DUEL 2 NEWSLETTER

Date   : 10/05/2013    Duedate: 10/18/2013

NOBLISH ISLAND ARENA

DM-93    TURN-387

This Weeks Top Honors

THE DUELMASTER IS

HORRIBLE LEARNING
BASH BROS PIKER (1634)
(93-9489) [6-0-0,66]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              HORRIBLE LEARNING
                               BASH BROS PIKER (1634)
                               (93-9489) [6-0-0,66]

Popularity Leader              This Weeks Favorite

FIRST DOWN                     QUINCY ROSS
COUNT ON ME (1633)             HIGH WAY 2 (1637)
(93-9486) [3-3-0,21]           (93-9509) [1-2-0,5]

THE CURRENT TOP TEAM

COUNT ON ME (1633)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. BASH BROS PIKER (1634)      31
2. GHOSTWALKERS (1630)         20      ONLY HUMANS (147)
3. COUNT ON ME (1633)          17      Unchartered Team
4. HIGH WAY 2 (1637)            4
5. DEVIL'S CARTEL (1631)        1      COUNT ON ME (1633)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*SPEED DEMONS (293)         1   0  0  100   1/ 1*COUNT ON ME (1633)       11  4 0
 2/ 2*COUNT ON ME (1633)        21   9  0 70.0   2/ 3*HIGH WAY 2 (1637)         8  7 1
 3/ 3*BASH BROS PIKER (1634)    16  14  0 53.3   3/ 2*BASH BROS PIKER (1634)    7  8 0
 4/ 4*HIGH WAY 2 (1637)          8   7  1 53.3   4/ 0*GHOSTWALKERS (1630)       2  2 0
 5/ 0*GHOSTWALKERS (1630)        2   2  0 50.0   5- 4*SPEED DEMONS (293)        1  0 0
 6/ 0*DEVIL'S CARTEL (1631)      0   1  0  0.0   6/ 0*DEVIL'S CARTEL (1631)     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

                          Assur's Guide to Tank Hybrids

Today's subject is one of Assur's favorite type of hybrids.  They may not be the best
warriors to grace the sands, but they are a lot of fun.  The idea is that you can't
take them down and at some point they will attack back and when they hit, they will
hit hard!

1) Design
     Tank Hybrids (hereafter referred to as simply tanks) are hybrids that wear lots
of armor and have lots of hit points.  There are lots of variations of this type of
hybrid, but typically they are not depending on anything other than their physical
prowess to win.
     Encumbrance and Hit Points are amongst their most important attributes.  Skills
are nice, but in some cases almost a forethought.  Attack is probably the most useful
skill to have, followed by Parry and Defense.
     Endurance, Wit, and Will are all nice to have, but you can create a tank without
any of these.  Typically they will have minimum 14 in strength and constitution,
often much more.  Historically Assur has made high will versions of tanks, but has
seen others succeed with very low will tanks as well.  Usually at least one of speed
or deftness is quite low.  Most of Assur's tanks have also been stat trainers, so
some of them have started lower than 14 in strength or constitution.

2) Style Choice
     Any style can tank it up, but the higher attack styles work better, simply
because when you do attack, you want to hit.  But any style can work.  Lungers have
the highest attack base.  Aimed Blows with 21 deftness are just below Lungers.  Next
is a four way tie between Parry Lungers, Wall of Steels, Bashers, and Slashers.
Parry Strikes, Parry Ripostes, and Strikers are all considered lower attack styles,
but the lowest starting attack style is, of course, the Total Parry (a full 8 attack
skills lower than the same Lunger).  Advantages/disadvantages of tanking styles:
   Lunger: Highest total skills, but learns are not the best and high endurance burn.
   Aimed Blows: High deftness requirements means designs are very limited.
   Wall of Steels: High total skills, learns (att/par/ini) are awesome for tanks.
     High Endurance burn.
   Basher: Learn attack and decise, reasonable endurance burn.  A more offensive type
     of tank.
   Parry Lungers: Similar to Wall of Steels, with slightly worse learning and skills.
   Slashers: Similar to Bashers, but don't learn decise as fast and slightly higher
     endurance burn.
   Parry Strikes: One of the few warrior types where their learns work together
     (decise and parry).  Conserve endurance very well.  The best tanking style of
     the lower attack styles.
   Strikers: Again similar to bashers, but with fewer attack skills, but better
     endurance conservation.
   Parry Ripostes: Only 2 attack more than total parries, worse learning, and worse
     weapon selection suggests that Total Parries would be a better choice.
   Total Parries: Horrible attack, but can use most of the big weapons and the best
     defenses in the game makes them a good choice for a more defensive tank.

3) Weapon Selection
     Typically you will choose the highest damage weapon you can use for your Tank.
Some nice choices (with relatively low stat requirements) are:  Maul (15 Str, 5 Wit,
7 Dft), Broadsword (11 Str, 9 Wit, 7 Dft), Battle Axe (15 Str, 7 Wit, 9 Dft), and
Long Spear (11 Str, 5 Wit, 9 Dft)
     Feel free to choose other weapons, even if you lack the requirements to use
them.

4) Strategy and tactics
     Tanks are fun to run, because you can really play with their strategies and see
different results.  Typically you will run in the upper range of offensive effort
(5+), but in certain minutes, you very well might go more defensive depending on your
tank.  As mentioned last turn, some warriors will actually attack more with lower
offensive effort (usually if it is their favorite rhythm).  To start, though, play
with 5-10 offensive effort.  Activity level can be anything.  I have literally run
tanks with 10 activity level in one fight and 1 activity level in the next.
     I have used almost every tactic with Tanks.  I can't remember using the Riposte
tactic, but no reason you can't try it.  And some styles are not well suited to some
tactics.

5) Armor
APA/F is the norm.
Assur's Guide to Tank Hybrids

Today's subject is one of Assur's favorite type of hybrids.  They may
not be the best warriors to grace the sands, but they are a lot of fun.
The idea is that you can't take them down and at some point they will
attack back and when they hit, they will hit hard!

1) Design
Tank Hybrids (hereafter referred to as simply tanks) are hybrids that
wear lots of armor and have lots of hit points.  There are lots of variations
of this type of hybrid, but typically they are not depending on anything other
than their physical prowess to win.

Encumbrance and Hit Points are amongst their most important attributes.
Skills are nice, but in some cases almost a forethought.  Attack is probably
the most useful skill to have, followed by Parry and Defense.

Endurance, Wit, and Will are all nice to have, but you can create a tank
without any of these.  Typically they will have minimum 14 in strength
and constitution, often much more.  Historically Assur has made high will
versions of tanks, but has seen others succeed with very low will tanks as
well.  Usually at least one of speed or deftness is quite low.  Most of Assur's
tanks have also been stat trainers, so some of them have started lower than 14
in strength or constitution.

2) Style Choice
Any style can tank it up, but the higher attack styles work better, simply
because when you do attack, you want to hit.  But any style can work.
Lungers have the highest attack base.  Aimed Blows with 21 deftness are
just below Lungers.  Next is a four way tie between Parry Lungers, Wall of
Steels, Bashers, and Slashers.  Parry Strikes, Parry Ripostes, and Strikers
are all considered lower attack styles, but the lowest starting attack style
is, of course, the Total Parry (a full 8 attack skills lower than the
same Lunger).  Advantages/disadvantages of tanking styles:
Lunger: Highest total skills, but learns are not the best and high endurance burn.
Aimed Blows: High deftness requirements means designs are very limited.
Wall of Steels: High total skills, learns (att/par/ini) are awesome for tanks.  High
Endurance burn.
Basher: Learn attack and decise, reasonable endurance burn.  A more offensive
of tank.
Parry Lungers: Similar to Wall of Steels, with slightly worse learning and skills.
Slashers: Similar to Bashers, but don't learn decise as fast and slightly higher
endurance burn.
Parry Strikes: One of the few warrior types where their learns work together
(decise and parry).  Conserve endurance very well.  The best tanking style
of the lower attack styles.
Strikers: Again similar to bashers, but with fewer attack skills, but better
endurance conservation.
Parry Ripostes: Only 2 attack more than total parries, worse learning, and
worse weapon selection suggests that Total Parries would be a better choice.
Total Parries: Horrible attack, but can use most of the big weapons and the
best defenses in the game makes them a good choice for a more defensive tank.

3) Weapon Selection
Typically you will choose the highest damage weapon you can use for your Tank.
Some nice choices (with relatively low stat requirements) are:
Maul (15 Str, 5 Wit, 7 Dft), Broadsword (11 Str, 9 Wit, 7 Dft),
Battle Axe (15 Str, 7 Wit, 9 Dft), and Long Spear (11 Str, 5 Wit, 9 Dft)

Feel free to choose other weapons, even if you lack the requirements to use
them.

4) Strategy and tactics
Tanks are fun to run, because you can really play with their strategies
and see different results.  Typically you will run in the upper range of
offensive effort (5+), but in certain minutes, you very well might go
more defensive depending on your tank.  As mentioned last turn, some
warriors will actually attack more with lower offensive effort (usually
if it is their favorite rhythm).  To start, though, play with 5-10 offensive
effort.  Activity level can be anything.  I have literally run tanks with
10 activity level in one fight and 1 activity level in the next.

I have used almost every tactic with Tanks.  I can't remember using the
Riposte tactic, but no reason you can't try it.  And some styles are not
well suited to some tactics.

5) Armor
APA/F is the norm.

            >)]H[(< + -----:----- + >)] *IHI* [(< + -----:----- + >)]H[(<
                                 Profile of a Style
                                    Parry-Riposte

     When you read about the parry-riposte style in the rulebook, it looks like it
might be a lot of fun to run, and it is.  But it's also really tricky.  The plain
offensives: basher, lunger, slasher, striker, and the total parry, are easier.  I
don't think I've ever heard a manager say that he really understands the parry-
riposte style, I certainly don't myself.  But I've run a lot of them, and some have
survived, and they ARE fun.
     So just for a basic introduction to warriors of the parry-riposte style, known
to one and all as rippers, here's what I know.

     Design:  This is tough.  The ripper needs it all!  Especially important, though,
are endurance from constitution (CN) and will (WL), plus skill from wit (WT) and
deftness (DF), and it doesn't hurt to have enough strength (ST) to do a decent amount
of damage... and what does that leave that you can go short on?  Size (SZ), okay, a
ripper can be--usually is--small.  Speed (SP), well, I just don't know.  It wouldn't
hurt them to have speed, but where are all the points going to come from?
     I have made a lot of rippers over the years, some of them from roll-ups that
were spectacularly unsuited to the style.  These are ones who lived to graduation:
     Santee    13- 7-14-17-15- 8-10  LO  mod/mod   slash
     Toryn      9-12- 7-13-15-11-17  EP  vlo/mod
     Scovellie  9-13- 8-17-17- 5-15  SH  low/mod
     Chia      10-13- 5-17-17- 5-17  SS  low/high
     Saba       5-17- 9-15-17- 4-17  EP  mod/low
     Bali       9- 6-14-15-17- 8-15  LO  vlo/mod
     Jane       9-10- 9-17-17- 5-17  SS  mod/mod   lunge/riposte
     Cedar     15- 6- 7-15-17- 9-15  LS  mod/mod
     Azureen    9-12- 8-17-10-11-17  SC  high/mod  riposte
     Similde    6- 6- 5-17-17-16-17  LO  low/mod
     Tailida    9-13- 5-15-17- 8-17  SH  low/mod
     Korlo      9- 8-12-17-15- 8-15  LS  vlo/mod
     Tilona     9- 9- 7-15-17-10-17  SH  low/mod   lunge
You'll see my biases at work here.
  Strength is usually at least nine; in the cases where it started lower, the
warriors were cursed with little damage, and I trained it up as soon as I could.
(The numbers shown here are all original, before stat trains.)
  Constitution generally moderate.  Most of these warriors could take a hit or two
and survive.
  Size mostly small, but not always.  I did try a couple six-footers, and they didn't
do as badly as one might expect.
  Wit is 15 or 17, except in one case.  I always look for brains in a gladiator, and
this style needs it.
  Will is, except in one case, 15 or 17.  High will improves endurance, an important
factor for a parry-style, and makes it easier to train stats when the time comes.
  Speed may be anything.  I generally did not add any points to speed during the
design phase.
  Deftness is 15 or 17 again, except in one case.  Deftness, and the skills that go
with it, are important to a finesse style like the ripper.  Plus, where strength may
be a problem, accuracy helps.

     Weapon selection:  There are six weapons well suited to the parry-riposte style,
listed below with the minimum stats required for their best use.
                      Epee           ST  7  SZ  -  WT 15  DF 15
                      Longspear      ST 11  SZ  9  WT  5  DF  9
                      Longsword      ST 11  SZ  -  WT 13  DF 11
                      Scimitar       ST  9  SZ  -  WT 11  DF 11
                      Shortspear     ST  9  SZ  -  WT  7  DF  7
                      Shortsword     ST  5  SZ  -  WT 11  DF  3
Only weapons well suited to the style will show up as favorite weapons when a warrior
graduates.  Yes, you CAN put other weapons in their hands, but you aren't likely to
get the best results that way.  (You may note that some of my graduated rippers
listed above were initially unable to use their favorite weapon to best advantage.
This is one of the sneaky things the Gladiatorial Commission does to keep you on your
toes.)  I STRONGLY advise that when you design a ripper, consult the weapon chart and
make sure that your warrior will have the stats to use at least one of the weapons
listed to its best advantage.

     Armor selection:  This depends on how you plan to run the warrior.  If he's
going to be fast, and/or he can take a few hits (takes normal damage, for instance,
signified by no comment on the overview) but maybe has low endurance, put him in
light armor.  If you plan to run him slow, or he can take little damage but maybe has
high endurance, put him in medium to heavy armor.

     Strategy:  This is always a tricky thing to advise people on, which is why I've
listed the favorite rhythms on the warriors above.  Very low (vlo) is 1 or 2, low is
3 or 4, moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10.
Offensive effort is listed first, then activity level.  You can see that most rippers
in this sample prefer to run at middling speeds, usually with the activity level
higher than the offensive effort.  Not all of them, but a majority.  You can ignore
that--I sometimes do--and run them fast and hard, as though they were simple
offensive warriors.  Some take to this treatment, others burn out.  The medium speeds
are safe, and a place to start from.
     You'll note I haven't mentioned kill desire here.  There is no such thing as a
warrior or style having a favorite kill desire.  Your kill desire can have a profound
effect on how the warrior fights, but it is strictly a personal decision.  However, I
can say that my own experience has been that if a warrior has a high KD in
desperation, he will tend to go berserk, and if he has a low KD in desperation, he
will surrender.  Warriors who surrender lose fights, but generally they survive to
fight again.  I can't say the same of warriors who go berserk in desperation.

     Tactics:  I don't use tactics much, myself, but that's just me.  You'll note
that out of the thirteen warriors listed above, two have favorite offensive tactics
(slash and lunge) and one has a favorite defensive tactic (riposte) and one has both
an offensive and a defensive tactic (lunge/riposte).  All this tells us for sure is
that slash, lunge, and riposte are tactics that rippers can use well (or they
wouldn't appear as favorites).  Experiment with them, but don't try to use an
offensive AND a defensive tactic in the same minute; it confuses the warrior.

And to go from the general to the specific--

                                 Profile of a Warrior
                                   Tailida Dawnrain

Tailida is one of the rippers listed above.
She's left-handed
She's intelligent
     Makes the most of her enemy's mistakes
     Has an unusual fighting style that confuses many opponents
     Rarely makes mistakes
     Is always thinking ahead
     She plans out every move that she makes, seldom wasting any effort
She is very quick  (the DF more than the SP, I think)
She cannot carry a lot of weight in armor and weapons
     (more a question of her SZ than her ST)
She is incredibly quick and elusive on her feet
     Making even dangerous opponents look harmless
She does little damage with each blow
     (curses!  I had hoped that the ST of 9 would offset her small SZ.  It didn't.)

ST   9  CN  13  SZ   5  WT  15  WL  17  SP   8  DF  17
     If I decide to run her on the Isle, I will train up her ST until I get normal
damage.  (Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is
a barren stretch.  But it WILL increase the amount of damage a warrior can do.)

She graduates with a master in riposte, an expert in attack, a master in parry, and
an advanced expert in defense.

She is naturally adept with the shortsword, which I don't think she tried
She favors a fighting rhythm of low offensive effort and moderate activity level
And she tends to learn parry skills most easily.

She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51).

     On the same turn as her graduation notice arrived, she was challenged by a total
parry in plate armor and a full helm, carrying a broadsword and a medium shield.
     Tailida herself was in leather armor and a helm, carrying a scimitar (and a
backup).
     Tailida was running 7-7-x, faster than she would have liked, but that's how
she's being running straight along, and it kept her alive and with a winning record,
so I don't want to hear her complain.
     Tailida got the jump and hit her opponent twice in the first minute, several
other blows being parried, hit once each in the second and third minutes, with other
blows being parried, was parried completely in the fourth minute, was showing signs
of weariness in the fifth minute but still managed to land a few blows in the fifth,
sixth, and seventh minutes.  Then she collapsed with exhaustion at the end of the
seventh minute and lost the fight without being hit once.  This is why you find 
managers speaking harshly of "scum": we all hate to see our warrior work hard, do all
the right things, and lose because the opponent wasn't doing anything but standing
there in heavy armor.

Jorja
The Middle Way

           +<]H[>+-----+<]H[+ Question of the Week #7 +]H[>+-----+<]H[>+

From turn 414:

All -- In case last cycle's personals don't make it:  What are the advantages and
disadvantages of using one or two weapons.  I'm particularly interested in Riposte
effects. -- Q.O.W. Hanibal

Q.O.W. -- Two Weapons.  That's a good subject.
     Disadvantages: Few if any, but it has been suggested that some weapons give
bonuses to attack if you use them in two hands instead of one, such as SC.  An
obvious one is you can't use two handed weapons.  If you don't have the attribute
requirements (which are more stringent for off-hand weapons), then you may suffer
penalties when using certain combinations.  Last, you may swing with an off-hand more
than you want, say if you are using a shield.  It's usually prefered to have a real
weapon in your off-hand.
     Advantages:  You have a second weapon already in hand if one breaks.  If you are
ambidextrous, this is the biggest advantage, because they will swing with that off-
hand weapon almost as if it were their on-hand.  My ambi-warriors will win fights
with off-hand weapons.  An off-hand weapon is not bound to a warrior's style
suitability, so a LU could use a SC in their off-hand without penalty if they have
the attribute requirements.  Another advantage is suggested in that it assists in
parrying.  I tend to think highly coordinated warriors are better at parrying with
their second weapon than those who aren't.  I rarely use shields, so I can't comment
extensively on their benefits over a real weapon, especially in AD, but in basic,
shields seem to make it easier to parry attacks.
     Riposte and 2-Weapons:  I have not noticed any specific variance in the ability
of a warrior to riposte if they are using two weapons.  Once in AD, riposting is more
often than not following a dodge.  I don't think there is much correlation here, but
it is definitely something to look into. -- Adie

     The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager
who is himself an alumnus of Noblish Island.  The answers are provided by other
managers in that arena.  Any manager here in Noblish who wishes to pose a question to
the more experienced managers of Aruak City, feel free to do so, either by sending in
a personal directed to DM 11 and identifying yourself as a manager from Noblish
seeking enlightenment, or by posting the question here, in which case I will be glad
to see that it reaches Aruak.
     Also, Hanibal sends you greetings and asks that we remind you that all arenas do
not have the same attitude and local conventions.  Aruak City is an Andorian arena
and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except
from the throne or in bloodfeuds, no deliberate attempts to kill the warriors of
other managers, and a general attitude of friendly respect toward the other members
of the arena.  It is, in fact, a fine arena, and one where you would all be welcome
(though there are plenty of others--just ask, and I'll be glad to tell you about my
favorites).
     If you have questions that you would like answered by the experienced managers
of the game, don't hesitate to ask--we can't answer if you don't ask.  Questions can
be posed in the personals here, or by email to me (jputney@zianet.com) or Pagan
(pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93.

Question from turn 415 of Aruak City:

All -- Do you think you get negative modifiers when you go desperate?  What about "is
dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal
Q.O.W.

Answers from turn 416:

Hanibal -- That's a good question!  I honestly don't have much of an opinion on that.
In the old days, warriors could get permanent wounds that would affect their fighting
in later matches (but not anymore), and it's been suggested that getting hit in
certain locations affects what your character can do during a match (obvious cases
are losing the use of an arm or being knocked down), but the sorely wounded comments?
It probably just has to do with giving a hint as to how close that warrior is to
going down if it gets hit in that badly wounded spot again. -- Adie

QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of
shock', etc., a warrior's ability to defend themselves is penalized.  Desperation by
itself may not represent an ability penalty as much as a time to check for surrender
and a switch to the desperation strategy.  Often, with a drastic strategy switch in
desperation, a warrior's performance can improve. -- Carmen

QOW -- I've noticed that by the time I get somebody to that point they're finished.
But I've also noticed that some of my more defensive comrades will give their
opponent a moment to recover and they're still able to.  Despite this I would say
that by the time the comments you listed come into play the warrior who's getting
beat is in really bad shape.  Whereas statements like "fights with the cunning of
desperation" or "eyes flare with renewed determination" still leave plenty of room
for the warrior to make a comeback.  Therefore I would say that the earlier
desperation statements don't carry any significant penalties. -- Maxwell Honorblade

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 732): BICYCLE RACE of QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 734): MUD MUD FROG of KAOS FROGS (Grimm, mgr.)
 DM  13 DULLENS (turn 698): TOOTH FOOT of 7TH SANCTUM (Hombre, mgr.)
 DM  15 MALCORN (turn 728): QUASIL of TERMINUS (Carick, mgr.)
 DM  16 WILLAF (turn 730): GOLDEN GLOBE of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 721): GABOGOOL of STORMY'S TROOPERS I (Storm Lord, mgr.)
 DM  19 ZUWAYZA (turn 722): NEWT ROCKNE of MAN OR BEAST? (The Dark One, mgr.)
 DM  28 MORYA (turn 363): TRAVEL of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 719): SPIN MCDUECAN of CLAN CROW (Owsly, mgr.)
 DM  31 CHIMLEVTAL (turn 361): STEEL DRAGON of THE CANUCKS (?, mgr.)
 DM  32 ARVAT (turn 716): FRANK WHITE of B.I.G. (Howlin' Wolf, mgr.)
 DM  33 NIATOLI ISLAND (turn 713): KURELLEU ZIEN of THE SEWING CIRCLE (Jorja, mgr)
 DM  35 MURSKA (turn 705): MEL of SOUND (Trim, mgr.)
 DM  43 VEASTIAN (turn 663): MARCO THE KNIFE of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 338): THE STATISTICIAN of AVID FANS (Crip, mgr.)
 DM  47 NORTH FORK (turn 333): CARLA of CHEERS (Otis, mgr.)
 DM  50 SNOWBOUND (turn 319): NEFARA of PUBLIC ENEMY (Pec Killer, mgr.)
 DM  56 ROCANIS (turn 595): DENNA FEYL of MIDDLE WAY 20 (Jorja, mgr.)
 DM  60 ARADI (turn 580): SISTER MOON of DREAMTIME (Hombre, mgr.)
 DM  61 JURINE (turn 562): STORMCROWE PIE of SHEWISH BUFFET (One Armed Bandit, mgr.)
 DM  65 DAL SHANG (turn 556): CAUSEY of THE CAUSEY WAY (Mordraith, mgr.)
 DM  73 ERINIKA (turn 268): ENDU ENDU of DUDS (Dudley, mgr.)
 DM  74 DAYLA KIV (turn 517): GEORGE WHALEN of MEDAL OF HONOR (The Anarchist, mgr.)
 DM  75 JADE MOUNTAIN (turn 512): JADE LOTUS of SAND DANCERS (Jorja, mgr.)
 DM  78 LIN TIRIAN (turn 503): RIB IAYE of SHEWISH BUFFET (One Armed Bandit, mgr.)
ADM 103 FREE BLADES (turn 620): WILLY LIV of THE MONGOLOIDS (Otis, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 732): QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 734): DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 698): CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 728): THE GRAIL KNIGHTS (The Dark One, mgr.)
 DM  16 WILLAF (turn 730): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 721): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 722): VISIONS V2 (Tolbin, mgr.)
 DM  28 MORYA (turn 363): OTTO'S MECHANICS (Crip, mgr.)
 DM  29 LAPUR (turn 719): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 361): MILITARY MAYHEM (Crip, mgr.)
 DM  32 ARVAT (turn 716): URT'S DURT URCHINS (Tolbin, mgr.)
 DM  33 NIATOLI ISLAND (turn 713): OBSIDIAN HALL (Dameon Darkheart, mgr.)
 DM  35 MURSKA (turn 705): SOUND (Trim, mgr.)
 DM  43 VEASTIAN (turn 663): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 338): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 333): NUKE TEST (Malaquar, mgr.)
 DM  50 SNOWBOUND (turn 319): OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 595): MEN OF STEEL (Howlin' Wolf, mgr.)
 DM  60 ARADI (turn 580): MEDAL OF HONOR B11 (The Anarchist, mgr.)
 DM  61 JURINE (turn 562): FEAR FACTORY (Var, mgr.)
 DM  65 DAL SHANG (turn 556): TOLBIN'S GEMS (Tolbin, mgr.)
 DM  73 ERINIKA (turn 268): GASHOUSE GANG (Crip, mgr.)
 DM  74 DAYLA KIV (turn 517): SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 512): FALSE OVERTURES (Guido, mgr.)
 DM  78 LIN TIRIAN (turn 503): SHEWISH BUFFET (One Armed Bandit, mgr.)
ADM 103 FREE BLADES (turn 620): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  12 RIZTAB (turn 734): MUD MUD FROG of KAOS FROGS (Grimm, mgr.)
                           PROCLUS of DREAMERS (Sleepy, mgr.)
               (turn 733): TAFFY of SWEET MAGIC (Jorja, mgr.)
 DM  15 MALCORN (turn 727): SABBATH of CRUCIAL TAUNT (Daikkan, mgr.)
 DM  17 ALJAFIR (turn 721): DEBRA ELSITH of MIDDLE WAY (Jorja, mgr.)
 DM  28 MORYA (turn 362): LILY OF SARMATIA of DODGE BULLETS (Jorja, mgr.)
 DM  31 CHIMLEVTAL (turn 360): MAJOR PAIN of MILITARY MAYHEM (Crip, mgr.)
 DM  33 NIATOLI ISLAND (turn 711): GRU-SON OF GROTT of BIG LAKE BANDITS (Den, mgr)
 DM  35 MURSKA (turn 704): THE DARK FROG of BATTLE FROGS (Grimm, mgr.)
 DM  43 VEASTIAN (turn 663): MARCO THE KNIFE of THE FAMILY (Jorja, mgr.)
 DM  47 NORTH FORK (turn 333): CARLA of CHEERS (Otis, mgr.)
 DM  61 JURINE (turn 560): FLAME SPIDER of FEAR FACTORY (Var, mgr.)
 DM  74 DAYLA KIV (turn 517): GEORGE PETERSON of MEDAL OF HONOR (The Anarchist, mgr.)
 DM  75 JADE MOUNTAIN (turn 510): TEASER II of FALSE OVERTURES (Guido, mgr.)

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

THE TURF WARS ARE COMING!
          THE TURF WARS ARE COMING!

     Gather your alliance-mates and friends.  Prepare your warriors and teams.  Turf
War NINE (TW9) is beginning the mid-Feb 2014 turn right after the winter Face in DM47
North Fork (currently MAMBOLAND).
     Alliances -- 2 to 4 teams
     Cost      -- two Rollup CERTS
     Prizes    -- certs, potions, honor & glory
     Length    -- 10 turns
     Moderators -- same old Oz and Master Darque

Rules, including details, are below.
.....................................................................................
                                 *TURF WAR 9 RULES*

Starting Mid-Feb 2014 (10 turns)
Bring acclaim and glory to the North Fork (DM47) arena.

Anyone may participate; known alliances, new alliances, or temporary alliances
created solely to compete in the Turf War!  To participate, each alliance must:
     1.  Announce the Captain of the alliance in the North Fork (DM 47) newsletter.
     2.  Indicate in the newsletter which Captain/alliance you will join.
     3.  Announcements made on the D2 Forums or elsewhere will not be accepted.

Captains are responsible for:
     1.  Verifying/authorizing, in the North Fork newsletter, those who wish to
participate under the banner of their alliance.  The confirmation/verification must
occur after, or in the same newsletter, but not before, the participant's
declaration.  (Lack of participant indication of joining and/or subsequent lack of
Captain confirmation will delay a team's participation in the Turf War.)
     2.  Distribution of prizes should their alliance win the Turf War.
     3.  Submit two (2) RSI Roll-Up Certificates to participate.  (Note: Captains
may, if they wish, submit certs for all potential members of their alliance.)

Participating managers who are not Captains must:
     1.  Submit two (2) RSI Roll-Up Certificates to participate.  (Unless already
submitted by Captain.  Note: extras will not be returned, but will go into the
winning pool of prizes.)
     2.  Announce their intent to compete with manager name, team name, and alliance
they will represent in the North Fork (DM 47) newsletter.  Announcement made on the
D2 Forums or Chatzy will not be accepted.
         a.  No scores will be tabulated until two RSI Gift Certificates are
received, and participant indication and captain confirmation are posted in the North
Fork newsletter.  NO EXCEPTIONS.
         b.  Before a manager can compete, he/she must declare themselves in the
North Fork (DM 47) newsletter as stated above AND be verified in the same or
subsequent newsletter by the alliance Captain they will represent.
         c.  Only one (1) team per player may compete.  No arena multiple teams or
aliases will be allowed.  Violations will result in immediate manager
disqualification (including team point adjustments) from the Turf War (so be sure to
take any multiple teams OFF of Team Maintenance and be certain not to run any other
team warriors).
         d.  Scoring will NOT be retroactive for teams/alliances that do not properly
declare or get captain confirmation or fail to send a Gift Certificate by Turn 1.  In
other words, if your Gift Certificate is not received until Turn 3 of the Turf War,
and you have fought on Turns 1 and 2, your score will not begin until Turn 3.  All
conditions must be met before scoring will begin--declaration, verification, and Gift
Certificate received.
         e.  No declarations or verifications will be accepted after Turn 3 of the
Turf War.
         f.  For purposes of scoring, the moderators will score the Turf War and
settle any and all disputes as they arise.  Their decisions will be final.  (Note:
the intent is to have a very thorough set of rules so that few decisions, if any, are
required from the moderators.)

Scoring will be as follows for Fights:
Team Points
    a.  Fights made: (includes DA fights)
1 = 0 points
2 = 0 points
3 = 1 point
4 = 3 points
5 = 5 points
     b.  Wins earned;
1 = 1 point
2 = 3 points
3 = 6 points
4 = 10 points
5 = 15 points
     c.  Champion win = 3 additional points 
     d.  Down Challenge = (-5) points each (DM is exempt from DC rule)
     e.  Team with most wins per round earns 4 additional points
         (If ties, points are split 2/2, 1/1/1, 1/1/1/1, no points if 5+ tie)

Alliance Points (Rounds 1 through 5)
     a. Fights made (DA fights count as a fight made)
All (each) team of the alliance fights 1 to 3 wariors = 3 points
All (each) team fights 4+ warriors = 6 points
All (each) team fights all five warriors = 9
     b. Alliance with most wins per that round = 5 points
Tie breakers, in order, are: least losses, most total recognition points (if still
tied after that, no points awarded).
Alliance Points (Rounds 6 through 10 as alliance point scoring doubles)
     c. Fights made (DA fights count as a fight made)
All (each) team of the alliance fights 1 to 3 wariors = 6 points
All (each) team fights 4+ warriors = 12 points
All (each) team fights all five warriors = 18
     d. Alliance with most wins per that round = 10 points
Tie breakers, in order, are: least losses, most total recognition points if still
tied after that, no points awarded).

Champions:
     1.  A Champion may be declared, but one is not mandatory.
It is to the team's/alliance's advantage that you do so.
     2.  Only one Champion allowed per manager at any given time.
     3.  Champions that graduate or are killed by another warrior or the Dark Arena,
may be replaced.
     4.  Champions must have fought at least one previous fight in the North Fork
(DM47 arena) to be able to be declared a champion.
     5.  A Champion can be declared on any round and point factors will begin that
same turn.  (Must meet above 4 conditions prior to declaring)

No warrior may be substituted without the proper use of the DA or arena death or
death in a tournament or graduation.  There must be a maximum of five only on a team
at any point and time.  (The penalty for such substitution is -10 points.)

Downchallenges:
     1.  A downchallenge occurs when a warrior challenges a warrior with lesser
recognition points.
     2.  No challenge or bloodfeud by The Duelmaster shall be deemed a downchallenge.
     3.  No challenge of the Duelmaster shall be deemed a downchallenge.
     4.  Bloodfeuds against warriors with lesser recognition are deemed
downchallenges.

Tournament Considerations:
     1.  Tournament participation is allowed and ENCOURAGED as a great form of recognition for North Fork.
     2.  It is an opportunity to gain skills and preferred challenging within the Turf War.

Special Considerations:
     1.  Each alliance begins the Turf War with zero (0) points.
     2.  There will be NO alliance or team changes once the contest has begun.  If
you begin the Turf War with Alliance A, you must end the Turf War with Alliance A.
If you begin the Turf War with Team A, you must end the Turf War with Team A.
     3.  There will be a maximum of four (4) teams/managers allowed per alliance for
the Turf War VII. The minimum is two (2).
     4.  The Dark Arena may be used at any time without penalty.
     5.  If at any time, the Moderators determine that any non-TW team in the arena
is aiding and/or abetting any TW alliance or team, the affected points won by the
gifted team/alliance will be disallowed and the aiding non-TW team will be asked to
desist from play in the arena until after the Turf War concludes.

Prizes:
The Turf War is meant to be a "winner takes all" contest.  All prizes, except the
Endu award listed below, and 100% of the Gift Certificates will be awarded to the
Captain of the winning alliance at the end of the competition.  It is the
responsibility of the Captain to distribute Gift Certificates.  Moderators will
submit a list of each manager on the winning alliance to RSI at the completion of the
contest for the non-Certificate prizes.

All entry fees (rollup certs) are awarded to the winning alliance.     

The following prizes have been secured from RSI:
     1.  Renaming of the North Fork (DM 47) arena;
     2.  Renaming of all Dark Arena Monsters 
     3.  Known Favorites for one DM47 warrior on each team of the winning alliance
(warrior must be ranked Initiate or above, must be alive, and must have at least one
DM47 arena fight to receive this award).
     4.  +1 Skill bonus (three) for each manager on the winning alliance.  Bonus
potions must be applied to living warriors from DM 47, no more than two skills per
warrior.
     5.  +1 Skill bonus potion (one) for each and every individual manager who fights
in all 10 rounds AND 45 fights of the Turf War.  Bonus potion must be applied to a
living warrior from (DM 47) (Endu award)
     6. Two additional rollup certs for each manager of the winning alliance from
RSI.
     These RSI awards will be listed by the Moderator for claiming from RSI (Lee)
within 4 turns of the end of TW VI.  The certs will be mailed to the winning alliance
by the Moderators within two weeks of the end of the TW.

Moderators:
The Moderators for this event will be Oz and Master Darque.  They will arbitrate all
dealings during the course of the contest.  Their decisions will be final.  All
questions, comments, and scoring disputes may be directed to Land of Oz or Darque
Forces via diplo in DM 47.  Managers with internet access may send a private message
to [The Consortium] or [Darque] on the Duel2 Forums.  Lastly, you may also email
questions, comments, and scoring disputes to rebelnerfherder at yahoo dot com or
wfms101 at aol dot com.

Please note there have been rule changes from the last Turf War.  Please read them carefully noting the following concepts/changes:
1. simpler scoring based primarily on wins and fight participation
2. DA is treated as simply another fight
3. Down-challenging is penalized
4. no emphasis/scoring on kills
5. 10 rounds

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Assur told me I might have the throne this turn.  He also told me I have a much
better chance to stay on it than my fellow piker.  I will put up the best fight I
can, that is for sure.  However, should I lose, it is a very real possibility that
the evil Consortium empire will take the throne.
     But perhaps we pikers, who conserve endurance so well, can win an endurance race
known as the Indy 500.
     After last turn, we pikers were a single fight over .500.  Can we maintain a
winning record?!?

Not if it depends on Horrible Learning!

                                      SPY REPORT

     Greetings, warriors of NOBLISH ISLAND!  Once again I've been called out of 
retirement for my abilities and insights into Spyreporting.  What's with FAVE RHYTHM? 
He actually beat COUNT ON ME's THIRTY-LOVE, and walked away with 17 more points from 
the fight.  Major screwup at BASH BROS PIKER.  FAVE WEAPON lost 11 points to INDY 
500.  Some new strategies, perhaps?  Maybe FAVE WEAPON will provide more easy wins... 
Try as he might, KHALHUMS DWARF wasn't good enough at persuading HORRIBLE LEARNING to 
step down from the Duelmaster's throne...  Wouldn't it be nice to have live subjects 
to practice on?  I hear some team is looking into the uses of convicted prisoners.   
     If at first you don't succeed, avoid.  That'll get you in the Spyreports.  How 
well I know the feeling of being in the most avoided team!  Don't fall out of 
practive, BASH BROS PIKER!  Management must be dealin', as the boys at COUNT ON ME 
ain't reelin'!  BASH BROS PIKER's mad!  How well I know the feeling of being the most 
challenged warrior, FAVE WEAPON!  Don't make idle boasts, they may come back to haunt 
you.   
     Warriors of NOBLISH ISLAND unite.  You have only your games to lose!  How long 
have I been here?  I got people to see, places to go...   
     Who knows what the future holds for a warrior.  More fights, there's no doubt.  
NOBLISH ISLAND is a nice place to live, but I don't like to live in nice places.  I 
don't want to overstay my welcome...-- Olaf Modeen  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 HORRIBLE LEARNING 9489        6   0  0    66       BASH BROS PIKER (1634)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 INDY 500 9485                 5   1  0    44       COUNT ON ME (1633)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 JACK OF ALL TRADES 9492       3   3  0    32       BASH BROS PIKER (1634)
 FAVE WEAPON 9493              3   3  0    24       BASH BROS PIKER (1634)
 FAVE RHYTHM 9491              2   4  0    24       BASH BROS PIKER (1634)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 100 YARD DASH 9484            5   1  0    22       COUNT ON ME (1633)
 FIRST DOWN 9486               3   3  0    21       COUNT ON ME (1633)
 MEOSHA PALMER 9508            3   0  1    20       HIGH WAY 2 (1637)
-SPEED 1629                    1   0  0    18       SPEED DEMONS (293)
 THIRTY-LOVE 9488              4   2  0    14       COUNT ON ME (1633)
 3 POINT SHOT 9487             4   2  0    14       COUNT ON ME (1633)
 LOW SKILL BASE 9490           2   4  0    10       BASH BROS PIKER (1634)
 THUMPER 9471                  1   0  0    10       GHOSTWALKERS (1630)
 SMYTHE TODD 9510              2   1  0     9       HIGH WAY 2 (1637)
 STRIKER 9469                  1   0  0     8       GHOSTWALKERS (1630)
 MILTON ONLY 9507              1   2  0     7       HIGH WAY 2 (1637)
 QUINCY ROSS 9509              1   2  0     5       HIGH WAY 2 (1637)
 KEOSAQUA LANE 9506            1   2  0     5       HIGH WAY 2 (1637)
 BRUTE 9473                    0   1  0     1       GHOSTWALKERS (1630)
 FURY 9478                     0   1  0     1       DEVIL'S CARTEL (1631)
 SWIFTY 9470                   0   1  0     1       GHOSTWALKERS (1630)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?

                                     PERSONAL ADS

Indy 500 -- MILK?  What's with that? -- Milton Only, not much of a milk drinker at
any time

Indy 500 -- How did you get all those horses past the steward?  He was really annoyed
after the mess last time! -- Quincy Ross

3 Point Shot -- Come a little closer, and I'll drop you in the river. -- Keosaqua
Lane

Thirty-love -- Listen, even TWENTY would have devastated me.  Maybe I could've
handled ten, but... (shudder) -- Milton Only

Jack of All Trades -- I'll trade with you! -- Smythe Todd

The Convicted Thief tried to bite me.  Ha!  You don't go biting orcs, we have BIGGER
TEETH!  Now he doesn't have any, because I kicked them down his throat. -- Meosha
Palmer

When Pikers win, their opponents are humiliated to lose to the worst style in the
game.

Consortium, good article.  The one thing you might want to add is either a pointer to
a skill chart (I publish them regularly in these newsletters) or at least let people
know certain areas where training stats will add/burn skills.  Knowing dead zones for
certain stats would save new managers time/energy when training stats (i.e. Will from
9-15 is a dead zone.  Good for adding endurance, less useful otherwise). -- Assur

Silly me.  I should have noticed the ID number of the Speed Demons.  Most likely a
warrior entered by mistake... -- Assur

The dreaded Kung Fu Master chops me down off the throne! -- Fave Weapon

Abba Cuss -- Good show.  2-0 in your favor last turn! -- Assur

     The Fall Mail-In Tourney is DUE on the 30th of October and will run on November
     2nd.  Turns received later than the 30th may not get input.

                                  LAST WEEK'S FIGHTS

INDY 500 devastated FAVE WEAPON in a 1 minute mismatched Challenge fight.
3 POINT SHOT was vanquished by JACK OF ALL TRADES in a 10 minute Challenge battle.
HORRIBLE LEARNING won victory over KHALHUMS DWARF in a 2 minute Title brawl.
LOW SKILL BASE was viciously subdued by FIRST DOWN in a popular 3 minute brutal fight.
FAVE RHYTHM bested THIRTY-LOVE in a action packed 2 minute brawl.
100 YARD DASH overpowered QUINCY ROSS in a crowd pleasing 5 minute one-sided struggle.
MEOSHA PALMER overcame CONVICTED THIEF in a 3 minute beginner's fight.
MILTON ONLY viciously subdued BRUTE in a 2 minute gruesome beginner's duel.
KEOSAQUA LANE was defeated by THUMPER in a 2 minute beginner's duel.
SMYTHE TODD savagely defeated SWIFTY in a 4 minute gruesome novice's fight.
STRIKER savagely defeated FURY in a exciting 2 minute bloody novice's fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|PARRY-STRIKE                     6         TOTAL PARRY       14 -   4 -  1      78  |
|STRIKING ATTACK                  4         LUNGING ATTACK     8 -   3 -  2      73  |
|TOTAL PARRY                      3         SLASHING ATTACK    6 -   3 -  0      67  |
|BASHING ATTACK                   3         STRIKING ATTACK   16 -  11 -  0      59  |
|WALL OF STEEL                    2         WALL OF STEEL     10 -   9 -  0      53  |
|SLASHING ATTACK                  1         PARRY-STRIKE      17 -  17 -  0      50  |
|PARRY-RIPOSTE                    1         AIMED BLOW         9 -   9 -  0      50  |
|AIMED BLOW                       0         BASHING ATTACK    13 -  18 -  1      42  |
|PARRY-LUNGE                      0         PARRY-RIPOSTE      1 -   2 -  0      33  |
|LUNGING ATTACK                   0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 387 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    1 -  0     AIMED BLOW         0 -  0         4  PARRY-STRIKE   
STRIKING ATTACK    3 -  1     PARRY-LUNGE        0 -  0         3  TOTAL PARRY    
PARRY-STRIKE       4 -  2     PARRY-RIPOSTE      0 -  1         2  STRIKING ATTACK
TOTAL PARRY        2 -  1     LUNGING ATTACK     0 -  0         1  WALL OF STEEL  
WALL OF STEEL      1 -  1     BASHING ATTACK     0 -  3         1  BASHING ATTACK 

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
PARRY-STRIKE     HORRIBLE LEARNING 9489      6   0  0   66 BASH BROS PIKER (1634)
STRIKING ATTACK  INDY 500 9485               5   1  0   44 COUNT ON ME (1633)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is FIRST DOWN 9486.  The most popular warrior this turn 
was QUINCY ROSS 9509.  The ten other most popular fighters were STRIKER 9469, FIRST 
DOWN 9486, FAVE RHYTHM 9491, SMYTHE TODD 9510, HORRIBLE LEARNING 9489, THIRTY-LOVE 
9488, MILTON ONLY 9507, INDY 500 9485, THUMPER 9471, and JACK OF ALL TRADES 9492.

The least popular fighter this week was 3 POINT SHOT 9487.  The other ten least 
popular fighters were FURY 9478, SWIFTY 9470, BRUTE 9473, 100 YARD DASH 9484, FAVE 
WEAPON 9493, KEOSAQUA LANE 9506, MEOSHA PALMER 9508, LOW SKILL BASE 9490, JACK OF ALL 
TRADES 9492, and THUMPER 9471.

                         REALITY SIMULATIONS E-MAIL ADDRESSES

For those of you who have e-mail access, you may find it more convenient to e-mail us!  
At this time, we cannot accept e-mailed strategy sheets, but we can accept your 
personal ads.  If you would like to e-mail your personal ads, team spotlights, and DM 
columns, e-mail them to this address:

                                   ADS@REALITY.COM

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or any other requests, feel free to send us e-mail to this address:  

                                   CSR@REALITY.COM

Thank you.  We wish you the best of luck in your games! -- RSI

                                  A NOTE ON MAILMEN

     In response to the articles on new fighting styles, those were good, but how can 
you forget our most favorite warrior who has a style all his own?  The Mailman!  To 
Duelmasters he is our most sacred person.  I mean, how many of you managers out their 
have sat down and calculated what day your Duelmasters will arrive and have sat 
waiting for it to arrive, while unknown to you, your mailman is fighting away to get 
your Duelmasters delivered.  Let's review him...
     ST - should be around 19.  He needs to heft two medium bags, cloth mail armor and 
a ton of rubber bands.
     CN - 13, give or take a few.  He does get bitten by dogs often.
     SZ - Any.
     WT - At least 10.  He often likes to read the mail.
     WL - Try about 20.  He must endure all kinds of weather.
     SP - 16 is good.  He needs to run across streets in traffic.
     DF - 10 is good.  Sometimes he has to carry packages.
     This setup should get you a good mailman but they are hard to come by.  If you 
can come up with any better, diplo me.  I am:

                                   Staple Gun
                                   mgr. of Technet (3)
                                   The New Deal (23)

     I am currently working on the U.P.S. and Federal Express warriors.

                                   "Strikers R Us"

     Greetings, everyone.  It is I, Talon, again.  I am very glad to see everyone 
participating in the arena and sharing their thoughts on styles and strategies.  This 
turn I will take on the striking attack style, which is certainly one of my favorites.
     I believe the striker is one of the easiest styles to run, and one in which no 
team should be without.  A high-powered striker can diversify and empower your team.  
A well run striker can beat any other style, period, at any level in regular 
Duelmasters.  In arenas where scum TPs are rampant, strikers are just the answer as 
they can attack for up to 12 minutes or more.  Strikers are versatile.  They can do 
exceptionally well with a dagger as a weapon or with a halberd.  They can do well with 
no armor or with plate armor.

Stats:

               Biff     Primal         Solid         Perfect
     
ST             5-21      9-17           13             15
CN              3+        3+             6              3
SZ             9-21      3-17            9              5
WT             3-17      17 +           17             21
WL             9-17      13 +           17             15
SP              5+       5-13            9              8
DF              9+       9-17           13             17

     With the way I design strikers, there are essentially two strikers that evolve.  
The BIFF and the PRIMAL.  The Biff striker is typically one that is not looking long-
term, but one which I want to run and have fun with.  With this striker, I try to have 
one stat (wit, will, or deftness) which is extraordinary, one which is average, and 
the other ends up being at some non-normal level.  Some examples of the Biff are: 10-
10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21-
3-15-21-5-8-11.  With these warriors, the emphasis is on having fun and learning more 
about the style.
     The Primal is essentially a Primus-quality warrior.  In this category, the 
striker will be designed with stats that most other managers will gasp, "OH MY, WHY 
DID YOU MAKE HIM A STRIKER?"  It is also the warrior that will be Duelmaster for 8 
straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex.  
The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with 
a 13+ will and who will do normal damage or better.  The goal with the Primal is a 21 
wit and 17 deftness, because this will ensure a great warrior.
     Weapons and Armor:  As for weapons, the best striking weapons that I have found 
and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword, 
longsword, war hammer, and sometimes the short spear.  I don't run my strikers with 
shields or off-hand weapons, as it takes away from their attack.  The heaviest armor I 
will use is padded leather.  Always wear a steel cap or a helm.

Strategy (general):

Min.           1    2    3    4    5    6+   Desp
OE             10   8    6    6    6    5    5
AL             10   5    4    2    2    1    8
KD             6    8    6    6    6    5    5
attack         arms/legs/head -- take your pick
protect        arms/legs/head -- take your pick
off tactic     decise, slash, bash,  depending on weapon
def tactic     response is best; try dodge though.

     With this strategy, a striker with a normal endurance should fight for eight 
minutes as a scum TP and come out on top, outrageously victorious.  Just match your 
weapon with your tactic and only use the tactics in minute one or desperation.
     If you have any further questions on this or any other style, feel free to diplo 
me.

                                                  Talon, mgr. Eagle's Claw

                    HOW I MADE DUELMASTER IN THREE EASY STEPS


                                          OR
                              a new look for Aimed Blows

     Greetings and salutations, all.  Here's a new twist on aimed blows I haven't seen 
before....one that works, at least for me!  Here's what I did with Rex Walters, my 
first Duelmaster in the Free Blades transfer arena, DM 70.
     ST: 17     (for good damage, attack and parry skills)
     CN: 13     (gonna need every hit point he can get)
     SZ: 4      (smaller the better!)
     WT: 4      (overrated for aimed blows!)
     WL: 21     (if ya try this method, 17 is a MINIMUM)
     SP: 4      (ya want NO speed, none, nothing, zero!)
     DF: 21     (better max this one out too, at least a 19)

     You laugh at me?  I started expert in both attack and parry! (OK, so I got lucky, 
I didn't expect either one of em.)  But both are in reach with a little luck.  Hey, if 
ya can get that strength to 21 you're almost guaranteed those experts... though a bit 
more CON would be nice.
     But how do I RUN this monstrosity, you may ask?  Why, I'm glad you inquired!  
LOTS of armor.  The hit points combined with, say, platemail should win this character 
a lot of fights.  But, while I've picked up a few easy wins scumming, that's not 
really what this character does best.
     I use the only weapon Rex is well suited to: the bare hand.  With an offhand 
small shield or shortsword, so I can take advantage of that expert parry rating.  So: 
FI-SH, APM-H.
     And I run him at a 4 offensive effort, with a matching 4 activity level.  He can 
last through the initial onslaught of nearly any offensive, then smash them.... like a 
good waste.  And with that monster endurance and good damage, no one scums this 
warrior!
     I attack and protect the head, usually, and keep the kill desire high... 5-7 
generally.  Now, how to become Duelmaster?
     Well, step one is fight your first fight... and train your CON.  Step two, now 
that you're in the arena, is get a fight with an up-and-coming young warrior from the 
Duelmaster's team... and kill them.  (I randomly matched up with, and killed, a member 
of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear 
themselves out but haven't quite dropped are the easiest to kill.
     Then, when the Duelmaster comes at you (bragging about how he "only" needs to 
beat you twice to assure his ascension to the Isle) you stomp him.  Badly.  Once 
you're on that lofty throne he won't even be able to bloodfeud you, since you can bet 
he's not gonna be anywhere near the challenger champions after losing to a 2-fight 
warrior (just ask Ciron of ENDS WITH IRON, now in AD).
     There are drawbacks, of course.  Once you get to that level, odds are you're 
gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this 
trick... Oo!  I love mixed metaphors...)  But... even a 4 wit warrior can learn skills 
against gladiators with 50 fights!
     Rex is now 7-3-1.  All three losses have come against warriors now in AD. In 
those ten matches, he's trained his strength and constitution once each, and learned 
twenty skills, including his adex in both parry and attack.  And boy, is it fun 
humiliating some of those "gods" bound for AD!
     What else can one do with this warrior?  Well, Rex is, get this, well suited to 
an off-hand epee!  He wouldn't dare use one as a primary weapon, but its a great off-
hand toy...
     Does he have what it takes to be a long-term winner?  Who knows?  He's probably 
the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and 
climbing....and he'll meet ya in AD! 
     Amazingly enough, this is not an isolated fluke.  We entered a similar warrior 
into Bloodgames (with the 4's as 3's, and a bit more CON).  That warrior, Jalon, is 
now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena.
     Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now... 
Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's 
another story...

                                             --Khyron
                                             mgr., Pitt Gladiators (2,29,56,103)
                                             Jayhawks        (70)
                                             Silent Storm    (65,74,75)
                                             and numerous others....

                          THE WALL OF STEEL AS A BERSERKER

     This article is for newer players; more experienced managers will, I'm sure, have 
much more sophisticated ideas about warrior design and strategy.  This will enable a 
newbie to design a competent warrior who should be able to achieve a better than 50/50 
record.
     The wall of steel, or "waste," is often considered the second scummiest style in 
Duelmasters.  I love the style, but I don't run mine that way; I prefer to think of 
the waste as a fierce dervish ripping into his opponent like an airplane propeller.  
In accordance with this view, most walls of steel that I design couldn't scum if they 
wanted to (well all right, sometimes it happens by accident if the opposing warrior is 
going all-out and can't last very long).  It's fun to run them fast; they get the jump 
on people who don't expect it of them, and their fights are exciting.  Mind you, they 
don't win as much as if they ran more defensively, but the ones with good stats still 
do okay (I'll make practically anything a waste and run it, but this article isn't 
about the ones that a sane manager would DA).
     So, here is a design for a competent wall of steel:

ST   13+  Needed for endurance, damage doing, and weapon selection.
CN    9+  You need a passably good con for endurance.
SZ    7+  Teeny weenie wastes don't hit hard enough or take enough damage.  Real big 
          (15+) is bad because it hurts endurance.
WT   13+  Preferably 17.  Like any other style, the smarter they are, the better.
WL   17+  Needed for endurance, damage-taking, and sheer grit.  21 is recommended.
SP    3+  Whatever.
DF    7+  Higher deftness is better, but you can get by without it.

     As you can see, these are fairly easy requirements.  Of course, the more wit, 
will, and deftness, the better your waste will be (same as any other style).  If you 
don't end up with at least good endurance on the overview, the warrior probably isn't 
going to do very well.  With that high will, though, you can bump con a couple of 
times and you might get good endurance, so there's still a chance.
     Choose your weapons based on deftness, and your opponent's armor weight.  I 
normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS.  No shield.  
Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy 
armor), MS, and BA.  The war flail isn't a very good weapon, but you can play with it 
against leather armor.  For armor, I usually choose something middling like ARM & H, 
but will go with APL & H if he has a lot of con.
     For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus 
if his OE equals his KD.  Since I don't like to use a kill desire above 6, I don't go 
by that in the first couple of minutes.  Keep the activity level moderate to low; the 
waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's 
burning a lot of endurance without that added drain.  Attack and defend the arms, like 
a slasher; a waste is a sort of parry-slasher.  A typical strategy for my wastes might 
look like this:

Minute    1    2    3    4    5    6    Desp
Offensive 9    8    7    6    5    5    2
Activity  6    5    4    3    2    1    6
Kill des. 6    6    6    6    5    5    2
Att. loc. RA   LA   RA   LA   RA   LA   RA
Pro. loc. AM   AM   AM   AM   AM   AM   HE
Off tac.  none --   --   --   --   --   --
Def tac.  --   --   --   --   --   --   P

     I play with the numbers a lot, depending on what the warrior seems to like.  For 
example, if he doesn't parry too well, I'll give him a more offensive desperation 
strategy, like 8-4-8-slash.  (If I really like a warrior I sometimes use a 7+ KD to 
try and save his life.)  If he never manages to get the jump on anybody, I'll try 
running him more defensively, like with a first minute of 3-6-3.  It's not as much fun 
as going all out, but it's more fun than losing all the time.
     You can challenge pretty much any style (lungers aren't recommended).  When 
fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR, 
PL, or WS), slow down or you will be scummed.  For the most part, though, an offensive 
waste is very versatile and can beat any style.  The better his important qualities 
are (WT, WL, DF, endurance), the better the quality of warriors he can defeat.  In 
other words, if you have a so-so rollup that barely made the minimum requirements, 
challenge so-so opponents.  If you have a good rollup, go for the gold.  Challenge 
warriors with a few more fights than you, so you'll learn plenty of skills--but don't 
challenge way way up in experience, because it's no fun to lose a good warrior.
     For the most part, train skills--especially on your challenge strategy, when 
you're going after someone with more fights!  And for sure on the first fight, because 
you'll likely be matched against someone who can teach you a lot.  It's okay to train 
con once in a while if you need more endurance and damage-taking; and if you have bad 
luck on the rollup and get "does little damage" or something, you might have to train 
strength once or twice (no more!).  But it's best not to train any other stats until 
way, way down the road.
     Ask your DM sponsor or any experienced manager in your arena for more advice (if 
they tell you I'm full of hot air, they're probably right).  A little bit of good 
advice from a more advanced player can make a big difference in your enjoyment of the 
game!
     If you have any questions or suggestions, you can diplo:  the She-Puppy, mgr. 
Mordant Prison DM-1, and others.