DUEL 2 NEWSLETTER Date : 11/29/2014 Duedate: 12/12/2014 NOBLISH ISLAND ARENA DM-93 TURN-417 This Weeks Top Honors THE DUELMASTER IS AGEHA THE SHADOW GUILD (1654) (93-9613) [8-2-0,72] Chartered Recognition Leader Unchartered Recognition Leader AGEHA FURY THE SHADOW GUILD (1654) MY 60'S TV (1661) (93-9613) [8-2-0,72] (93-9671) [3-3-0,47] Popularity Leader This Weeks Favorite SPARTAN BRIENNE THE SHADOW GUILD (1654) DARK LOTUS (1659) (93-9614) [8-1-0,47] (93-9657) [5-1-0,31] THE CURRENT TOP TEAM BASH BROS SCUM (1663) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. EINHERJAR (1665) 52 2. LUDUS VIRTUS (1668) 47 THE SHADOW GUILD (1654) 3. THE BRAIN BUSTERS (1671) 41 Unchartered Team 4. THE SHADOW GUILD (1654) 35 5. DARK LOTUS (1659) 31 LUDUS VIRTUS (1668) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*LUDUS VIRTUS (1668) 4 1 1 80.0 1/ 1*BASH BROS SCUM (1663) 9 6 0 2/ 3*EINHERJAR (1665) 7 2 1 77.8 2/ 3*DARK LOTUS (1659) 8 7 1 3/ 1*BASH BROS SCUM (1663) 22 8 1 73.3 3/ 4*EINHERJAR (1665) 7 2 1 4/ 2*MY 60'S TV (1661) 17 13 0 56.7 4/ 7 THE SHADOW GUILD (1654) 7 3 1 5/ 4*THIRD HIGHWAY (1642) 5 5 0 50.0 5/ 2*MY 60'S TV (1661) 7 8 0 6/ 7 THE SHADOW GUILD (1654) 22 23 1 48.9 6/ 5*THIRD HIGHWAY (1642) 5 5 0 7/ 6*DARK LOTUS (1659) 14 16 1 46.7 7/ 0*LUDUS VIRTUS (1668) 4 1 1 8/ 0*THE BRAIN BUSTERS (1671) 2 3 0 40.0 8/ 0*THE BRAIN BUSTERS (1671) 2 3 0 9/ 0*GREMORY DEVILS (1667) 2 3 0 40.0 9/ 0*GREMORY DEVILS (1667) 2 3 0 10/ 8*TOXIC STORM (1658) 11 29 3 27.5 10/ 8*TOXIC STORM (1658) 2 13 1 11/ 0*THE HEATHENS (1664) 0 4 0 0.0 11/ 0*THE HEATHENS (1664) 0 4 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT >)]H[(< + -----:----- + >)] *IHI* [(< + -----:----- + >)]H[(< Profile of a Style Parry-Riposte When you read about the parry-riposte style in the rulebook, it looks like it might be a lot of fun to run, and it is. But it's also really tricky. The plain offensives: basher, lunger, slasher, striker, and the total parry, are easier. I don't think I've ever heard a manager say that he really understands the parry- riposte style, I certainly don't myself. But I've run a lot of them, and some have survived, and they ARE fun. So just for a basic introduction to warriors of the parry-riposte style, known to one and all as rippers, here's what I know. Design: This is tough. The ripper needs it all! Especially important, though, are endurance from constitution (CN) and will (WL), plus skill from wit (WT) and deftness (DF), and it doesn't hurt to have enough strength (ST) to do a decent amount of damage... and what does that leave that you can go short on? Size (SZ), okay, a ripper can be--usually is--small. Speed (SP), well, I just don't know. It wouldn't hurt them to have speed, but where are all the points going to come from? I have made a lot of rippers over the years, some of them from roll-ups that were spectacularly unsuited to the style. These are ones who lived to graduation: Santee 13- 7-14-17-15- 8-10 LO mod/mod slash Toryn 9-12- 7-13-15-11-17 EP vlo/mod Scovellie 9-13- 8-17-17- 5-15 SH low/mod Chia 10-13- 5-17-17- 5-17 SS low/high Saba 5-17- 9-15-17- 4-17 EP mod/low Bali 9- 6-14-15-17- 8-15 LO vlo/mod Jane 9-10- 9-17-17- 5-17 SS mod/mod lunge/riposte Cedar 15- 6- 7-15-17- 9-15 LS mod/mod Azureen 9-12- 8-17-10-11-17 SC high/mod riposte Similde 6- 6- 5-17-17-16-17 LO low/mod Tailida 9-13- 5-15-17- 8-17 SH low/mod Korlo 9- 8-12-17-15- 8-15 LS vlo/mod Tilona 9- 9- 7-15-17-10-17 SH low/mod lunge You'll see my biases at work here. Strength is usually at least nine; in the cases where it started lower, the warriors were cursed with little damage, and I trained it up as soon as I could. (The numbers shown here are all original, before stat trains.) Constitution generally moderate. Most of these warriors could take a hit or two and survive. Size mostly small, but not always. I did try a couple six-footers, and they didn't do as badly as one might expect. Wit is 15 or 17, except in one case. I always look for brains in a gladiator, and this style needs it. Will is, except in one case, 15 or 17. High will improves endurance, an important factor for a parry-style, and makes it easier to train stats when the time comes. Speed may be anything. I generally did not add any points to speed during the design phase. Deftness is 15 or 17 again, except in one case. Deftness, and the skills that go with it, are important to a finesse style like the ripper. Plus, where strength may be a problem, accuracy helps. Weapon selection: There are six weapons well suited to the parry-riposte style, listed below with the minimum stats required for their best use. Epee ST 7 SZ - WT 15 DF 15 Longspear ST 11 SZ 9 WT 5 DF 9 Longsword ST 11 SZ - WT 13 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Shortspear ST 9 SZ - WT 7 DF 7 Shortsword ST 5 SZ - WT 11 DF 3 Only weapons well suited to the style will show up as favorite weapons when a warrior graduates. Yes, you CAN put other weapons in their hands, but you aren't likely to get the best results that way. (You may note that some of my graduated rippers listed above were initially unable to use their favorite weapon to best advantage. This is one of the sneaky things the Gladiatorial Commission does to keep you on your toes.) I STRONGLY advise that when you design a ripper, consult the weapon chart and make sure that your warrior will have the stats to use at least one of the weapons listed to its best advantage. Armor selection: This depends on how you plan to run the warrior. If he's going to be fast, and/or he can take a few hits (takes normal damage, for instance, signified by no comment on the overview) but maybe has low endurance, put him in light armor. If you plan to run him slow, or he can take little damage but maybe has high endurance, put him in medium to heavy armor. Strategy: This is always a tricky thing to advise people on, which is why I've listed the favorite rhythms on the warriors above. Very low (vlo) is 1 or 2, low is 3 or 4, moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10. Offensive effort is listed first, then activity level. You can see that most rippers in this sample prefer to run at middling speeds, usually with the activity level higher than the offensive effort. Not all of them, but a majority. You can ignore that--I sometimes do--and run them fast and hard, as though they were simple offensive warriors. Some take to this treatment, others burn out. The medium speeds are safe, and a place to start from. You'll note I haven't mentioned kill desire here. There is no such thing as a warrior or style having a favorite kill desire. Your kill desire can have a profound effect on how the warrior fights, but it is strictly a personal decision. However, I can say that my own experience has been that if a warrior has a high KD in desperation, he will tend to go berserk, and if he has a low KD in desperation, he will surrender. Warriors who surrender lose fights, but generally they survive to fight again. I can't say the same of warriors who go berserk in desperation. Tactics: I don't use tactics much, myself, but that's just me. You'll note that out of the thirteen warriors listed above, two have favorite offensive tactics (slash and lunge) and one has a favorite defensive tactic (riposte) and one has both an offensive and a defensive tactic (lunge/riposte). All this tells us for sure is that slash, lunge, and riposte are tactics that rippers can use well (or they wouldn't appear as favorites). Experiment with them, but don't try to use an offensive AND a defensive tactic in the same minute; it confuses the warrior. And to go from the general to the specific-- Profile of a Warrior Tailida Dawnrain Tailida is one of the rippers listed above. She's left-handed She's intelligent Makes the most of her enemy's mistakes Has an unusual fighting style that confuses many opponents Rarely makes mistakes Is always thinking ahead She plans out every move that she makes, seldom wasting any effort She is very quick (the DF more than the SP, I think) She cannot carry a lot of weight in armor and weapons (more a question of her SZ than her ST) She is incredibly quick and elusive on her feet Making even dangerous opponents look harmless She does little damage with each blow (curses! I had hoped that the ST of 9 would offset her small SZ. It didn't.) ST 9 CN 13 SZ 5 WT 15 WL 17 SP 8 DF 17 If I decide to run her on the Isle, I will train up her ST until I get normal damage. (Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is a barren stretch. But it WILL increase the amount of damage a warrior can do.) She graduates with a master in riposte, an expert in attack, a master in parry, and an advanced expert in defense. She is naturally adept with the shortsword, which I don't think she tried She favors a fighting rhythm of low offensive effort and moderate activity level And she tends to learn parry skills most easily. She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51). On the same turn as her graduation notice arrived, she was challenged by a total parry in plate armor and a full helm, carrying a broadsword and a medium shield. Tailida herself was in leather armor and a helm, carrying a scimitar (and a backup). Tailida was running 7-7-x, faster than she would have liked, but that's how she's being running straight along, and it kept her alive and with a winning record, so I don't want to hear her complain. Tailida got the jump and hit her opponent twice in the first minute, several other blows being parried, hit once each in the second and third minutes, with other blows being parried, was parried completely in the fourth minute, was showing signs of weariness in the fifth minute but still managed to land a few blows in the fifth, sixth, and seventh minutes. Then she collapsed with exhaustion at the end of the seventh minute and lost the fight without being hit once. This is why you find managers speaking harshly of "scum": we all hate to see our warrior work hard, do all the right things, and lose because the opponent wasn't doing anything but standing there in heavy armor. Jorja The Middle Way +<]H[>+-----+<]H[+ Question of the Week #7 +]H[>+-----+<]H[>+ From turn 414: All -- In case last cycle's personals don't make it: What are the advantages and disadvantages of using one or two weapons. I'm particularly interested in Riposte effects. -- Q.O.W. Hanibal Q.O.W. -- Two Weapons. That's a good subject. Disadvantages: Few if any, but it has been suggested that some weapons give bonuses to attack if you use them in two hands instead of one, such as SC. An obvious one is you can't use two handed weapons. If you don't have the attribute requirements (which are more stringent for off-hand weapons), then you may suffer penalties when using certain combinations. Last, you may swing with an off-hand more than you want, say if you are using a shield. It's usually prefered to have a real weapon in your off-hand. Advantages: You have a second weapon already in hand if one breaks. If you are ambidextrous, this is the biggest advantage, because they will swing with that off- hand weapon almost as if it were their on-hand. My ambi-warriors will win fights with off-hand weapons. An off-hand weapon is not bound to a warrior's style suitability, so a LU could use a SC in their off-hand without penalty if they have the attribute requirements. Another advantage is suggested in that it assists in parrying. I tend to think highly coordinated warriors are better at parrying with their second weapon than those who aren't. I rarely use shields, so I can't comment extensively on their benefits over a real weapon, especially in AD, but in basic, shields seem to make it easier to parry attacks. Riposte and 2-Weapons: I have not noticed any specific variance in the ability of a warrior to riposte if they are using two weapons. Once in AD, riposting is more often than not following a dodge. I don't think there is much correlation here, but it is definitely something to look into. -- Adie The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager who is himself an alumnus of Noblish Island. The answers are provided by other managers in that arena. Any manager here in Noblish who wishes to pose a question to the more experienced managers of Aruak City, feel free to do so, either by sending in a personal directed to DM 11 and identifying yourself as a manager from Noblish seeking enlightenment, or by posting the question here, in which case I will be glad to see that it reaches Aruak. Also, Hanibal sends you greetings and asks that we remind you that all arenas do not have the same attitude and local conventions. Aruak City is an Andorian arena and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except from the throne or in bloodfeuds, no deliberate attempts to kill the warriors of other managers, and a general attitude of friendly respect toward the other members of the arena. It is, in fact, a fine arena, and one where you would all be welcome (though there are plenty of others--just ask, and I'll be glad to tell you about my favorites). If you have questions that you would like answered by the experienced managers of the game, don't hesitate to ask--we can't answer if you don't ask. Questions can be posed in the personals here, or by email to me (jputney@zianet.com) or Pagan (pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93. Question from turn 415 of Aruak City: All -- Do you think you get negative modifiers when you go desperate? What about "is dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal Q.O.W. Answers from turn 416: Hanibal -- That's a good question! I honestly don't have much of an opinion on that. In the old days, warriors could get permanent wounds that would affect their fighting in later matches (but not anymore), and it's been suggested that getting hit in certain locations affects what your character can do during a match (obvious cases are losing the use of an arm or being knocked down), but the sorely wounded comments? It probably just has to do with giving a hint as to how close that warrior is to going down if it gets hit in that badly wounded spot again. -- Adie QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of shock', etc., a warrior's ability to defend themselves is penalized. Desperation by itself may not represent an ability penalty as much as a time to check for surrender and a switch to the desperation strategy. Often, with a drastic strategy switch in desperation, a warrior's performance can improve. -- Carmen QOW -- I've noticed that by the time I get somebody to that point they're finished. But I've also noticed that some of my more defensive comrades will give their opponent a moment to recover and they're still able to. Despite this I would say that by the time the comments you listed come into play the warrior who's getting beat is in really bad shape. Whereas statements like "fights with the cunning of desperation" or "eyes flare with renewed determination" still leave plenty of room for the warrior to make a comeback. Therefore I would say that the earlier desperation statements don't carry any significant penalties. -- Maxwell Honorblade DUELMASTER'S COLUMN Notes from the arena champ. COMBINED MY 60's TV SPOTLIGHT and FURY DUELMASTER COLUMN I, Fury, have roared (some say lucked) into the Duelmaster spot and am top horse on Noblish Island. That is just swell! In my column, I shall tell you about two things: 1. Bloodfeuds (since two of my stablemates were just killed) 2. Fury, a national syndicated TV show of the 60's So on to the lecture: BLOODFEUDS When a warrior is killed by a member of a competitive stable, the stable of the having-been-killed warrior has the right to bloodfeud for four consecutive turns with any member of its stable. Yes, the stable can bloodfeud challenge with the same or different warriors for four straight turns. There is no limit as to which warrior the bloodfeuding manager can choose. It can be a far superior warrior with much fight experience, or one nearer to the competitive status of the killer. Of course, one does not have to bloodfeud any or all of the four consecutive round. In bloodthirsty arenas the killing warrior can expect to be challenged from well above. In Andorian arenas there is allegedly far more honor expected in bloodfeuding, and, indeed, downchallenge bloodfeuding is considered a no no. Some say it is dishonorable to not bloodfeud a fallen teammate. Some say death is merely a part of arena life. To bloodfeud, one simply marks bloodfeud or BF on the first challenge line (with the warrior name and number being BF'd, of course) of the strategy sheet. It is best to also circle the bloodfeud attempt. A bloodfeud challenge has even more priority than a regular challenge, and is much harder to avoid. Seldom, but occasionally, does a BF fail. There are really only three ways to avoid being bloodfeuded--hope the dead warrior's manager forgets/fails to BF, avoid that team (minor effectiveness), or sit out the killing warrior--which can be considered cowardly, but it is done. On Noblish Isle, one can expect far less bloodthirsty reaction from a mentor. (Jorja, Assur, Ed Sullivan) Indeed, they seldom choose to bloodfeud, and would most likely bloodfeud with a fair and near equal warrior. FURY Narrator: This is the range country where the pounding hooves of untamed horses still thunder in mountains, meadows and canyons. Every herd has its own leader, but there is only one Fury--Fury, King of the Wild Stallions. And here in the wild west of today, hard-riding men still battle the open range for a living--men like Jim Newton, owner of the Broken Wheel Ranch and Pete, his top hand, who says he cut his teeth on a branding iron. A 30 minute Family/Western TV series on Sat AM, it ran from 1955 to 1960. The stars were Peter Graves (father) and (son) Bobby Diamond, with, of course, Fury--an American Registered Saddlebrand at 15 hands and 1000 pounds. SPY REPORT Much has changed in NOBLISH ISLAND since last I was here. Never fear, Olaf Modeen adapts to many situations, as do all successful fighters. Ya gotta be quick on yer feet! Keep your elbow off the table! Thrust! Block out the pain! THE SHADOW GUILD is now ranked 4th with a 5-0-1 turn. EINHERJAR showed NOBLISH ISLAND what they were made of as they fought with a vengeance to walk off with 4-0-0. LUDUS VIRTUS' walking tall now that they went 4-1-1 their first time out. But we know what awaits them soon... What's with CHUCKUS NORICUS? He actually beat NOBLISH ISLAND's EMBEZZLING SCRIBE, and walked away with 20 more points from the fight. Major screwup at THIRD HIGHWAY. TALLAHASSE MOON lost 11 points to THE RED VIPER. Some new strategies, perhaps? Maybe TALLAHASSE MOON will provide more easy wins... NOBLISH ISLAND, set your sights on VENEMOUS CONCUBINE. He'll be happy to entertain all requests after defeating FURY. AGEHA looked pretty Duelmasterlike as he took NOBLISH ISLAND's top spot with 72 points. Now, what will FURY do? Advice to fighters with a 1 will--give up fighting! No matter the time or place, men will always duel. NOBLISH ISLAND thinks BASH BROS SCUM and their 22-8-1 is too much! If at first you don't succeed, give up... In my day, no team with a 20-5-1 would scare me off! What's the problem, THE SHADOW GUILD? How well I know the feeling of being the most challenged warrior, THE RED VIPER! Don't make idle boasts, they may come back to haunt you. There have been some calls to lengthen the time limit. Do you want the fighters to walk away, or not? VIOLENT J was plum wore out after ROLLO pounded 'im silly in a Bloodfeud. DARK LOTUS'll have to get a little better before going after ROLLO again! Many a warrior has met his fate in a hungover stupor. You young rapscallions, take note! Who knows what the future holds for a warrior. More fights, there's no doubt. NOBLISH ISLAND is a nice place to live, but I don't like to live in nice places. I don't want to overstay my welcome...-- Olaf Modeen DUELMASTER W L K POINTS TEAM NAME AGEHA 9613 8 2 0 72 THE SHADOW GUILD (1654) ADEPTS W L K POINTS TEAM NAME SPARTAN 9614 8 1 0 47 THE SHADOW GUILD (1654) FURY 9671 3 3 0 47 MY 60'S TV (1661) CHALLENGER INITIATES W L K POINTS TEAM NAME TERRIBLE ATTACKERS 9682 6 0 1 33 BASH BROS SCUM (1663) RAVEN LEIGH 9648 3 5 1 33 TOXIC STORM (1658) BRIENNE 9657 5 1 0 31 DARK LOTUS (1659) THE RED VIPER 9659 2 4 0 31 DARK LOTUS (1659) BORING 9681 6 0 0 25 BASH BROS SCUM (1663) ROLLO 9694 1 1 0 25 EINHERJAR (1665) INITIATES W L K POINTS TEAM NAME HERGER 9692 2 0 0 23 EINHERJAR (1665) QUINCY JONES 9724 2 0 0 21 THIRD HIGHWAY (1642) LAETHA 9693 2 0 0 20 EINHERJAR (1665) CHUCKUS NORICUS 9711 1 0 0 20 LUDUS VIRTUS (1668) SHAGGY 2 DOPE 9684 1 4 0 20 DARK LOTUS (1659) ASTRID 9696 2 0 1 19 EINHERJAR (1665) DO NOTHING 9679 3 3 0 17 BASH BROS SCUM (1663) OARS 9661 2 4 1 17 THE SHADOW GUILD (1654) FREDDY 9673 2 3 0 17 THE SHADOW GUILD (1654) PERRY MASON 9670 3 3 0 16 MY 60'S TV (1661) VIOLENT J 9658 4 2 1 15 DARK LOTUS (1659) MODE PARRY 9683 4 2 0 14 BASH BROS SCUM (1663) MICKEY MOUSE CLUB 9669 4 2 0 14 MY 60'S TV (1661) MIKE DRE' 9651 2 6 1 13 TOXIC STORM (1658) HADDYR WOTAN 9647 2 6 1 13 TOXIC STORM (1658) -AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657) ROOKIES AND DONE 9680 3 3 0 12 BASH BROS SCUM (1663) URSUS DRAVEN 9650 2 6 0 12 TOXIC STORM (1658) ROCHESTER KING 9725 1 1 0 12 THIRD HIGHWAY (1642) RIAS GREMORY 9704 1 0 0 11 GREMORY DEVILS (1667) DREWSKI 9731 1 0 0 11 THE BRAIN BUSTERS (1671) STONG BELWAS 9685 1 3 0 10 DARK LOTUS (1659) TALLAHASSE MOON 9727 1 1 0 10 THIRD HIGHWAY (1642) TEMPUS 9708 1 0 0 10 LUDUS VIRTUS (1668) REMUS 9710 1 0 0 10 LUDUS VIRTUS (1668) KOGA 9697 1 1 0 7 THE SHADOW GUILD (1654) -DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657) ROMULUS 9712 1 0 1 6 LUDUS VIRTUS (1668) ACEOTIS 9729 1 0 0 6 THE BRAIN BUSTERS (1671) SARATOGA LEE 9726 1 1 0 5 THIRD HIGHWAY (1642) YUUTO KIBA 9707 1 0 0 5 GREMORY DEVILS (1667) -SEARRUS 9645 0 4 0 4 CAVEAT EMPTOR (1657) -PERSEPHONE 9642 0 4 0 4 CAVEAT EMPTOR (1657) -AGRISEL 9646 0 4 0 4 CAVEAT EMPTOR (1657) OUTER LIMITS 9735 1 0 0 3 MY 60'S TV (1661) LADY SANDSTORM 9723 0 2 0 2 TOXIC STORM (1658) MORGUE-FILLER 9691 0 1 0 1 THE HEATHENS (1664) WIDOW-MAKER 9688 0 1 0 1 THE HEATHENS (1664) GASPER VLADI 9706 0 1 0 1 GREMORY DEVILS (1667) BATMAN 9736 0 1 0 1 MY 60'S TV (1661) INITIATES W L K POINTS TEAM NAME SIX FOOT DOWN 9689 0 1 0 1 THE HEATHENS (1664) ISSEI HYOUDOU 9703 0 1 0 1 GREMORY DEVILS (1667) DRUTUS REX 9709 0 1 0 1 LUDUS VIRTUS (1668) AKENO HIMEJUMA 9705 0 1 0 1 GREMORY DEVILS (1667) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? THJALFI 9695 0 1 0 EINHERJAR 1665 VIOLENT J 9658 416 JUST REVENGED AMERICAN BANDSTA 9668 2 3 0 MY 60'S TV 1661 ASTRID 9696 416 SKY KING 9672 4 1 0 MY 60'S TV 1661 RAVEN LEIGH 9648 416 B TWO 9733 0 1 0 THE BRAIN BUSTE 1671 ROMULUS 9712 417 DARK ARENA 9732 0 1 0 THE BRAIN BUSTE 1671 MASTER SEN GANAM 417 NONE DARK ARENA 9730 0 1 0 THE BRAIN BUSTE 1671 SPYMASTER 417 NONE DICER 9687 0 1 0 THE HEATHENS 1664 WURM KIN 417 NONE UTAH NEAL 9728 0 2 0 THIRD HIGHWAY 1642 OARS 9661 417 PERSONAL ADS Ed Sullivan -- You said that the "Mailer Bloodgames" occur at the time of "Face to Faces", but what time is that?!? -- Dark Lotus P.S. I appreciate the time you take to anser my endless questions! There are two face-to-faces yearly: mid-January (Martin Luther King weekend) in Tempe, AZ, and mid-July somewhere east of the Mississippi. Mail-ins are in early April and Halloween, making four tournaments each year. Bloodgames are held during the face-to-faces. Look for an announcement in the newsletter. -- GC Lackey All -- What is "The Red Book" and can anyone send me a copy? I have absolutely NO internet access and if anyone has any info on contests/tournaments, I need the info on them WAY in advance if I am to have ANY chance of participating, so please let me know about them as soon as possible! Thanks! -- Dark Lotus The "Red Book" is simply the DM rulebook. You already have it. It's titled "The Red Book of Alastari." -- GC Lackey American Bandstand -- You tried the "Texas Swing" with me. So sorry about your arm, but I am used to leading! -- Brienne Aghhhhh!!! -- Nobody can take me on, for I am Spartan. Ruler of the lands. -- Spartan Spartan -- I commend you on your fight with Koko Bella, and that is why you are Captain. -- Ageha All -- If you seek Spartan's sword and Ageha's mace than come to arena 11. -- Abyss Jorja -- Where does that fight with Koko Bella and Spartan rank amongst your top fights in the last 15 years you've been playing this game? -- Abyss Koko Bella -- That fight between you and Spartan was so amazing that I still have goose bumps. -- Ageha Mode Parry -- Take a look at me now! (wink) Early 60's. Sat AM. I, Fury, being a beautiful horse, was the star. -- Fury DM Oh, my! A 2-3-2?! Two killed?! It hurts! (Blood rises to his face as anger sets in.) Sky King, a slasher, is killed by Raven Leigh of Toxic Scum. American Bandstand is killed by Astrid, a rookie from Einherjar? You dirty rotten killers! I will make sure you never make it on National TV; I swear! -- Ed Sullivan, My 60's TV Bloodfeuds? Bloodfeuds! I have two?! -- Ed Sullivan The Red Viper -- I felt like I was a club, and you were pure Mickey Mouse. (chuckle) -- Mickey Mouse Club Brienne -- I admit your superiority. Well done. How about a date? Della won't mind. -- Perry Mason Ursus Draven -- Thanks for being there on my rise to the very top! -- Fury, Duelmaster Assur -- You are clearly the King Of The Hill this round. Salute. -- Ed Sullivan Fury -- Ouch! -- Ursus Draven Ed Sullivan -- Damn the luck. Sky King & American Bandstand in one turn. That's gotta hurt. Blame it on the folks who made that match. I guess Raven Leigh was just toooo much woman for ya. Betcha Sky King didn't think she was *easy*! -- American Infidel Do Nothing -- Well met. -- Mike Dre' All -- Hello, boys! You wanna come out to play? -- Lady Sandstorm Mode Parry -- Nothing beats a man with lots of stamina. *wink* -- Haddyr Wotan Mickey Mouse Club -- No, ain't got nothing against mouse ears. Cut 'em off and sew 'em together, ears as big as yours would make a good coin pouch. Ha! -- Mike Dre' Ed Sullivan -- Scorpio's alliance?? What is that? Could you please explain? -- American Infidel All -- We, the Einherjar, thank you for your welcome. We are here to fight on the sands and carouse in the halls. -- The Wanderer, mgr. Einherjar Terrible Attacker -- I brought the wrong tool for the job. -- Rollo My 60's TV -- Sorry about his hand. I'm not ducking. -- Astrid American Infidel -- The old Highway crew has been discharged, not gone to some other arena, just out of the gladiating game. I remain Jorja, and, for some reason known best to the Commission, my team remains the Third Highway. As to visiting back and forth, why not stop by the tavern and inn I run, the Lighthouse. Well, usually I don't run it personally, to many other things to do, but it's run by one of my first Noblish Island alums to graduate. Ah... I think it still is. -- Jorja Three-two for this new team, and two of those wins were over standbys. But they WERE wins. -- Jorja and the current travelers on the Third Highway Hmm, two Bash Bros Scum to start us off, one-one with them. Do we need to talk to them? I don't think so. Nor to the Persistant Beggars. But let's see what we have for the fifth fight-- Laetha -- Not your best weapon, I see, but you make good use of it. Still, it wouldn't hurt to try other weapons. You might try the short spear, I understand that some people use it just like the staff, but it's lighter and, well, shorter. -- Utah Neal P.S. I'm not a dwarf, I just happen to have a beard. But if YOU asked me, I might shave it off. Hope all of you had a Happy Thanksgiving. -- Assur and the Bash Bros Scum P.S. My TPs all tried to get fat. I think they thought it'd give them extra hit points and damage taking ability. Too much news about some fat panda getting some ridiculous contract. LAST WEEK'S FIGHTS DARK ARENA was butchered by MASTER SEN GANAMIR in a 1 minute bloody Dark Arena fight. DARK ARENA was slaughtered by SPYMASTER in a 1 minute gruesome Dark Arena battle. DICER was murdered by WURM KIN in a 1 minute gruesome Dark Arena fight. ROLLO devastated VIOLENT J in a 1 minute one-sided Bloodfeud contest. THE RED VIPER overpowered TALLAHASSE MOON in a 1 minute mismatched Challenge match. PERRY MASON bested ROOKIES AND DONE in a 3 minute gory Challenge duel. SHAGGY 2 DOPE devastated MIKE DRE' in a 3 minute bloody mismatched Challenge match. BRIENNE savagely defeated DO NOTHING in a action packed 10 minute Challenge melee. LADY SANDSTORM lost to ASTRID in a 1 minute novice's Challenge duel. STONG BELWAS slimly lost to QUINCY JONES in a 4 minute novice's Challenge duel. LAETHA viciously subdued MODE PARRY in a popular 8 minute brutal Challenge bout. HERGER demolished URSUS DRAVEN in a 5 minute bloody mismatched Challenge competition. FURY was subdued by VENEMOUS CONCUBINE in a 1 minute match. AGEHA devastated DANGEROUS CRIMINAL in a 1 minute mismatched Title bout. SPARTAN overcame RAVEN LEIGH in a 1 minute fight. TERRIBLE ATTACKERS vanquished CULT MEMBER in a 4 minute mismatched bout. MICKEY MOUSE CLUB was viciously subdued by BORING in a tiresome 15 minute bloody fray. OARS butchered UTAH NEAL in a 2 minute one-sided brawl. HADDYR WOTAN was luckily beaten by ROCHESTER KING in a 6 minute brutal match. FREDDY beat SARATOGA LEE in a crowd pleasing 1 minute novice's match. KOGA bested GASPER VLADI in a 4 minute gory novice's contest. TEMPUS vanquished BATMAN in a 1 minute one-sided match. DRUTUS REX was handily defeated by DREWSKI in a 1 minute uneven duel. REMUS devastated AKENO HIMEJUMA in a 2 minute one-sided bout. CHUCKUS NORICUS overpowered EMBEZZLING SCRIBE in a 1 minute uneven fight. ROMULUS savagely slew B TWO in a 2 minute gory beginner's fight. YUUTO KIBA savagely defeated MORGUE-FILLER in a 2 minute brutal beginner's match. RIAS GREMORY vanquished SIX FOOT DOWN in a 1 minute one-sided fray. ISSEI HYOUDOU was outwaited by OUTER LIMITS in a dull 10 minute amateur's bout. ACEOTIS savagely defeated WIDOW-MAKER in a action packed 1 minute novice's fight. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |TOTAL PARRY 10 TOTAL PARRY 39 - 22 - 1 64 | |BASHING ATTACK 8 LUNGING ATTACK 15 - 10 - 0 60 | |STRIKING ATTACK 8 AIMED BLOW 24 - 18 - 1 57 | |AIMED BLOW 6 STRIKING ATTACK 26 - 21 - 1 55 | |SLASHING ATTACK 5 SLASHING ATTACK 19 - 18 - 2 51 | |PARRY-STRIKE 4 PARRY-LUNGE 2 - 2 - 0 50 | |PARRY-LUNGE 3 BASHING ATTACK 29 - 32 - 3 48 | |LUNGING ATTACK 3 PARRY-RIPOSTE 10 - 13 - 0 43 | |PARRY-RIPOSTE 3 WALL OF STEEL 26 - 34 - 1 43 | |WALL OF STEEL 3 PARRY-STRIKE 7 - 18 - 2 28 | Turn 417 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: AIMED BLOW 4 - 2 SLASHING ATTACK 2 - 3 4 STRIKING ATTACK PARRY-LUNGE 2 - 1 STRIKING ATTACK 3 - 5 3 TOTAL PARRY LUNGING ATTACK 2 - 1 PARRY-RIPOSTE 1 - 2 2 BASHING ATTACK PARRY-STRIKE 2 - 2 WALL OF STEEL 1 - 2 2 LUNGING ATTACK BASHING ATTACK 4 - 4 TOTAL PARRY 5 - 5 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME BASHING ATTACK AGEHA 9613 8 2 0 72 THE SHADOW GUILD (1654) LUNGING ATTACK SPARTAN 9614 8 1 0 47 THE SHADOW GUILD (1654) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is SPARTAN 9614. The most popular warrior this turn was BRIENNE 9657. The ten other most popular fighters were LAETHA 9693, STONG BELWAS 9685, QUINCY JONES 9724, URSUS DRAVEN 9650, HADDYR WOTAN 9647, KOGA 9697, ACEOTIS 9729, HERGER 9692, OARS 9661, and DREWSKI 9731. The least popular fighter this week was MICKEY MOUSE CLUB 9669. The other ten least popular fighters were OUTER LIMITS 9735, BORING 9681, AKENO HIMEJUMA 9705, MODE PARRY 9683, WIDOW-MAKER 9688, ISSEI HYOUDOU 9703, SIX FOOT DOWN 9689, B TWO 9733, DRUTUS REX 9709, and BATMAN 9736. MAIL-IN TOURNEY LVIII INITIATES TOURNEY W L K TEAM NAME SPARTAN 9614 (6-1-0) 2 3 1 THE SHADOW GUILD AGEHA 9613 (6-2-0) 1 3 0 THE SHADOW GUILD APPRENTICES TOURNEY W L K TEAM NAME THE RED VIPER 9659 (1-2-0) 8 3 0 DARK LOTUS SHAGGY 2 DOPE 9684 (0-2-0) 0 2 0 DARK LOTUS DEAD APPRENTICES TOURNEY W L K TEAM NAME ACE 9615 (0-4-0) 1 3 0 DEAD THE SHADOW GUILD REALITY SIMULATIONS E-MAIL ADDRESSES For those of you who have e-mail access, you may find it more convenient to e-mail us! At this time, we cannot accept e-mailed strategy sheets, but we can accept your personal ads. If you would like to e-mail your personal ads, team spotlights, and DM columns, e-mail them to this address: ADS@REALITY.COM Our Customer Service Department has a separate e-mail address. If you have questions or any other requests, feel free to send us e-mail to this address: CSR@REALITY.COM Thank you. We wish you the best of luck in your games! -- RSI A NOTE ON MAILMEN In response to the articles on new fighting styles, those were good, but how can you forget our most favorite warrior who has a style all his own? The Mailman! To Duelmasters he is our most sacred person. I mean, how many of you managers out their have sat down and calculated what day your Duelmasters will arrive and have sat waiting for it to arrive, while unknown to you, your mailman is fighting away to get your Duelmasters delivered. Let's review him... ST - should be around 19. He needs to heft two medium bags, cloth mail armor and a ton of rubber bands. CN - 13, give or take a few. He does get bitten by dogs often. SZ - Any. WT - At least 10. He often likes to read the mail. WL - Try about 20. He must endure all kinds of weather. SP - 16 is good. He needs to run across streets in traffic. DF - 10 is good. Sometimes he has to carry packages. This setup should get you a good mailman but they are hard to come by. If you can come up with any better, diplo me. I am: Staple Gun mgr. of Technet (3) The New Deal (23) I am currently working on the U.P.S. and Federal Express warriors. "Strikers R Us" Greetings, everyone. It is I, Talon, again. I am very glad to see everyone participating in the arena and sharing their thoughts on styles and strategies. This turn I will take on the striking attack style, which is certainly one of my favorites. I believe the striker is one of the easiest styles to run, and one in which no team should be without. A high-powered striker can diversify and empower your team. A well run striker can beat any other style, period, at any level in regular Duelmasters. In arenas where scum TPs are rampant, strikers are just the answer as they can attack for up to 12 minutes or more. Strikers are versatile. They can do exceptionally well with a dagger as a weapon or with a halberd. They can do well with no armor or with plate armor. Stats: Biff Primal Solid Perfect ST 5-21 9-17 13 15 CN 3+ 3+ 6 3 SZ 9-21 3-17 9 5 WT 3-17 17 + 17 21 WL 9-17 13 + 17 15 SP 5+ 5-13 9 8 DF 9+ 9-17 13 17 With the way I design strikers, there are essentially two strikers that evolve. The BIFF and the PRIMAL. The Biff striker is typically one that is not looking long- term, but one which I want to run and have fun with. With this striker, I try to have one stat (wit, will, or deftness) which is extraordinary, one which is average, and the other ends up being at some non-normal level. Some examples of the Biff are: 10- 10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21- 3-15-21-5-8-11. With these warriors, the emphasis is on having fun and learning more about the style. The Primal is essentially a Primus-quality warrior. In this category, the striker will be designed with stats that most other managers will gasp, "OH MY, WHY DID YOU MAKE HIM A STRIKER?" It is also the warrior that will be Duelmaster for 8 straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex. The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with a 13+ will and who will do normal damage or better. The goal with the Primal is a 21 wit and 17 deftness, because this will ensure a great warrior. Weapons and Armor: As for weapons, the best striking weapons that I have found and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword, longsword, war hammer, and sometimes the short spear. I don't run my strikers with shields or off-hand weapons, as it takes away from their attack. The heaviest armor I will use is padded leather. Always wear a steel cap or a helm. Strategy (general): Min. 1 2 3 4 5 6+ Desp OE 10 8 6 6 6 5 5 AL 10 5 4 2 2 1 8 KD 6 8 6 6 6 5 5 attack arms/legs/head -- take your pick protect arms/legs/head -- take your pick off tactic decise, slash, bash, depending on weapon def tactic response is best; try dodge though. With this strategy, a striker with a normal endurance should fight for eight minutes as a scum TP and come out on top, outrageously victorious. Just match your weapon with your tactic and only use the tactics in minute one or desperation. If you have any further questions on this or any other style, feel free to diplo me. Talon, mgr. Eagle's Claw HOW I MADE DUELMASTER IN THREE EASY STEPS OR a new look for Aimed Blows Greetings and salutations, all. Here's a new twist on aimed blows I haven't seen before....one that works, at least for me! Here's what I did with Rex Walters, my first Duelmaster in the Free Blades transfer arena, DM 70. ST: 17 (for good damage, attack and parry skills) CN: 13 (gonna need every hit point he can get) SZ: 4 (smaller the better!) WT: 4 (overrated for aimed blows!) WL: 21 (if ya try this method, 17 is a MINIMUM) SP: 4 (ya want NO speed, none, nothing, zero!) DF: 21 (better max this one out too, at least a 19) You laugh at me? I started expert in both attack and parry! (OK, so I got lucky, I didn't expect either one of em.) But both are in reach with a little luck. Hey, if ya can get that strength to 21 you're almost guaranteed those experts... though a bit more CON would be nice. But how do I RUN this monstrosity, you may ask? Why, I'm glad you inquired! LOTS of armor. The hit points combined with, say, platemail should win this character a lot of fights. But, while I've picked up a few easy wins scumming, that's not really what this character does best. I use the only weapon Rex is well suited to: the bare hand. With an offhand small shield or shortsword, so I can take advantage of that expert parry rating. So: FI-SH, APM-H. And I run him at a 4 offensive effort, with a matching 4 activity level. He can last through the initial onslaught of nearly any offensive, then smash them.... like a good waste. And with that monster endurance and good damage, no one scums this warrior! I attack and protect the head, usually, and keep the kill desire high... 5-7 generally. Now, how to become Duelmaster? Well, step one is fight your first fight... and train your CON. Step two, now that you're in the arena, is get a fight with an up-and-coming young warrior from the Duelmaster's team... and kill them. (I randomly matched up with, and killed, a member of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear themselves out but haven't quite dropped are the easiest to kill. Then, when the Duelmaster comes at you (bragging about how he "only" needs to beat you twice to assure his ascension to the Isle) you stomp him. Badly. Once you're on that lofty throne he won't even be able to bloodfeud you, since you can bet he's not gonna be anywhere near the challenger champions after losing to a 2-fight warrior (just ask Ciron of ENDS WITH IRON, now in AD). There are drawbacks, of course. Once you get to that level, odds are you're gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this trick... Oo! I love mixed metaphors...) But... even a 4 wit warrior can learn skills against gladiators with 50 fights! Rex is now 7-3-1. All three losses have come against warriors now in AD. In those ten matches, he's trained his strength and constitution once each, and learned twenty skills, including his adex in both parry and attack. And boy, is it fun humiliating some of those "gods" bound for AD! What else can one do with this warrior? Well, Rex is, get this, well suited to an off-hand epee! He wouldn't dare use one as a primary weapon, but its a great off- hand toy... Does he have what it takes to be a long-term winner? Who knows? He's probably the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and climbing....and he'll meet ya in AD! Amazingly enough, this is not an isolated fluke. We entered a similar warrior into Bloodgames (with the 4's as 3's, and a bit more CON). That warrior, Jalon, is now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena. Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now... Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's another story... --Khyron mgr., Pitt Gladiators (2,29,56,103) Jayhawks (70) Silent Storm (65,74,75) and numerous others.... THE WALL OF STEEL AS A BERSERKER This article is for newer players; more experienced managers will, I'm sure, have much more sophisticated ideas about warrior design and strategy. This will enable a newbie to design a competent warrior who should be able to achieve a better than 50/50 record. The wall of steel, or "waste," is often considered the second scummiest style in Duelmasters. I love the style, but I don't run mine that way; I prefer to think of the waste as a fierce dervish ripping into his opponent like an airplane propeller. In accordance with this view, most walls of steel that I design couldn't scum if they wanted to (well all right, sometimes it happens by accident if the opposing warrior is going all-out and can't last very long). It's fun to run them fast; they get the jump on people who don't expect it of them, and their fights are exciting. Mind you, they don't win as much as if they ran more defensively, but the ones with good stats still do okay (I'll make practically anything a waste and run it, but this article isn't about the ones that a sane manager would DA). So, here is a design for a competent wall of steel: ST 13+ Needed for endurance, damage doing, and weapon selection. CN 9+ You need a passably good con for endurance. SZ 7+ Teeny weenie wastes don't hit hard enough or take enough damage. Real big (15+) is bad because it hurts endurance. WT 13+ Preferably 17. Like any other style, the smarter they are, the better. WL 17+ Needed for endurance, damage-taking, and sheer grit. 21 is recommended. SP 3+ Whatever. DF 7+ Higher deftness is better, but you can get by without it. As you can see, these are fairly easy requirements. Of course, the more wit, will, and deftness, the better your waste will be (same as any other style). If you don't end up with at least good endurance on the overview, the warrior probably isn't going to do very well. With that high will, though, you can bump con a couple of times and you might get good endurance, so there's still a chance. Choose your weapons based on deftness, and your opponent's armor weight. I normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS. No shield. Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy armor), MS, and BA. The war flail isn't a very good weapon, but you can play with it against leather armor. For armor, I usually choose something middling like ARM & H, but will go with APL & H if he has a lot of con. For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus if his OE equals his KD. Since I don't like to use a kill desire above 6, I don't go by that in the first couple of minutes. Keep the activity level moderate to low; the waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's burning a lot of endurance without that added drain. Attack and defend the arms, like a slasher; a waste is a sort of parry-slasher. A typical strategy for my wastes might look like this: Minute 1 2 3 4 5 6 Desp Offensive 9 8 7 6 5 5 2 Activity 6 5 4 3 2 1 6 Kill des. 6 6 6 6 5 5 2 Att. loc. RA LA RA LA RA LA RA Pro. loc. AM AM AM AM AM AM HE Off tac. none -- -- -- -- -- -- Def tac. -- -- -- -- -- -- P I play with the numbers a lot, depending on what the warrior seems to like. For example, if he doesn't parry too well, I'll give him a more offensive desperation strategy, like 8-4-8-slash. (If I really like a warrior I sometimes use a 7+ KD to try and save his life.) If he never manages to get the jump on anybody, I'll try running him more defensively, like with a first minute of 3-6-3. It's not as much fun as going all out, but it's more fun than losing all the time. You can challenge pretty much any style (lungers aren't recommended). When fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR, PL, or WS), slow down or you will be scummed. For the most part, though, an offensive waste is very versatile and can beat any style. The better his important qualities are (WT, WL, DF, endurance), the better the quality of warriors he can defeat. In other words, if you have a so-so rollup that barely made the minimum requirements, challenge so-so opponents. If you have a good rollup, go for the gold. Challenge warriors with a few more fights than you, so you'll learn plenty of skills--but don't challenge way way up in experience, because it's no fun to lose a good warrior. For the most part, train skills--especially on your challenge strategy, when you're going after someone with more fights! And for sure on the first fight, because you'll likely be matched against someone who can teach you a lot. It's okay to train con once in a while if you need more endurance and damage-taking; and if you have bad luck on the rollup and get "does little damage" or something, you might have to train strength once or twice (no more!). But it's best not to train any other stats until way, way down the road. Ask your DM sponsor or any experienced manager in your arena for more advice (if they tell you I'm full of hot air, they're probably right). A little bit of good advice from a more advanced player can make a big difference in your enjoyment of the game! If you have any questions or suggestions, you can diplo: the She-Puppy, mgr. Mordant Prison DM-1, and others. * * * * * MEMO * * * * * From: The Office of Accurate Census Reporting, Gladiatorial Commission To: All Managers In the interest of preserving our natural resources and preventing managerial writer's cramp, the census form has been eliminated, effective immediately. Managers may register their warriors' races and/or favorite sayings by simply writing them on a separate piece of paper and submitting them to the Commission. Each warrior may have up to 15 favorite sayings. Each saying must be categorized Jeer, Gloat, Boredom, Ouch, Victory and may be up to 80 characters long. For any questions, please contact the Gladiatorial Commission.