size.

Replies, turn 398:
     Hanibal -- Regarding your QoW, it is a very good question.  I think that there
is a difference in damage done between warriors with different strengths but similar
damage comments.  Of course the attack rating a warrior has can make a world of
difference too.  I've got a piker (the Consortium may know Lustra from DM 52) that
has a 5 str. and does normal damage with a blow.  Yet, she performs like a warrior
that does little damage.  (And I have a lot of experience with those.)  Not only
that, she has normal endurance, too, but she seems to get tired awfully quick for a
piker with normal endurance.  So that's one example.  Another is my overall look at
warriors that do 'little' damage.
     If you take one with 9 str. and another with 13 str. I think a clear Difference
can be discerned.  On the high end, my experience doesn't go much past 'good' damage.
But what I can say is that my warriors that do 'good' damage seem to do more damage
than my few warriors that have done 'tremendous' damage.  That is probably because
those big strong warriors have relatively lousy attack ratings.  So in a nutshell I
would say yes, there is a minor but still noticeable effect.  What you might be
finding is that there seems to be differences within those broad categories given on
the warrior overview.  It's just like if you raise con you improve your warrior's
ability to sustain damage a little bit, even if the comment on the overview stays the
same.  Your questions are getting at some of the interesting subtleties of the game.
Keep asking them! -- Generalissimo Puerco

     Q.O.W. (Hanibal) -- I don't think so. -- Adie

Pagan's replies:

Question, turn 396:
     All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who
would swing first?  Would they both have an equal chance?

This is a loaded question.  There are a number of factors which will determine which
warrior swings first.  In speaking of this I can only tell you what I have a 'feel'
for.  In no way does anyone know all the factors or how this works exactly unless
someone gets to look at the source code for the program.  I will ignore the KD
dispute simply because I don't know.
The Factors:
1.  At warrior creation, the program initiates a random string class to be used for
your warrior.  Each string has a series of numbers that are pre-generated and always
the same.  It however appears random except for the facts that some strings are good
for some warriors and bad for others.  You'll notice this only over time.  This
string class is permanent and not all of them are created equal.  This is above and
beyond any total number of skills.
2.  At fight time, the program calls a random string to be used for BOTH warriors.
This string affects the string of the warrior.  This is why you will never see two
fights that are line-by-line exactly the same.  But if the fights were constantly run
with exactly the same string, and no strategy changes are made then you will
consistently have the same fight line-by-line.
3.  Fight-String modified Warrior-String# are taken for each warrior and #Decise-
skills + OE + string# + tactic + weapon-weight + style-adjustment equates to a
number.
4.  These bonuses could be negative in adjustments also: IE. Running responsiveness
would be the addition of a negative number equal to warrior's Decise.  Running decise
would increase a lot, running lunge, slash, or bash use initiative instead of Decise
if higher than current #decise skills.
4.  Biggest controllable factors are OE, tactic, & weapon-weight
5.  If the number for JUMP does not have a disparity of a specific number then a
continued clash will occur until that disparity is shown.  Then the fight actually
begins.  You can have a series of 8+ clash statements until the program finds who
starts and initiates the fight sequences.  Example: fighterA ends up with a jump# of
60 and fighterB ends up with a jump# of 65; if the disparity had to be 10 points then
what would happen is a clash statement would be printed and the steps repeated.  The
next number from the Fight-String is called along with the next number in each of the
Warrior-strings ; the computation is done again until the disparity (for the computer
anyway) becomes true.  Then the fight sequence is activated. -- Pagan

Question, turn 397:
     All -- If two warriors have a good damage rating, one has 11 str. And one has 13
str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W.
P.S.  Warriors are same size.

Most definitely.  Weapon damage is equated to Strength + damage class.  So damage is
done like this:
1.  Armor weight + 12 + any bonus it has vs weapon type is a negative to the damage
done.  (How the hell did he get 12!?)
2.  Damage done is strength + damage class variable + weapon variable.
3.  Slashing & Bashing increase the damage done.
4.  When the damage done equals 1 or less then there is a weapon bounce statement.
The minimum damage a blow can do is 1 point of damage.  The program knows there's a
hit before it knows damage so you can't reverse a hit, you merely take a minimum of 1
point of damage to your hit-points.
5.  The lower your strength then more bounces you will see.  The lower your damage
class the more bounces you will see.  The lighter weight a weapon is vs the armor its
hitting the more bounces you will see.
6.  In reverse to #5, all of those secondary-damage statements (often referred to as
extra-damage statements) such as "it was a devastating blow"... "what a massive blow"
-- these merely show that you hit your opponent with enough damage to exceed the
computer secondary-damage statement threshold.  Your warrior caused enough damage to
exceed a programmed set number (whatever that number may be) and the fight is only
showing that you exceeded that number. The programmed number for the secondary-damage
threshold is a Hard number: it is constant within the program and is used for all
fights and all warriors.  It is not random.  It has nothing to do with how much
damage you did in relation to your opponent's hit-points either.  If you exceed that
number in damage, you get a printed statement showing that to be the case.  There is
no such thing as Extra-Damage. -- Pagan

Question, turn 398:

All -- If you lower your kill desire in desperation, do you have less of a chance of
being killed? -- Hanibal's Q.O.W.

Replies, turn 399:

Q.O.W. -- I think that if your KD is lower in desperation, you're more likely to
surrender than draw out the fight.  Drawing out the fight by having a higher KD gives
the attacker more chance to kill you.  But you could defend and make a come-back.
But that higher KD also lowers your defensive ability somewhat. -- Adie

Hanibal's Q.o.W -- Yes, lowering your own KD helps keep you alive and allows you to
surrender...hopefully in time. -- Armalias

Hanibal -- The choice of kill desire in desperation seems to be a very tactically
important one.  I do believe that lowering kill desire will tend to preserve a
warrior's life by making him give up (and end the fight) sooner.  This also means
the warrior may end up losing fights he could have won if he had hung around.  I
think scum strategy is a good example of this.  While it may be counterintuitive, a
good scum strategy involves using a moderate to high kill desire.  This is done to
prevent them from giving up prematurely.  Also, most managers don't care too much if
their scum gets killed, so there's no point to running with a low KD.  There's a very
good article on the total parry written by Scrag, in which this scheme is discussed.
Maybe you saw it in Noblish.   Personally, I either lower or raise KD in desperation,
based on my expectations for a particular warrior.  I think it was Miles that first
wrote on this way of looking at kill desire, and I believe it to be the most correct.
Other published theories, such as Jessie Jest's, are variably more questionable.
(But then, everything Jessie Jest wrote should be taken with a grain of salt.) --
Generalissimo Puerco

Question, turn 399:

All -- If you have 18 HP and cannot take a lot of punishment and raise con once to
normal--20 HP, does the rating affect the rate at which you take damage or do you
just have 2 more Hit Points? -- Hanibal's Q.O.W.

Replies, turn 400:

Hanibal's QOW -- I think you just get a bump in hit points.  But that little bump
makes a big difference.  I think armor and warrior experience are the only factors
that affect the rate of damage per blow. -- Adie
P.S.  There's a new chart for hit points that is more accurate and does not involve a
luck factor.

Hanibal -- I think the amount of damage a warrior can take is not variable but
constant.  The variables in the equation are:  the weapon being struck with and the
armor it is striking, and the attack and damage-dealing ability of the warrior doing
the swinging.  Not to mention kill desire, as discussed last turn. -- Generalissimo
Puerco

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 716): BLUE FUNK of BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 718): HERMIAS of DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 666): GRAY BEAR of CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 712): LUCK DEVIL of THE DEVIL'S OWN (The Dark One, mgr.)
 DM  16 WILLAF (turn 714): GOLDPLATED of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 705): FENSTER GOLLY of MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 706): BULL HALSEY of MAN OR BEAST? (The Dark One, mgr.)
 DM  28 MORYA (turn 355): LILY OF SARMATIA of DODGE BULLETS (Jorja, mgr.)
 DM  29 LAPUR (turn 703): THE CLEAR of ARCANE PHARMACY (Destitute Noble, mgr.)
 DM  31 CHIMLEVTAL (turn 353): DRONE-ON of BAD NEWS BEES (Stinger, mgr.)
 DM  32 ARVAT (turn 700): TRUST BUSTER 1 of SEGUE CARTEL (Zalgor Prigg, mgr.)
 DM  33 NIATOLI ISLAND (turn 697): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr)
 DM  35 MURSKA (turn 689): GRINCH of BAD GUYS (Mr. Bad Guy, mgr.)
 DM  43 VEASTIAN (turn 644): ARCHERS OF LOAF of UNC COLLEGE RADIO (Floyd, mgr.)
 DM  45 STORMCROWE (turn 330): ROSELYN of DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 325): SOUTH SPOON of OTTODROME TW (Otto X, mgr.)
 DM  50 SNOWBOUND (turn 311): MOLDAR NAY of MIDDLE WAY 6 (Jorja, mgr.)
 DM  56 ROCANIS (turn 579): LINKIN LOGGER of INCONSISTENT FURY (Banthius, mgr.)
 DM  60 ARADI (turn 564): TICK ... TOCK of UNNAMEABLES (Howlin' Wolf, mgr.)
 DM  61 JURINE (turn 546): DARTH VADER of STAR WARS (Sir Jessie Jest, mgr.)
 DM  65 DAL SHANG (turn 540): LINDIS TYL SARRO of SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 260): MRALISSA LOON of MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 501): KINVER TEN PALAN of SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 496): XAVIER of RUNEBLADES (Stillgard, mgr)
 DM  78 LIN TIRIAN (turn 487): STEAMED MUSCLES of SHEWISH BUFFET (One Armed Bandit)
ADM 103 FREE BLADES (turn 604): NOREASTER of DIRT DEVILS (The Dark One, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 716): SERPENTS HOLD 3 (Khisanth, mgr.)
 DM  12 RIZTAB (turn 718): DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 666): CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 712): CRUCIAL TAUNT (Daikkan, mgr.)
 DM  16 WILLAF (turn 714): SHADOWMONGERS (Shadow, mgr.)
 DM  17 ALJAFIR (turn 705): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 706): LORDS INC. (Lord Z, mgr.)
 DM  28 MORYA (turn 355): LORD OF DISCIPLINE (Longshot, mgr.)
 DM  29 LAPUR (turn 703): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 353): BAD NEWS BEES (Stinger, mgr.)
 DM  32 ARVAT (turn 700): DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 697): SEA DOGS (One Armed Bandit, mgr.)
 DM  35 MURSKA (turn 689): SOUND (Trim, mgr.)
 DM  43 VEASTIAN (turn 647): EPIC RAP (Howlin' Wolf, mgr.)
 DM  45 STORMCROWE (turn 330): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 325): OBG! (Howlin' Wolf, mgr.)
 DM  50 SNOWBOUND (turn 311): LIFE IMAPACTS (Coach, mgr.)
 DM  56 ROCANIS (turn 579): INCONSISTENT FURY (Banthius, mgr.)
 DM  60 ARADI (turn 564): RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 546): SHEWISH BUFFET (One Armed Bandit, mgr.)
 DM  65 DAL SHANG (turn 540): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 260): MIDDLE WAY 18 (Jorja, mgr.)_
 DM  74 DAYLA KIV (turn 501): MEDAL OF HONOR (The Anarchist, mgr.)
 DM  75 JADE MOUNTAIN (turn 496): EL CAMINO:DOS (Floyd, mgr.)
 DM  78 LIN TIRIAN (turn 487): SHEWISH BUFFET (One Armed Bandit, mgr.)
ADM 103 FREE BLADES (turn 604): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
                                  -----------------
 DM   9 ZUKAL (turn 715): DEBARROWS of CRIMSON DEATH (Verol, mgr.)
 DM  12 RIZTAB (turn 718): HERMIAS of DREAMERS (Sleepy, mgr.)
 DM  15 MALCORN (turn 712): DEANO of MARKS PARTY (JE, mgr.)
 DM  28 MORYA (turn 355): POSTAGE of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  31 CHIMLEVTAL (turn 353): DRONE-ON of BAD NEWS BEES (Stinger, mgr.)
 DM  33 NIATOLI ISLAND (turn 697): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr)
                       (turn 696): JERK O'LANTERN of HALLOWEINERS (The Dark One, mgr)
 DM  35 MURSKA (turn 689): GRINCH of BAD GUYS (Mr. Bad Guy, mgr.)
 DM  47 NORTH FORK (turn 325): TALKEETNA of ALASKAN PIPELINE (Storm Lord, mgr.)
                               TEMPTRESS of LUROCIAN DEVILS (The Greek Guy, mgr.)
                               SCOMSSS'S NIGHTMARE of THE OPERA (Manager, mgr.)
                   (turn 324): LATKA of SECOND BANANAS (Mannequin, mgr.)
 DM  50 SNOWBOUND (turn 310): MATH of LIFE IMPACTS (Coach, mgr.)
 DM  56 ROCANIS (turn 577): MOE FROSTTOOTH of INCONSISTENT FURY (Banthius, mgr.)
 DM  61 JURINE (turn 546): DARTH VADER of STAR WARS (Sir Jessie Jest, mgr.)
               (turn 545): ARKAN BARNES of MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 540): LINDIS TYL SARRO of SAND DANCERS (Jorja, mgr.)

                                      SPY REPORT

     I was going on vacation, see?  Surf, sun...  But what do those bums say?  "Hit 
the road, Debby Tonte.  NOBLISH ISLAND needs a spyreport."  Oh, well.  Like, COLLEGE 
FOOTBALL had to be so embarrassed when they got kicked off #1 spot by LOW ROAD 5!  
Way to go LOW ROAD 5!  What was the name of that team who got 4-1-0 this turn for a 
total 29-21-0 you ask?  (Sure)  BASH BROS SUITCASE's their name, and fighting's their 
game!  MVP award for OVERFILLED?  BASH BROS SUITCASE's proud of him after beating 
GAMECOCKS and getting 20 points.  Talk about yer major upsets!  GAMECOCKS' match with 
OVERFILLED cost him a loss of 16 points!  Don't you think the Duelmaster is being 
unfair?  I think ACES should let VETERAN MERCENARY be Duelmaster for a while, without 
fighting about it.  Who was the wiseguy that said NOBLISH ISLAND's Duelmaster was 
paying for drinks at The Warty Toad?  Don't look at me!   
     Look, you guys stick to fighting, all right?  BASH BROS SUITCASE was NOBLISH 
ISLAND's most avoided team.  Is there some award for that?  Is there some deep dark 
secret why COLLEGE FOOTBALL's been avoiding BASH BROS SUITCASE so much?  Or is it 
just that they're too scared?  Can BASH BROS SUITCASE's BROKEN WHEEL be more popular 
than me?  He was challenged the most, but is that really the same?  People were 
asking me did TIGERS REALLY challenge BROKEN WHEEL?  (all right, maybe they didn't, 
but it sounded good!) It wasn't a spectacular fight, or anything, but BROKEN WHEEL 
wants me to write about it since he overcame TIGERS.  Satisfied?   
     What does a fighter fight for?  I mean, the crowds don't give a hoot if someone 
gets killed.  Not after four more fights.  Fight, fight, fight.  Is that all you guys 
can do?   
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I gotta leave.  NOBLISH ISLAND is like such a dump, and you guys smell too 
much!  I had a fun time, see you later-- Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 ACES 9405                     8   2  2    81       COLLEGE FOOTBALL (1618)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 BROKEN WHEEL 9410             8   2  0    54       BASH BROS SUITCASE (1619)
 OVERFILLED 9411               7   3  0    51       BASH BROS SUITCASE (1619)
 RIPPED OPEN 9415              5   4  0    51       BASH BROS SUITCASE (1619)
 ABRAM CROSS 9420              4   3  1    44       LOW ROAD 5 (1620)
 GAMECOCKS 9401                6   4  0    39       COLLEGE FOOTBALL (1618)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 TIGERS 9403                   5   5  0    33       COLLEGE FOOTBALL (1618)
 DAISY FRYE 9417               3   4  0    32       LOW ROAD 5 (1620)
 ELMER GREEN 9416              4   3  0    28       LOW ROAD 5 (1620)
 BENNY DOGGE 9419              4   3  0    25       LOW ROAD 5 (1620)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 JAYHAWKS 9402                 6   4  0    22       COLLEGE FOOTBALL (1618)
 HOOSIERS 9404                 5   5  0    20       COLLEGE FOOTBALL (1618)
 HOLES 9407                    3   7  0    20       BASH BROS SUITCASE (1619)
-DOMITIUS 9362                 3   4  2    15       OLYMPUS MAXIMUS (1612)
 CHARLOTTE ELLIS 9418          3   4  0    13       LOW ROAD 5 (1620)
 PIMA 9424                     1   0  0    10       TRIBES (1621)
-AURELIUS 9413                 1   1  0     9       OLYMPUS MAXIMUS (1612)
-VITRUVIUS 9406                1   3  0     6       OLYMPUS MAXIMUS (1612)
-METALLUS 9364                 1   3  0     6       OLYMPUS MAXIMUS (1612)
-HONORIA 9363                  0   5  0     5       OLYMPUS MAXIMUS (1612)
 UGLY 9427                     0   1  0     1       BASH BROS SUITCASE (1619)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
OVERTHEWEIGHTLIM 9408   6  3 0 BASH BROS SUITC 1619 ABRAM CROSS 9420      370   

                                     PERSONAL ADS

Well, heck.  We didn't fight anybody but footballers and luggage.  They already know
more than we do.  Bummer. -- the Low Road

Assur -- Sorry about Overtheweightlimit.  Honestly, I didn't think he was THAT much
over.  But there it was, he was heavy, the orderlies dropped him, and he brast. --
Abram Cross

                                  LAST WEEK'S FIGHTS

TIGERS was viciously subdued by BROKEN WHEEL in a 2 minute bloody Challenge fight.
JAYHAWKS was vanquished by ABRAM CROSS in a 2 minute uneven Challenge battle.
ACES savagely defeated VETERAN MERCENARY in a action packed 2 minute Title fight.
GAMECOCKS was bested by OVERFILLED in a popular 1 minute fight.
RIPPED OPEN demolished AMBITIOUS GUARD in a 1 minute gruesome mismatched competition.
HOOSIERS was savagely defeated by DAISY FRYE in a 2 minute brutal struggle.
HOLES bested CHARLOTTE ELLIS in a 2 minute competition.
BENNY DOGGE overpowered PERSISTANT BEGGAR in a 2 minute uneven melee.
ELMER GREEN vanquished CULT MEMBER in a 1 minute uneven duel.
PIMA overpowered UGLY in a 1 minute uneven duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   6         SLASHING ATTACK   13 -   8 -  2      62  |
|STRIKING ATTACK                  3         BASHING ATTACK    27 -  18 -  0      60  |
|SLASHING ATTACK                  2         STRIKING ATTACK   22 -  17 -  1      56  |
|AIMED BLOW                       2         LUNGING ATTACK     7 -   6 -  0      54  |
|WALL OF STEEL                    2         TOTAL PARRY        9 -   8 -  0      53  |
|LUNGING ATTACK                   1         WALL OF STEEL     10 -  11 -  1      48  |
|PARRY-LUNGE                      0         AIMED BLOW        10 -  17 -  0      37  |
|PARRY-STRIKE                     0         PARRY-STRIKE       0 -   0 -  0       0  |
|PARRY-RIPOSTE                    0         PARRY-RIPOSTE      0 -   0 -  0       0  |
|TOTAL PARRY                      0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 371 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    2 -  0     PARRY-LUNGE        0 -  0         3  BASHING ATTACK 
STRIKING ATTACK    2 -  1     PARRY-STRIKE       0 -  0         3  STRIKING ATTACK
BASHING ATTACK     4 -  2     PARRY-RIPOSTE      0 -  0         2  SLASHING ATTACK
AIMED BLOW         1 -  1     LUNGING ATTACK     0 -  1         2  WALL OF STEEL  
WALL OF STEEL      1 -  1     TOTAL PARRY        0 -  0         1  AIMED BLOW     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
SLASHING ATTACK  ACES 9405                   8   2  2   81 COLLEGE FOOTBALL (1618)
BASHING ATTACK   BROKEN WHEEL 9410           8   2  0   54 BASH BROS SUITCASE (1619)
STRIKING ATTACK  RIPPED OPEN 9415            5   4  0   51 BASH BROS SUITCASE (1619)
WALL OF STEEL    ABRAM CROSS 9420            4   3  1   44 LOW ROAD 5 (1620)
AIMED BLOW       GAMECOCKS 9401              6   4  0   39 COLLEGE FOOTBALL (1618)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is DAISY FRYE 9417.  The most popular warrior this turn 
was ACES 9405.  The ten other most popular fighters were BENNY DOGGE 9419, DAISY FRYE 
9417, CHARLOTTE ELLIS 9418, BROKEN WHEEL 9410, ABRAM CROSS 9420, OVERFILLED 9411, 
RIPPED OPEN 9415, HOOSIERS 9404, HOLES 9407, and ELMER GREEN 9416.

The least popular fighter this week was UGLY 9427.  The other ten least popular 
fighters were PIMA 9424, GAMECOCKS 9401, JAYHAWKS 9402, TIGERS 9403, ELMER GREEN 
9416, HOLES 9407, HOOSIERS 9404, RIPPED OPEN 9415, OVERFILLED 9411, and ABRAM CROSS 
9420.

                             The Effects of Coordination

     Coordination has long been ruled as having no effect on a warrior.  I have 
noticed a few things that may be the cause of certain coordination levels.  So I 
decided to write this article to give the general DM populace something to ponder.  
Below is the coordination table:

Coordination =  SP + DF

06 - 16  = Clumsy
17 - 20  = Slightly Uncoordinated
21 - 27  = Normal
28 - 31  = Highly Coordinated
32 - 39  = Very Highly Coordinated
40 - 42  = Marvel of Fighting Coordination

     Since I run a lot of bashers that have a clumsy rating most of the time, I 
noticed a few things that happen to them and not the high coordination warriors I 
have.  Most people don't have clumsy warriors, save some bashers and TPs, so it may 
not be paid that much attention to.
     The first thing I have noticed is that a clumsy warrior seems to drop his weapon 
more often than a higher coordination warrior.  So I think that maybe he has a higher 
chance to do this than normally coordinated warriors.
     Second, I noticed that clumsy warriors have harder time trying to quick draw 
their back-up weapon, causing them to fumble around trying to get it.
     Third is that the clumsy warrior also is slower to get up after he has been 
knocked down.  It may also influence the roll on whether you get knocked down or not, 
along with other factors.
     These things aren't as noticeable the higher the coordination becomes.  That's 
probably why a lot of people don't place any  value on coordination.  At the higher 
levels of the game there aren't any clumsy warriors, so coordination isn't noticed.  
You can still get knocked down, lose your weapon, and draw your back-up quickly, but 
the odds are more in your favor with a higher coordination in my opinion.
     Well, may joy and happiness be with you.  If you would like to chat , I can be 
reached at 103260.3347@compuserve.com  
     You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS 
scattered about.

                                                         Ta-Ta,
                                                         Sir Jessie Jest
                                            (He who always gets the last laugh......)

                                   The Basic Ripper

     Why isn't one of basic's most entertaining styles, a style capable of beating all 
others, a common sight upon the sands?  The myth that rippers are difficult to run and 
inherently prone to dying is widely accepted.  True, the graveyard is full of rippers 
that began their careers running little numbers and the parry tactic.  This is no 
mystery given that very few rippers start with great defenses and the parry tactic 
destroys a young ripper's offense.  In their efforts to make better punching bags, 
many managers have turned to big constitutions and heavy armor.  A dose of sanity is 
long overdue.  If you would like to run some rippers who will survive and win, read 
on.
     DESIGN:  My approach is somewhat unorthodox.  I maintain an evolving list of 
physical requirements for each style, i.e., endurance, punishment, damage, and carry 
capacity.  If you don't have the means to accurately forecast these ratings, ask 
around.  If at all possible, I first max out a new rollup's WL at a value of 15, 17, 
or 21 and then compare the rollup's physical potential with each style's physical 
requirements.  Generally, the style that matches up best and requires me to add the 
least number of points to ST and CN is the one I want.  It isn't absolutely necessary 
for a fighter to be physically fit at the beginning of his career.  Plan ahead.  Will 
a few preselected attribute trains make him so?  Must points be added to the rollup's 
ST or CN so that he can make the grade with no more than two trains per attribute?  
Which weapons will he use?  With these questions answered, it's simply a matter of 
taking WT to the highest odd value possible (avoid 19) and then doing the same with 
DF.  Godlings are not born as a results of how many points you can pump into WT, WL, 
and DF; that's luck's job.
     Young rippers need to be able to go fast for two minutes without tiring.  If your 
ripper isn't physically fit, he will slow down.  If he slows down, you are gambling 
with his life.  The more frail the warrior, the greater the gamble.  That said, if 
your ripper can quickly meet the following criteria and learn reasonably well, you 
will get your money's worth.
     Endurance: Something in the neighborhood of 350 (that's {ST+CN}WL)
     Punishment: Anywhere from the high end of very frail to midrange normal
     Damage:  Normal
     Capacity: Cannot carry a lot (minimum ST/CN combos: 9/8, 10/7, 11/6, 12/5)

     ST: 9 +   Midgets need an 11 or better.
     CN: See Endurance, punishment, and capacity requirements
     SZ: Small (3-8) to medium (9-14)
     WT: 15+   If your ripper doesn't learn, he's toast.
     WL: 15+   See endurance and punishment requirements.
     SP: Though frequently unimportant, it helps to have points here if you're stuck 
with a few 15's in WT, WL, and DF.
     DF: 15+   13 will do if you're fortunate to have a big WT and/or WL.

Strats:        X    8    9    5    5    5    8
               X    8    5    3    3    3    10
               X    6    7    7    7    7    5
               ARM ------------------------- >
               HE -------------------------- >
               N --------------------------- >
               N ------------------------ >  R

     Why the missing numbers in the first minute?  You'll want to find what works for 
your new ripper and possibly change his numbers as he develops.  8-8-6 is probably the 
best opening minute for a young ripper.  If your youngster has a high speed, try 10-
10-6.  6-8-6 is a bit slow for my taste.  Nevertheless, this might be the way to go 
even if your ripper doesn't need to build up his endurance.  Something I call "the 
change" occurs when your ripper approaches his master in riposte, his AD Ex in parry, 
and Experts in attack, defense and initiative.  This is a moment of decision.  If your 
ripper takes normal punishment, this is when you can opt to slow him down.  I don't do 
this, but I have seen 5-7-5 and 5-5-5 parry work rather well.  It's probably wise for 
a slow-running ripper to run fast in desperation.  If your ripper continues to run 
fast after "the change," a first minute strat of 8-10-4 often works well.
     WEAPONS:  A scimitar or longsword belongs in your ripper's hand.  After he starts 
critting, check to see if the epee is his favorite.  I don't believe in heavy backups 
for youngsters; a dagger will do.  Most youngsters will benefit from an offhand dagger 
(preferred), hatchet, or shortsword.  After "the change," rippers who don't slow down 
can improve the quality of their attacks by getting rid of their off hand weapons.  
These guys will need a backup scimitar, longsword, or epee.  Rippers who do slow down 
should keep their offhand weapons.
     ARMOR:  Very frail rippers should debut in ASM/H.  After ten fights or so, it's 
probably best to go with APL/H.  Guys who cannot take a lot of punishment belong in 
ARM/H for their entire basic careers.  Put them in ALE/H if you're feeling gutsy.  
Rippers who take normal punishment can debut in APL/H, ARM/H, or ASM/H.  After ten 
fights or so, it's definitely time for APL/H.  If you decide to slow one of these guys 
down, you'd better put him back in ARM/H or ASM/H.
     CHALLENGES:  Scummers deserve numbers like 4-1-6; keep that big desperation, 
though.  If you know that an opponent is out to kick you when you're down, go with 5-
8-5 or 5-5-5 while he's playing dead and 8-8-5 and 9-5-7 when he's active.  Good aimed 
blows are a pain.  Still, like every other style, they can be beaten with standard 
strats.
     Many people have contributed indirectly to the content of this article.  Foremost 
in my mind are The Lunatic, Scrag, Voo-Doo, U-Star, Shark, Moriarty, and Wormtongue.  
Thanks.  If you have a bone to pick or a story to tell, you know where to find me.

                                                       Cadmus
                                                       Wild Oats (479)
                                                       Solven, DM 22

                          Stimpy's Thoughts on Total Parries

                                       part II

     Well, when we last spoke I gave you a rundown on I feel TPs should be designed.  
Now I will give you my ideas on how to run them.
     First, you need to consider what type of warrior you now have.  A total parry is 
what its name suggests.  Total defense.  The idea around a TP is to concentrate on 
defense first and utmost.  Only when the situation arises will the TP decide to 
attack.  With this in mind NEVER run a TP with an offensive effort (OE) above 5.  In 
doing so you have just told your TP to do what they weren't designed to do.  Go 
offensive.  If you want to run your TP above 5, you should have made an offensive 
styled warrior, NOT a TP.  By using a high OE, you cause your TP to ignore defense and 
go offense.  This results in numerous "flailing" and "wild" attacks.  So don't do it.
     While running your TP, you may find that he tends to really turn on the offense 
often.  That is typical, typical of a warrior who favors initiative skills.  This does 
not mean that you should boost your OE.  What is happening is that one of your 
warrior's favorite learns is initiative.  So he/she will be naturally adept in 
initiative.  And remember that initiative is the skill that allows you to continuously 
make attacks on your opponent.  Since your TP decided to attack, your opponent should 
be relatively worn down.  So it will be hard for your opponent to steal that 
initiative back from you.  Hence the reason that your TP looks like an offensive 
killer.  But that's good.  It means that you have a very dangerous warrior on your 
hands.  High endurance burning styles, look out!
     I know, I know!!!  There are managers out there still that believe in the 
offensive TP and suggest using higher OE.  That's all fine and dandy.  Let those 
managers do just that.  I personally guarantee that if you run your TP with a low OE 
like the style was designed to do, you'll win fights.  Experiment with unorthodox 
strategies when you get a better hang of the game.
     Activity level (AL) is the variable in TP strategies.  I would definitely begin 
running a TP with a moderate/low AL.  Try a 3 at first.  After a few fights you'll see 
if your TP likes to dodge more or parry more.  It should be quite obvious; your TP 
will learn more skills in his "favorite" area.  Chances are, though, if your TP has 
received the statement: "avoiding rather than trading blows," or "relying on his speed 
to stay out of danger," your TP would rather dodge than parry.  And that's just fine.  
Boost your AL to about a 4 or 5.  If you choose to use the dodge tactic in defense, 
use AL up to 7.  Beyond that tends to hurt your warrior more than it helps.
     So why not go with an AL of 7 all the time if your TP likes to dodge more than 
parry, you might ask?  That's simple; your TP may like to dodge more, BUT HE STILL 
PARRIES.  So you'll need to be less active to allow your TP that choice.  With an AL 
of 4-5, your warrior will dodge when it is more advantageous, parry when it isn't.
     Kill desire varies greatly from warrior to warrior.  To be on the safe side, I 
always go low KD with my TPs, until they gain expert in attack.  After that point, I 
may begin to experiment, seeing how my warrior reacts to various KDs.  Generally, if 
your warrior learns attack skills relatively well, then a higher KD won't inhibit them 
at all.  If this is the case, I believe that your warrior is not looking for landing 
several blows to win the match (favoring initiative skills), but is instead looking to 
land a few good blows (favoring attack skills).  In the latter case, a moderate to 
high KD may help.  Keep in mind though that your TP is still defensively oriented.  An 
extremely high KD will cause any warrior to behave like a berserker, and may cause 
your TP to make lots of bad attacks.  With this in mind, stay below 7.
     Now to place it all together...

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             2 ------------------------ >    "
KD             2 ------------------------ >    "

or

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             4 ------------------------ >    "
KD             2 ------------------------ >    "

     These show my general strategies for parry and dodging oriented warriors, 
respectively.  Seldom do I use any tactics, unless I am making a challenge and wish my 
warrior to behave differently to that challenge (i.e., using the dodge tactic against 
a lunger).  At that point I would refer to the paragraphs in the beginning to 
customize that particular minute to fit the tactic.
     Attack and protect locations are totally up to you.  I like to protect the head 
and body, while attacking the head, arms, and legs.  This protects my vitals, yet can 
allow my warrior to land blows on parts of the body that can cause a warrior to lose a 
fight with the minimum number of hits.
     Desperation is my opposite area.  If I was relying on a low AL in the regular 
minutes, I will boost it in desperation.  While going vice versa if I had a high AL in 
regular minutes.
     Now the one tactic I haven't touched on is the riposte tactic.  Occasionally your 
TP will favor this tactic.  When he does, I like to raise my OE to 3, sometimes 4, and 
the AL to 4.  If I use the riposte tactic, I will use 4-5 OE and a 3-5 AL.  When these 
numbers are any lower, your TP may refrain from attacking in a riposte situation in 
favor of more defense.
     I have found that these strategies work well whether your warrior fights as a 
SCUM or skilled TP.  If you remember from my last article, the difference between the 
schools of thought are the amount of damage the warrior is willing/able to take.
     Well, I hope that this has been informative for the newer players, and the older 
ones, too.  Good luck and see you on the sands.

                                                                 Stimpy

                              MORE ADVICE FOR BEGINNERS

     Many essays dwell on style specifics.  This piece describes a playing philosophy.  
When you just want to WIN, create scum TPs and size 17 monsters with impunity.  Don't 
worry about getting these warriors into ADM!  YOU'RE concerned with winning those "Top 
Team" and "Team on the Move" awards.
     By comparison, managers with an excellent setup shouldn't be too concerned with 
the team win/loss record.  Their character must develop, gain every skill possible, in 
order to blossom into a deadly duelist.  THEIR goal is to advance this fighter into 
ADM, and eternal life.
     Here are some broad parameters for assessing a warrior's value, and a few 
representative samples:
Primus Bound:
     - WT, WL and DF total 49+.
     - 4 or more wit statements.
     - Start with Expert rating or gain it in one or two skills.
     - [13-5-5-21-13-10-17, 6-6-9-17-21-9-17, 11-7-9-17-17-6-17, etc.]
Basic/ADM Only:
     - WT, WL and DF total to 35+.
     - At least 3 wit statements.
     - Gain Expert rating in no more than five skills.
     - [17-9-10-17-9-9-13, 13-11-11-17-13-8-11, 9-13-10-15-21-5-11, etc.]
Dark Arena: [Any two of these qualify the character as "expendable"]
     - WT less than 13.
     - Less than 3 wit statements.
     - Is clumsy.
     - Has very little endurance.
     - [15-15-16-11-13-5-9, 7-18-13-17-5-13-11, 13-15-13-13-17-6-7, etc.]
     The Primus Bound setups are rare; they are coddled, protected and sometimes 
sandbagged for a year or so in order to build up a few Ad Experts to help them survive 
in the arena.
     The Basic/ADM Only fighters have mediocre to decent stats, and are going to be 
very dependent on their overview for that elusive "luck factor."  This class of 
warrior should be highly competitive.  Most of the fighters seen in the arena are in 
this category.
     Finally, the Dark Arena fighters: conceived from pitiful setups with little 
chance of being competitive.  However, these rollups might prove useful.  Don't fight 
the system; learn to use it to your advantage!  Many managers send fighters to the 
D.A. who might have provided them with a successful (if brief) career in Basic.
     Give BIG numskulls lots of ST and SP; these are your killer LUs and STs.  More WL 
= LU; Higher DF = ST. (I don't advise making Bashers unless you have a 17+ wit and 15+ 
points in WL.)  Give LITTLE morons a boost to WL, ST and CN; these are your TP scum.  
If they have absolutely no WT or WL, escort them to the Dark Arena.
     Of course, some fighters have good stats and decent overviews yet still lose most 
of their fights in the beginning of their career.  The "old" method of dealing with 
this phenomenon was to bump all stats by two or more.  Now, it's generally agreed that 
this increases performance at the cost of future skill learns.  This takes away from a 
duelist's competitive abilities in the higher levels of play.  Competitive fighters 
should be making as few stat raises as possible until they have "maxed out" in at 
least three of four skill areas. (Some managers advocate waiting until a character is 
completely "maxed out" before raising stats; this will take a long time for most 
warriors.)
     Some warriors (particularly the finesse styles: AB, PR, PL, PS) take a little 
longer to develop.  If they DON'T have the stats or the overview to raise visions of a 
Primus inductee, take a HARD look at their potential.  Will stat raises help?  Well 
they come easily?  Is the rest of the team strong?  How much money are you willing to 
invest in this character?
     ANYONE can create an awe-inspiring fighter by adding a couple of points to key 
stats.  It means the fighter may lose some of its long-term potential, but so what?  
Duelmaster, Most Popular Fighter, Best Win/Loss Record, etc. all equate into free 
fights and recognition.  If you don't have that Godling in your stable, what other 
goal might you have but to excel in your arena?!!
     I urge new managers to run EVERY setup at least once in the arena.  Look on 
rollups as a challenge; try to make the best killer or scum possible out of Dark Arena 
material.  There's a tremendous amount of experience to be gained by this.
     See what effect a high ST or DF has on specific styles; compare overviews to find 
what works and what doesn't; gain new insights on character design.  You will enjoy 
playing far more than you do now!  You might even come up with a better way of 
designing a character for a specific style, and write an article to share your views.
     The point is, DON'T wait around for the "right" rollup, or waste time and money 
(or sentiment) on characters who aren't doing anything for you.  Play the percentages.  
If a promising warrior is losing repeatedly, be patient.  Once a few AdExperts are 
gained he will probably turn things around.  If you Dark Arena Mutant loses a lot and 
his scumminess or killer-design aren't working, either bump a couple of stats or DA 
him.  If your scum/killer goes out there and wins a few, start paying attention to 
challenges/avoids (which you SHOULD be doing anyway).  Send that scum against a LU or 
ST; send that monster ST against a midget Parry-whatever.  Style vs. style matchups 
are crucial in the early careers of EVERY fighter.
     Generally, even lousy STs, LUs, BAs and TPs do well starting out.  Later the 
finesse styles--PL, PS, PR, AB--usually take over.  Summary: Recognize the difference 
between playing "to win" and playing "longterm."  Start noticing which teams have high 
win/loss percentages: what kind of warriors are they running?  Start sending diplos; 
don't be bashful.  You can bring that win/loss to a respectable level with careful 
play, short-term Mutant killers and scum, and the occasional stat-bump for those 
mediocre fighters whom you plan on retiring later.  Try it and see.  It gives the game 
more spice, you win more often, and you have more FUN!  And just remember... I told 
you so!

                         Diplo me with comments, questions, rebuke:
                              -- The Arcane Kid, of Astral Kin in Osksi (DM-3)

                                  "Favorite Weapons"

     One of the best ways to improve a warrior's record in basic is to find his 
favorite weapon.  The effect of using a favorite weapon is that a warrior's attack 
ability will improve.  A warrior will throw more critical attacks, improve the odds to 
inflict critical damage, and make attacks that are more difficult to dodge and parry.
     There are two methods used to find a favorite weapon.  The first is, "Don't worry 
about it.  They tell you when you get to ADM anyway."  While some managers have the 
patience to wait that long, I would rather have my favorite in hand in fight one!
     The second method is called, "Charting."  The way I chart weapons is I break 
down, statistically, my warrior's attacks with a particular weapon. (No, it's not 
difficult to do!)  I chart 4 categories, (1) Total number of attacks, (2) Total number 
of crit attacks, (3) Total number of crit damages, (4) Total number of knockdowns.
     (1) Total number of attacks (#ATT) -- Record the total number of attacks with the 
weapon in question, including hits, crits, misses, parried attacks, dodged attacks, 
and wild swings.
     (2) Total number of crit attacks (C ATT) -- Record the total number of critical 
attacks with the weapon in question.  Do not get good attacks confused with critical 
attacks.  A good attack is a statement that is more descriptive than, "strikes with 
dagger," but is not as spectacular as a critical.  An example of a good attack is, 
"Bats outward with her quarterstaff," or, "Makes a lunging attack wielding a short 
spear."  These are more descriptive but are not outstanding.  A critical attack is 
exemplified by spectacular statements such as; "Catapults forward, longsword stabbing 
cruelly at his foe," "Punches with piston-like horsefelling power," or "Hatchet 
flashes with snake-like speed and accuracy."  As you can see, crit attacks are very 
obvious.
     (3) Total number of crit damages (C DAM) -- A crit damage statement will signify 
a significant amount of additional damage and is typified by a statement such as; 
"Spectators cringe as the horrific power of the blow strikes home" or "It was a 
devastating attack."
     (4) Total number of knockdowns (# KD) -- Record every time an opponent is knocked 
off his feet with the weapon in question.
     The next step is to convert this data into a usable format.  To do this I divide 
the last three categories by the first.  This gives a "batting average" of sorts.  
EXAMPLE: Dark One fights his first three fights with a scimitar.  In those three 
fights Dark One made 16 attacks, 2 crit attacks, 4 crit damage, and 1 knockdown.  This 
breaks down as such:
C ATT = .125
C DAM = .25
# KD = .06
     Remember, the more fights with the weapon, the more accurate your chart will be.
     Looking at Dark One's performance with the scimitar we can conclude that it is 
not his favorite weapon.  I determine this by looking at the three categories in order 
of precedence.
     First I look at C ATT:
     .00-.25  Doubtful
     .25-.35  Slight possibility
     .35-.50  Very possible
     .50 +    BINGO!
     If your warrior is critting 50% of the time, stick with that weapon.  Favorite or 
not, it is VERY effective.
     Next is crit damage.  This is trickier to look at, as the primary chance to do 
critical damage is primarily based on strength.
Does little     0%
Normal         1-5% (style dependent)
Good           10%
Great          25%
Tremendous     50%
Awesome        75%
     Look for increases in the expected average crit rate.  These numbers may be a 
little off as I don't have a large enough sample of warriors with high damage ratings.  
In the example, Dark One rated at 25%, and with his great damage rating it appears he 
is not doing any additional crits.
     Finally, knockdowns.  I don't have a fast and easy rule for this, but anything 
over 15% or 20% if attacking the legs, could bear investigating.  It's best to look at 
all three and infer a weapon's performance.
     Dark One switches to a short spear and after 4 fights has 15 attacks, 7 crit 
attacks, 6 crit damages and 2 knockdowns.
C ATT = .466
C DAM = .40
# KD = .13
     This weapon suits him much better.  His crit percentage is up for all categories.  
This weapon has a very good chance to be his favorite weapon.  In this example it 
wasn't, but his W/L record improved with 6 straight wins. (By the way, the names and 
weapons have been changed but the numbers are from one of my ADM warriors.)
     Okay, I've figured out that the weapon I'm using is not my favorite.  What now?  
There are some indicators to help you.  Look at how your warrior uses his current 
weapon.  If he likes to slash a lot, stay with a slashing weapon.  Also, look at good 
attacks.  If a warrior makes quite a few good attacks with the weapon, try a weapon 
that is used in a similar fashion.  I.E. epee is used in similar fashion to a long 
sword.  Dark One loved to lunge with his scimitar at a 3:1 ratio.  Try weapons that 
fit your stats at first but don't be afraid to try a weapon that is out of your stat 
parameters.  Should you find your favorite and you don't have the strength, size and 
deftness to use it, who cares.  The fact that it's your favorite will nullify or 
minimize all those penalties.
     I know that this is a question on the mind of new managers, as it was for me when 
I was new to the game.  I hope someone can get some good use out of this article and 
expand upon the charting method in their own way.  If you have any questions, 
comments, additions, or criticism please feel free to Diplo.
                                   -- Abe
                                      Ango (DM 64, 103)
                                      Imploding Ducks (DM 19, 103)