DUEL 2 NEWSLETTER
Date : 07/26/2014 Duedate: 08/08/2014
NOBLISH ISLAND ARENA
DM-93 TURN-408
This Weeks Top Honors
THE DUELMASTER IS
HOOSIERS
SPORTS FLICKS (1651)
(93-9585) [7-0-0,66]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY HOOSIERS
SPORTS FLICKS (1651)
(93-9585) [7-0-0,66]
Popularity Leader This Weeks Favorite
KNEEDLINYA RAGE
BEYOND THE WALL (1647) PHOENIX GUARD (1655)
(93-9567) [4-5-0,20] (93-9628) [0-2-0,2]
THE CURRENT TOP TEAM
SPORTS FLICKS (1651)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. SCORPIONS (1646) 40
2. THE SHADOW GUILD (1654) 28 RAGE (388)
3. ANVENGEN'S EDGE (1649) 24 Unchartered Team
4. SPORTS FLICKS (1651) 23
5. BB BASEBALL MONEY (1650) 10 SPORTS FLICKS (1651)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 2*SPORTS FLICKS (1651) 26 9 3 74.3 1/ 2*SPORTS FLICKS (1651) 11 4 0
2/ 1*BB BASEBALL MONEY (1650) 26 9 0 74.3 2/ 1*BB BASEBALL MONEY (1650) 10 5 0
3/ 3*THIRD HIGHWAY (1642) 38 27 2 58.5 3/ 4*ANVENGEN'S EDGE (1649) 9 6 0
4/ 5*THE SHADOW GUILD (1654) 4 5 0 44.4 4/ 5*THIRD HIGHWAY (1642) 7 8 1
5/ 6*ANVENGEN'S EDGE (1649) 13 18 1 41.9 5/ 8*SCORPIONS (1646) 6 8 1
6/ 7*BEYOND THE WALL (1647) 17 28 0 37.8 6/ 6*BEYOND THE WALL (1647) 5 10 0
7/ 9*SCORPIONS (1646) 12 30 1 28.6 7/ 9*THE SHADOW GUILD (1654) 4 5 0
8/ 0*PHOENIX GUARD (1655) 1 8 0 11.1 8/ 0*PHOENIX GUARD (1655) 1 8 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
+ ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
"Tinkering strategies?" Jorja glanced around the common room of the Lighthouse
quickly. None of her gladiators were near by, but she leaned forward and lowered her
voice anyway. "The team here doesn't believe I ever do that, and I don't want them
to hear me saying differently, Diaretic. They'd get expectations, and I don't have
any plan to make life that easy for 'em. But here's the way I go at it when I'm
feeling generous with my warriors. Mind you, this is just the way *I* do it, and
there are plenty of other approaches.
"Say I've got a warrior who's a pure offensive style, which means a basher, a
lunger, or a slasher. I don't count strikers, as they're versatile and sometimes
unpredictable. Say I've started him out fast, maybe 8-6-x. Unless he's fighting
another pure offensive, he should be first off the mark. So I look for the problem.
If it's a problem with his numbers and style and he should have been some other kind
of fighter, well, too bad, we're both stuck with it. I can boost his offensive
effort to ten--sometimes it already IS ten, of course, but if it isn't, then that
goes up to the top. I can drop his activity level, say to four. I know some people
start their offensive warriors going 10-10-x, but to my mind, this is just asking for
early burnout in a fight. I've seen that kind of thing--a warrior comes out of the
starting gate like his socks are on fire, and by the MIDDLE, not the end, of the
first minute, he's panting and staggering, and losing. Sure, some warriors can take
that kind of energy burn, but most can't.
"So I tinker with his numbers, and it doesn't help, he still gets jumped when he
shouldn't. The next thing to try is dropping the weight he's carrying. Maybe I've
got him in some kind of mail, okay, I drop that to leather. This reduces his
protection against blows from his opponent, of course, but everything's a trade-off.
If he gets out there first and deals a shrewd blow or two, it won't matter; he'll win
before he gets hurt. If he's already in leather, or if I want to lighten him up
further, I'll drop his backup weapon and give him a lighter one. Say he's got a
scimitar with a backup same, maybe I'll drop the backup to a shortsword or even a
dagger. I'll always leave him SOME backup weapon--"
"He'd have his fists, if you didn't give him a backup weapon, wouldn't he?"
Diaretic asked.
Jorja shrugged. "Well... yes, but none of the pure offensives do well with
their fists. Strikers, maybe, but not bashers, lungers, or slashers. They can and
will use 'em if they have nothing else, but they won't do well. And frankly, I
wouldn't even send out an aimed blow, the CLASSIC unarmed style, with nothing but his
fists for backups. I've seen too many of them 'struck in the arm with the parry'.
It's too risky for a warrior who's already got problems. Unless, of course..." she
looked suddenly thoughtful, "I'm hoping he'll get killed...."
Diaretic raised his eyebrows. "Do you do that much?"
"Send them out hoping they'll die?" Jorja shrugged. "Well, yes and no. I run
everything, maybe send one warrior in a hundred to the Dark Arena--after he's fought
for a year or two. There are often warriors that I would LIKE to see die, even
though I hate the hassle of recruiting new ones. But I've never sent a warrior out
unarmed, unarmored, and with the basic 1-1-1 default strategy. At least, not
deliberately. There's a team I have in Murska that was running on maintenance once.
I wasn't paying attention, and no less than THREE new warriors started up there
without strategies--and survived! They had horrible records by the time one of the
other managers managed to get my attention, 0-19 I think it was, but they survived.
Tough men, and they eventually made it to graduation, once I gave them 'sharp pointy
things' to use on their opponents. But I don't do that deliberately." She paused
and signaled for one of the waiters to bring Diaretic a fresh drink.
"Where was I? Warriors getting jumped when they shouldn't be, right. As a last
resort, because I don't really care for tactics, I might give such a warrior
decisiveness in the first minute, also.
"But if none of this works, if he still gets jumped regularly, then I have to
think about taking a different approach. Maybe he'd be better off running slowly,
despite his style. So I put more armor on him, some kind of mail, usually, and I
slow down his first minute, maybe invert it: 4-6-x or 4-8-x or something. And then
in the second minute pop him up to eight or ten offensive effort, on the idea that
he'll catch the faster offensives when they're tired. Sometimes it works.
Especially with beginning warriors, winning can often be a game of endurance. He who
is still standing, wins."
Diaretic nodded and sipped his drink. Half-formed ideas of how he might use
these ideas on his own warriors revolved in his mind. "What about the opposite case,
a defensive warrior who can't last long enough to win as he should?"
"The total parry who collapses from exhaustion in the second minute?" Jorja
laughed. "I've had a few of those over the years. I call 'em 'the warriors of
exasperation'. It isn't easy running everything, you know--I end up with some
warriors that not even a mother could love, and with them, I tend to do really dumb
things, just for the heck of it. The aimed blow with a deftness of three or four,
for instance, or the total parry with no con.
"But for the, hmm, 'legitimate' cases of warriors running too fast, well, there
are signs as obvious as an offensive getting jumped. 'Fighting to conserve energy',
'straining to hold his weary arms at guard', stuff like that in the fight report is a
sure sign. You can take two approaches to that, lower the weight they're carrying so
as not to burn their energy that way--lighter armor, lighter weapons. Or slow 'em
down. Say I've got a ripper going 6-8-x and stumbling with exhaustion in the second
minute. I might slow this warrior down to 4-6 and see if that helps. Heck, I've
even done that with offensives. Back when I started slashers out going 10-10-x, I'd
get them stumbling with exhaustion and losing because of it in the second or even the
FIRST minute, and I'd slow 'em down. Activity level comes down first for an
offensive warrior--I think of that as the 'dodging and parrying' number. Offensive
effort comes down first for the defensives."
"Hmm." The younger manager frowned, making a series of linked rings on the
table top with the wet bottom of his glass. "What about warriors who flail wildly?"
"I've been told that this is due to lack of attack skills, and unless you're
going to train stats and burn those skills, nothing but time will cure it. But I've
found that sometimes--not always--lowering kill desire helps. Drop it to five, say,
if it's higher. Dropping the offensive effort a notch might help, too. I think of
'flailing wildly' as 'trying too hard'. You can never be sure, of course, because
managing gladiators is an art, not a science." She paused and half stood, looking
toward a center of commotion. "Do you want Wednesday to get falling down drunk on
the night before the fights?"
+<]H[>+-----+<]H[+ Question of the Week #8 +]H[>+-----+<]H[>+
Question, turn 417:
All -- Here's last cycle's question that didn't make it in (along with page two of my
personals). What are the top five weapons to be successful in Advanced? -- Hanibal
Q.O.W.
Answers, turn 418:
Q.O.W. Response -- The top weapons in AD, or even basic DM, are generally agreed upon
to be the SC, LO, BS, and BA. The scimitar is an all round great weapon. Seems
easier to crit with, and even against heavy armor, still dishes out a lot of damage.
Because it's a slashing weapon, it seems to pull a lot of critical damage on normal
hits. The longsword is the second best, though that could be contended, for its one
great ability, the knockdown! The broadsword is heavy, but it dishes out heavy
abuse, it doesn't break often, and it is pretty good at smashing through parries.
The battle axe is just plain cool, and it is very painful! After those four, it's
difficult to say which weapon is better. I like daggers, though shortswords are
strong, and the halberd is really fun if your warrior can throw crits with it. --
Adie
I must have missed the question this is answering, or it was part of an ongoing and
sometimes heated discussion on winning and killing and aiming locations in Aruak
City.
Q.O.W. Response -- Other than the obvious ability of aiming at the
chest/abdomen/head to gain death intent statement, I think that it's more difficult
to win when aiming at the body because there are more hit-points there. This is
especially the case against tough, armored warriors. Attacking the body with lunging
weapons can get knockdowns, but I think that it's even easier if you aim at the legs.
If you consider protect locations though, maybe the body is better to aim at because
maybe fewer people protect it.
The limbs, and head especially, have less hit points, so if struck, such a
warrior usually gives up sooner. Aiming at the head can get quick victories and
death intent statements, but results in more deaths, obviously. But I think a lot of
people routinely protect the head. Aiming at the arms allows the defeat of a warrior
when they lose their weapon, or use of their arm, and can't draw a back up. -- Adie
P.S. I only advocate aiming at the arms and legs in Aruak City. Elsewhere is a
different story.
Question for turn 418, to be answered next turn:
New Q.O.W. -- What have people seen in regards to arms that hang useless? Can
warriors regain the use of them eventually if the fight goes on? Can they punch or
parry with it, even though they can't draw a back-up? -- Adie
Adie's QoW -- Striking arms can cause an opponent to drop their weapon and
(temporarily) lose the use of the limb. Striking the legs can increase the chance of
a knockdown. Striking at head, chest, or abdomen can allow for a kill on the sands.
Chest and abdomen seem to be the locations best protected by armor. Head can have a
different level of armor protection than the rest of the warrior's body, which can
make things tactically interesting. From what I've seen, managers usually have their
warriors protect their vital hit locations by default, so to me it makes more sense
to aim at non-vitals. -- Generalissimo Puerco
Is Generalissimo Puerco psychic? Tune in next turn and find out!
Hanibal's QoW -- All of the one-handed swords make up the top tier of weapons, with
the axes and spears on the second tier (consider halberd in this group), and all the
bludgeoning weapons (and the greatsword) at the bottom. Quarterstaves, war hammers,
and mauls are liked by some, and as far as I'm concerned, they can have them.
Unfortunately the quarterstaff recently became tied (with longsword) among my LPs for
most popular favorite weapon. Also, interestingly, I only have one LP that favors
the scimitar, and it's a total parry! -- Generalissimo Puerco
Hanibal -- Top five weapons? Hm, scimitar, scimitar, scimitar.... Oh, you mean
DIFFERENT weapons? A lot depends on the style of the warrior in question and his or
her favorite. But scimitar is up there near the top of the list for many styles. --
Leeta
The question from turn 418:
New Q.O.W. -- What have people seen in regards to arms that hang useless? Can
warriors regain the use of them eventually if the fight goes on? Can they punch or
parry with it, even though they can't draw a back-up? -- Adie
Answers from turn 419 and 420:
Q.O.W. Answer: I have had all sorts of s#&t (not sure what word this was
supposed to be) happen regarding arms falling uselessly at their side: some warriors
give up, some continue on, I've even had a warrior lose his use of an arm twice in
one fight (and he still won!!!). One thing is certain...the weapon in the useless
hand always drops in the sand. -- Dr. Strange
Refers to last turn's question--
QOW -- Weapons? We agree that SC seems tops with LO and BS highly desirable. The
Consortium clan has a great affinity for these also: BA, DA, QS, SH, WH and GA. Not
the normal "feelings," but... -- Kennelworth
QOW -- A useless arm is a statement and since it normally comes at the end, it
"seems" to mean something, but it is similar to a dropped weapon. -- Kennelworth
Answer Q.O.W. (arms) -- When arms are struck in combat, I too have seen a variety of
things occur. I've seen them get hit, forcing a weapon to be dropped, but then a
back up pulled immediately. I've seen them get hit, drop a weapon, and be too hotly
engaged to pull a new one. Also, they can hang useless after being struck. The
weirdest thing I've ever seen is a warrior lose the use of their arm, drop their
weapon, strike with their fists, and then have one of those fists get parried, AND IT
WOULD BE THE ONE THAT WAS USELESS THAT WAS INJURED BY THE PARRY! Strange eh? So if
both arms went useless, you could still fight with fists? Hmm... -- Adie
New question, turn 419:
All -- I recently tried an experiment where I gave a warrior a Primary weapon
(Broadsword) and the same off-hand back-up. She pulled the back-up when things
slowed down in min. 2. Does this mean she prefers two weapons or do they always do
that? If you give a warrior two back-ups will they pull the one they prefer or
whatever you list first? -- Hanibal -- Q.O.W.
Answers, turn 420:
Answer Q.O.W. (backups) -- When things slow down in a fight and neither warrior is
eager to hold the initiative, they will usually pull any off-hand or back up weapon
they have, whether they need it or not. It has no relation to whether that warrior
prefers to fight with two weapons or not.
Drawing back-ups also can occur when the fight is intense. If your weapon
breaks while on the offense, often such a warrior will draw their back up and attempt
a riposte to hold the init. Also, if you're on the defensive and you attempt to
riposte, but you have a back-up weapon or off-hand weapon to draw, your warrior may
try to pull it. Success is not always guaranteed in either case though since your
warrior may be 'to hotly engaged'. Even if a defending warrior succeeds, drawing a
weapon after a riposte forces that warrior to give up the init they could have taken.
But if they pull a back-up and THEN riposte, then can take the init.
If you give a warrior two back-ups, they pull the one listed first, and if it
breaks or is dropped, they'll pull the second. It is not random. -- Adie
QoW -- If the warrior has a free off-hand, and a backup off-hand weapon, it usually
isn't long before they decide to make use of it. I'm guessing that OE and
coordination (anonymous source) are factors that affect the likelihood of drawing a
backup in the off-hand. Wanna Be, manager of A Savage Few here in Aruak, once hosted
a fast draw contest where contestants had to start the fight unarmed but could have
backup weapons. The all-out offensives would sometimes spend a full minute or more
with their fists before deciding to draw steel. The defensives would usually draw
something the first chance their opponent would give them. -- Generalissimo Puerco
New question, turn 420:
All -- I was noticing the skill modifiers for low to high size; do these negatives
keep a warrior from being successful at the high end of the game? -- Hanibal --
Q.O.W.
We're now caught up with Aruak City (dm 11) on the Questions of the Week; they are
about to run turn 421 as I write this. So if Hanibal misses a turn in asking, or the
managers there miss a turn in answering, we'll have to miss a turn in looking over
their shoulders. Amazing how things follow one another like dominoes falling, isn't
it? There is NO REASON AT ALL why you here can't pose Questions of the Week of your
own. Send them as a personal to DM 11, identify yourself as a new manager seeking
enlightenment, and you should get a helpful response. -- Jorja
Note that Hannibal's Questions of the Week stopped some time ago and Aruak City is
now in the 600s.
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
---===FREE BLADES REGIONAL NEWS===---
Duelmasters
-----------
DM 9 ZUKAL (turn 753): MERCURY of QUEEN (Howlin' Wolf, mgr.)
DM 12 RIZTAB (turn 755): MARTYR of TORTURED (Iron Maiden, mgr.)
DM 13 DULLENS (turn 740): SIERRA of MMM BEER!! (Khisanth, mgr.)
DM 15 MALCORN (turn 749): SIR TOO DUMB of THE GRAIL KNIGHTS (The Dark One, mgr.)
DM 16 WILLAF (turn 751): JACK OF HEARTS of BLOOD ON THE TRACKS (Howlin' Wolf, mgr.)
DM 17 ALJAFIR (turn 742): LEAD BELLY of BODY OF MUSIC (Howlin' Wolf, mgr.)
DM 19 ZUWAYZA (turn 743): JEWEL of WALI'S FINEST (?, mgr.)
DM 28 MORYA (turn 374): TRAVEL of EXPENSE ACCOUNT (Finance Manager, mgr.)
DM 29 LAPUR (turn 740): YEZURA of THE TAKEN (Stillgard, mgr.)
DM 31 CHIMLEVTAL (turn 371): PITCHFORK of USEFUL WEAPONS (Smithy, mgr.)
DM 32 ARVAT (turn 737): DACIA SANDERO of OTTOMAN EMPIRE (Otto X, mgr.)
DM 33 NIATOLI ISLAND (turn 734): DEN'S FAVORITE of DEMONSPAWN (Spirit, mgr.)
DM 35 MURSKA (turn 726): A MAN of FOOT OF PRIDE (Howlin' Wolf, mgr.)
DM 43 VEASTIAN (turn 684): BIG SIX of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
DM 45 STORMCROWE (turn 349): LAPUR BISQUE of SHEWISH BUFFET (One Armed Bandit, mgr)
DM 47 NORTH FORK (turn 343): CASTLE THUNDER of OTTODROME TW (Otto X, mgr.)
DM 50 SNOWBOUND (turn 330): HEART OF GLASS of PUBLIC ENEMY (Pec Killer, mgr.)
DM 56 ROCANIS (turn 616): KRAIT of SERPENTS' HOLD (Khisant, mgr.)
DM 60 ARADI (turn 601): STAR of DREAMTIME (Hombre, mgr.)
DM 61 JURINE (turn 582): JENNI KORREG of MIDDLE WAY 16 (Jorja, mgr.)
DM 65 DAL SHANG (turn 577): SERGEANT 7 of MEDAL OF HONOR C11 (The Anarchist, mgr.)
DM 73 ERINIKA (turn 279): F.U.B.A.R. of ALPHABET SOUP (Crip, mgr.)
DM 74 DAYLA KIV (turn 541): TAX MAIL-IN of I HATE TOURNEYS (Crumudgeon, mgr.)
DM 75 JADE MOUNTAIN (turn 533): DESTRUCTIVE ENERGY of CRITICALS (Howlin' Wolf, mgr)
DM 78 LIN TIRIAN (turn 524): ABJURER of MAGIC ARTISTS (Maskelyne, mgr.)
ADM 103 FREE BLADES (turn 641): NIGHTCAP of DARKLINGS (She-Puppy, mgr.)
Top Teams
---------
DM 9 ZUKAL (turn 753): QUEEN (Howlin' Wolf, mgr.)
DM 12 RIZTAB (turn 755): FANTASTIC FIVE II (?, mgr.)
DM 13 DULLENS (turn 740): CARDOW HUNTERS (Jorja, mgr.)
DM 15 MALCORN (turn 749): BLOODSWORN (Hollowshade, mgr.)
DM 16 WILLAF (turn 751): GOLDEN GLADIATORS (Midas, mgr.)
DM 17 ALJAFIR (turn 742): POSITION IS EMPTY
DM 19 ZUWAYZA (turn 743): THE MAGNIFICENT MAGS (Jorja, mgr.)
DM 28 MORYA (turn 374): LORDS OF DISCIPLINE (Longshot, mgr.)
DM 29 LAPUR (turn 740): THE TAKEN (Stillgard, mgr.)
DM 31 CHIMLEVTAL (turn 371): WHAMMO & THUDDA 4U! (La Guillotine, mgr.)
DM 32 ARVAT (turn 737): DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 734): OBSIDIAN HALL (Dameon Darkheart, mgr.)
DM 35 MURSKA (turn 726): FOOT OF PRIDE (Howlin' Wolf, mgr.)
DM 43 VEASTIAN (turn 684): THE FAMILY (Jorja, mgr.)
DM 45 STORMCROWE (turn 349): DARQUE FORCES (Master Darque, mgr.)
DM 47 NORTH FORK (turn 343): D.A. REJECTS (Spirit, mgr.)
DM 50 SNOWBOUND (turn 330): PUBLIC ENEMY (Pec Killer, mgr.)
DM 56 ROCANIS (turn 616): MIDDLE WAY 20 (Jorja, mgr.)
DM 60 ARADI (turn 601): THE ELITE (Scorpio, mgr.)
DM 61 JURINE (turn 583): MEDAL OF HONOR G10 (The Anarchist, mgr.)
DM 65 DAL SHANG (turn 577): MEDAL OF HONOR C11 (The Anarchist, mgr.)
DM 73 ERINIKA (turn 279): WORLDWIDE GORE (Crip, mgr.)
DM 74 DAYLA KIV (turn 538): I HATE TOURNEYS (Crumudgeon, mgr.)
DM 75 JADE MOUNTAIN (turn 533): RUNEBLADES (Stillgard, mgr.)
DM 78 LIN TIRIAN (turn 524): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 64): DIRT DEVILS et al (The Dark One, mgr.)
Recent Graduates
-----------------
DM 9 ZUKAL (turn 753): RED SPECIAL of QUEEN (Howlin' Wolf, mgr.)
DM 15 MALCORN (turn 749): SIR TOO DUMB of THE GRAIL KNIGHTS (The Dark One, mgr.)
DM 28 MORYA (turn 373): MERCURY of PLANETS (Stargazer, mgr.)
POP TARGET of DODGE BULLETS (Jorja, mgr.)
DM 32 ARVAT (turn 736): SYCAMORE STYLE of B.I.G. (Howlin' Wolf, mgr.)
DM 33 NIATOLI ISLAND (turn 733): BENJYN BLAYDE of OBSIDIAN HALL (Dameon Darkheart)
DM 35 MURSKA (turn 726): MAYNARD of NERDS (DMobster, mgr.)
(turn 725): URCHIN of SEA DOGS (One Armed Bandit, mgr.)
DM 43 VEASTIAN (turn 684): THE BIG UNIT of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
DM 47 NORTH FORK (turn 343): EXPOSED of HORNY GOAT X (Grimm, mgr.)
DM 50 SNOWBOUND (turn 329): NEFARA of PUBLIC ENEMY (Pec Killer, mgr.)
DM 56 ROCANIS (turn 614): NICHOLAS of MEN OF STEEL (Howlin' Wolf, mgr.)
DM 60 ARADI (turn 600): WILD FLOWER of DREAMTIME (Hombre, mgr.)
SISTER MOON of DREAMTIME (Hombre, mgr.)
DM 61 JURINE (turn 582): SYBO of TREXTRAS (Otto X, mgr.)
RACK OF LAB of CANINE CUISINE (Chuck, mgr.)
DM 78 LIN TIRIAN (turn 524): ABJURER of MAGIC ARTISTS (Maskelyne, mgr.)
ROSS F. GRAY of MEDAL OF HONOR Z2 (The Anarchist, mgr)
SPY REPORT
I was going on vacation, see? Surf, sun... But what do those bums say? "Hit
the road, Debby Tonte. NOBLISH ISLAND needs a spyreport." Oh, well. Too bad, BB
BASEBALL MONEY, but SPORTS FLICKS was just too good to be stopped. The guys at
SCORPIONS like really pulled together to get a 3-2-0 this turn, moving up by 3. One
team deserves special mention 'cause they moved up 1 after going 4-1-0. Keep it up,
SPORTS FLICKS! MVP award for TIN CUP? SPORTS FLICKS' proud of him after beating
TOYTLES and getting 20 points. Talk about yer big time losers! TOYTLES got smashed
by TIN CUP, and lost 13 points! This Duelmaster is like something else! HOOSIERS
stopped M. CHARDINEE dead in his tracks! I hear the top team insists all their
warriors get nine hours sleep. They want photogenic fighters for PR photos.
So just why would someone becomes a warrior anyway? It can't be for these
really neat Spyreports can it? BEYOND THE WALL was NOBLISH ISLAND's most avoided
team. Is there some award for that? I don't know what SPORTS FLICKS' been doing.
They certainly haven't been accepting many fights from BEYOND THE WALL, that's fer
sher. Can BB BASEBALL MONEY's GUARANTEED be more popular than me? He was challenged
the most, but is that really the same? I'm not so sure HEPHAESTUS knew all the facts
when he challenged THE NATURAL of SPORTS FLICKS. I saw HEPHAESTUS stumbling and
dribbling at The Dripping Blade last week... HEPHAESTUS lost to THE NATURAL, but he
got 1 points. THE NATURAL won, and got 3 points. I don't get it.
Man, all these warriors dying and killing each other! Don't you guys ever give
it a break? CHORLYNDYR really fought hard against CUTTING EDGE. That'll teach
SPORTS FLICKS not to go and kill any of SCORPIONS' guys again, huh! Like was that
some Bloodfeud, or what? (SPARTAN vs. MIGGY OWENS, that is.) What if they had a
fight and nobody showed up? I'd be out of a job, that's what!!!
Remember, blood on a purple robe may stain. Soak it in cold water, and hand
wash. I gotta leave. NOBLISH ISLAND is like such a dump, and you guys smell too
much! Remember you guys, ease up sometimes! Chill out! Later, Debby Tonte
DUELMASTER W L K POINTS TEAM NAME
HOOSIERS 9585 7 0 0 66 SPORTS FLICKS (1651)
ADEPTS W L K POINTS TEAM NAME
OUT OF CONTROL 9579 6 1 0 41 BB BASEBALL MONEY (1650)
THEODORE PRESCOTT 9573 5 2 1 41 ANVENGEN'S EDGE (1649)
THE NATURAL 9587 6 1 0 36 SPORTS FLICKS (1651)
CHALLENGER INITIATES W L K POINTS TEAM NAME
ROCKY 9586 5 2 1 33 SPORTS FLICKS (1651)
TIN CUP 9588 4 3 1 33 SPORTS FLICKS (1651)
CHORLYNDYR 9629 1 2 0 33 SCORPIONS (1646)
LEFTY & PULSE 9582 5 2 0 31 BB BASEBALL MONEY (1650)
GUARANTEED 9581 5 2 0 29 BB BASEBALL MONEY (1650)
AGEHA 9613 2 0 0 25 THE SHADOW GUILD (1654)
CHALLENGER INITIATES W L K POINTS TEAM NAME
TV CONTRACTS 9583 6 1 0 24 BB BASEBALL MONEY (1650)
INITIATES W L K POINTS TEAM NAME
GORGORE 9599 4 3 0 23 BEYOND THE WALL (1647)
CUTTING EDGE 9584 4 3 1 21 SPORTS FLICKS (1651)
KNEEDLINYA 9567 4 5 0 20 BEYOND THE WALL (1647)
ANVENGEN KALE 9577 3 4 0 20 ANVENGEN'S EDGE (1649)
TOYTLES 9563 4 5 0 17 BEYOND THE WALL (1647)
DRASGAR FINCHLY 9622 2 1 0 17 ANVENGEN'S EDGE (1649)
SANJI 9632 2 1 1 16 SCORPIONS (1646)
SPARTAN 9614 2 0 0 16 THE SHADOW GUILD (1654)
LONGTERM CONTRACTS 9580 4 3 0 15 BB BASEBALL MONEY (1650)
BRIX 9566 3 6 0 15 BEYOND THE WALL (1647)
BRUTUS TIMBLIN 9623 2 1 0 10 ANVENGEN'S EDGE (1649)
CALLAMYTIE 9638 1 0 0 10 BEYOND THE WALL (1647)
MIGGY OWENS 9621 2 1 1 8 THIRD HIGHWAY (1642)
JOHN ASAZI 9617 1 2 0 8 THIRD HIGHWAY (1642)
ZARIK VORKAIRE 9641 1 0 0 8 SCORPIONS (1646)
KOKO BELLA 9618 2 1 0 7 THIRD HIGHWAY (1642)
LUCKY CHUCKY 9619 1 2 0 6 THIRD HIGHWAY (1642)
MONNA KOPI 9620 1 2 0 5 THIRD HIGHWAY (1642)
HEPHAESTUS 9630 1 2 0 5 SCORPIONS (1646)
DANQUEZ 9627 1 1 0 4 PHOENIX GUARD (1655)
KYRIA 9631 0 3 0 3 SCORPIONS (1646)
RAGE 9628 0 2 0 2 PHOENIX GUARD (1655)
ACE 9615 0 2 0 2 THE SHADOW GUILD (1654)
CONOR PYREHEART 9624 0 2 0 2 PHOENIX GUARD (1655)
-MEAT 9626 0 1 0 1 PHOENIX GUARD (1655)
FELLIAN SHARD 9640 0 1 0 1 THE SHADOW GUILD (1654)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
OGRE THE PALE 9609 0 4 0 ANVENGEN'S EDGE 1649 SHEWISH GIANT 408 NONE
ALEXIS 9625 0 2 0 PHOENIX GUARD 1655 WURM KIN 408 NONE
TAMINA BLAZE 9596 2 1 0 SCORPIONS 1646 CUTTING EDGE 9584 404 JUST REVENGED
VICE 9611 0 1 0 THE SHADOW GUIL 1654 MIGGY OWENS 9621 407 JUST REVENGED
PERSONAL ADS
"Scorpio -- We all start ignorant. It isn't something to be embarrassed about. --
Assur" Such a true statement, and let me add to it. We all start ignorant. Some
stay that way. Some ask seemingly dumb questions and become less ignorant. It is in
your best interests to ASK. (And, intelligently you do.) -- Producer
"Producer -- I thought it funny that you lose the throne and don't get it because the
top two warriors are tied in recognition. -- Assur" Yes, indeed, Assur. It is sad,
isn't it. I just shrugged it off knowing I had TWO Duelmasters and you had NONE. --
Producer
P.S. Uh, BTW, who is that now with the Duelmaster? And whose warrior was beaten?
Duelmaster Hoosiers (Producer's clan) easily handled Guaranteed (Assur's house of ill
repute) and takes the title. Ho hum.
Assur -- I guess I will have to say congrats on your TC in Chicago. It merely
exemplified that you are more of a cretin than I originally thought. -- Producer
Brix -- Well done. A fine challenge and a great win. I was shanking all day. -- Tin
Cup
Anvengen Kale -- Keep trying, my friend. You are getting better and better. -- Rocky
Chorlyndyr -- Good try on the bloodfeud. This was not your day. Perhaps if you
could get home ice advantage? -- Cutting Edge
Gorgore -- It was so nice of you to challenge. I need all the help I can get. -- The
Natural
All -- Sports Flicks was challenged and bloodfeuded four times and went 3-1. This
shows the value of "If Challenged" strategies. We went 1-0 in random matchups, but
that was easy since it was one of Assur's. (wink) -- Pruducer
Congrats to the X-Men for top honors for a career team. Well done! -- Producer
Health, Humility, Honor. (The Consortium motto) -- Producer, Consortium affiliated
Tin Cup -- *hands you a wedge* There, maybe that'll help with your bad lie. (You
sure don't play well out on the sands.) -- Brix
The Natural -- Agreed. Had I known I was to fight a walking metal wall, I'd have
slowed down a bit. Ah well. Next time... *wry grin* I'll throw some Brix at you
first. -- Kneedlinga
Xooma -- You do realize that it's okay to fight back...right? *snickers* --
Kneedlinga
Xephyr -- Well, now that was fun. I think you still have some sand on your face. --
Toytles
The Natural -- I hope your bones are still rattling around from how I beat you like a
metal drum. Who knew percussion was so tiresome? -- Gorejove
Jorja -- Thanks for the tips on the arenas. Sorry we hadn't reponded earlier, our
prior scribe (Ping) was very lax in his duties. We have since remedied this. --
Keyoke
All -- Please welcome our newest member, Beyond the Wall: call anytime. Have a
care, if you ask her to dance, you come away bleeding. -- Keyoke
The Shadow Guild & Phoenix Guard -- Well met and be welcome to Noblish Island. We
hope you enjoy your stay. If you need any help, feel free to ask, there are a few
very knowledgeable folks here willing to help. Not to mention the newsletters!
Assur and Jorja are very nice. The Producer, although knowlegeable, is a bit
dastardly--so be careful with him. *evil grin* May the sands be red with the blood
of your enemies and the sun be ever at your back. -- Keyoke, mgr Beyond the Wall
Deb Tonte -- Bah. Those pesky X-Men! Keep trying to get Beyond the Wall and we have
to keep preventing them! -- the warriors who lurk Beyond the Wall
Sorry I took this turn out, from the wet Noblish Sands; but Lord Scorpio had me test
my skills at the tournament. My! What an exciting time I had! A moment I'll never
forget! -- Lord Masonklitz
Tin Cup -- I'm sure you'll want another try at it; I'll leave the ball in your green
on that. -- Masonklitz
Toytles & Kneedlinya -- Why... hello. *smiles & winks* -- Masonklitz
Jorja -- So it appears you're a killer too? *winks* -- Scorpio
Cutting Edge -- Looks like your hocky sticks were really sharp after all... round 2,
ding ding! -- Chorlyndyr
Drasgar the Finch -- Not bad... I don't fight too well in wet conditions... *smirks*
... be expecting to see me soon. -- Hephaestus
Brutus -- Lucky with the hammer? I still think you're a coward! Ha! -- Kyria
Assur -- Thanks for the insight on Arenas. I have my eyes on arena 57--Andor, so if
anyone wants to follow the Scorpions; I suggest you talk to Capt. Shintaro of the
Golden Halberd; he'll book passage. Maybe I'll see some of you *winks* or maybe I
won't. -- Scorpio
Scorpio - Arena 57, Andor is a closed arena. You can't move your team there. --
NAIEI
Consortium -- When do I "verify" passage to my chosen arena? -- Scorpio
All -- If anyone is also interested, I manage the Sovereign in DM 42 Rodeki
(Delarquan), and the Elite in DM 60 Aradi (Andorian), so drop by sometime so we can
show some of these old-timers a thing or two. *smiles* -- Scorpio
I'll miss Noblish, most of all, I'll miss Lady Jorja *smiles* you animal, you.
*winks* -- Scorpio
Miggy -- Your mountains are nothing but an abandoned playground by the smelly
Aruakis, since you want to comment on a GREAT ZINJARAN! -- Chorlyndyr
Abyss, of the Shodow Guild -- You wouldn't happen to be the Abyss; a once great and
deadly assassin? If so, it's good to see you're in retirement! -- Scorpio, mgr
Scorpions
Miggy Owens -- You like killing gladiators, hmm? Well then, let the bloodfeud
begin!! -- Spartan
Conor Pyreheat -- T'was a marvelous battle! Three rounds with ye! Ha, ha, ha!! Not
many first timers go for more than a round or two, but we put on a marvelous show!
Sorry that the crowd was chanting my name! -- Ageha
Vice -- Sadly, my friend, the bell tolls as a mighty warrior is called forth by the
gods and away form the arena. We light incense to aid in your passing as tears fall
from our eyes on onto the arena sands. May you find comfort in the loving arms of
our goddess. We of the Shadow Guild raise a flagon in your honor and pray you watch
over us. Hear! Hear! -- Abyss
Jorja -- Greetings from the manager of the Shadow Guild. You got me good. Vice was
one of my promised. It saddens me to lose him. But, I am new still. Perhaps you
would be willing to join me for some fine wine and discuss a few secrets I could use
to help me? -- Abyss
All -- The Shadow Guild brings to you two promissing warriors. First is Kirara and
the other Fellian Shard. May they bring me many wins. -- Abyss
My Lord Abyss -- I shall do my best and I pray that I am worthy of you and the team
captain, Spartan. -- Kirara
My Lord Abyss -- I too shall do my best to please you and pray that I am worthy of
you and the team captain, Spartan. -- Fellian Shard
Tactics and Countertactics? Assur 'prefers' to use no tactics, but very often does
use them. Most commonly, he uses the Decise tactic. This tactic makes you faster,
helping you to gain the first strike. Combined with a fast weapon (SS/QS/WH/HA) and
the all powerful 10-10 strategy, you'll be as fast as possible.
Slash, Bash, and Lunge are useful for extra offense, but all burn endurance faster so
against scum they aren't as useful.
Parry and Dodge do wonderful things for your ability to avoid getting hit.
Riposte is a wonderful tactic to 'help' you gain the initiative after you parry or
dodge.
All of the tactics lower your overall ability, but they are good when needed.
Also useful to understand is the most common 'counter' tactics. Tactics that help
you defeat a warrior using another tactic.
Responsiveness counters (sometimes) Decisiveness.
Slash Counters Dodge
Dodge Counters Lunge.
The Red Book of Lies (the pet name of the rulebook) claims every tactic has a
counter, but Assur has not seen any of them work as well as the ones listed above.
Responsiveness is fickle. You'll know when you're countering, but it doesn't always
work (i.e. it doesn't automatically let you win). -- Assur
They've even got our same, our OWN, personal Fighting Names down in Alastari.
Andorian, of course--those bums! -- the still-indignant warriors of the Resurfaced
Third Highway
Rocky -- Sure I know things. Why should I share 'em with you? -- Lucky Chucky
Three-two-one. Coming up in the world, I guess, the better to fall down next time.
-- John Asazi, for the Third Highway
TV Contracts -- Shows that the old saying is RIGHT. NEVER trust a contract lawyer.
-- John Asazi
P.S. Or any other kind.
Rage -- How embarrassing. We're awkward, we take novice swings, we flail and hit
nothing. I hate that. I'm actually not bad in street fighting, but this is SOOO
different. They tell me we'll improve when we accumulate attack skills. I sure hope
so. -- Koko Bella
P.S. A couple of points you might want to consider: First, that shield. In seven
minutes, I think you made use of it twice? Maybe you'd be better off without the
encumbrance. And you got tired in minute five and thereafter. Either slow down a
little (OE and AL), or train up your CN a little.
Spartan -- Ouch. The only advice I have for YOU is to stay out of Hot Passes and
never trust an Athenian. -- Lucky Chucky
Meat -- First thing, get a different weapon! Although, good gods, if you don't have
the stats for that... maybe you should train up the indicated stats! You have some
serious problem with your physicals (the stats), which is actually not unusual for a
new manager. The two stats indicated as insufficient? Most managers wouldn't send
someone out with less than double digits in those. -- Monna Kopi
Shadow Guild and ghost of Vice -- Setting aside that I'm anti-vice, it was not my
intention to kill. If you get another warrior like this, don't put a weapon in each
hand until he has more experience. And the kill... (sigh). This statement, "MIGGY
OWENS wants to be the only one to come out of this fight alive!" is a death-intent
statement, if I remember correctly. It does NOT mean that I was seeking your death,
the damned golems just stick it in when they notice that your hit points have dropped
to a dangerous level. From that point, control of the aiming point is wrenched out
of my hands and the golem goes for your vitals to run out those hit points to the
last drop of blood. I have heard that it MIGHT improve your chance of survival if
your desperation strategy is "surrender": drop all your fight numbers very low. I
don't promise this, nothing is always going to work, but it's a possibility to
remember. -- Miggy Owens
Lord Scorpion, I bear tragic news... Lord Masonklitz didn't make it. *frowns*
However, his ghost has led me to you, and wants me to join your Scorpions! I would
be honored, Sir! -- Zarik Vorkaire
Ghost of Masonklitz -- Even in the nether realms, I'll trust your judgment. Fare ye
well, Lord Masonklitz. -- A sad and mourning Scorpio
We'll fight hard for you, Masonklitz. -- Heph, Chorlyndyr, Sanji, and Kyria *shedding
tears*
All -- Why does everyone hate Xuna so much? *head scratch* I'll take on some of the
excess if you like? -- Anvengen Kale
Rocky -- Yeah, you won while I kicked you into the dirt. Let's see if you can do it
twice. -- Anvengen Kale
Kyria -- Okay, so maybe it was a little cheap, but a win's a win. And I know one
thing about challenging. If I open you up like a pop can once, I can probably do it
twice. I'll be nice now. *smile* -- Brutus Timblin
Koko Bella -- I enjoyed watching you and ogre fight. Perhaps you would like to try
someone a little more... competent. -- Drasgar
P.S. I know how you feel. I haven't shaved in six years, but I'm dwarven. Maybe
the Commission knows something I don't. *ponder*
Sports Flicks & BB -- Better avoid me, boys. I'm coming for the title. -- Theodore
LAST WEEK'S FIGHTS
OGRE THE PALE was butchered by SHEWISH GIANT in a 1 minute Dark Arena fight.
ALEXIS was butchered by WURM KIN in a 1 minute brutal Dark Arena duel.
CHORLYNDYR overcame CUTTING EDGE in a 1 minute Bloodfeud match.
KNEEDLINYA was overpowered by OUT OF CONTROL in a 1 minute mismatched Challenge duel.
THEODORE PRESCOTT bested GUARANTEED in a 1 minute Challenge fight.
TIN CUP overpowered TOYTLES in a crowd pleasing 1 minute mismatched Challenge match.
KYRIA lost to JOHN ASAZI in a exciting 1 minute amateur's Challenge fight.
ACE was devastated by ANVENGEN KALE in a 1 minute one-sided Challenge competition.
SPARTAN overcame MIGGY OWENS in a action packed 1 minute beginner's Challenge melee.
AGEHA overpowered LONGTERM CONTRACTS in a popular 1 minute gory uneven Challenge duel.
DRASGAR FINCHLY narrowly defeated KOKO BELLA in a 7 minute novice's Challenge melee.
HEPHAESTUS was demolished by THE NATURAL in a 2 minute mismatched Challenge match.
HOOSIERS unbelievably bested M. CHARDINEE in a exciting 9 minute brutal Title contest.
BRIX was devastated by ROCKY in a 1 minute mismatched bout.
TV CONTRACTS overcame CONOR PYREHEART in a action packed 5 minute fight.
GORGORE defeated MONNA KOPI in a action packed 1 minute struggle.
LEFTY & PULSE handily defeated BRUTUS TIMBLIN in a 1 minute mismatched bout.
LUCKY CHUCKY unbelievably bested RAGE in a exciting 7 minute brutal novice's brawl.
DANQUEZ was savagely defeated by CALLAMYTIE in a popular 1 minute novice's bout.
SANJI bested FELLIAN SHARD in a 3 minute gory novice's contest.
ZARIK VORKAIRE won victory over MORDANT DESERTER in a 2 minute novice's match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 9 WALL OF STEEL 45 - 24 - 1 65 |
|WALL OF STEEL 6 SLASHING ATTACK 22 - 13 - 3 63 |
|SLASHING ATTACK 5 BASHING ATTACK 32 - 27 - 1 54 |
|AIMED BLOW 5 LUNGING ATTACK 13 - 11 - 0 54 |
|STRIKING ATTACK 3 TOTAL PARRY 16 - 15 - 0 52 |
|PARRY-RIPOSTE 3 STRIKING ATTACK 18 - 22 - 2 45 |
|TOTAL PARRY 3 PARRY-RIPOSTE 13 - 24 - 1 35 |
|PARRY-STRIKE 2 AIMED BLOW 13 - 27 - 1 33 |
|LUNGING ATTACK 2 PARRY-STRIKE 2 - 18 - 0 10 |
|PARRY-LUNGE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 408 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:
WALL OF STEEL 6 - 0 BASHING ATTACK 4 - 5 5 WALL OF STEEL
STRIKING ATTACK 2 - 1 SLASHING ATTACK 2 - 3 4 BASHING ATTACK
PARRY-STRIKE 1 - 1 PARRY-RIPOSTE 1 - 2 1 TOTAL PARRY
LUNGING ATTACK 1 - 1 TOTAL PARRY 1 - 2 1 AIMED BLOW
AIMED BLOW 1 - 4
PARRY-LUNGE 0 - 0
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
WALL OF STEEL HOOSIERS 9585 7 0 0 66 SPORTS FLICKS (1651)
BASHING ATTACK OUT OF CONTROL 9579 6 1 0 41 BB BASEBALL MONEY (1650)
TOTAL PARRY THE NATURAL 9587 6 1 0 36 SPORTS FLICKS (1651)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is KNEEDLINYA 9567. The most popular warrior this turn
was RAGE 9628. The ten other most popular fighters were TV CONTRACTS 9583, KOKO
BELLA 9618, TIN CUP 9588, SPARTAN 9614, CALLAMYTIE 9638, JOHN ASAZI 9617, ANVENGEN
KALE 9577, AGEHA 9613, HEPHAESTUS 9630, and GORGORE 9599.
The least popular fighter this week was LUCKY CHUCKY 9619. The other ten least
popular fighters were ZARIK VORKAIRE 9641, FELLIAN SHARD 9640, BRUTUS TIMBLIN 9623,
CONOR PYREHEART 9624, BRIX 9566, HOOSIERS 9585, ACE 9615, TOYTLES 9563, KNEEDLINYA
9567, and OGRE THE PALE 9609.
NEW TEAMS IN THE TEMPORARY TOURNAMENT ARENA (DM 85)
Please note that all new teams created at the Face-to-Face were temporarily placed in
a temporary Tournament Arena, DM 85. If you requested that your team be placed in a
specific arena, it has already transferred to that arena. Effective immediately, any
teams placed in DM 85 and not transferred out to another arena, will be automatically
deleted a month after the tournament. If you have questions about any of your teams,
please contact Customer Service. -- RSI
The Defensive Lunger
Perfect Minimums Actual Characters
ST 13 11 11 13
CN 7 3 3 11
SZ 4 4 10 6
WT 21 17 17 17
WL 17 13 17 19
SP 5 5 9 5
DF 17 13 17 13
The lunger, in my opinion, makes a much better defensive fighter than offensive
fighter. Fighting defensively will compensate for the speed at which lungers burn
endurance. They will still attack whenever possible but their defensive ability will
allow them to dodge most attacks. The most important part is their initiative. When
they do dodge, they'll usually steal the initiative and attack. I haven't been
fighting lungers defensively for long but my record is 14-5-0. Don't fight
defensively against other lungers as they will usually win.
The strategy I use is:
Min 1 2 3 4 5 6 Desp
Off 4 -------------------------> 9 Weapon: Any lunging
Act 6 4 --------------------> 9 No armor if low con
KD 4 -------------------------> 9 APL/H if average con
O.T. ---------------------------> L
D.T. -------------------------------->
You can attack any location you wish but I suggest protecting the body. The
third character listed started with experts in attack, defense and initiative. The
last character had an expert in attack.
The Wild Boar, manager of Things (5) and many inactive teams.
WARRIOR ENDURANCE
Greetings, joy and happiness to everyone! I hope you have had pleasant dueling.
This article is about endurance and some things to think about when you're designing
your warriors. Below is a chart showing the different endurance levels a warrior may
have. This chart may be a little off of due to the fact it isn't possible to have all
the variables as a manager, but it does give you idea of the amount of endurance a
warrior should have.
The formula for endurance is: E = (ST+CN)WL
With the result of that number use the chart below.
000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+ = Awesome
Here are some examples of warriors with their Endurance ratings:
1) Slasher ST 5 CN 7 WL 15 (5+7)15 = 180 Poor
2) Striker ST 7 CN 13 WL 9 (7+13)9 = 180 Poor
3) Parry-Rip ST 7 CN 10 WL 11 (7+10)11 = 187 Poor
4) Basher ST 13 CN 9 WL 9 (13+9)9 = 198 Very Poor
5) Striker ST 13 CN 9 WL 9 (13+9)9 = 198 Poor
6) Aimed-Blow ST 9 CN 15 WL 9 (9+15)9 = 216 Normal
7) Striker ST 10 CN 5 WL 15 (10+5)15 = 225 Normal
8) Slasher ST 13 CN 10 WL 10 (13+10)10 = 230 Normal
9) Wall/Steel ST 13 CN 12 WL 17 (13+12)17 = 425 Great
There are several factors such as warrior style, RSI random factor, and there is
some evidence that SIZE has some effect on a warrior's endurance. In any case the RSI
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average. These are
just estimates, but are still factors nevertheless.
Some styles that are HIGH BURN endurance, like lungers, slashers and walls of
steel, are more likely to be UNLUCKY with the endurance rating.
Every action your warrior does consumes endurance. Attacking seems to use more
endurance than any other action. Once a warrior's endurance is used up, he will make
an endurance check against his WILL. If he fails the roll, he will either stop to rest
or collapse to the sand, depending on how badly he failed the roll. When a warrior
stops to rest, he gets back some endurance. When he gets enough endurance back, he
will start attacking again. This is just a theory that I have developed from
observations. It maybe completely off, but it gives one something to ponder.
That's it for now lords and ladies, I must go entertain elsewhere. If you would
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com
or visit my DM website at
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm
You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the
Joker's Wilds scattered about.
Cheerio,
Sir Jessie Jest
Member of the Ivory League
Presenting, by Popular Demand (from 1989)...
THE NUMEROLOGY OF DUELMASTERS
by The Ghost of Eldrid
Character Generation
Hello, I am the Ghost of Eldrid, and I have an important message that directly
effects how well your team may do in the future. Some managers will not take this
important article seriously (some people don't believe in ghosts, either), and their
records will suffer for it. I have played Duelmasters for four years and searched
through all of my old turns and painstakingly researched every important fact in this
article, and I have discussed my conclusions with about ten different managers (named
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all
agree on the validity of my arguments. The results of my research are both startling
and magnificent. THERE IS NUMEROLOGY IN DUELMASTERS!!! Whether it was programmed in
or it exists on a higher plane, it matters not. IT EXISTS!!! And I plan to share
some of its amazing secrets with you, starting with character creation.
Remember in the realm of character generation the powers favor odd number stats.
NEVER, EVER have an even number on stats, except, of course, for size, which,
obviously should be even since everyone can tell what size your character is by his
description in the fight. Do you want people thinking your warrior is odd? I should
hope not!! But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER
STATS EVEN!! Write a letter to the commission stating that you forgo the rights to
the last point and you want it to be sacrificed to the benefit of Alastari.
Always start adding points to wit and will first. Either make them 13, 17, or
21. Why? Under 12 wit is worthless, as any good manager will tell you. A 13
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21
is BLACKJACK, and you get twice the number of winnings you would normally get. Why
not 15 or 19? Is it not obvious to everyone that 15 is unlucky? The only President
of the United States not married was the 15th, James Buchanan (who?). Lincoln was
shot on April 15th, and the clincher... my brother was born on the 15th of May. If
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.
19 is an evil number. It tries to deceive you into thinking it is better than 17, but
actually, it is an "11" with a small zero placed on the second pole, and we all know
that a zero is nothing. So what do we get for our extra eight points? In effect,
something smaller than nothing.
Next, make every other stat odd. Add the other points to make the style you
want. Deftness is the key to character generation.
Deftness (min)
5 to make a basher (ST 13+)
7 for a lunger
9 for a striker
11 for a wall of steel (ST 11+, WL 17+)
13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total
parries (these styles depend on the opponent's bad luck.
17 for a parry-riposte (WT 17+)
21 for an aimed blow (this style needs the double winnings)
The last thing to remember is that luck is a big factor in this game and I don't
know if you noticed, but when warriors have even ID numbers they are luckier than odd
ID characters. Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph,
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max,
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam
Spade. All have even-numbered IDs. Now you say, "But Yoda and Necron-99 both have
odd IDs, and they are the best aimed blows of the game!" Yes, but they are AIMED
BLOWS and they are members of an odd style, so of course they do better with odd
numbers. So remember if you want your warriors to be best in all Alastari someday,
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.
Good luck, and may the numbers fall your way.
-- The Ghost of Eldrid,
retired
PARRY-STRIKE, ANOTHER FUN STYLE
There have been several articles about fighting styles, some say theirs is the
best, or ultimate, one said theirs is the most fun style. Well, I feel that parry-
strikers are just as much fun to play as any other style.
First, let's start with the run down of what they say in the "RED BOOK". The
book says that parry-strikers are defensive, using small quick movements in their
actions (sounds like you could say that about some other styles as well.) The book
says that some managers swear that a high wit is critical to the style (only those who
have no brains would disagree with that.)
Let's get to business. First and foremost this style is deceptively aggressive,
making them a very good offensive type of fighter, or deadly type of defensive
fighter. Offensively they tend to get the jump on their opponent. I had a parry-
striker that was only jumped 3 out of 11 fights, before he died. To prepare and run a
parry-striker can be quite confusing, so I will try to help make it as simple as
possible. Here are my feelings on roll-ups for the parry-strike style:
ST: 11-15, I'll explain later.
CN: who cares.
SZ: 10-14, don't go over 14.
WT: 13-17, 17 is the best.
WL: 13-17, to get good endurance.
SP: not important.
DF: 11-15, I'll explain later.
Here are some good roll-ups for a parry-striker: 11,7,10,17,17,7,15;
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11. Now, if you have a decent
wit, the way you run this fighting style will depend on strength and deftness. For
example: if your fighter has a high DF and a low ST it would be to his/her advantage
to be defensive, since the speed would benefit the ability to move in reaction to
their opponent. If the ST is high, and DF low, it would be better to fight
offensively like a striker, trying to get the first, and only blow in. If they don't
have a decent wit, you're on your own. I can't help you on that. Remember this style
of fighting is the same as a striker except for added knowledge of parrying, as well
as bein a little more aggressive. I would not suggest a low ST and DF, it will take
away from your WT & WL, and you don't want to do that, but if you do, good luck. You
don't need much CN if you have a good WL, which gives you your endurance. SZ; you
don't want it to be above 14, it would hurt your fighting style more than your
attributes. WT; it is the same as it is with strikers, the higher the WT the faster
and deadlier they become. Raise WT to 17 if you don't have it at the start, then
don't worry about it again until ADM. WL; this is where you get your endurance. 13
is fine to start out, but I would suggest 15, then bump it up to 17 in basic. SP; it
is what you need to riposte, but PSers have this "one strike one kill" attitude.
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.
DF; what is there to say, it helps, but is not crucial to be a great PSer. Now to
running a PSer. If he is an offensive fighter 10-10-10 Dec. all the way through the
fight, even in desperation. If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.
Remember, first you want to assure your defense, and to do that, you should go
defensive the first minute. By the second minute you will be secure enough to go on
the offensive, but experiment. 6th minute on, leave blank, for by that time he/she
will know what to do (if their WT is high that is.) The best thing you could do for
your fighter is watch the fights, if you are getting more defensive skills than
offensive, run the def., or change weapons. That is the best advice I can give you
about PSers. About armor, I like to use ringmail or nothing, but experiment. I know
that there is someone that will disagree with me, but I feel that I have given you
some ideas about this fighting style that can be used, even though I am a new manager,
playing for just over a year. No matter who writes a style article, it is just
advice, not the bible. Just use the articles as a point of reference, not as sworn
law.
This is a very fun fighting style, try it out. I have written this in answer to
Foreign Legion Arena 31, and The Spartans Arena 8. I challenge any Primus Manager to
correct my writing of PSers. It is not my favorite style, but it is as fun as any
other that I have used, including my favorite one (Which is a STRIKER!!) If there are
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The
Crucifiers DM-46.
THE ARMOR PIERCING PARRY-LUNGE
When you think "attack" what style comes to mind? Bashing? Definitely lunging?
Of course. Parry-Lunging? Excuse me? Yes, the parry-lunger! Few people realize the
fact that parry-lungers are attack gods waiting to be born. All it takes is the right
warrior and lots of guts. This warrior is not for the weak of heart. We'll begin
with stats.
Range Perfect
ST 9-11 11
CN 5-9 5
SZ 6-11 8
WT 17or21 21
WL 17or21 17
SP 5-8 5
DF 15-17 17
Why?
ST(11): This is your optimum PL strength. It puts your warrior in the normal to
good damage range. Also, you have the best PL weapon at your disposal--the LO!
CN(5): Yes, his life expectancy is low. What'd I tell you? Guts, right? He
gets his endurance from WL. If you want to make trains, make them here.
SZ(8): Our most flexible stat. A high SZ (i.e.11) allows you to skimp a bit on
Str (9).
WT(21): If it's not a 21 you're not going to get the attack this fellow counts
on. His learns will be awesome and a 21 WT will make him a better warrior out of the
chocks.
WL(17): End/Att are dependent on this one being high. Keeps you on your feet
when you should drop from exhaustion.
SP(5): Not a big requirement. Init and Parry will come from elsewhere (WT/DF).
This is not a lunger mimic.
DF(17): Combine this DF with a 21 WT and you will have a massive attack.
Pinpoint accuracy is the byword. Parry, init, def and riposte will all benefit
immeasurably. At 15 you have access to the EP, a fine lunging weapon this style can
put to devastating use.
Strategy (General, but effective in most cases)
2 9 9 7 6 5 10
6 9 9 7 6 5 10
2 7 7 7 5 5 10
HE ---------------------------->
HE BD ----------------------->
- - - - - - -
P - - - - - -
Minute 1: This fellow won't get the jump on offensives, so we'll just go
defensive and render their "mad minute" fruitless. This PL's counterattack will be
amazing at even 2-6-2 P due to the high AL. Keep the parry tactic until Adv Expert
parry is gained.
Minutes 2 and 3: These two will end most of his fights. When he starts landing
precision blows in his opponent's face it will usually be over quickly. Keep the kill
desire relatively low as to avoid sloppy attacking.
Minutes 4 through 6: If you haven't won by now you've got to depend on your WL
to carry you until you finish the job. He'll probably top out at the five min. mark.
But we want to keep the attacks coming so we do so at his endurance's expense.
Desp: If your opponent is an offensive he's probably blasted through your min. 1
defense. Your best bet is to go spastic and hope to take him out in one shot or so.
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping
the super-offense will put him over the edge. After all, it's better to burn out than
fade away.
Always aim for the head to maximize the impact of your blows. If it tickles your
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.
Protecting the head in min. 1 is strictly odds playing on my part. My offensives aim
head so I assume everyone else's do too. After min. 1, we forget defense.
Weapons and armor are simple. APL/H or ARM/H (if you're challenging a real
heavy-hitter). I prefer swords for armament. My combos are usually LO/SM, LO/SH,
SC/DA etc. Against heavy armor go with LO/SH. Always aim for the head.
Philosophy: This guy clings to life by luck, early on, and will never be free of
the spectre of death. In his first few fights stay away from lungers and bashers.
Both have high attacks and usually do substantial damage. Prey on strikers, PS, PR
and slashers. As he progresses, his attack, parry and defense will equip him with the
tools to handle most everybody but always remain cautious of those bashers and
lungers.
A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70
def. Decise and riposte will be slightly lower. Riposte 50 and decise anywhere from
35-50 depending on how lucky you get. Train skills exclusively from fight one and on.
Use tourneys if you must raise anything at all (including con).
Don't be discouraged if he's around .500 early on. By ten fights he'll be
sporting three Adv Experts at least (att, par and init) and will begin to dismantle
those scum/finesse styles that managed to beat him. Feel free to write or diplo me
with comments/criticisms/or questions.
Fight the Good Fight,
or: Agath
CPL Michael Dockus Lunatic Fringe (23)
H Co BLT 2/8 Circle of Five (51)
24 MEU (Det F) Slaves of Power (52)
FPO NY NY 09502-8531