DUEL 2 NEWSLETTER Date : 12/28/2013 Duedate: 01/10/2014 NOBLISH ISLAND ARENA DM-93 TURN-393 This Weeks Top Honors THE DUELMASTER IS MAT TUKHOLT MISFITS OF DOOM (1624) (93-9438) [5-5-0,56] Chartered Recognition Leader Unchartered Recognition Leader MAT TUKHOLT SMYTHE TODD MISFITS OF DOOM (1624) HIGH WAY 2 (1637) (93-9438) [5-5-0,56] (93-9510) [5-4-0,44] Popularity Leader This Weeks Favorite MAT TUKHOLT STINKS MISFITS OF DOOM (1624) BASH BROS WASTE (1640) (93-9438) [5-5-0,56] (93-9526) [1-1-0,4] THE CURRENT TOP TEAM HIGH WAY 2 (1637) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. MISFITS OF DOOM (1624) 40 2. HIGH WAY 2 (1637) 28 MISFITS OF DOOM (1624) 3. OLD EL PASO (1641) 25 Unchartered Team 4. BASH BROS WASTE (1640) 1 5. GHOSTWALKERS (1630) -3 HIGH WAY 2 (1637) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 3*HIGH WAY 2 (1637) 24 21 1 53.3 1/ 2*HIGH WAY 2 (1637) 8 7 0 2/ 2*BASH BROS WASTE (1640) 5 5 0 50.0 2/ 4 MISFITS OF DOOM (1624) 7 3 1 3/ 1*OLD EL PASO (1641) 5 5 0 50.0 3/ 3*OLD EL PASO (1641) 5 5 0 4/ 4*GHOSTWALKERS (1630) 11 18 3 37.9 4/ 5*BASH BROS WASTE (1640) 5 5 0 5/ 5 MISFITS OF DOOM (1624) 14 33 1 29.8 5/ 1*GHOSTWALKERS (1630) 4 9 3 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT THE STRATEGIC ADVANTAGE of CHALLENGING AND AVOIDING In the last newsletter, only one of the thirteen fights was a "challenge." Challenges, and their partner "avoids" are underused strategic weapons. Don't be left home without them! An avoid is an attempt to prevent a warrior from challenging you. Why allow a warrior the advantage of selecting you for a match? Why allow a warrior to decide on a special strategy just for you? One great thing about avoids is that you may avoid THE WHOLE TEAM of any warrior you want to avoid. You are allowed to avoid two whole teams. There is no use double-avoiding as it does not improve your chances to avoid that individual team. A challenge is an attempt to fight a specific warrior. Why not attempt to fight a specific warrior of choice? Why leave the opponent selection to the MUGS (match-up gods) or, worse yet, an opponent who chooses/challenges you? You are allowed to challenge two warriors. You may, indeed, challenge the same warrior twice. (Double challenge.) It DOES improve your chances of a match to double challenge a same warrior. Of utmost importance is to understand that you must challenge and avoid NUMBERS, not names. Challenge WARRIOR NUMBERS. Avoid TEAM NUMBERS. Challenge individual warriors; avoid whole teams. No challenge or avoid is 100 percent effective. Challenges can be further enhanced by winning a TV or TC (Tournament Victor; Tournament Champion) in a Mailer or Face-to-Face Tournament. The TV/TC effectiveness lasts six months. So, in a normal arena, the warrior who won the TV gets 12 or 13 turns of enhanced challenging. The most effective challenge, The Blood Feud, is nearly 100 percent effective. A four turn BLOOD FEUD is awarded to your TEAM (Any member can use it each turn.) when an opposing warrior kills one of yours. Blood feuds transcend classes. (E.g. a Challenger can BLOOD FEUD an Adept or an Initiate can BLOOD FEUD a Challenger Champion, etc.) To use a TV or Blood Feud, simply write BF or TV on the challenge line with the to-be-challenged warrior number and circle it all for emphasis. How does one choose whom to challenge and what to avoid? That's a good question and like many decisions, they are more of an art than a technology. This is the methodology used by The Consortium managers. It works well for them. 1. Always avoid two teams 2. Actively seek to challenge twice. (If only one good choice is available, double challenge.) 3. Challenge for these situations a. A probable win b. A warrior you have beaten before c. To tie up a warrior you do not want to fight one of your fellow warriors-- especially the Duelmaster d. To take advantage of a Blood Feud (4 rounds) e. For a good style match up. 4. Avoid for these situations--always a. Emphasis on a team who is bloodfeuding you b. Emphasis on a team who just beat you c. Emphasis on a team with warriors in range who are far more experienced or skilled than you d. Emphasis on a team you just cannot seem to beat. e. Emphasis on teams with warriors whose styles are difficult for your style Often there will be more warriors to challenge or more teams to avoid than the strategy sheets allow. Choose wisely. Most of the circumstances are straightforward, and it is easy to select the challenges and avoids. However, in many cases, especially those with little knowledge of nearby opponents, it will come down to what style or type of warrior is best to challenge/avoid. There are available charts "out there" which prioritize which styles have advantages over other styles. Beware of them. The data is based on warriors over the years and those managers who submitted data for those charts. The warning-- today's lunger is not yesterday's lunger, and my aimed blow is not your aimed blow, and today's basher is not yesteryear's basher, and a tourney warrior is not necessarily an arena warrior, etc, etc, etc. The Consortium offers their generic style considerations for challenges and avoids: 1. Fast offensives challenge AB, slower BA, SL, ST 2. Aimers challenge scummy/tanky warriors 3. Scums challenge LU and softer hitting/smaller offensives 4. Scum hunters (need special strategy ) are good damage/endu LU, hard hitting BA, critting or hard hitting ST, hard hitting SL with good endu, good PS 5. Consortium-style wastes challenge LU and softer hitting/smaller offensives 6. Lungers challenge AB, PR, PS 7. Rippers, if skilled, challenge ST, faster BAs The Consortium always avoids and almost always challenges. One final note. The challenging will bring into play and discussion: What is an appropriate challenge?" The "rules"/"D2 system" allow you to challenge anyone in your class and the class just above you. Your class is defined, interestingly, as Inits, Adepts, Champs, and Duelmaster. A "Challenger" Init is an Init--challenge- wise. A "Challenger" Champ is a Champ--challenge-wise. Hence the higher level challenger category can challenge the lower level "non-challenger" class. (Simply put, a Challenger Init can challenge an Init, a challenger Init, and an Adept. An Adept can challenge Adepts or Challenger Adepts.) This system can allow/cause challenges from very high experience and recognition point warriors to very low recognition point and experience warriors. Some regular arenas foster the belief that challenges may/should ONLY be parallel or up in recognition points. These are usually Andorian arenas. The rules/system may allow otherwise, but the environment and the beliefs of sportsmanship of Andorian types differ. This can cause some "discussion altercations." Challenges and avoids are there to be used to your advantage. Do so. * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * What is Knack? If you stick around Duel2, you will eventually hear about a concept called 'Knack'. It is also sometimes called a warrior's Luck Factor or Hidden Stats. Nobody completely understands what it is, but most managers agree that it exists. First, understand that while Knack exists, there are many other items that contribute to a warrior's record. Sometimes you may think you have a knacky warrior, but you eventually figure out that it is something else that makes your warrior win. This can include favorites (every warrior has a set of favorites which they get bonuses when using), raw skills, as well as just plain old good design and management. But sometimes, you'll run across a warrior that fights above and beyond (or below and before) their abilities. I will talk mostly about the positive side of knack, but the negative side also exists. Warriors with knack will just plain find ways to win. There is really nothing fancy about it. It doesn't mean they can't lose, but it does mean they win fights they shouldn't. The 9-1 parry-striker I just finished running may have been a knacky warrior. His skills weren't terrible, but he won a lot of fights in different manners. Misfits of Doom's Cami Deaordan may be a knacky warrior. You can't be entirely sure when your warrior has 'it', but time will tell the story. You also need to face competition that proves one way or another that you are better than you should be. My Piker was mostly fighting NPCs and while they were champion level NPCs, they are NPCs still. He jumped several faster warriors early in his career, but attacking first is so fickle it is impossible to be sure. Cami only has 3 wins, but it is a great start, especially when one of the wins was against a tough style for a Parry Riposte. Perhaps the best example of a Knacky warrior is a famous warrior named Daydream Believer. This PR started 17-14-4-17-7-8-17. Now understand that this is a solid design for a Parry Riposte. In addition, the warrior rolled +4 in both attack and parry. Finally, Mannequin, the manager, found DDB's favorites from fight #1. All of that together and you'd expect some major success from DDB. On the other side of things, 7 will... I (and many other managers) would fully expect to lose many a fight because of that 7 will. Well, DDB surpassed all expectations and TC'd Rookies, Adepts, Champions, and Challengers. DDB is the only naturally born warrior to TC 4 different classes. People have copied DDB's stats many times since then and to the best of my knowledge have never seen more than a single TC from those stats. Even with all the positives DDB had, you shouldn't see 4 TCs from this warrior. But DDB has that magical knack (in addition to everything else) and been cloned many times. While many of the clones have died one or more times, they have also generated something like 5 or 6 additional TCs. This article is mostly to be aware that there is a 'knack' factor to warriors. Just because a warrior looks horrible on paper doesn't mean it can't win. And sometimes, you may have a warrior that looks fantastic on paper, but can't win. It is possible that warrior has 'inverse knack' and really is worse than it should be. Or it could just be that you've had bad luck or really bad matchups. * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Assur and His Bashers If you get to know Assurnasirbanipal at all, you will learn that his favorite style is the bashing style. Before going any further, you need to know that it is not one of the 'best' styles in the game and that not all styles are created equal. 'Most' warriors that make good bashers could likely be made into a better something else. There are a few notable exceptions which I will talk about briefly. Jorja's Profile of a Basher is a solid article. The only things I'd say to 'add' to it are: 1) For weapons, I highly recommend WH and QS first and foremost. And I virtually never use MS or WF. But the first two are the bread and butter weapons for Bashers 2) Design comments: Jorja undervalues wit. For bashers, don't undervalue wit. 11 or more. For Will, I recommend 9, 15, 17, or 21. That is where you get skills. I'll typically add to Strength, Speed or Deftness once my Will is at one of those values. If your setup starts with 9-11 will, I'd consider carefully whether adding 4-6 points is really worth it. There are other ways to make bashers, but her article is a great place to start. * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Profile of a Style Bashers I make no claims to being exhaustive in this study of Bashers. There are managers who know more about the style, managers who have better Bashers, managers whose Bashers win more consistently. But this is a place to start. I have the details of twenty-eight immortal Bashers under my hand here, Bashers who, good, bad, or indifferent, survived long enough to graduate and discover their favorites. In those favorites lie clues to how the Gladiatorial Commission expects Bashers to operate. This does not mean that Bashers HAVE to operate that way, and it can be fun to force a style to do the unexpected and take everyone by surprise, but this could be said to be "what comes naturally." Favorite weapons. You will find that only weapons that may be received as favorites are ever described as "well-suited" to the style. For instance, an epee never occurs as a favorite weapon for a Basher, and any Basher who uses one will find he "is unsuited to his weapon" or "uses this weapon in an unorthodox style" at the top of his fight report. There is little, if anything (well, okay, surprise), to be gained from using a weapon unsuited to the style in question. The eleven weapons suited to use by Bashers, and the minimum stats required for their best use (information courtesy of Pagan's Enchiridion), are: Greataxe ST 13 SZ 5 WT 9 DF 11 Greatsword ST 15 SZ 9 WT 9 DF 11 Halberd ST 17 SZ 9 WT 9 DF 9 Large Shield ST 11 SZ 7 WT 5 DF 5 Mace ST 13 SZ any WT 3 DF 5 Maul ST 15 SZ 9 WT 5 DF 7 Medium Shield ST 9 SZ any WT 5 DF 5 Morningstar ST 13 SZ any WT 7 DF 13 Quarterstaff ST 11 SZ 9 WT 11 DF 11 Warflail ST 11 SZ any WT 7 DF 5 Warhammer ST 13 SZ any WT 5 DF 7 Assurnasirbanapal offers the following alternate requirements for some of these weapons: Halberd ST 17 SZ 9 WT 9 DF 11 Large Shield ST 11 SZ 7 WT 3 DF 5 (not sure about size, but I believe wit is 3) Morningstar ST 13 SZ any WT 7 DF 11 Warflail ST 11 SZ any WT 5 DF 5 (I can see that some warriors in my future are going to have to test these weapons.) Study this chart, and never make a Basher who doesn't have the stats to use at least one of the weapons well! I've made the mistake more than once (and more than once done it deliberately, but then, I'm perverse) of creating a warrior who is unable to use well any weapon to which his style is suited. This is enormously frustrating. Take my advice and DON'T DO IT. You may notice that the Fist is not listed as a weapon suited to the Bashing attack. This is an example--one of the most glaring ones--of the fact that sometimes intuition and real-world experience are "not well suited" to Duelmasters. Two weapons not listed on this chart are the Broadsword and the Battleaxe. If you arm a Basher with one of these weapons, the fight report will inform you that your warrior is not well suited to the weapon or uses it in a marginally effective manner. A manager I consulted informs me that he has had good results anyway with the Broadsword and is still experimenting with the Battleaxe. So you CAN ignore the weapon suitability chart above, though I would not recommend doing it until you have enough experience to know what risks you're taking. And don't do it with a warrior who adds the disadvantage of having inappropriate stats for the weapon to the disadvantage of unsuited style. As you can see from this list, the most important stat for a Basher, from the standpoint of weapon use, is Strength. A Basher who is dumb and on the clumsy side will find weapons he can use appropriately, provided he has the strength to lift them. This has led to the creation of a lot of dumb, clumsy Bashers. My own personal feeling--and I've run a lot of these depressing warriors--is that a dumb, clumsy Basher is doomed in the long run. And often very boring, as well. Boring is even worse than doomed. My immortal Bashers, their relevant stats, and their favorite weapons: Madoc ST 11 SZ 11 WT 13 DF 9 Mace Wanda the Blonda ST 17 SZ 8 WT 9 DF 15 Warflail Kenda Teegue ST 19 SZ 7 WT 11 DF 11 Greatsword Al Kore ST 13 SZ 14 WT 11 DF 13 Quarterstaff Broken Nose ST 17 SZ 18 WT 11 DF 9 Quarterstaff Hogar ST 13 SZ 13 WT 21 DF 7 Maul Ski Mask ST 13 SZ 15 WT 15 DF 9 Maul Crabby Appleton ST 19 SZ 11 WT 13 DF 6 Warflail Lissette ST 14 SZ 9 WT 11 DF 15 Greataxe Velendeis ST 9 SZ 14 WT 13 DF 7 Maul Hoftalj ST 21 SZ 14 WT 11 DF 7 Mace Cadal ST 14 SZ 15 WT 15 DF 11 Mace Caramella ST 13 SZ 13 WT 14 DF 11 Quarterstaff Lulu ST 17 SZ 11 WT 15 DF 9 Morningstar Franklin ST 15 SZ 6 WT 5 DF 17 Morningstar Bam Bam ST 13 SZ 14 WT 11 DF 9 Medium Shield Dune ST 19 SZ 17 WT 4 DF 3 Halberd Old Maid ST 17 SZ 7 WT 15 DF 11 Halberd Pelis the True ST 13 SZ 9 WT 11 DF 15 Large Shield Joe ST 15 SZ 10 WT 15 DF 13 Medium Shield Claudius ST 19 SZ 13 WT 10 DF 7 Quarterstaff Ekkar ST 17 SZ 15 WT 13 DF 7 Mace Jomon ST 11 SZ 17 WT 11 DF 15 Greatsword Dijanna ST 17 SZ 12 WT 17 DF 7 Mace Khora the Small ST 15 SZ 9 WT 17 DF 11 Warhammer Sweet Jorja ST 13 SZ 13 WT 15 DF 7 Quarterstaff Tarok ST 7 SZ 18 WT 11 DF 9 Warflail Kelan ten Salth ST 14 SZ 15 WT 17 DF 11 Greatsword You will notice that some of these warriors did not have the initial stats to use their favorite weapon efficiently. That's a little trick the Commission plays on us to keep us from getting too cocky. Only one of them (Tarok) was initially unable to use ANY of the bashing weapons well, and I trained up his strength early in his career. My personal favorites among the bashing weapons are the warhammer, the mace, and if the warrior has the wit for it, the quarterstaff, as these seem to me to produce the most interesting fights. If I'm going to train a warrior as a Basher, I try to make him able to use one or another of those weapons; it saves me a lot of stress. Which brings up the question of Basher design. In almost all cases, the advice routinely given is to put the points on WT, WL, and DF in preference to other stats. But to use any of the weapons listed above, the warrior DOES NOT NEED a WT of more than 11, and depending on which version of the stats for Morningstar you accept, he doesn't need more than 11 or 13 in DF. Do not put points on these stats beyond the necessary. ST: A Basher needs strength, and lots of it--who wants a Basher who "does little damage"? Besides, he needs a minimum strength of 9 for the least of his weapons, and that's a medium shield. Who wants to send a Basher out with a medium shield? Pile 'em on here. CN: No. A Basher wins by attacking, not defending. He should be keeping his opponent too busy to fight back, and he should not have to worry about his hit points. Generally speaking, go with whatever you've been given on the roll-up. The time to experiment with the creation of a Scum Basher is later, after you have more experience. SZ: You can't do anything about this, but a large size is not such a handicap for a Basher as for some of the more finicky styles. And it will increase the damage he can do--a Basher is all about doing damage. WT: No more than is needed for the weapon you've chosen. If you have extra points after satisfying other requirements, sure, go ahead and put them on wit, but you can get a decent learning rate with a wit of 11 so why waste the points here? Besides, if he survives long enough, you can train up more wit later. WL: I would always put points on will (unless it was 17+ already), but for me, that's reflex, not conscious planning. In theory, a Basher wins fights fast by attacking all out, and so he doesn't need will for the stick-to-it effect. But then... if he's a good Basher, wins a lot, graduates, and you want to keep on running him, a high will does make it easier to train up stats once you get around to it. SP: I don't really have a feel for the effects of high or low speed on ANY style. I would cautiously suggest that if you can get the speed into the moderate range (8-12?) without sacrificing anything important, then do it. But if you can't, then don't. DF: Enough to use the weapon of choice, or perhaps two or three weapons for variety. No more. And a note on armor: A Basher should NOT be loaded down with heavy armor. He isn't supposed to get hit, so what does he need that armor FOR? Favorite rhythms. Sometimes it's expedient to ignore a warrior's favorite rhythm, once you know it, but it does give you a guideline for running the style. Rhythm is given as Very High or VH (10-9), High or H (8-7), Moderate or M (6-5), Low or L (4-3), and Very Low or VL (2-1), for Offensive Effort first, and then for Activity Level. For the warriors listed above, the favorite rhythms are: H/VL H/L H/L H/M VH/M VH/L M/L M/VL H/VL H/VL VH/VL M/VL H/VL H/L H/L VH/VL VH/VL VH/VL H/L M/L VH/M VH/VL VH/VL H/L H/VL H/L VH/M H/M. You'll notice that there is no Offensive Effort lower than Moderate, and no Activity Level higher than Moderate, and that Offensive Effort is usually at least two steps higher than Activity Level. Not always--some of those listed above are only one step apart, and another manager tells me that he has some Bashers with favorite rhythms of Moderate/Moderate. But from the sample I have, it seems that Bashers favor a higher Offensive Effort than Activity Level, often considerably higher. While you may not always want to run a Basher this way, it appears that nature and the Gladiatorial Commission intended them to run very offensively. With a newly entered Basher, this kind of speed is a place to start. Once you get a feel for the warrior in question and for his likely opponents, you can tinker with the numbers for the ideal strategy. But be warned that running so offensively, the average Basher won't be able to keep going for long! Especially, he won't be able to go for long with a heavy weapon (one requiring more ST to handle) and heavy armor. When I think of the Bashers I have seen come out in Plate and struggle to last a single minute at high speed, I could weep. High speed burns endurance. Bashers go out to win fast, or they become easy prey for a slower-paced, more deliberate warrior. Of course, sometimes you'll run up against a Basher who ignores the stereotype, the so-called "Scum Basher." He differs from most of his kind by having a high endurance which allows his manager to run him slowly and take people by surprise. But this warrior is a freak. I distrust freakish warrior designs as a matter of principle. There is no evidence to support the hypothesis that warriors have a favorite Kill Desire. There is no convincing evidence to support the hypothesis that warriors or styles have a favorite attack location. Managers have argued that the nature of the bashing attack lends itself to overhead blows to the head and upper body. However, I suspect that this is one of those intuitive things which turn out not to work, just as one would intuitively expect a Basher to do well with his fists, and he does not. Some managers have pointed out that a Basher aiming at the head tends to end his fight quickly. ANY style striking the head tends to end the fight quickly. (Consistently aiming at the head will increase the chance of killing, which will, in the long run, decrease the chance of your Basher's survival. Managers bloodfeud dedicated killers with hostile intent.) I consider this a case of "Not Proven." Favorite Tactics. Of the twenty-eight Bashers listed above, only eight had favorite tactics. Two favored the offensive tactic of Decisiveness, and the rest favored the offensive tactic of Bash. It seems reasonable to assume that the offensive tactics of Lunge and Slash are inappropriate for a Basher. (Of course, you can't always count on reason here, but....) There were no defensive tactics favored (granted, this is not a large sampling of warriors), which suggests that they should be used sparingly, if at all--a Basher is a purely offensive style. Proceeding from the general to the specific, here's a basher who had a very unpromising beginning-- Profile of a Gladiator Turo the Brick Lord Protector and Pain in the Rear Turo, a seven-foot Troll, just graduated from Lin Tirian, my own home arena, at 16-44-2, 94. He's a basher. And I suspect that most other managers would have sent him straight to the Dark Arena. At graduation, he is 11(2)-9-20-6(2)-17(2)-10-17. According to his overview, even after those stat raises, he Is not very bright The more subtle points of the riposte simply escape him, which I could have told anyone right off Stands around making himself a target, which we noticed Cannot carry a lot of weight in weapons and armor (that low ST) Is slow on his feet (Does size have an effect here?) Can do tremendous damage with a blow (mostly SZ, I suspect) Turo is "naturally adept" with a maul (well, okay, he's probably pulled up a few trees and swung 'em around to bat at pesky people), favors a rhythm of very high/low, and has an innate ability to use the bash tactic. None of this comes as a great surprise--it fits his character. He's aggressive by nature (definitely) and most readily learns initiative skills. (Doesn't that require BRAINS?) Ah, well. I've been running him lately as follows: Mace, backup war hammer, offhand medium shield, plate mail and a full helm. 9 8 7 6 7 8 10 3 2 1 1 1 1 1 8 8 7 8 7 8 10 which I wouldn't swear is the strategy I sent in for him originally, but it is what he's using. Attacking right arm, protecting head, no tactics. Maybe this was based on something another manager suggested to me. He graduated with no ratings at all. Yes, really. Obviously, he's not anybody's ideal warrior, but he's been surprisingly fun to read. And it seems at least possible that if I'd paid more attention to his strategies, issued challenges and avoids, he might have taken a better record out of the arena. He is headed for retirement, obviously. I think he has some idea of going back to his home in the foothills of the Khriatrin Mountains and terrorizing his kin. And another example of a basher, a much more successful one: Khora the Small Lady Protector Contender for the Throne in Lirin Kiv (ADM 107) Basher I don't have her graduation overview here, as that was a long time ago. But she started as 15-12-9-17-11-9-11. Now, after years of fighting, maxed on skills and training stats, she is 25-12-9-17-17-13-16. Her record at the present is 94-129-3, and despite doing devastating damage, being incredibly quick and elusive, and having an Advanced Master rating in attack and Masters in all the other skills, she is still not woman enough to take the throne in this smallest of the Advanced Duelmasters regions. Her favorite weapon is the war hammer, her favorite rhythm high offensive effort and very low activity level, which are good favorites. So why isn't she Duelmistress, or as it is called in Lirin Kiv, Champion of the Horn? Because there's an even better basher up there already. Her most serious problem is that low CN, I think. Maybe she should train that up.... Here's their most recent fight, a short one, so I'll give it to you in full-- Phetmolge is 8' tall, right-handed, fights with no armor or helm, carries a war hammer and a large shield, to which he is well suited. Khora is 5'7" tall, ambidextrous, in leather armor and a helm, carrying a war hammer and an off-hand war hammer, to which she, too, is well-suited. Khora is running 8 4 7 RA BD no tactics; about Phetmolge we can only guess. Both warriors move with snake-like speed around each other. The weapons lock together in a test of strength. Phetmolge is moving constantly without pause! He sweeps his large shield in a sudden unexpected assault! A spectator exclaims, "Brilliant!" Phetmolge smiles briefly. Khora parries the blow with her war hammer. She disengages her foe's weapon arm and tries to steal the initiative! She makes a lightning-quick backhand smash with her war hammer! Phetmolge is struck in the belly. Khora says admiringly (this is irony), "How much damage can you take, anyway?" (Lots. Lots and lots. More than she can, anyway.) She launches a brilliant attack with her war hammer. Phetmolge stops the blow with his large shield. He sidesteps, trying to throw his opponent off balance. He launches a brilliant attack with his war hammer! Khora is hit on the right hip! It is a tremendous blow! Khora winces, obviously feeling great pain. She mutters a desperate prayer and is stopped by the herald. She is determined to become top basher in Lirin Kiv and will keep fighting until she is Inducted into Primus. Jorja The Middle Way +>]H[<+-----+>]H[<+ Question of the Week #3 +>]H[<+-----+>]H[<+ Question, turn 403: All -- I've read that once you have an AE in a skill area you don't need to use a tactic in that area. What if you have a favorite tactic? Would it benefit your warrior to use it even if he is maxed in that area? -- Hanibal's Q.O.W. Answers, turn 404: Q.O.W. -- Tactics. It's generally believed that using a tactic, at any level of skill, increases something (init, attack, damage, etc. though no one's sure) at the expense of one or more other abilities. Usually it seems you lose more for using the tactic than you gain, so they should be used sparingly. However, favorite tactics are a bit different. I've noticed, generally, that the penalties usually imposed by using the tactic are greatly reduced or eliminated, making it more useful. I run a piker in AD who has response as a favorite and run her with it. She seems to do great with it against everybody. My decise running striker still defends well (though she's got favorite learn defense), and she still jumps everyone with a poor decise rating. My advice is to give it a try if it's a tactic you think your warrior needs, or can use based on their current point of development. -- Adie Hanibal -- It really is almost like flicking a switch the way you can (usually) prevent death intent statements if you want to. Dartor is the arena expert on killing and he too agrees. Most new managers gain pleasure from seeing their warriors kill, and it's not something to be ashamed of. But there is a better way of going about things. I think as you gain more experience and experiment with lower KD, you'll find that running with a 4 where you used to run with a 6 will have little effect on a warrior's performance other than decreasing the chance of death intent. This is especially true in the first minute, or before your warrior would get tired. -- Generalissimo Puerco Hanibal -- Each tactic has some benefits and some drawbacks. I can't tell you exactly what those are because I don't know myself. If a tactic only provided the equivalent of extra skills, then it might be true that a warrior wouldn't need them after a certain level of skill is achieved. But let's say that your warrior has an AE+3 and his opponent has a MA. Then there might still be good cause to use a tactic. I believe tactics grant benefits that can't always be translated into more skills. I think the best example of this is what happens when response is used against decise. Tactics have their value at all levels of the game, but the most valuable tactics might change. I don't think many would run with decise at the top of AD, though lunge and dodge remain popular. But for a new warrior, decise can be very important. Tactics are not well documented in the literature, and for that reason you may do well to learn first-hand and develop some instincts regarding the use of appropriate tactics. -- Generalissimo Puerco Hanibal -- Regarding the latest question: if you have an advanced expert in an area that equates to a given tactic, is there any point in running the tactic. Yes, if the tactic is a useful one. I don't THINK that there is a one-to-one equivalence between types of skills and types of tactics. For one thing, there are eight tactics and only six types of skills! -- Leeta Question, turn 404: All -- Do you think you are faster with your favorite weapon? If your fav is a Halberd would you be quicker with a War Hammer? I've read you get +4 in each area if you are using your favorite. -- Hanibal's Q.O.W. Answers, turn 405: Hanibal -- I strongly doubt that a favorite weapon gives four extra skills in each category. I don't see how anyone could know that unless it was said by a credible source within the GC. I'm terrible at finding favorite weapons. I can tell you that the one large favorite weapon I've had experience with is the greatsword, and it is still lousy even as a favorite. I really enjoy longsword as a favorite. -- Generalissimo Puerco Q.O.W. -- With regard to favorites, the only really obvious effect is that you are automatically well suited to it, and the warrior using it almost always throws more critical attacks with that weapon than if it wasn't their favorite. That pretty much gives me the impression it only helps attack. -- Adie Q.O.W. -- I would be amazed if you would receive +4 in each area for a favorite weapon. And we do not believe the fave adds to the speed with the weapon. The fave greatly aids attack and parry, hit %, and ability to hold onto the weapon. And, of course, criticals increase. -- Kennelworth Hanibal -- I don't know about specific bonuses for using a favored weapon. However, I do believe that if your favored weapon is something that you aren't otherwise suited for (for example, a broadsword for someone lacking the necessary attributes), you can often get good results by going for a lower version of that weapon. From the halberd of your example, for instance, "down" to a great axe, or even farther down to battle axe and then to hatchet. Experiment with them and see what might work. I have no specific numbers to support this, but it is the impression I've gathered over the cycles. -- Leeta * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 738): ODDLY ELEGANT of DEVIATION (Marma Duke, mgr.) DM 12 RIZTAB (turn 740): HELIODORUS of DREAMERS (Sleepy, mgr.) DM 13 DULLENS (turn 710): FRANKIE of SERPENTS HOLD 929 (Khisanth, mgr.) DM 15 MALCORN (turn 734): NO RAIN of BLIND MELON (Howlin' Wolf, mgr.) DM 16 WILLAF (turn 736): EVERBRINGER of SHADOWMONGERS (Shadow, mgr.) DM 17 ALJAFIR (turn 727): PING of G.O.L.G. (?, mgr.) DM 19 ZUWAYZA (turn 728): RAMEX of VISIONS V2 (Tolbin, mgr.) DM 28 MORYA (turn 366): FREDDY FENDER of OTTO'S MECHANICS (Crip, mgr.) DM 29 LAPUR (turn 725): SERENA of SHADOWMIST (Tolbin, mgr.) DM 31 CHIMLEVTAL (turn 364): NABUCA of WHAMMO & THUDDA 4U! (La Guillotine, mgr.) DM 32 ARVAT (turn 722): RUE LEROHELL of DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 719): LADY KALDRA of LUROCIANS II (The Greek Guy, mgr.) DM 35 MURSKA (turn 711): VAMPIRE SQUID of SEA DOGS (One Armed Bandit, mgr.) DM 43 VEASTIAN (turn 669): HALFTIME of EPIC RAP (Howlin' Wolf, mgr.) DM 45 STORMCROWE (turn 341): LAPUR BISQUE of SHEWISH BUFFET (One Armed Bandit, mgr) DM 47 NORTH FORK (turn 336): JACK B. NIMBLE of ROYAL FLUSH (Crip, mgr.) DM 50 SNOWBOUND (turn 323): QUALITY of LIFE IMPACTS (Smitty, mgr.) DM 56 ROCANIS (turn 601): BACKLASH of SERPENTS' HOLD (Khisanth, mgr.) DM 60 ARADI (turn 586): DAISY DAWG of RED DOG GANG (Spot, mgr.) DM 61 JURINE (turn 568): FIFINE GILLY of MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 562): KALDAN TEN KARAN of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 571): EDMONDS of GASHOUSE GANG (Crip, mgr.) DM 74 DAYLA KIV (turn 523): HOGSHEAD of COUNTRY PIE (Howlin' Wolf, mgr.) DM 75 JADE MOUNTAIN (turn 517): DEADLY FORCE of CRITICALS (Howlin' Wolf, mgr.) DM 78 LIN TIRIAN (turn 509): THE MONGOOSE of SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 626): MARTIN BLANK of BLOOD TITANS (The Greek Guy, mgr.) Top Teams --------- DM 9 ZUKAL (turn 738): QUEEN (Howlin' Wolf, mgr.) DM 12 RIZTAB (turn 740): WHO DA MAN? (Var, mgr.) DM 13 DULLENS (turn 710): CARDOW HUNTERS (Jorja, mgr.) DM 15 MALCORN (turn 734): BLIND MELON (Howlin' Wolf, mgr.) DM 16 WILLAF (turn 736): AIMER'S INC (Tolbin, mgr.) DM 17 ALJAFIR (turn 727): ALL THINGS FLOYD (Floyd, mgr.) DM 19 ZUWAYZA (turn 728): THE MOTHERSHIP CC (Floyd, mgr.) DM 28 MORYA (turn 366): LORD OF DISCIPLINE (Longshot, mgr.) DM 29 LAPUR (turn 725): SHADOWMIST (Tolbin, mgr.) DM 31 CHIMLEVTAL (turn 364): BASH BROS OCEAN (Assurnasirbanipal, mgr.) DM 32 ARVAT (turn 722): DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 719): CLASSIC CHARACTERS (The Producer, mgr.) DM 35 MURSKA (turn 711): CHILDREN OF LLYR (Jorja, mgr.) DM 43 VEASTIAN (turn 669): TOLBIN'S X-MEN (Tolbin, mgr.) DM 45 STORMCROWE (turn 341): AVID FANS (Crip, mgr.) DM 47 NORTH FORK (turn 336): DEAD GAWDS (Death Jester, mgr.) DM 50 SNOWBOUND (turn 323): MESOPOTAMIA (Var, mgr.) DM 56 ROCANIS (turn 601): MEDAL OF HONOR A11 (The Anarchist, mgr.) DM 60 ARADI (turn 586): MEDAL OF HONOR B11 (The Anarchist, mgr.) DM 61 JURINE (turn 568): MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 562): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 271): GASHOUSE GANG (Crip, mgr.) DM 74 DAYLA KIV (turn 523): TOLBINS LADIES (Tolbin, mgr.) DM 75 JADE MOUNTAIN (turn 518): SAND DANCERS (Jorja, mgr.) DM 78 LIN TIRIAN (turn 509): MEDAL OF HONOR Z2 (The Anarchist, mgr.) ADM 103 FREE BLADES (turn 626): DIRT DEVILS et al (The Dark One, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 738): ODDLY ELEGANT of DEVIATION (Marma Duke, mgr.) DM 15 MALCORN (turn 733): STOLEYOURSPOT of BASH BROS PARKING (Assurnasirbanipal) DM 16 WILLAF (turn 736): EVERBRINGER of SHADOWMONGERS (Shadow, mgr.) DM 31 CHIMLEVTAL (turn 363): GROM HELLSCREAM of THE STORM REAVERS (?, mgr.) DM 33 NIATOLI ISLAND (turn 719): LADY KALDRA of LUROCIANS II (The Greek Guy, mgr.) DM 43 VEASTIAN (turn 669): HALFTIME of EPIC RAP (Howlin' Wolf, mgr.) DM 45 STORMCROWE (turn 340): THE JANITOR of AVID FANS (Crip, mgr.) A TALENT SCOUT of AVID FANS (Crip, mgr.) DM 61 JURINE (turn 568): FIFINE GILLY of MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 561): NOCALLLISTEXEMPTION of BASH BROS EVANGELIST (Assurnasirbanipal, mgr.) DM 73 ERINIKA (turn 270): CARPENTER of GASHOUSE GANG (Crip, mgr.) DM 75 JADE MOUNTAIN (turn 518): WINTER ROSE of SAND DANCERS (Jorja, mgr.) (turn 517): DEADLY FORCE of CRITICALS (Howlin' Wolf, mgr.) SPY REPORT It's me, The Unknown Spymaster, back to give you this week's Spy Report. Sit back in your seats and we'll have more fun than a barrel of Zontanis. Say good-bye to GHOSTWALKERS, as they are pushed from the coveted top team spot by the HIGH WAY 2 stable. A stormcloud is brewing over the GHOSTWALKERS guildhouse. Rumor says any more weeks like this ones 0-4-0 may send the team to the Dark Arena. It looks like the guys(?) at HIGH WAY 2 had a good week as they went 4-1-0 to put them in 1st place. I guess steroids help! Hey everybody, watch out for CONQUISTADOR, who flew up 20 points in the rankings after mashing MILTON ONLY like a melon. Keep your eye on this guy. Our Duelmaster has lost, folks, lost to KHALHUMS DWARF, BUT MAT TUKHOLT is still the Duelmaster because it has the most recognition points! 4 out of 5 gladiators surveyed protect the body, so try and avoid aiming at that location. Let's dig a little deeper into what's happening in the NOBLISH ISLAND arena. And hey, kiddies, those of you who didn't avoid GHOSTWALKERS, please raise you hand. Wow. Does NOBLISH ISLAND really have that many liars? Okay, so I may not be funny, but catch OLD EL PASO's act in the arena. Those acrobats seem to be fairly deft at running from GHOSTWALKERS. Well just about everybody wants a piece of LOSING TO AIMERS, who was this week's most challenged warrior. In a touching display by a 'touched' warrior, PASO DEL NORTE went after SPECIAL DISPOSAL, who was higher by 18 points. Well, when the dust settled, PASO DEL NORTE beat SPECIAL DISPOSAL. Remember that an arena is not always a safe place to be, but it is one of the most interesting, though! Ask not the elves for counsel, for they will say both yes and no. Silly buggers, eh? I think I had better cut this one short. It's been nice chatting to those of you whom I have not offended yet. Okay, so I may not be the world's best comedian, but then you guys aren't the world's best warriors. And remember, you can pick your friends and you can pick your--(loud boos), oh, you've heard that one already!-- The Unknown Spymaster DUELMASTER W L K POINTS TEAM NAME MAT TUKHOLT 9438 5 5 0 56 MISFITS OF DOOM (1624) ADEPTS W L K POINTS TEAM NAME SMYTHE TODD 9510 5 4 0 44 HIGH WAY 2 (1637) CAMI DEAORDAN 9500 4 0 0 35 MISFITS OF DOOM (1624) CHALLENGER INITIATES W L K POINTS TEAM NAME MEOSHA PALMER 9508 7 2 1 32 HIGH WAY 2 (1637) QUINCY ROSS 9509 5 4 0 28 HIGH WAY 2 (1637) KEOSAQUA LANE 9506 5 4 0 26 HIGH WAY 2 (1637) SHMEGAL 9499 3 1 1 26 MISFITS OF DOOM (1624) INITIATES W L K POINTS TEAM NAME THUMPER 9471 4 3 0 22 GHOSTWALKERS (1630) CONQUISTADOR 9530 1 1 0 21 OLD EL PASO (1641) PASO DEL NORTE 9532 2 0 0 18 OLD EL PASO (1641) STRIKER 9469 4 3 1 16 GHOSTWALKERS (1630) LOSING TO AIMERS 9525 2 0 0 15 BASH BROS WASTE (1640) MILTON ONLY 9507 2 7 0 13 HIGH WAY 2 (1637) STARFIRE 9472 2 3 1 10 GHOSTWALKERS (1630) YAR'KEN TILLBIN 9523 1 1 0 10 MISFITS OF DOOM (1624) SWIFTY 9470 1 5 1 9 GHOSTWALKERS (1630) SPECIAL DISPOSAL 9527 1 1 0 9 BASH BROS WASTE (1640) FITZ 9522 1 1 0 7 MISFITS OF DOOM (1624) MODE SKILLS 9524 1 1 0 6 BASH BROS WASTE (1640) STINKS 9526 1 1 0 4 BASH BROS WASTE (1640) CIUDAD JUAREZ 9529 1 1 0 4 OLD EL PASO (1641) CHIHUAHUAN DESERT 9531 0 2 0 2 OLD EL PASO (1641) ENDURANCE BURN 9528 0 2 0 2 BASH BROS WASTE (1640) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? RIO GRANDE 9533 1 1 0 OLD EL PASO 1641 SHMEGAL 9499 393 PERSONAL ADS Losing To Aimers and Stinks -- We hate losing to Assur's wastes because it just plain stinks! -- CHIHUAHUAN DESERT and CIUDAD JUAREZ Fitz -- I think maybe I was just too wide and fierce for you. -- RIO GRANDE Yar'ken -- I salute your proficiency, but I salute mine more. -- PASO DEL NORTE Mordant Deserter -- Bah. We get those all the time from my country. -- CUIDAD JUAREZ Mat Tukhold, Duelmaster -- I and my team salute you, Sir. -- PONCE DE LEON and OLD EL PASO Spectre -- Might I add DM11 to those potential lists of arenas. Aruak City is The Heart And Soul of Andoria, and supportive of newcomers. My fellow Consortium mates would continue to help and mentor you there. -- PONCE DE LEON, Consortium affiliated P.S. One can have many teams of warriors as we do. While ours all have different Team themes and Managers, they all fall under the Consortium umbrella. Aruak City is a lively arena, but it is significantly larger than this one and will be more demanding. That isn't bad, but it's a fact. Assur -- A salute to you. 0-2. -- PONCE DE LEON Any -- If I DO NOT EXCEED, but do max, my warriors carry capacity will they be slowed or penalized in any way? If I am substantially under capacity do I get a bonus? -- Spectre Even though we were 1-3, I am pleased witht the way the Ghost Walkers fought. My skills as a manager will improve. -- Spectre Swifty -- Change your primary weapon, maybe to a scimitar? Try to get moving faster by raising some of your first-minute fight numbers, either Offensive Effort or Activity Level. Maybe both, but do something. You shouldn't just STAND there. -- Milton Only, glad of another win but almost embarrassed at how easy it was Mat Tukholt -- Classic style match, in your favor. Damn. -- Meosha Palmer Thumper -- Huh, out to make me look bad, are you? Actually, that was a pretty good fight, if you like fights. Kinda cool the way we passed the desperation back and forth. -- Keosaqua Lane Striker -- Either change your weapon, or train that stat. It's never a good thing to be unable to use your weapon effectively. -- Smythe Todd Ah, thieves. Silly buggers. -- Quincy Ross Abba Cuss -- No avoids. Remember the DM is considered a Challenger Champion and so you have to be a champion to fight him. -- Assur Ponce De Leon -- Unfortunately, for you, I strongly suspect my record this time will exceed the barely above .500 record I achieved with the Pikers. -- Assur For arena ideas, DM 31 is seeing a resurgence and has a very unique feature--a spy report that isn't computer generated. For fast arenas, DM 21 is one of the best, followed closely by 32 & 11. There is also DM 81, but that is the no-tourney arena, so has a much different atmosphere. Basically, it's a matter of taste. All these arenas are larger than Noblish, all have experienced and determined managers. Cami Deaordan -- Impressive victory. Wall of Steels usually win against Parry Ripostes. -- Assur Spectre -- You may run as many teams as you like, but each team/stable can only have 5 warriors. As Green Eyes responded, you can only have a single team in most arenas, but there are some special arenas (intended for tournament warriors) where you can run multiple teams. Be careful of these special arenas, they are ugly places and really not much 'fun'. (71, 72, 73, and 84. 82 is also one of these arenas, but that arena is closed to new teams.) -- Assur LAST WEEK'S FIGHTS STRIKER was devastated by CAMI DEAORDAN in a 2 minute mismatched Challenge fight. SWIFTY was demolished by QUINCY ROSS in a 1 minute one-sided Challenge melee. CIUDAD JUAREZ was defeated by LOSING TO AIMERS in a 1 minute amateur's Challenge duel. PASO DEL NORTE defeated SPECIAL DISPOSAL in a 4 minute novice's Challenge fight. STARFIRE was devastated by KEOSAQUA LANE in a 2 minute uneven Challenge brawl. MAT TUKHOLT was defeated by KHALHUMS DWARF in a 3 minute Title struggle. MEOSHA PALMER beat THUMPER in a 5 minute brawl. SMYTHE TODD overcame THE USEROUS MERCHANT in a 3 minute fight. MILTON ONLY was handily defeated by CONQUISTADOR in a 1 minute uneven melee. SHMEGAL slaughtered RIO GRANDE in a 1 minute one-sided duel. FITZ viciously subdued ENDURANCE BURN in a popular 1 minute brutal novice's duel. YAR'KEN TILLBIN overcame STINKS in a exciting 4 minute novice's bout. MODE SKILLS subdued CHIHUAHUAN DESERT in a 3 minute amateur's competition. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |WALL OF STEEL 7 TOTAL PARRY 18 - 9 - 1 67 | |BASHING ATTACK 3 STRIKING ATTACK 21 - 14 - 2 60 | |STRIKING ATTACK 3 BASHING ATTACK 13 - 10 - 0 57 | |AIMED BLOW 3 PARRY-STRIKE 27 - 22 - 1 55 | |TOTAL PARRY 2 AIMED BLOW 6 - 5 - 1 55 | |PARRY-STRIKE 2 WALL OF STEEL 15 - 14 - 0 52 | |PARRY-RIPOSTE 2 PARRY-RIPOSTE 4 - 5 - 1 44 | |LUNGING ATTACK 1 SLASHING ATTACK 2 - 7 - 0 22 | |SLASHING ATTACK 1 PARRY-LUNGE 0 - 0 - 0 0 | |PARRY-LUNGE 0 LUNGING ATTACK 0 - 3 - 0 0 | Turn 393 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: BASHING ATTACK 3 - 0 WALL OF STEEL 3 - 4 2 STRIKING ATTACK TOTAL PARRY 2 - 0 AIMED BLOW 0 - 3 2 TOTAL PARRY STRIKING ATTACK 2 - 1 PARRY-LUNGE 0 - 0 2 BASHING ATTACK PARRY-STRIKE 1 - 1 LUNGING ATTACK 0 - 1 2 WALL OF STEEL PARRY-RIPOSTE 1 - 1 SLASHING ATTACK 0 - 1 1 AIMED BLOW 1 PARRY-RIPOSTE 1 PARRY-STRIKE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME STRIKING ATTACK SMYTHE TODD 9510 5 4 0 44 HIGH WAY 2 (1637) PARRY-RIPOSTE CAMI DEAORDAN 9500 4 0 0 35 MISFITS OF DOOM (1624) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is MAT TUKHOLT 9438. The most popular warrior this turn was STINKS 9526. The ten other most popular fighters were CHIHUAHUAN DESERT 9531, SPECIAL DISPOSAL 9527, FITZ 9522, CAMI DEAORDAN 9500, LOSING TO AIMERS 9525, KEOSAQUA LANE 9506, MAT TUKHOLT 9438, SMYTHE TODD 9510, QUINCY ROSS 9509, and CONQUISTADOR 9530. The least popular fighter this week was MEOSHA PALMER 9508. The other ten least popular fighters were ENDURANCE BURN 9528, RIO GRANDE 9533, STARFIRE 9472, SWIFTY 9470, STRIKER 9469, MILTON ONLY 9507, THUMPER 9471, PASO DEL NORTE 9532, CIUDAD JUAREZ 9529, and MODE SKILLS 9524. Article for Newbies This here is an article aimed mostly at you new managers to the game out there. This chart is a consensus of managers on the internet about how they felt each style fairs against all other styles at the beginning levels of the game. Of course, once you get ten or so fights under your belt the whole scenario changes and you can throw this right out the window. But in the meantime, use this chart to help you get a feel for the game, how the different styles interact with each other and to hopefully dispel those 5-25 starts that can make you drop the game. Hope this helps you some. KEY FOR ODDS OF WINNING: 1 - ALMOST IMPOSSIBLE 6 - BETTER THAN EVEN 2 - HARDLY LIKELY 7 - GOOD CHANCE 3 - NOT MUCH 8 - HIGHLY PROBABLE 4 - SLIGHT CHANCE 9 - MOST DEFINATELY 5 - 50/50 10 - ALMOST GUARANTEED Reminder: Left Row vs Top Column BA ST LU SL AB TP PS PL PR WS BA 5 2 6 6 8 9 7 6 5 6 ST 8 5 8 9 9 6 7 5 6 4 LU 4 4 5 6 10 5 7 7 9 6 SL 4 1 5 5 8 6 8 7 8 9 AB 2 2 2 4 5 10 6 6 6 7 TP 3 4 6 4 1 5 7 8 6 5 PS 3 3 3 4 5 4 5 4 5 4 PL 5 4 3 3 6 2 7 5 7 6 PR 7 5 2 2 4 5 6 3 5 4 WS 5 8 6 2 4 6 7 5 6 5 There you have it folks. I would personally like to thank all the managers on the internet who made a contribution to this effort. You know who you are. Also a big nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the roundtable and without whose effort little projects like this would prove quite difficult. David Gottwald - Magic Man The Crew - Monuntial (34) Rocky's Heroes - North Fork (47) Tragedy Strikes - Andor (57) (inactive) Natural Born - Illis (59) Slow & Easy - Aradi (60) Omega Squadron - Dragonhead (72) MAKING YOUR CHALLENGES GO THROUGH First, you need to be sure you are making your challenges correctly. 1. Are you writing down the warrior I.D. number of the warrior you want to challenge? 2. Is your handwriting clear? 3. Is the warrior you are challenging within range of your warrior? Warriors can challenge within their own class and the next higher class, plus the "Challenger" classes can also challenge the next lower class. So, an Adept can challenge Adepts and Challenger Adepts. A Challenger Adept can challenge Adepts, Challenger Adepts, and Champions. (Try not to challenge down, though. Besides being unsportsmanlike and making everyone mad, it isn't advantageous to your warriors. They need to fight more experienced warriors so they will learn.) 4. Are your warriors eligible to make challenges? If they didn't fight within the last two turns, then they can't challenge. 5. Are the warriors they want to fight eligible to receive challenges? If they didn't fight within the last two turns, then they can't be challenged. Next, adjust your choices for the maximum likelihood of getting your challenges. There are several things that will help: 1. Have each of your warriors challenge two different opponents from two different teams. That way, if the first opponent's team doesn't fight that turn, you still might get your second challenge. 2. Use your avoids. Have each warrior avoid the teams of whoever you think might be likely to challenge him. If you can get out of being challenged, that increases your chance of getting your own challenge through. 3. Don't challenge warriors who didn't fight last turn. The odds are higher that they won't be fighting this turn. 4. Don't challenge warriors who might be involved in a bloodfeud (either as the killers, or the avengers). A bloodfeud challenge has priority over all other challenges. 5. Don't challenge Tournament Victors. A TV challenge has priority over all other challenges except bloodfeuds. You'll need to do a little research in back issues of the newsletter to find out who the TVs are. 6. Don't challenge warriors who you know are going to challenge someone else, or are going to get challenged by someone else. Your challenge has a better chance of getting through if it is the only challenge to that particular warrior. 7. Don't challenge the "easy pickings." That is, warriors above you who have way too few fights or very bad records for where they are ranked. They will tend to get challenged a lot. 8. Don't challenge warriors who are likely to be avoiding your team. This includes any warrior your team fought within the last two turns. Well, it sounds like I've eliminated just about everybody, doesn't it? Of course you can challenge opponents who fit into one or more of those categories; just try to find ones who don't. Your idea candidate for a challenge is: A warrior ranked somewhat above your warrior in the same class, or in the next higher class, with a few more fights than your warrior, and a winning record, who isn't a TV and isn't currently at war with anyone. I hope this will be of some help to you. The Rogue She-Puppy MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY When you get your turn results in the mail it is very important that you squeeze as much enjoyment as possible out of that envelope! I recommend (and also use!) the following procedures. First, open the envelope lengthwise with a letter opener. Remove the blue-sheet BUT DON'T LOOK AT IT! It may tell you that you are broke and owe RSI a lot of money. Flip it over instead! The blue-sheet will be used as a "hider" when you read the fight results line by line, so you don't see the end of the fight by mistake and ruin the excitement. Remove the rest of the sheets in one smooth maneuver and place the flipped-over blue-sheet on top of the pile, without looking at anything. You don't want to accidentally uncover an unexpected replacement rollup. This is a traumatic experience that should be avoided at all costs, as it indicates that one of your battles didn't go exactly as planned. Now you must prepare your room, or whever you are, for the battles. If you are suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects from the area. If you happen to manage an entire team of scummy warriors it is okay to leave a loaded musket nearby. The next step is to put on music. It definitely adds to the experience to have your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY WITH! I christen each new warrior with a song that is his and his alone, and play that song whenever it is his turn upon the sands. It is a personal choice but I recommend Judas Priest, Manowar or Metallica. Avoid Abba and Barry Manilow (like I had to say it). It is also important to match the song length with the expected length of the fight. Don't choose "The Immigrant Song" for your 21-con Ultra-Scum. Likewise, don't choose "Stairway to Heaven" for your quick lunger. Finally, sometimes it is nice to choose an exceptionally violent alternate selection for those Bloodfeuds. Now you are almost ready! The final preparatory step (optional) is to prepare a pot of coffee. Beer also works well, especially on Fridays, but I understand that some managers are not Well-Suited to that particular beverage. I've heard the Duke Malibu in Solven drinks goat blood, but mind you this is only a rumor. For the final touch, try putting on any handy armor you have. Or a loin-cloth. I put on most of my hockey gear. The fights are on! The music is loud! The coffee is good! Read the fights slowly, line by line using your blue-sheet as a guide. Don't go too fast, now. Yell, "Yeah!" if your warrior scores an especially gruesome hit. Cringe if your warrior feels the joys of a great axe connecting with his face (that means you, Marilith). Raise your fist in the air when that total parry realizes that his last shield has broken! And cry when your favorite gladiator is gravely injured and then takes ten consecutive war hammer shots to the head... When the end of the fight comes you will be emotionally drained, so yell out, "Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off. When the fighting is ended take a breather before preparing for the next cycle's fights. Reflect on what has transpired and make a few notes. You'll be a better person (and manager) for it! Isn't Duelmasters great? Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205) DM-10 (Kolact) Beermacht DM-22 (Solven) Steel Warriors DM-24 (Zorpunt) No Escape Winning With the Average Warrior Hi! The Master of Anime here... Yeah, yeah, I know, you're all doing a collective, "Who the Hell is this character?" Well, my claim to fame, if you can call it that, is that I run Eve, one of the more popular, if not completely unspectacular, warriors to fight in Alastari. I am a micro-manager (you've heard of mega-managers? Well, think in reverse) who has been mainly running only one team during my 8+ years of Duelmasters. This little write-up is aimed towards the less experienced managers, the ones that can be brainwashed from some of the "How to build the perfect warrior..." spotlights that tend to appear from time to time. Many of the "How to build..." spotlights tend to deal with roll-ups that are quite ideal, but in reality, rarely come out of RSI's number crunching machine, commonly referred to as "the Roll-Up Gods". There have been a few good articles on how to design skillful warriors from 'average' roll-ups. Those articles, in my opinion, are the most helpful to new managers for the simple fact that you will almost always get an 'average' roll-up. Occasionally, that 'average' roll-up might turn out to be something special, and that is what I would like to key in on. I know a lot of managers who will continually DA their warriors until they get something that is as close to perfect as possible. You know, the warrior with three or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc... If you are a relatively new manager and you are also doing this, I think you are missing out on one of the more intriguing aspects of this game and that is warrior development. Being a micro-manager, I do not have an army of warriors like the mega-managers do, but I'd like to think that I can hold my own against them (hey, if you're gonna dream, dream big). Anyway, back to the point. One of my 'average' warriors seems to have achieved a form of notoriety in Advanced Duelmasters to the extent that even the ever quiet Mirage (manager of Donatello) has had something to say (it was at the last Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top Primus warrior on the tourney list.) Mirage pointed at my warrior on the list and said, "That, is embarrassing..." I took it as a compliment. In case you're wondering, my warrior is Akira (the reason I'm writing this article is that I've been approached many times of late by managers who wanted to see Akira's numbers, thinking he had some sort of godlike roll-up. I set them straight). I'm not going to print Akira's numbers in this article for the main reason that I don't have them with me at this time (it'll probably tick-off a lot of managers whose warriors Akira has beaten anyway), but I do know this... he has about 30 attribute increases and only one attribute is in the 20's, that one being WL (he even got gypped by not getting some skills that you normally think he'd get by raising WL up the 20's). He won't be getting another attribute above 20 for a long, long time. (I think his next highest attribute is 17... note that this is after the 30 or so increases...) You should have a pretty good idea how generic this roll-up is... a roll-up that would probably be DA'd by most managers looking for a good roll-up... a roll-up that I even said, "I'll run him for kicks, but will probably retire him once he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... a roll-up currently on a 20 fight win streak... a roll-up with three consecutive Primus TVs. So, before you give up on that average warrior, think again about giving him a chance to flourish... he might suprise you as Akira has surprised me. Good luck in the arena! M.A., a proud member of GAPPDA P.S. If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 104). P.P.S. Swift -- We GAPPDA members are NOT slugs!!! At least, I don't think we are... TWELVE TIPS A rookie manager asked me a question recently which prompted my "teaching juices" to flow. I quote: "Just give me a dozen hints, and I'll leave you alone!" Obviously, his challenge prompted me to organize my thought creating my Twelve Tips. "Now wait a minute!" I hear you asking. "Why should I read on?" Simply put: -- If you're an experience manager, you'll want to "clue me in" on other valuable tips I missed. -- If you're a "newbie," these tips will enhance your W-L record and compound your fun. "But, are they GOOD tips?" you ask. Believe me, fellow opponents, after 5000+ fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, they're GOOD tips. So here we go, in no particular order. (I) ASK FOR HELP--Ask RSI about the Sponsor Program. Diplo "good" managers in your arena. Proclaim your willingness to learn in a personal ad. You'll get some conversation. (II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can be readily designed and more easily "mastered." (Whatever that means.) Avoid the most difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS). Get some confidence first! Most of us old-timers yet struggle with a good aimed-blow. (III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too many stats. Skills win fights, and in the long run, you will regret certain stat raises. (IV) COLLECT DATA--The more you know about your own warrior (And even with the same stats, warriors differ) and the more you know about your opponents, the more likely you can cause something "good" to happen. In the military/political world, we call this "intelligence." (Clue: ask about a D.M. handbook filled with info.) (V) PERSONAL ADS--Don't be a jerk! But write some every time. Let me assure you that an unliked rookie cannot succeed in an arena against the local "Powers-in-control." You want to create friendly opponents. (When you know what you're doing--then you can try the jerk routine!) (VI) TURN SHEET--Accuracy counts. Fill it out perfectly (and legibly) pal! Know what each section is for. (Reread the instructions.) Many have been the surprised and frustrated manager who caused his or her own problem! (Even us "megas" blow it now and then!) (VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an offensive rollup. Other attributes may add skills; con won't. (Just wait until you hear someone shout never add to con--ever. I didn't say that.) (VIII) ONE WEAPON--For offensives. When you get to finesse styles, you'll understand why you may want one in your off-hand also. But, almost always carry a backup. (Hands can be hurt both striking and defending.) (IX) CHALLENGE/AVOID--Always! A manager's prime purpose is to optimize his warrior's chances. Challenge those you'll have a good shot at beating and avoid teams who can cause you the most difficulties. (Challenge warriors--avoid teams.) (X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting your arena W-L record. Actually, you will create a positive impact in that those "tournament earnings" are "hidden" from other arena warriors. Plus, tournaments are a real "rush!" (XI) FIND A FRIEND--In every arena find at least one "friendly" foe. Share opponent info. With two, or more, of you sharing, look how much more "intelligence" you'll have. (XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger you. (This is fun, right?) The cool head wins more matches than the emotional one. So good luck, rookie! We were all in your shoes once. (And for some of us that was a long, long time ago.) THE CONSORTIUM DM 8 Smithsonian (Curator) DM 11 Bulldogs (Kennelworth) DM 20 Animal Farm (Mino) DM 46 Fandils (Fandil the Wise) (and many, many more)