Date   : 08/09/2014    Duedate: 08/22/2014


DM-93    TURN-409

This Weeks Top Honors


(93-9585) [7-1-0,61]

Chartered Recognition Leader   Unchartered Recognition Leader

BRIX                           HOOSIERS
BEYOND THE WALL (1647)         SPORTS FLICKS (1651)
(93-9566) [4-6-0,22]           (93-9585) [7-1-0,61]

Popularity Leader              This Weeks Favorite

(93-9583) [7-1-0,41]           (93-9583) [7-1-0,41]



Team Name                  Point Gain  Chartered Team
1. BB BASEBALL MONEY (1650)    34
2. PHOENIX GUARD (1655)        33      BEYOND THE WALL (1647)
3. THIRD HIGHWAY (1642)        22      Unchartered Team
4. THE SHADOW GUILD (1654)     17
5. CAVEAT EMPTOR (1657)        15      SPORTS FLICKS (1651)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*SPORTS FLICKS (1651)      29  11  3 72.5   1/ 1*SPORTS FLICKS (1651)     11  4 0
 2/ 2*BB BASEBALL MONEY (1650)  29  11  0 72.5   2/ 2*BB BASEBALL MONEY (1650)  9  6 0
 3/ 3*THIRD HIGHWAY (1642)      41  29  2 58.6   3/ 4*THIRD HIGHWAY (1642)      8  7 1
 4/ 4*THE SHADOW GUILD (1654)    6   7  0 46.2   4/ 6 BEYOND THE WALL (1647)    7  8 1
 5/ 5*ANVENGEN'S EDGE (1649)    14  22  1 38.9   5/ 3*ANVENGEN'S EDGE (1649)    7  8 0
 6/ 6 BEYOND THE WALL (1647)    19  31  1 38.0   6/ 7*THE SHADOW GUILD (1654)   6  7 0
 7/ 0*CAVEAT EMPTOR (1657)       1   2  0 33.3   7/ 5 SCORPIONS (1646)          5  9 0
 8/ 7 SCORPIONS (1646)          14  33  1 29.8   8/ 8*PHOENIX GUARD (1655)      4 10 0
 9/ 8*PHOENIX GUARD (1655)       4  10  0 28.6   9/ 0*CAVEAT EMPTOR (1657)      1  2 0

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

                                    TEAM SPOTLIGHT

     Well, it seems my time has come to depart Noblish Island.  It's crazy how it
seems this day would never come--but it has.
     Many a lesson I have learned.  Many a death I have faced, many a friend I have
made. So I want to thank Jorja, Assur, and that Jerkus Maximus, Producer, for sharing
the wisdom you have.  I wish I would have known about the manager profession years
ago, but unfortunately I never did.  Thing is:  NOW I DO.
     Scorpions is my "baby"; my first team, so there were a lot of "kinks" that
needed to be fixed.  The sands of Noblish have a lot of fearsome gladiators that once
fought bravely for their Lord Scorpio.  There were also some warriors that needed to
take "the walk" to the night-time arena, but sacrifices needed to be made.
     So farewell, Noblish Island.  I'm on my way to the land of primitive feline &
lycanthropes:  DM-11, Aruak City.  So if anyone wants to tussle with Scorpio's
gladiators, DM-11, DM-42, and DM-60 are my haunts.  Allies are welcome as well, for
as you rookies will come to notice, there are a LOT of alliances (Producer, Jorja,
and Assur, to name a few). *winks*
     My ship awaits!


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     During a brief pause in the continual downpour that usually saturates Noblish
Island, the warriors of Anvengen's Edge sat inside their pavillion, taking a much-
needed break after the melee that had ensued not an hour past.  Theodore, who
appeared to have taken a beating on par with that of a Dwarf miner attending a
Mirani fashion expose', was being patched up by Anvengen.
     "Woman, your bedside manner may just be worse than that of a troll!" said
Theodore, wincing as Anvengen tightened his bandage a little tighter.
     She smiled and said innocently, "Maybe you should learn to block the weapons 
with something other than your body and all of this would become a distant memory."
     With that, the werecat snarled and looked away, leaving her to her work.
     Brutus, who until now had been quietly awaiting his turn, burst in with his deep
baritone, "I don't get it!  Theo is simply bruised a little and I am steadily losing
blood over here!"  Normally incredibly attractive with a well-tanned, muscular,
sculpted body, the towering warrior had been cut from his ribs up to his arm, and was
beginning to pale.
     "S' what ya get fer pickin' on tha li'l girl from ol' Scorpio's team," said
Drasgar, picking his teeth with a dagger in one hand while the other held some of the
best wine he had brought with him from his mountain home.  In a flash, a warhammer
flew through the air, soaring at Drasgar's head.  It clanged loudly as Drasgar
parried the larger hammer.  Drasgar stood wobblily to his feet.  "Whacha gonna do,
big man?  I'm Primus bound.  You stand no chance."
     Anvengen let out a full-hearted sigh as the boys bickered and scrapped half-
heartedly, like they always did.  She thought, "Things were so much easier fighting
the small nuisances that inhabited my homeland..."  She was interrupted by a presence
in her ornate, open tent.  Theodore, who smelled him first, shifted his body and
readied his quarterstaff, thinking it was someone come to sabotage his shot at
becoming Duelmaster. 
     "Miss Anvengen.  I regret to inform you that your friend Ogre the Pale is no
more.  He has departed our realm at the hands of a giant."  The hulking basher and
tiny dwarf were last to notice the presence, only stopping their scrap due to the
unfamiliar voice.  "My name is is Cadamus Fell.  You may call me Cade.  I have come
to replace Ogre." 
     Knowing this was coming, Anvengen looked the warrior up and down.  Stronger than
Brutus, as tall as herself, yet seemingly as little as Drasgar.  A dangerous man.  He
let her gaze ensnare his, lingering for a moment too long.  "And what, pray tell, is
your specialty, he who shall replace the ogre?"  
     A smile reached his lips.  Lightning fast, his scimitar was out of its scabbard
and struck seemingly at Drasgar with the deadly accuracy of a falcon.  Drasgar fell
back out of his opponent's reach, narrowly missed by the deadly steel, and then a
thunk of steel hitting dirt as Drasgar's cup was neatly sliced in half.  
     Angengen was impressed.  She didn't think even she could have moved like that.
"Welcome to Angengen's Edge, Cadamus Fell."
     "It's Cade."

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                             CHALLENGING AND AVOIDING

                              THE STRATEGIC ADVANTAGE

     In the last newsletter, half of the twenty plus fights were challenges or blood
feuds.  I am PROUD of everyone on Noblish Isle for "getting it"! Challenges, and
their partner "avoids" are underused strategic weapons.  Don't be left home without
     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
     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
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 BA's
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
     Challenges and avoids are there to be used to your advantage.  Do so.
                         Producer (Consortium affiliated)

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This correction to the weapon/stats, produced by Assurnasirbanipal, is included here
because this newsletter will have a weapons/stats chart at the end.  Use these
modifications to that chart.

            Assur's Weapon Requirement Chart (Without the inaccuracies)

     Over the years, many people have published weapon charts.  Most of them have had
mistakes.  This is the correct weapon chart and you should discard all others.

            STR  SIZ  WIT  DFT                   STR  SIZ  WIT  DFT
Battle Axe  15    3    7    9     Maul           15    9    5    7
Broadsword  11    3    9    7     Morning Star   13    3    9   11
Dagger       3    3    7    7     Quarterstaff   11    9   11   11
Epee         7    3   15   15     Scimitar        9    3   11   11
Great Axe   13    3    9   11     Shortsword      5    3   11    3
Greatsword  15    9    9   11     Shortspear      9    3    5    7
Hatchet      7    3    5    7     War Flail      11    3    5    5
Halberd     17    9    9   11     War Hammer     13    3    5    7
Longsword   11    3   13   11     Large Shield   13    7    3    7
Longspear   11    9    5    9     Medium Shield   9    3    3    5
Mace        13    3    3    5     Small Shield    5    3    3    5

---Battle Axe requires 9 size if you are carrying an off hand weapon

Off Hand     No Wit Requirement
             Strength Requirement same as for Main Hand
             No Size Requirement

Off Hand Deftness Requirements
     For this section, you look at the weapons you want to use in your main hand (MH)
and off hand (OH).  From the chart above find their deftness requirements.  Use these
values in the chart below (MH on the left, OH on the top) and the result is the
deftness to use them together.

Examples:  Suppose your scum wants to use ME in your main hand and LG in your off
hand.  Cross referencing, 5 on the left, 7 on the top, you'll see that the required
deftness to use them together is 9.

MH\OH  3    5    7    9   11   15
  3    4    6    8   10   12   16
  5    5    7    9   11   13   17
  7    6    8   10   12   14   18
  9    7    9   11   13   15   19
 11    8   10   12   14   16   20
 15   10   12   14   16   18   22

Caveats:  In finding the values for this chart, there have been inconsistencies.  The
chart shows the value that we believe will always be well suited.  Some warriors seem
to be able to use weapons in both hands with lower deftness than the chart shows.  So
far, I have not seen evidence for a warrior requiring more than the value shown.
Note that some values make little sense.  (While you can use an EP with an off hand
SH together with 10 deftness, you would still lack 5 points of deftness to use the

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                                   Rhythm and Blues
                               A Few Thoughts on Rhythm

     Every warrior has a favorite rhythm--a favored number for Offensive Effort and
Activity Level.  (Note, to the best of my knowledge and belief, there is NO favored
Kill Desire.)  This rhythm is set when the warrior is created, and it is revealed to
the manager when the warrior graduates.
     I have never been entirely clear as to what, exactly, using the favored rhythm
does for the warrior, but there is a general agreement that it does something,
usually something good.  Paces him, perhaps, to get the most fight for the least
endurance burn?  Paces him so that he can make the most of his style's specific
strengths and minimize the weaknesses?  Something like that, no doubt.
     This implies that favored rhythms are linked to style, and that certain ranges
may be specific to style, and I understand that the major number crunchers have
demonstrated this to be so.  It further suggests to me that if one knows the range of
favored rhythms for a given style, one may be able to give a warrior of that style a
more effective strategy than one derived simply by guessing and looking at the
warrior's stats and overview.
     Wherefore I have pulled out the favorite rhythms by style of the graduated
warriors available for my inspection.  You will note that the size of the samples
varies a lot from style to style.  This roughly indicates the ease with which I have
been able to keep the different styles alive until graduation, modified by my
personal preferences as to style.

The first letter in a pair indicates favored Offensive Effort, the second favored
Activity Level.
     VH=very high   H=high    M=moderate     L=low     VL=very low
Distributing the ten numbers available in an even and logical manner, we get:
     VH= 10, 9     H= 8,7     M= 6,5     L= 4,3     VL= 2,1
We don't know exactly which number of the pair a given "favorite" is, but this is
close enough.
     I'm including the raw data here, despite the fact that it looks very boring,
heck, it is very boring, so that any of you who wish to may study it and make your
own deductions.

Aimed Blows, twenty-two graduated warriors polled as to favorite rhythms:
      L/VL    L/L    VL/L    VL/M     L/VL    M/VL    M/L     L/VL   VL/VL    L/M
      L/L     L/M     L/L    VL/L    VL/M     L/VL    L/L    VL/L     L/M     M/L
     VL/VL    L/L
     Notice a pattern here?  Nothing higher than Moderate, and every pair has at
least one Low or Very Low.  In other words, Aimed Blows prefer to be run "scummy."
Or if you're feeling charitable, they like to take their time and make their blows
count, which is natural enough when you consider that accuracy is their strong suit.

Bashers, twenty-five graduated warriors polled.
     VH/VL   VH/VL   VH/VL    H/VL    H/L     H/L     H/M     H/L     M/VL    H/VL
     VH/VL    H/L     H/M     M/L     H/L     H/L     H/M    VH/L    VH/VL   VH/VL
      H/L    VH/M     H/L     H/VL    M/L
     Again, there's an obvious pattern, but it's a different one.  Offensive Effort
no lower than Moderate, Activity Level no higher than Moderate, and often a very
sharp division between the two in any given pair.  High Offensive Effort, low
Activity Level.  No instances of M/M listed here!  Bashers are very direct in their
fighting: attack, attack, attack.  No finesse, little dodging.

Lungers, forty graduated warriors polled.
     VH/H     H/H     H/M     M/H     M/H     M/VH    L/H    VH/M    VH/VH    H/VH
      H/VH    M/VH   VH/M     H/H     H/VH    M/VH    H/VH    H/H    VH/M     M/VH
     VH/VH    L/VH    L/H     H/VH    M/H     M/M     M/H     M/M     H/VH    H/H
     VH/VH   VH/H     M/VH    L/H     M/H     H/H     H/H    VH/M     M/M    VH/H
     Everything but VL is represented in this group.  Two out of the forty warriors
have rhythms of M/M.  It may be significant that these are both fairly old warriors;
other anomalies have shown up from time to time in very old warriors.  Other than
that, every pair contains either H or VH at least once, although there seems to be no
definite preference as to which position it should be in.  A slight bias toward
faster OE than AL, but the sample isn't large enough to be sure of that.  It's common
to see BOTH numbers H or VH for this style.  Lungers like to run fast, and a good
lunger fight has a lot of action--dodging to the side, leaping over or ducking under
a blow, as well as attacking.  Of course, that means they tend to burn out fast, too,
so you have to plan for that.

Parry-Lungers, twenty graduated warriors polled.
      M/VH    M/H     L/M     H/VH   VL/H     M/M     H/M     H/H     H/M     H/L
      M/L     H/H     L/L     H/L     M/M     H/L     L/L     H/M    VL/L     L/VH
     Granting that this is a small sample, I see no pattern here.  P-lungers vary a
lot from one warrior to the next, and you have to experiment to find the rhythm that
works best for any individual warrior.  Some are more lunger, some more parry.  In
fact, you could say that the "Offensive Total Parries" and "Defensive Lungers" that
some managers write articles about could be summed up as: Parry-Lunger.

Parry-Ripostes, a mere fourteen graduated warriors polled.
     VL/M     M/M     M/M     H/M     L/M    VL/M     L/M     L/H     M/H     L/H
     VL/M     L/H     L/M     L/M
     Hardly a definitive sample (these are hard to graduate), but there seems to be a
pattern of Offensive Effort no higher than Moderate (okay, one, unless it's a typo),
Activity Level no lower than Moderate.  I must admit that I have been known to run
them with an OE of High or Very High when I got tired of having them jumped by
offensive-styled warriors.  Some rippers can handle that without flailing or getting
tired, and some can't.

Parry-Strikers, twenty-one polled.
      M/VL    M/VL   VL/M     M/M    VL/H     L/L     L/VL   VL/L     L/L     M/L
      M/H     L/M     M/VL    L/VL   VL/L    VL/VL   VL/M    VL/L     L/L    VL/L
     I see every range of numbers here but VH, and no obvious pattern.  Figures.
Everyone says this style is notional when it comes to how they want to run.  A large
sample might show some clear tendency, but from this small group, all I can say is,
they don't seem to like to run very fast.

Slashers, sixty warriors polled.  What can I say?  I like slashers, and when I was
starting out, I ran a lot of them, many of whom lived to graduate.  In some cases,
this was unfortunate, but at the time, it seemed like a good idea....
     VH/VL    H/L     H/VL    M/L     H/VL    H/L     M/VL    H/L     H/VL    M/M
      M/M    VH/VL   VH/L     H/VL    H/VL   VH/L     H/VL    H/L     M/VL   VH/L
     VH/M     M/VL    H/M     M/VL    M/VL    H/L     H/L     M/L     H/VL   VH/VL
     VH/VL    M/M     H/VL    M/VL    H/VL    H/VL   VH/L     H/L     H/L     H/VL
      M/L     M/L     H/VL    M/M     M/L     M/L    VH/VL   VH/L     M/VL    H/VL
      H/VL   VH/VL    H/VL    H/VL   VH/L     H/VL    M/L     H/VL   VH/VL
     Now that we're back among the pure offensive styles, a pattern emerges again.
No Offensive Effort lower than Moderate, no Activity Level higher than Moderate.
Within those limits, anything goes--from Moderate/Moderate to Very High/Very Low.
Slashers like to run hard, they don't like to stand around and scum their opponents,
but they'll accept a modestly cautious approach if it's called for.  Pay attention to
the details in your warrior's fight.  If he starts getting tired early on, you
probably need to lower his Offensive Effort some.  If he never gets the first blow
and loses continually because of that, raise Offensive Effort.

Strikers, sixty-three polled.  (shrug)  When in doubt, make it a striker....
     VL/M     L/L     L/L     H/VL    M/H     M/L     L/M     L/L     L/VL    M/L
      M/VL    M/L     H/VL    H/L     M/L     M/VL    M/L     M/H     L/VL    M/M
      L/M     L/VL    M/VL    L/VL    L/VL    M/L     L/VL   VL/L     H/L     M/H
      M/H     H/VL   VL/L     H/VL    M/VL   VL/L     H/VL    M/VL    M/VL   VL/VL
      M/VL    L/H     H/L     M/VL    H/VL    M/M     L/VL    M/L     M/L     M/L
      H/M     M/L     L/M    VL/M     M/VL    M/L     M/M     L/L     M/VL    M/L
      H/VL    H/H     M/L
     Neither Offensive Effort nor Activity Level of Very High appears, but that
leaves a lot of possible combinations (okay, only sixteen, but that seems like a lot
when you're writing an article late at night), and most of them seem to show up on
this list.  Strikers, like P-Strikers, need tinkering.

Total Parries, twenty-nine warriors polled.
     VL/M    VL/L     M/VL   VL/VL    L/L    VL/VL   VL/M    VL/VL    L/M    VL/L
     VL/M     L/M     L/H     M/M     M/VL   VL/VL   VL/L    VL/VL    L/L    VL/VL
     VL/L     L/L    VL/L     L/L    VL/L     L/VL   VL/L    VL/L    VL/L
     No Offensive Effort higher than Moderate, no Activity Level except one higher
than Moderate.  This is what you'd expect, right?  Total Parries conserve their
energy.  While you can run them faster, they aren't going to like it.  And if they
don't like it, they aren't going to perform really well.

Walls of Steel, thirty-five polled.
      M/VL    L/L     L/VL    M/L     M/M     L/VL    H/VL    L/VL    M/VL   VH/M
      M/L     L/M     H/VL    H/M     L/L     L/L     M/L     M/L     M/VL    M/L
      M/L     H/L    VH/VL    H/L     M/L     L/M     H/M     M/M     M/M     H/L
      M/VL   VH/M     H/L     M/VL    H/M
     No Offensive Effort of Very Low, no Activity Level higher than Moderate.  Some
people call this style the "parry-slash," others say it's a prime candidate for
running like a berserker.  Otherwise, a lot of variation.  Some are scummy (L/VL) and
some are slice-and-dice machines (VH/M).  Too bad you can't tell right off which
you've got, eh?  This style needs attention and experimenation for best results.

     Now that you've plowed through all the tedious stuff (at least, it was tedious
for me to organize the data, hope it was less so for you to look at it), I'll offer a
word of advice to new players.  Make all or most of your first warriors of the styles
that have clear patterns.  Bashers and slashers are the easiest to do well with right
off the bat.  Lungers and strikers are a little trickier, but not much.  The others
are a lot trickier.  Winning right off with your first attempts at those styles--
especially once you're out of Noblish Island and into the cold, cruel mainland, is
unlikely.  However, the study and struggle needed to master one of the trickier
styles is amply rewarded by the rush of guiding one to a winning record, a
duelmastership, and graduation.

The Middle Way

           +<]H[>+-----+<]H[+ Question of the Week #9 +]H[>+-----+<]H[>+

The 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 --

Answers, turn 421:

Q.O.W. (size) -- Smaller size has always had an advantage in the upper levels of the
game, especially at the top of Primus and Gateway.  The bonus to defense and parry
offsets the initiative loss and the damage taking and dealing that a large size
provides.  Of course, large size comes with its own defense penalty.  A high defense
is critical in the upper levels where it is imperative not to get hit.  If you are
unhittable, it comes down to an endurance contest.  However, huge warriors,
especially those gifted in defense can make devastating opponents on their road to
the top.  They are tough and dish out more than all the little pip squeaks ever
could.  It's much easier to get a great warrior out of a smaller size than out of a
larger size of course, due to stat distribution to the other critical areas like WT,
WL and DF, so finding a great huge warrior is difficult.  My best is Khazakh who is
in 105 right now.  He's gifted in defense and endurance, and he's devastating in the
arena.  But some day, near the very top, his size will probably be a hindrance unless
his attack is absolutely crazy and he can hit the little guys. -- Adie

Q.O.W. (answer) -- It depends greatly on what you define as the top of the game.
Certainly any sized warrior can be effective at the top of a basic arena or any AD
arena.  By the time you're talking Primus or Gateway it's mainly a matter of whether
or not your team can muster enough warriors to win magical prizes to enhance you,
those without them must be truly gifted indeed. -- Maxwell Honorblade

Q.O.W. -- Do the small size skill negatives prevent success in the top end game? --
Certainly not!  While the negatives are there, remember that small size allows more
"points" elsewhere, easily making up the skills.  The smaller warriors are *often*
the leaders at the top end.  There are also TC-winning ways to modify warriors, and
this past FTF prize is "very expensive" for this very purpose. -- Kennelworth

QoW -- I don't participate at the Primus/Gateway level of play, but the word is that
ability to deal a powerful blow remains important and thus allows the large warriors
(read: lungers) to remain competitive with their smaller peers.  What I do know is
that my sz 3 Lunger that's +4 in defense will have, when completely maxxed out in
both skills and stats, the highest number of naturally attainable defense skills in
the game.  Unfortunately, she'll only do tremendous if she's lucky. -- Generalissimo

QOW -- My limited experience in the high end of the game (I have one whole Gateway
warrior...WHOO!) the most important skills are, in order:  attack, defense, and
initiative.  So while it isn't good to lose defense, init is a valuable asset as well
(helps keep the momentum).  Another aspect in the end game is the damage rating,
which size does help and can make a LOT of difference.  But since it is better to
have a 21 wit than a 21 size, I would say that in general over 11 size is unwanted.
-- Anti

The questions this time were in regard to the Style-vs-Style chart and how to run a

Parry-Riposte:  How to run them?  Hmm... well, I've only run three so far, but I
think I've seen a lot of what they can and can't do.  From my experience, if their
parry is decent, they can take a couple good hits, and carry decent, give them heavy
armor and run parry tactic (very helpful with their low parry bases), but at maybe 4-
5-5, or faster at 5-3-5.  The parry tactic augments their defense, but they'll still
try to riposte since they have so much of it.  For those who are more frail, can't
carry much, and have decent defense, I go in lighter armor and run maybe 3-6-4 (I've
never run dodge tactic here, but I'd try).  My first ripper to AD had a 7 ST, did
normal damage, and she ran in ALE/L running with moderate activity. She graduated 16-
6.  Of course, she's also +5 in att, +2 in par.  But she still defends much better
than she parries in that light armor. -- Adie
P.S.  As for early in the career, scumming is handy, but put OE up just a bit so
they'll swing if given the opportunity.  Armor for sure to keep them alive unless
you're bold.

Leeta -- I've seen that chart too, but I have no idea if it was based off of a large
number of fights.  I think those numbers for strikers reflects their great ability to
throw those crits early in the career, and to be quick to the first hit. For parry-
strikers, I think it merely reflects the variability in how they can be run and
designed.  The chart of course is based on gross stereo-typing of the styles.  I
wouldn't use it too much even as a beginner. -- Adie

Leeta -- I think that "chance to win by style" chart is silly.  Doesn't it say that
lungers will almost always beat aimers?  My aimers tend to do pretty well against
lungers, how about yours? -- Generalissimo Puerco

Leeta and ALL others -- While I have not seen this chart, I can't help but say that
it is probably not very accurate.  Too many things factor into a match-up of two
warriors to expect style to <cut off by Hal, unfortunately>

     On thinking it over in the light of the past month's fights, I have a feeling
that the chart is probably rather old, and that recent advances in management
technique have drastically undermined its usefulness in most instances.  Discounting
luck (which one should never do, of course), and all other things being more or less
equal, the best manager is more likely to win, rather than the one whose warrior has
the favored style.  (Now, there's an inflamatory statement!)  Probably that
overstates the case, but I think managerial skill is now a significant factor,
anyway, even if it isn't decisive. -- Jorja

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

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

 DM   9 ZUKAL (turn 754): MERCURY of QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 756): HYPATIA of DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 742): SIERRA of MMM BEER!! (Khisanth, mgr.)
 DM  16 WILLAF (turn 752): JACK OF HEARTS of BLOOD ON THE TRACKS (Howlin' Wolf, mgr.)
 DM  17 ALJAFIR (turn 743): T.G.I. FLOYD'S of ALL THINGS FLOYD (Floyd, mgr.)
 DM  28 MORYA (turn 374): TRAVEL of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 741): ALI BOOMBAH YAY of DEVIATION (Marma Duke, mgr.)
 DM  31 CHIMLEVTAL (turn 372): PITCHFORK of USEFUL WEAPONS (Smithy, mgr.)
 DM  32 ARVAT (turn 738): DACIA SANDERO of OTTOMAN EMPIRE (Otto X, mgr.)
 DM  33 NIATOLI ISLAND (turn 735): DEN'S FAVORITE of DEMONSPAWN (Spirit, mgr.)
 DM  35 MURSKA (turn 727): OISIN of CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 685): 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 344): 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 617): KRAIT of SERPENTS' HOLD (Khisant, mgr.)
 DM  60 ARADI (turn 602): STAR of DREAMTIME (Hombre, mgr.)
 DM  61 JURINE (turn 583): SERGEANT 4 of MEDAL OF HONOR G10, mgr.)
 DM  65 DAL SHANG (turn 578): GUNSLINGER of POSSE (Hollowshade, mgr.)
 DM  73 ERINIKA (turn 279): F.U.B.A.R. of ALPHABET SOUP (Crip, mgr.)
 DM  74 DAYLA KIV (turn 542): 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 525): LUCREZIA BARON of SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 642): NIGHTCAP of DARKLINGS (She-Puppy, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 754): QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 756): PURE POISON (?, mgr.)
 DM  13 DULLENS (turn 742): CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 750): THE GRAIL KNIGHTS (The Dark One, mgr.)
 DM  16 WILLAF (turn 752): BLOOD ON THE TRACKS (Howlin' Wolf, mgr.)
 DM  17 ALJAFIR (turn 743): BODY OF MUSIC (Howlin' Wolf, mgr.)
 DM  19 ZUWAYZA (turn 744): THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 MORYA (turn 374): LORDS OF DISCIPLINE (Longshot, mgr.)
 DM  29 LAPUR (turn 741): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 372): BASH BROS OCEAN (Assurnasirbanipal, mgr.)
 DM  32 ARVAT (turn 738): OLD GEEZERS (Old Fart, mgr.)
 DM  33 NIATOLI ISLAND (turn 735): BIG LAKE BANDITS (Den, mgr.)
 DM  43 VEASTIAN (turn 685): 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 617): MIDDLE WAY 20 (Jorja, mgr.)
 DM  60 ARADI (turn 602): RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 584): MEDAL OF HONOR G10 (The Anarchist, mgr.)
 DM  65 DAL SHANG (turn 578): POSSE (Hollowshade, mgr.)
 DM  73 ERINIKA (turn 279): WORLDWIDE GORE (Crip, mgr.)
 DM  74 DAYLA KIV (turn 539): I HATE TOURNEYS (Crumudgeon, mgr.)
 DM  75 JADE MOUNTAIN (turn 534): SAND DANCERS (Jorja, mgr.)
 DM  78 LIN TIRIAN (turn 525): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 642): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
 DM   9 ZUKAL (turn 754): MERCURY of QUEEN (Howlin' Wolf, mgr.)
              (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  31 CHIMLEVTAL (turn 372): DUST MITE of UNFIT TO BE ORCS (slugbait, mgr.)
 DM  35 MURSKA (turn 726): MAYNARD of NERDS (DMobster, mgr.)
 DM  43 VEASTIAN (turn 685): BIG SIX of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
                             ZILLA KHIRNAJ of THE FAMILY (Jorja, mgr.)
 DM  43 VEASTIAN (turn 684): THE BIG UNIT of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
 DM  47 NORTH FORK (turn 344): CASTLE THUNDER of OTTODROME TW (Otto X, mgr.)
                               FLESH HUNTER of BAAL'S MINIONS (Var, mgr.)
                   (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 616): FERRIA HOUGH of MIDDLE WAY 20 (Jorja, mgr.)
 DM  61 JURINE (turn 584): JENNI KORREG of MIDDLE WAY 16 (Jorja, 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.)
                               ROSS F. GRAY of MEDAL OF HONOR Z2 (The Anarchist, mgr)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

                        HOOSIERS (A True Duelmaster Story)

Review written by Roger Ebert in 1987.  (with a final note by The Consortium)
     I was a sportswriter once for a couple of years in Downstate Illinois.  I
covered mostly high school sports, and if I were a sportswriter again, I'd want to
cover them again.  There is a passion to high school sports that transcends anything
that comes afterward; nothing in pro sports equals the intensity of a really
important high school basketball game.
     "Hoosiers" knows that.  This is a movie about a tiny Indiana high school that
sends a team all the way to the state basketball finals in the days when schools of
all sizes played in the same tournaments and a David could slay a Goliath.  That's
still the case in Indiana but not, alas, in Illinois.
     The school in the movie is so small that it can barely field a team, especially
after the best player decides to drop out.  Can schools this small actually become
state champs? Sure.  That's what high school sports are all about.
     "Hoosiers" is a comeback movie, but it's not simply about the comeback of this
small team, the Hickory Huskers.  It's also about the comeback of their coach, a
mysterious middle-age guy named Norman Dale (Gene Hackman), who seems to be too old
and too experienced to be coaching in an obscure backwater like Hickory.
     And it's also the comeback story of Shooter, the town drunk (played by Dennis
Hopper, whose supporting performance just won an Oscar nomination).  Everybody in
this movie seems to be trying to start over in life, and, in a way, basketball is
simply their excuse.
     "Hoosiers" has the broad over-all structure of most sports movies:  It begins
with the problem of a losing team, introduces the new coach, continues with the
obligatory training sequences and personality clashes, arrives at the darkest hour
and then heads toward triumph.  This story structure is almost as sacred to Hollywood
as basketball is to Indiana.
     What makes "Hoosiers" special is not its story, however, but its details and its
characters.  Angelo Pizzo, who wrote the original screenplay, knows small-town
sports.  He knows all about high school politics and how the school board and the
parents' groups always think they know more about basketball than the coach does.  He
knows about gossip, scandal and vengeance.  And he knows a lot about human nature.
All of his knowledge, however, would be pointless without Hackman's great performance
at the center of this movie.  Hackman is gifted at combining likability with
complexity--two qualities that usually don't go together in the movies.  He projects
all of the single-mindedness of any good coach, but then he contains other
dimensions, and we learn about the scandal in his past that led him to this one-horse
town.  David Anspaugh's direction is good at suggesting Hackman's complexity without
belaboring it.
     Hickory High School is where Hackman hopes to make his comeback, but he doesn't
think only of himself.  He meets Shooter (Hopper), the alcoholic father of one of his
team members, and enlists him as an assistant coach with one stipulation: no more
drinking.  That doesn't work.  In a way, Hackman knows it won't work, but by
involving Shooter once again in the life of the community, he's giving him a reason
to seek the kind of treatment that might help.
     Hackman finds that he has another project on his hands, too: the rehabilitation
of his heart.  He falls in love with a teacher at the school (Barbara Hershey), and
their relationship is interesting, as far as it goes, although it feels like key
scenes have been cut out of the romance.  Maybe another movie could have been made
about them; this movie is about basketball.
     The climax of the movie will come as no great surprise to anyone who has seen
other sports movies.  "Hoosiers" works a magic, however, in getting us to really care
about the fate of the team and the people depending on it.  In the way it combines
sports with human nature, it reminded me of another wonderful Indiana sports movie,
"Breaking Away."  It's a movie that is all heart.

NOTE:  The Consortium boss did play high school basketball in this Southern Indiana
area in the very early 60s.  While never playing Milan (The true city name of
Hickory), many of the other teams and courts shown in the movie were his haunts.
Having attended a similar size school (city size 1800--Cannelton, IN, Bulldogs) what
is seen in this movie is true stuff and the real thing.  Friday night basketball
did entail long lines of cars following the player bus on roads through winter
cornfields in the city/team caravan to the game.  Sadly consolidation and an internet
world has stolen city ownership of a team, making what was such a wonderful life

                                      SPY REPORT

     I can't believe the violence in NOBLISH ISLAND!  I still haven't told Mom I'm 
writing Spyreports.  She'd have a cow!  Well, here we go...  MVP award for 
GUARANTEED?  BB BASEBALL MONEY's proud of him after beating THEODORE PRESCOTT and 
getting 18 points.  Talk about yer big time losers!  THEODORE PRESCOTT got smashed by 
GUARANTEED, and lost 15 points!  Our Duelmaster has lost, folks, lost to CONVICTED 
ASSASSIN, BUT HOOSIERS is still the Duelmaster because he has the most recognition 
points!  Is the Duelmaster really being a real snob to his teammates?  Don't ask me!  
     I gotta admit I haven't been in "deep con caves" with any spies.  Really, I just 
wing this stuff.  SCORPIONS was NOBLISH ISLAND's most avoided team.  Is there some 
award for that?  I don't know what THE SHADOW GUILD's been doing.  They certainly 
haven't been accepting many fights from SCORPIONS, that's fer sher.  Can ANVENGEN'S 
EDGE's THEODORE PRESCOTT be more popular than me?  He was challenged the most, but is 
that really the same?  For sure, I was holding my breath when I found out BRUTUS 
TIMBLIN challenged CHORLYNDYR.  After all, haven't ANVENGEN'S EDGE and SCORPIONS had 
a long standing duel in NOBLISH ISLAND?  It wasn't a spectacular fight, or anything, 
but CHORLYNDYR wants me to write about it since she was beat by BRUTUS TIMBLIN.  
     Man, all these warriors dying and killing each other!  Don't you guys ever give 
it a break?  Hey you guys, don't you think your families would like to hear from you? 
Write!  (Or have someone write for you.)  
     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!  Its been really albendranius!  Later, guys-- Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 HOOSIERS 9585                 7   1  0    61       SPORTS FLICKS (1651)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 GUARANTEED 9581               6   2  0    47       BB BASEBALL MONEY (1650)
 TIN CUP 9588                  5   3  1    46       SPORTS FLICKS (1651)
 TV CONTRACTS 9583             7   1  0    41       BB BASEBALL MONEY (1650)
 LEFTY & PULSE 9582            6   2  0    36       BB BASEBALL MONEY (1650)
 ROCKY 9586                    6   2  1    35       SPORTS FLICKS (1651)
 OUT OF CONTROL 9579           6   2  0    34       BB BASEBALL MONEY (1650)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 BRUTUS TIMBLIN 9623           3   1  0    33       ANVENGEN'S EDGE (1649)
 CUTTING EDGE 9584             5   3  1    31       SPORTS FLICKS (1651)
 AGEHA 9613                    3   0  0    31       THE SHADOW GUILD (1654)
 THE NATURAL 9587              6   2  0    27       SPORTS FLICKS (1651)
 THEODORE PRESCOTT 9573        5   3  1    26       ANVENGEN'S EDGE (1649)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BRIX 9566                     4   6  0    22       BEYOND THE WALL (1647)
 GORGORE 9599                  4   4  0    21       BEYOND THE WALL (1647)
 ANVENGEN KALE 9577            3   5  0    19       ANVENGEN'S EDGE (1649)
 KNEEDLINYA 9567               4   6  0    18       BEYOND THE WALL (1647)
 TOYTLES 9563                  4   6  0    18       BEYOND THE WALL (1647)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 SANJI 9632                    3   1  1    18       SCORPIONS (1646)
 KOKO BELLA 9618               3   1  0    17       THIRD HIGHWAY (1642)
 KYRIA 9631                    1   3  0    17       SCORPIONS (1646)
 LONGTERM CONTRACTS 9580       4   4  0    16       BB BASEBALL MONEY (1650)
-SPARTAN 9614                  2   0  0    16       THE SHADOW GUILD (1654)
 CALLAMYTIE 9638               2   0  1    14       BEYOND THE WALL (1647)
 JOHN ASAZI 9617               2   2  0    14       THIRD HIGHWAY (1642)
 MIGGY OWENS 9621              3   1  1    13       THIRD HIGHWAY (1642)
 DRAXXUS 9644                  1   0  0    13       CAVEAT EMPTOR (1657)
 CHORLYNDYR 9629               1   3  0    12       SCORPIONS (1646)
 JINN SHAKAR 9653              1   0  0    11       PHOENIX GUARD (1655)
 CONOR PYREHEART 9624          1   2  0    11       PHOENIX GUARD (1655)
 RAGE 9628                     1   2  0     9       PHOENIX GUARD (1655)
 KIRARA 9639                   1   0  0     9       THE SHADOW GUILD (1654)
 DRASGAR FINCHLY 9622          2   2  0     8       ANVENGEN'S EDGE (1649)
 MONNA KOPI 9620               1   3  0     6       THIRD HIGHWAY (1642)
 HEPHAESTUS 9630               1   3  0     6       SCORPIONS (1646)
 LUCKY CHUCKY 9619             1   3  0     6       THIRD HIGHWAY (1642)
 DANQUEZ 9627                  1   2  0     5       PHOENIX GUARD (1655)
 ZARIK VORKAIRE 9641           1   1  0     4       SCORPIONS (1646)
 ACE 9615                      0   3  0     3       THE SHADOW GUILD (1654)
 AUTUMNBE 9643                 0   1  0     1       CAVEAT EMPTOR (1657)
 CADAMUS FELL 9652             0   1  0     1       ANVENGEN'S EDGE (1649)
 AGRISEL 9646                  0   1  0     1       CAVEAT EMPTOR (1657)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
MEAT 9626               0  2 0 PHOENIX GUARD 1655   DARK CHAMPION         409  NONE
FELLIAN SHARD 9640      0  2 0 THE SHADOW GUIL 1654 CALLAMYTIE 9638       409   
VICE 9611               0  1 0 THE SHADOW GUIL 1654 MIGGY OWENS 9621      407  REVENGED

                                     PERSONAL ADS

All -- For those somewhat unsure, let it be known that both Jorja and Assur are very
nice and helpful people. -- The Producer

Prescott -- Your announcement of intent on the crown did not go unnoticed.  It would
only be appropriate for you to be Duelmaster.  GOOD LUCK. -- All of us at Sports

Scorpio -- You will receive an "announcement" in your packet after ten rounds asking
for your arena decision.  Good luck with your decision.

Brix -- Your comment about me playing poorly out of "sands" was quite funny!  And,
sadly quite true.  Nice play on words. -- Tin Cup

Scorpions -- Great point gain!  Way to go!  You certainly blistered us! -- Producer
and The Sports Flicks

Assur -- Hmmmmmmm.  We are now even?  Hmmmmm. -- Producer

Hephaestus -- You will have to bring more than that to the stadium if you want to
defeat me, compadre.  I'm the real deal. -- The Natural

Chorlyndy -- Well done!  I knew you would do it on home ice.  Way to bloodfeud your
teammate. -- Cutting Edge (a loser, but happily not yet giving up on the gold medal)

M. Chardinee -- Holy cow!  You trying to scum me or something?  Holding the ball like
that makes for a low scoring game, but I don't mind winning low scorers. -- Hoosiers

Toytles -- I was hittin' 'em high and low and straight and long! -- Tin Cup (feelin'
good with the win and having a beer in the clubhouse)

Brix -- I brought my A game, as you saw.  And I, for one can punch accurately out of
the sand.  (or anywhere) -- Rocky

Tactics can be your friend.  Use them wisely. -- The Producer (Consortium

Health.  Humility.  Honor.  Good luck to all. -- The Producer

Miggy Owens -- THAT'S all you got? *smirks*  Tell you what, I'll take the day off,
hit a tavern, and relax; give you a chance to get your game up.  How 'bout that?
*exhaling a cool mist* -- Spartan

Scorpio -- It is indeed I, Abyss.  I guess my reputation precedes me.  As for my
retirement--one never retires from my lifestyle.  They do, however, have a term for
my "retirement"--it's called "R.E.D." -- Abyss

Heph, Chorlyndyr, Kyria, Sonji, and Zarik *salutes Noblish and all the warriors*

Brutus -- One day I'll get my payback.  An Itrilion NEVER forgets.  *evil grin* --

More traveling ahead... *frowns a weary Zarik*

Tin Cup -- When you perish into the next realm, we shall do some putting. -- Ghost of
Lord Masonklitz

Editor gods -- Actually our names are:  Kneedlinya, Gorgore and Callamytie... :P --
Beyond the Wall

Out of Control -- Yes, you are!  Ouch!  Clearly my manager was drinking when he set
up this fight.  *limps away grumbling* -- Kneedlinya

Tin Cup -- You're a mean person.  *sticks her tongue out*  Better hope Gorgore or
Kneedlinya don't catch you on the fairway, else you may find yourself soon deep in
rough. -- Toytles

Monna Kopi -- That was an unfortunate match up for you.  You showed the heart and
bravery of a lioness.  Well fought, little lady. -- Gorgore

Danquez -- Good thing I brought my can opener.  *wry grin*  Next time try to be more
than an empty tin to be disgarded. *yawns* -- Callamytie

All -- It has been our great pleasure meeting and fighting alongside you.  Our
transport is arriving momentarily to carry us to our new home in Lyratilan (Arena
25).  Feel free to send us a diplo if you like.  Hopefully, we'll see some of you
there soon.  Thank you again to Assur, Jorja, and yes even that mean ole Producer
(and all the rest) for all your posts, tips, and insight.  Best of luck to you all!
-- Keyoke and Beyond the Wall

Ace -- Welcome to Noblish Island.  You are the first person to ever successfully
challenge one of my fighters (me).  I hope I didn't tarnish your view of the island
with your defeat, but you know what?  Challenging the proper person and style can
give you amazing point gains and successful bouts.  Keep up the aggression. --

Beyond the Wall & Scorpions -- You know, I never really said anything to you two, but
you both have very respectable reputations here.  (As well as a nasty habit of
warrior death, SCORPIO.)  You are both welcome at the Edge's pavillion any time. --
Anvengen Kale

Hephaestus -- If you can't fight in wet conditions, my good sir, you are out of the
metaphorical pan and into the fire here in Noblish Island.  Anvengen tried to make us
fight on hot coals once... the Commission got involved and put a stop to it, but I
still don't fit my shoes right anymore. -- Drasgar "The Finch" Finchly

Kyria -- My dear Kyria.  So sweet, so naive.  Understand, kid, there was no luck on
my part.  If you're feeling a little froggy, jump!  I won't avoid you.  Just make
sure to pay the Arenamaster to stop me from turning you into a pool of flesh formally
known as "Kyria." -- Brutus the Bully

Keyoke -- Any time.  Answering questions (if I can) is in the job description. --

Scorpio -- Yes, I graduated from Lin Tirian with four kills to my name, back when
four kills was worthy of remark.  These days, five, six, seven kills....  Eh.  Kills
WILL happen, no matter what you do.  The only sure way to keep any given warrior
alive is NOT to enter him into the arena.  But my overall kill percentage for the
teams I run is something like two percent I think, often less.  I am not considered a
bloodthirsty manager. -- Jorja

Spartan -- (heavy sigh)  No, I don't "like killing gladiators."  I like winning
fights.  Sometimes a kill results from that.  These are, in fact, "sharp pointy
things" that we carry into the arena.  We try to hit each other with them.  There is
NO WAY to do this without the risk of a kill or a death.  Regardless of strategy,
regardless of style and weapon, a winner always has a chance to kill by design or
accident.  Regardless of strategy, regardless of armor, a loser always has a chance
to DIE.  That's what this is all about.  Stop trying to make everything personal,
sometimes it's just bad luck -- Miggy Owens

Abyss -- With luck and good connections, there should be a diplo coming your way this
turn.  And always ask question, in diplos or personals.  Assur, the Consortium of the
moment (currently Producer), and I are here to give what help we can. -- Jorja
P.S.  Godlings, really promising warriors, often die young.  Maybe more than often.
It's important to learn to do well with "ordinary" warriors and to enjoy them.

Kyria -- I hope you have more strength and deftness than that weapon requires,
because otherwise, you're scr-- ah, things will go badly for you.  Try wearing more
armor, too. -- John Asazi

Spartan -- Good fight.  But what IS it with this lust for unusual races?  There are
people out here claiming to be Northwights, or Itrilian elves, or many other things
who have no IDEA what it actually means to be such a person. -- Miggy Owens,
satisfied with being an ordinary dwarf

Drasgar Finchly -- I believe I can say with confidence that neither of us was rushing
into that fight.  Given our styles, this was wise.  Good effort. -- Koko Bella

Gorgore -- (grimacing)  Good fight. -- Monna Kopi

Rage -- Do you think we could set that to music and call it a dance?  A slow step
this way, a slow step that way....  You might want to reconsider your weapon
selection. -- Lucky Chucky

                                  LAST WEEK'S FIGHTS

MEAT was butchered by DARK CHAMPION in a 1 minute bloody Dark Arena fight.
TIN CUP won victory over OUT OF CONTROL in a 2 minute Challenge battle.
ANVENGEN KALE was overcome by ROCKY in a popular 1 minute Challenge match.
BRIX slimly won victory over LONGTERM CONTRACTS in a 3 minute bloody Challenge brawl.
TOYTLES was defeated by AGEHA in a exciting 4 minute Challenge fight.
ZARIK VORKAIRE was bested by JOHN ASAZI in a 1 minute beginner's Challenge brawl.
FELLIAN SHARD was slain by CALLAMYTIE in a 1 minute novice's Challenge struggle.
BRUTUS TIMBLIN devastated CHORLYNDYR in a 1 minute one-sided Challenge competition.
KYRIA viciously subdued DRASGAR FINCHLY in a 4 minute beginner's Challenge duel.
HOOSIERS was savagely defeated by CONVICTED ASSASSIN in a 8 minute Title duel.
THEODORE PRESCOTT was overpowered by GUARANTEED in a 1 minute one-sided fight.
THE NATURAL was savagely defeated by TV CONTRACTS in a exciting 4 minute brutal fight.
LEFTY & PULSE bested GORGORE in a crowd pleasing 1 minute conflict.
CUTTING EDGE demolished KNEEDLINYA in a 1 minute mismatched match.
KOKO BELLA overpowered ACE in a 5 minute gory mismatched conflict.
LUCKY CHUCKY was viciously subdued by KIRARA in a 2 minute gruesome amateur's bout.
MONNA KOPI was overcome by RAGE in a 2 minute amateur's bout.
MIGGY OWENS viciously subdued DANQUEZ in a 2 minute brutal novice's brawl.
CONOR PYREHEART demolished AUTUMNBE in a 5 minute one-sided bout.
HEPHAESTUS was overpowered by DRAXXUS in a 1 minute mismatched fight.
SANJI bested AGRISEL in a 1 minute novice's contest.
CADAMUS FELL was overpowered by JINN SHAKAR in a 1 minute one-sided duel.

                                    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     46 -  25 -  1      65  |
|WALL OF STEEL                    9         SLASHING ATTACK   23 -  14 -  4      62  |
|AIMED BLOW                       5         LUNGING ATTACK    13 -  10 -  0      57  |
|STRIKING ATTACK                  5         BASHING ATTACK    36 -  30 -  1      55  |
|SLASHING ATTACK                  4         TOTAL PARRY       15 -  16 -  0      48  |
|TOTAL PARRY                      3         STRIKING ATTACK   19 -  24 -  2      44  |
|PARRY-STRIKE                     3         PARRY-RIPOSTE     14 -  23 -  1      38  |
|PARRY-RIPOSTE                    2         AIMED BLOW        14 -  28 -  1      33  |
|LUNGING ATTACK                   2         PARRY-STRIKE       2 -  20 -  0       9  |
|PARRY-LUNGE                      0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 409 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

SLASHING ATTACK    3 -  1     WALL OF STEEL      4 -  5         5  BASHING ATTACK 
AIMED BLOW         3 -  2     STRIKING ATTACK    2 -  3         3  WALL OF STEEL  
BASHING ATTACK     5 -  4     TOTAL PARRY        1 -  2         1  AIMED BLOW     
PARRY-RIPOSTE      1 -  1     PARRY-LUNGE        0 -  0         1  STRIKING ATTACK
LUNGING ATTACK     1 -  1     PARRY-STRIKE       0 -  3         1  TOTAL PARRY    

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
WALL OF STEEL    HOOSIERS 9585               7   1  0   61 SPORTS FLICKS (1651)
BASHING ATTACK   GUARANTEED 9581             6   2  0   47 BB BASEBALL MONEY (1650)
AIMED BLOW       TIN CUP 9588                5   3  1   46 SPORTS FLICKS (1651)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is TV CONTRACTS 9583.  The most popular warrior this 
turn was TV CONTRACTS 9583.  The ten other most popular fighters were AGEHA 9613, 
OWENS 9621, OUT OF CONTROL 9579, LEFTY & PULSE 9582, and KIRARA 9639.

The least popular fighter this week was HOOSIERS 9585.  The other ten least popular 
fighters were TOYTLES 9563, CADAMUS FELL 9652, AGRISEL 9646, HEPHAESTUS 9630, CONOR 
9622, and CHORLYNDYR 9629.

                        WINTER FACE-TO-FACE IN SUNNY ARIZONA!

Our next winter FTF will be held in Tempe, Arizona, January 16-18, 2015.  It will be 
held at the Embassy Suites Hotel in Tempe, Arizona (480-897-7444), the same hotel as 
last year by popular request.  Room rates are $149.00 per night, 1-2 occupancy, which 
includes full cooked breakfast, complimentary manager's reception, free airport 
shuttle, free parking and free high speed internet.  There's a fitness center, 
jacuzzi, and pool.  The rooms are blocked--code RSI.

Please make your reservations now if you plan to go.  This is prime season for 
Phoenix, and this year will be crazy:  the Superbowl, Phoenix Open, auto auction, PF 
Chang's Marathon, and more are all during that time.  The hotel will be filling up 
quickly and I won't be able to add rooms to the block after they are full.  So please 
book your room now -- if you can't make it you can cancel your reservation, but we 
hope you do!

Look for the tournament info sheet and minioverviews some time in December.  We hope 
you're all looking forward to it and that we will see you there!


     I was trying to design a warrior that would have no weaknesses, when my mind 
wandered (It does this a lot!) to what would be the average stat for this game called 
     Almost at once I came upon the number nine.  Why, you may ask?
     Okay, I'll tell you, after all that's the point of this article.  There are 
nineteen levels for each stat, half this is 9.5, since RSI randomly assigns attributes 
between 3-21.
     In this manner, even if they assign an attribute below average, the player can 
bring it up to at least average by adding 6 points when he modifies the rollup.  I 
checked this assumption with some rolls I have received, and it appears to run true 
with some interesting results.
     A 9 SZ seems to allow use of any weapon without being too small.
     9 ST seems to allow you to use most weapons without the comment "does not have ST 
to use weapon well."
     9 SP with a 9 DF will give the normal speed/coordination to offensive warriors 
and to PS, PL and PR. (Does anyone think WS, TP, AB are normal?)
     9 WT with a 9 WL will give no negative wit/will statement (no positive one 
     A 9 in all attributes leaves 21 points to modify the key stats for a warrior's 
     I have been trying for a while to design warriors with a minimum of 9 in all 
attributes, or to at least be able to train to a 9 in a couple of raises.  I am still 
trying with mixed results to date.
     I lost track to the point or purpose of this article, but maybe it will provoke 
some thought, yes, no, maybe?  Suggestion and comments will come.

                                             Jeff Hannah, c/o Star Signs, DM 13

                            EARTHWORM FLAMBE A LA THAIGYN

     Arena gourmets, try this tasty tidbit, before, during and after your next 
training session:

Ingredients -  3 qts. processed camel spit
               1 pint fingernail larva
               6K cups giant earthworm droppings (imported)
               3 cups sweet'n'sour orc sweat
               1 slice head cheese
               1 bavarian mint (imported)
               1 tsp. toe jam (I would suggest your own)

Directions -   1. Pre-heat oven to 6200C.
               2. Grease 1 22x22 Turtle shell.
               3. Pour camel spit & orc sweat into shell, mix with high octane 
               gasoline (unleaded for those on diet), place in oven, and heat for 3 - 
               4 hours.
               4. Place all other ingredients into osterizer at *whip* setting until 
               5. Bake for 7 days or until you get that distinctive scorched aroma.
               6. Take out of oven, get a match, and light that sucker up.
               7. Now scarf it down.  Yum, yum.

               *It's perfect for those Dark Arena picnics.*

     For a first hand experience come over to Thaigyn's Scarf'N'Barf, right next to 
the Welcome Wench, or go to D. Tramp's Tune-Up Garage & Salad Bar, 1 block east of 
Saugum's Outhouse Inn..
     *** Coming to an arena near you, the Steel Breez Chop'N'Slop, (formerly known as 
the Eradicator's International House of Toe Jam***

                                   To all, enjoy, Thaigyn of Petrys Acoplys
                                   D. Tramp, Lord Petrys & Ennexa
                                   Mephobasheth of Steel Breez.

                           DEATH INTENT STATEMENT EXPLAINED

     In order to keep this brief, I'm going to avoid a long rambling opening and get 
right to the meat of the issue.  The `death intent statement' (`fights with a deadly 
bloodlust in his eyes,' `is going for the kill,' `is eagerly seeking the death blow,' 
etc.) can ONLY be gained in normal combat (non-Dark Arena, non-Bloodgames) AFTER 
striking an opponent in a vital location (some region of the HE, CH, or AB, pelvis 
included.)  Once the death intent statement is printed, the struck warrior makes a 
roll to survive the fight.  If this roll is failed, he is dead, and the rest of the 
fight is simply a matter of running down the dead fighter's hit points by normal, non-
critical attacks.
     Now, the moral offshoot of this is that, knowing this, any fighter sent out by 
his manager attacking a vital location is purposefully increasing his chance of 
killing his opponent.  The logic is this: if you attack vitals you are more likely to 
hit a vital location.  In striking a vital, you may get the death intent statement, 
and that's then one dice roll to end the fighter.  By attacking non-vitals you are 
decreasing your chances of striking a vital (by increasing your chances of striking 
non-vitals.)  Note that this is not flawless, as the percentage of actually HITTING 
your attack location is perhaps only 67% on high-deftness fighters, but by not 
attacking vitals you are doing the best you can, which is all anyone can ask.
     Here's the bottom line.  A fighter can run 10-10-10 L-N and NEVER kill (excepting 
infirmary deaths, which is an entirely separate case) if he hits only arms or legs.  
Thus, while KD is a large factor in determining kills (a head shot by a 10-10-1 
fighter is far less likely to get the statement than a head shot by a 10-10-10 
fighter,) it is less important than attack location.

Gary Triplett, a.k.a. Miles/Sir Boyd
diplo Crimson Pegasi (arena 105) for advice, questions, comments, wit statement charts 
or other charts, etc.

P.S.  Apologies to those I said I'd diplo this to.  I just decided to make this a 
general article.  If you're one of the managers in the wave that received only the tan 
wit statement chart and the lavender activity statement chart, please re-contact me if 
you'd like the explanation sheet, which includes details on all the statements printed 
on the fighter overview.

                           REBUTTAL TO "THE LITTLE BASHER"

     So many times I've seen one of these "helpful hints" that I disagreed with, but 
never have I been so disgusted that I'd write a rebuttal.  Well, this time I could not 
sit aside and watch someone slaughter a style that I love.
     I am referring to Belegrath's article, entitled, "The Little Basher."  Now, even 
though I have yet to have a warrior achieve the title of "Lord Protector," I have been 
at this game for a couple of years now.  I've run bashers more than any other style, 
and my record with them is over .500.  Therefore, I think I have enough experience and 
knowledge to say that Belegrath's basher sucks!!!
     The main purpose I write this is not to undermine Belegrath's managerial 
abilities, but to warn any new people who might read his article.  I don't think 
anyone should waste their money on Belegrath's basher theory.  Or even worse, to have 
someone quit the game after getting the crap beat out of them having warriors modeled 
after Belegrath's.
     First, I'll tell you what is wrong with "The Little Basher" (to refresh your 
memory: 20-6-3-13-7-20-15).
     1)  The best he can get, regardless of his strength, is good damage because of 
his 3 SZ.
     2)  He'll fall over from exhaustion before the first minute is up, unless you run 
a real low activity level.  He'll be very frail and have very little endurance.
     3)  A 3 SZ?!?  And what if the war hammer or mace aren't his favorite weapons?  
You lost the QS, a very reputable bashing weapon, and the GS, which I've recently 
found to be a great bashing weapon.
     4)  He probably won't pick up too many skills with a 13 WT.  Good luck maxing out 
in the next decade!!
     5)  With a 7 WL, he has only a 35% chance to raise a stat ONCE, then the chances 
for that same category are halved every time thereafter.  Therefore, he'll always be 
very frail with poor endurance.
     6)  20 SP, what a waste!  Bashers, in my opinion, have no need for speed.  And 
even if you wanted to waste points on speed, you don't need to raise it to such an 
extreme.  One stat raise here, and you lose app. four skills.
     7)  15 DF.  This is pretty much the only point I agree with.  I know, I know, 
bashers don't need deftness.  But just imagine a basher with an AB's accuracy!
     I had a ST once who looked similar to Belegrath's basher.  He looked like this: 
19-4-13-16-3-19-10.  What happened to him, you ask?  He was killed by a maul-wielding 
scum basher on his third fight.  In his first two fights he hacked the crap out of two 
TP's, and then fell over from exhaustion.  No broken shields, no broken bones.  Get 
the point, yet?
     Now, a better basher, not the best, mind you, would look like this:
13 ST     Achieve good damage (possibly great) and be able to use all 
          bashing weapons (except HL).
10 CN     This isn't important, but at least he'll be able to take a couple
          of blows.
 9 SZ     Fulfills requirement for all bashing weapons.
17 WT     A nice number.  19 isn't good, and 21 means that it should be
          something else.
15 WL     Gives at least normal endurance, and increases chances of raising
 5 SP     SP is unimportant, absolutely no need!  Although, it will take a 
          few more skills to get a rating in Decise.
15 DF     Wonderful to have DF.  Keeps them from swinging at the flies (Most
          of the time).
     Well, there you have it.  I hope I cleared things up a little.  I doubt if anyone 
else agrees with me, but that's what makes this game so fun!

                         Drunken Stupor (11)   The Dawn-Men (67)
                         The Dark (26)         Othrsydosanity (74)

                                    THE UN-SCUM

     The type of TP I make will often win fights without ever getting hit!  The fights 
are exciting to read, full of dodges and ripostes, and if you've never seen a TP 
outjump a Basher, make an offensive TP.

ST: 7-13   All you really need is normal damage!  11 is perfect, for carrying capacity 
and weapon selection.  Good damage is nice to have, but if it looks like your rollup 
will get good or great, he's probably better off as a WS, LU or BA.

CN: 9-16   Again, all you need is normal.  We're making a finesse substyle, and the 
points are badly needed on WT, WL and DF.  Just make sure he can take a hit or two.  
Don't add any points here on the rollup, but go ahead and raise it later if you think 
he needs it.  Endurance is not a priority.

SZ: 3-9    A single digit is important for dodging and activity levels.  I will go as 
high as 10, but any bigger and you can't dodge well enough.  Small size also helps 
parry and defense, as well as getting a good activity and elusive statement on the 
overview.  Plus, you need the points below.

WT: 15, 17 or 21 only!  This is the biggie, he'll learn like crazy!  I know what 
you're saying, "my 11 WT SCUM learns 3 skills a fight!"  Yeah, but your SCUM's skill 
base will be so low, when he's maxxed out in skills, my off. TP will be at the same 
level of expertise by his 10th fight!  For any style, 90% of the skills are in WT, WL 
and DF, and that's where the 14 points must go.

WL: 13-21  As with any fighter, more is better.  However, you can get by with normal 
endurance, believe it or not!  This TP will wear moderate armor, and can run active 
for 6-7 minutes with normal endurance.  That's long enough for all but a few 
opponents.  Raise WL on the rollup to 17 or 21 if you can, but if 13 or 15 is all he 
can have, he'll be okay.

SP: 5-9    This is a touchy area, and can make or break your TP.  I like to use 7, 8 
or 9.  If you use 5 or 6, he'd better be small, and have a 17 or 21 WT.  OR, a CN that 
will allow him to take a lot of damage.  If he's too big, dumb and slow then he'll get 
"slow and inactive" on the overview, and that is too scummy for my TP.  You MUST have 
normal or better activity.  SP also helps with your riposte, crucial to the off. TP.

DF: 11-17  Second in importance, behind WT.  Parry, Riposte, Defense and Attack are 
your mainstays, and they're all enhanced by a high DF.  Try to get normal coordination 
(SP+DF=21) if possible.

     Here are some examples of good off. TPs, all are real fighters;

     11        10         8        11         7        11        10
     14        12        15         9        15        13        12
      7         4         7         6         8         7        10
     17        15        15        17        21        17        17
     17        21        17        21        13        17        13
      5         7         9         9         7         8         8
     13        15        13        11        13        11        13

     Now, how to fight them, you ask?  Every one of them seems to like to run 
differently, I've seen some tee off at 2-7-5, some do better at 4-4-5, some 2-3-2, 
even those who go 3-3-5 first min, then go ballistic in the second (10-10-6).  Also, 
some run 7-7-7!  You just have to play around with the numbers, 'til you find what 
works best.  Here's a general strategy I usually start with:

     4    5    6    7    4    3    10   Armor: I use ARM/H most of the time,
     7    6    5    4    4    2    10   but guys like examples #1 and 2 
     5    5    5    5    5    5     6   would be better off in ACM/F.  If
                                        facing a LU or SL, you can wear 
     RA ------------------------>  HE   APA/F (yes, even with normal endur-
     AM ------------------------>  HE   ance!), 'cause the LU or SL is going
     -    -    -    -    -    -     -   to drop in min. 2, more than likely.
     S    S    -    -    -    -     D

Weapons:  Any sword and shield you're suited to, as well as the Quarterstaff and the 
Longspear.  Vs. heavy armor, use a BS two-handed.

Tactics:  Parry, dodge, and especially vs. strikers, responsiveness!  Resp. will drive 
other managers nuts, prompting them to say, "How'd you do that?"  My favorite tactic 
for the Un-Scum.

Matchups:  Every striker in the arena should be on your hit-list.  Other good 
challenges are PS, WS, PR, BA.  Avoid lungers and ABs like the plague!

     So, there you have it.  If you'd rather have a TP who's as elusive as a La-Z-Boy 
than one who sidesteps more blows than he parries, then don't follow my advice.  But, 
if you're ready to have fun fights with TPs, and watch their popularity rise (except 
vs. scum) every match, then that's what I offer you.
     Brought to you by Buri of the G.A.P.P.D.A., MGR. Aesier (3, 104), Swords of 
Sergio (4, 104), S.O.S. (59), and way too many others.  Fell free to diplo me, for 
praise, ridicule, or just for the halibut.

                               Duelmasters for Dummies

     There are handbooks around that will guide you in becoming the hottest player 
Duelmasters has ever seen... if you're prepared to work at it.  But what if you don't 
want to be hot, but only pleasantly warm, have a good time, and not fret and stew 
over maximizing the potential of every roll-up you receive?  What if spending months 
in the Dark Arena searching for the perfect roll-up sounds boring?  What if the 
"Perfect Warrior" is not for you, and you have no intention of dominating Gateway?  
What if such handbooks as the Enchiridion represent "more than you ever wanted to 
know" about the inner workings and minute tunings of the game?
     This article is for you....
     You have a new roll-up sheet in front of you; it doesn't matter whether it's a 
new team or only one replacement.  How do you design the warrior(s) for best present 
enjoyment?  First, don't send anyone straight to the Dark Arena.  Okay, do if you 
like to read Dark Arena fights, but not otherwise.  Give every roll-up, regardless of 
"Perfect Warrior" potential or lack thereof, your best design efforts and a chance to 
show his stuff.  Some supposed duds will surprise you.
     A few simple rules for basic warrior design and strategy:
      1)  Aim at achieving an odd number in your key stats, 15 is good, 17 is better, 
except in unusual cases (DF for aimed blows), 21 is too much of a good thing.
      2)  Wit and Will are the key stats for any warrior except a freak experiment.  
Deftness and Strength are second, Speed and Constitution are third.
      3)  Offensive styles (Basher, Lunger, Slasher, Striker) and Total Parries are 
easier to run and easier to win with than the finesse styles (Aimed Blows, Parry-
anythings, Walls of Steel).  Yes, the finesse styles can be fun and devastating, but 
don't START there.  Start with the easier styles and work up to finesse.  Watch out 
for stereotypes.  Big, dumb, clumsy bashers do not generally do well.  Fast, brainy 
lungers with low CN and WL burn out early in the first minute and also tend to die 
easily.  A medium good roll-up will do well at any of the offensive styles.
      4)  Pick your arena with some care, as different arenas favor and reward 
different styles of play and different tones in the personals.
     Generally speaking, arenas of the Andorian and Lirith Kai regions will frown on 
down-challenges and deliberate killing, and hostile "trash-talking" personals will 
not be appreciated.  On the whole, these Andorian and Adantri arenas are the more 
sociable arenas and will tend to have more personals and more role-playing.  (There 
are, of course, exceptions.)  Players in the Andorian and Lirith Kai arenas will tend 
to be helpful to a newcomer.
     Arenas of the Delarquan region will accept more aggressive styles in play and in 
personals, more down-challenging, and more killing... BUT you can expect to draw a 
quick and hard response in kind.  Generally these arenas are not as friendly as the 
Andorians, and they are much less likely to help out a newcomer.
     The arenas of the Free Blades region vary more among themselves than those of 
the other regions but generally tend to fall in between the Andorian and Delarquan 
      5)  When arming your warrior, check the Weapon/Style/Stat Suitability chart 
below, probably THE most useful chart for a beginner.  It sorts the weapons by style, 
listing only those that are favored by each style, and gives the minimum stats (in 
ST, SZ, WT, and DF) to use any particular weapon.  Note which weapons your warrior is 
physically able to use.  Arm him with something he can use and that is favored by his 
style, and GIVE HIM A BACK-UP WEAPON, even if it's only a dagger.  Do not be misled 
by real-world logic, by the way: bashers are not well-suited to using the fists as 
weapons!  (If you are going to use the same weapon against all armor weights, it 
isn't necessary to make three categories on your strategy sheet, and it annoys the 
     In fact, you might want to consult the chart below before picking a style for 
your new warrior.  It is not a good idea to make a warrior into, say, a basher, if he 
is unable to use well any of the basher's weapons of choice.  (I've done this by not 
paying attention, and I have ALWAYS regretted it afterward.)  For example, I just got 
a replacement who is 8-10-20-9-12-4-7.  If I make it 9-10-20-15-17-4-9, then I should 
NOT make it a Basher, because the poor goop couldn't use any bashing weapon well.  If 
I go with this set of numbers, he should probably be a Lunger using a short spear, or 
a Striker using a hatchet.  But if I drop WT to 13 and raise ST to 11, he could use a 
broadsword and might make a Slasher; equally, if I drop WT to 13 and raise DF to 11, 
instead, he could use a scimitar and make a Slasher....  Choices, choices....
      6)  Put armor on the warrior before sending him out to fight.  Armor saves 
lives.  Total Parries can take the heaviest armors, as they generally don't move 
around a lot.  Offensives can run faster with no armor or leather armor, but that 
doesn't give them much protection.  If you're worried about their survival, put them 
in mid-weight armor; I favor ringmail for this, but scalemail and chainmail are also 
options.  Always put something on their heads!  A blow to the head can be especially 
deadly, so give them protection there--at least a steel cap, a helm for choice, a 
full helm if the warrior is a Total Parry.
      7)  Train skills, unless/until you're sure this is going to be a throw-away, 
short-term warrior.
      8)  Challenge warriors above your warrior, and/or those with more fights, for 
the best chance to learn skills.  Challenge warriors below your warrior to improve 
your chances of winning and to provoke maximum hostility from other managers.  
Repeated challenges to the same warrior, when there are other targets available, will 
also provoke hostility.
      9)  Avoid teams with high kill percentages and teams that regularly down-
challenge or repeat-challenge.
     10)  Don't run a warrior 10-10-10 unless you like to see him go berserk and then 
collapse half way through the first minute.  Yes, the pure offensives should run 
fast, but drop either Activity Level or Kill Desire or both by a few points if your 
warrior doesn't have a good or better endurance.  If endurance is not mentioned on 
the warrior's overview, then it is "normal" or "average," and 10-10-10 will probably 
burn him out early in the fight.  If endurance is poor, don't even think of it.  
(Yes, I can hear all you number crunchers out there rising up to point out that there 
are exceptions.  I admit the exceptions, but these are general guidelines for the 
average beginner.  Exceptions belong in a different article.}  Generally speaking, 
Total Parries should run slowly.
     11)  Be wary of using tactics.  Sometimes they help, sometimes they hinder, and 
they're tricky.  Even when a tactic gives some clear benefit, remember that it comes 
with a built-in danger in that it commits the warrior to that attitude during the 
minute it is used.  A defensive tactic will tend to hinder offense, offensive tactics 
will reduce the warrior's defense.  Do not use both an offensive and a defensive 
tactic in the same minute.
     12)  Fill out your strategy sheet clearly and completely to avoid antagonizing 
the inputter!  Don't make her guess what you want your warrior to do.
     13)  Write personal ads to take part in the player-player interaction.  This is 
a significant part of the fun of the game.  If you want other managers to help you 
learn, write =friendly= personals!  Surprising how some people miss this obvious 
point, but the obnoxious managers are likely to have a hard time getting help.
     14)  Fill out the front part of the Warrior Census Form.  Picking a warrior's 
race can make him a more clearly realized character and one that it is more fun to 
write personals for.  Filling out the warrior sayings can make reading the fights 
more amusing.  Fill out the back of the form only if you feel like it, as NOTHING on 
the back, not even the character stats, has any effect on the fights.  The back of 
the form is all role-playing information and, at this time, will only be used if/when 
your warrior appears in a spotlight written by a staff writer.  When/if the extension 
of the Duelmasters system for which the back of the form was originally intended is 
completed, you will have another chance to fill out this stuff.

                   Weapons, Styles, Minimum Stats required for use
The weapons best-suited to each style are listed under that style.  If a weapon is 
not listed under that style, then it is not well-suited to use by that style.  
Regardless of style, however, the stats required to use a weapon are the same.
     This chart was composed with information found in the Enchiridion, and I thank 
Pagan for making it readily available.

     Aimed Blow  nine weapons                   Slasher  eight weapons
Dagger         ST  -  SZ  -  WT  7  DF  7  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
FiST  -        presumably any              Epee           ST  7  SZ  -  WT 15  DF 15
Longspear      ST 11  SZ  9  WT  5  DF  9  Greataxe       ST 13  SZ  5  WT  9  DF 11
Longsword      ST 11  SZ  -  WT 13  DF 11  Hatchet        ST  5  SZ  -  WT  3  DF  7
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Longsword      ST 11  SZ  -  WT 13  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Scimitar       ST  9  SZ  -  WT 11  DF 11
Shortspear     ST  9  SZ  -  WT  7  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Shortsword     ST  5  SZ  -  WT 11  DF  3  
                                                Striker  Note that the strikers can 
     Basher  eleven weapons                use every weapon plus the small shield 
Greataxe       ST 13  SZ  5  WT  9  DF 11  effectively.  This is the only style that 
Greatsword     ST 15  SZ  9  WT  9  DF 11  has so broad a selection.  Twenty-one 
Halberd        ST 17  SZ  9  WT  9  DF  9  weapons.
Large shield   ST 11  SZ  7  WT  5  DF  5  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Mace           ST 13  SZ  -  WT  3  DF  5  Broadsword     ST 11  SZ  -  WT  9  DF  7
Maul           ST 15  SZ  9  WT  5  DF  7  Dagger         ST  -  SZ  -  WT  7  DF  7
Medium shield  ST  9  SZ  -  WT  5  DF  5  Epee           ST  7  SZ  -  WT 15  DF 15
Morningstar    ST 13  SZ  -  WT  7  DF 13  FiST  -        presumably any
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Greataxe       ST 13  SZ  5  WT  9  DF 11
Warflail       ST 11  SZ  -  WT  7  DF  5  Greatsword     ST 15  SZ  9  WT  9  DF 11
Warhammer      ST 13  SZ  -  WT  5  DF  7  Halberd        ST 17  SZ  9  WT  9  DF  9
                                           Hatchet        ST  5  SZ  -  WT  3  DF  7
     Lunger  five weapons                  Longspear      ST 11  SZ  9  WT  5  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Longsword      ST 11  SZ  -  WT 13  DF 11
Longspear      ST 11  SZ  9  WT  5  DF  9  Mace           ST 13  SZ  -  WT  3  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Maul           ST 15  SZ  9  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Morningstar    ST 13  SZ  -  WT  7  DF 13
Shortsword     ST  5  SZ  -  WT 11  DF  3  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
     Parry-Lunger  six weapons             Shortspear     ST  9  SZ  -  WT  7  DF  7
Epee           ST  7  SZ  -  WT 15  DF 15  Shortsword     ST  5  SZ  -  WT 11  DF  3
Longspear      ST 11  SZ  9  WT  5  DF  9  Small shield   ST  5  SZ  -  WT  5  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Warflail       ST 11  SZ  -  WT  7  DF  5
Scimitar       ST  9  SZ  -  WT 11  DF 11  Warhammer      ST 13  SZ  -  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  
Shortsword     ST  5  SZ  -  WT 11  DF  3       Total Parry  twelve weapons
     Parry-Riposte  six weapons            Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
Longspear      ST 11  SZ  9  WT  5  DF  9  Epee           ST  7  SZ  -  WT 15  DF 15
Longsword      ST 11  SZ  -  WT 13  DF 11  Greatsword     ST 15  SZ  9  WT  9  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Large shield   ST 11  SZ  7  WT  5  DF  5
Shortspear     ST  9  SZ  -  WT  7  DF  7  Longspear      ST 11  SZ  9  WT  5  DF  9
Shortsword     ST  5  SZ  -  WT 11  DF  3  Longsword      ST 11  SZ  -  WT 13  DF 11
                                           Medium shield  ST  9  SZ  -  WT  5  DF  5
     Parry-Striker  eleven weapons         Quarterstaff   ST 11  SZ  9  WT 11  DF 11
Battleaxe      ST 15  SZ  9  WT  9  DF  9  Scimitar       ST  9  SZ  -  WT 11  DF 11
Broadsword     ST 11  SZ  -  WT  9  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Epee           ST  7  SZ  -  WT 15  DF 15  Small shield   ST  5  SZ  -  WT  5  DF  5
Greatsword     ST 15  SZ  9  WT  9  DF 11  
Longsword      ST 11  SZ  -  WT 13  DF 11       Wall of Steel  eight weapons
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Scimitar       ST  9  SZ  -  WT 11  DF 11  Broadsword     ST 11  SZ  -  WT  9  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Greataxe       ST 13  SZ  5  WT  9  DF 11
Shortsword     ST  5  SZ  -  WT 11  DF  3  Greatsword     ST 15  SZ  9  WT  9  DF 11
Small shield   ST  5  SZ  -  WT  5  DF  5  Morningstar    ST 13  SZ  -  WT  7  DF 13
Warhammer      ST 13  SZ  -  WT  5  DF  7  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
                                           Warflail       ST 11  SZ  -  WT  7  DF  5

The Middle Way
DM 93 and elsewhere