DUEL 2 NEWSLETTER

Date   : 12/13/2014    Duedate: 12/26/2014

NOBLISH ISLAND ARENA

DM-93    TURN-418

This Weeks Top Honors

THE DUELMASTER IS

FURY
MY 60'S TV (1661)
(93-9671) [4-3-0,50]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              FURY
                               MY 60'S TV (1661)
                               (93-9671) [4-3-0,50]

Popularity Leader              This Weeks Favorite

THE RED VIPER                  BRIENNE
DARK LOTUS (1659)              DARK LOTUS (1659)
(93-9659) [2-5-0,23]           (93-9657) [6-1-0,43]

THE CURRENT TOP TEAM

EINHERJAR (1665)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. GREMORY DEVILS (1667)       36
2. GOAT'S HAI-5 (1669)         26      BANE'S CHILDREN (235)
3. MY 60'S TV (1661)           19      Unchartered Team
4. KULLISAARS (1670)           17
5. DARK LOTUS (1659)           15      BASH BROS SCUM (1663)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*LUDUS VIRTUS (1668)        4   1  1 80.0   1/ 3*EINHERJAR (1665)         10  4 1
 2/ 3*BASH BROS SCUM (1663)     25  10  1 71.4   2/ 1*BASH BROS SCUM (1663)     9  6 0
 3/ 2*EINHERJAR (1665)          10   4  1 71.4   3/ 2*DARK LOTUS (1659)         8  7 2
 4/ 4*MY 60'S TV (1661)         21  14  0 60.0   4/ 5*MY 60'S TV (1661)         8  7 0
 5/ 0*GOAT'S HAI-5 (1669)        3   2  0 60.0   5/ 6*THIRD HIGHWAY (1642)      7  8 0
 6/ 9*GREMORY DEVILS (1667)      5   5  0 50.0   6/ 9*GREMORY DEVILS (1667)     5  5 0
 7/ 5*THIRD HIGHWAY (1642)       7   8  0 46.7   7- 7*LUDUS VIRTUS (1668)       4  1 1
 8/ 7*DARK LOTUS (1659)         16  19  2 45.7   8/ 0*GOAT'S HAI-5 (1669)       3  2 0
 9/ 8*THE BRAIN BUSTERS (1671)   3   4  1 42.9   9/ 8*THE BRAIN BUSTERS (1671)  3  4 1
10/ 0*KULLISAARS (1670)          2   3  0 40.0  10/ 0*KULLISAARS (1670)         2  3 0
11/ 0*TEAM NIETZCHEAN (1614)     2   4  1 33.3  11-10*TOXIC STORM (1658)        1  9 1
12-10*TOXIC STORM (1658)        11  29  3 27.5  12- 0*THE HEATHENS (1664)       0  4 0
13- 0*THE HEATHENS (1664)        0   4  0  0.0  13/ 0*TEAM NIETZCHEAN (1614)    0  1 0

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

                                    TEAM SPOTLIGHT

                              IMPROVE THE W/L RECORD
                                         or
                                  TIPS FOR WINNING

     Your warriors are putting up a good fight, but just can't seem to win? Perhaps
this list of seventeen Consortium actions can help
1.  Always challenge and avoid.  Use the challenge and if-challenged strategies on
your strategy sheet to manipulate fights in your favor.
2.  Challenge warriors you have beaten before and styles your warrior has the 
advantage with.  (E.g.  AB challenge TP, TP challenge LU, ST challenge SL, SL
challenge LU, etc).  Take advantage of bloodfeuds to enhance challenges.
3.  Avoid teams who seem to regularly beat you and teams with nearby warriors with
styles which have an advantage over your warrior.  Avoid the team that just beat you
last fight.
4.  Make your warrior do what his style does best.  (e.g.  STs get the jump, LUs
dodge, TPs parry, etc)
5.  Use high CN to your advantage by soaking hits and then hitting a worn down
opponent.
6.  Pay attention to where an opponent is aiming his attacks and protect that
location on subsequent fights.
7.  "Pick on" warriors with less skill, less experience, or lots of losses.
8.  Pay attention to fight history in your arena.  Know which are tournament
warriors, sandbaggers, etc with hidden FE.  (Fight experience.) These warriors are
likely highly skilled compared to your normal arena warrior.  Stay clear of them.
9.  Use tactics appropriately - Decise to help you get the jump, Dodge to help you
avoid being hit, Slash or Bash to hit harder, Parry to focus on parry, Response to
counter known decise users.
10.  Dress appropriately - naked is faster/quicker, plated is most protected and
sponges best but slower.  Do not overdress and excessively encumber your warrior's
ability to carry and endure.
11.  Watch fights carefully to find a favored weapon - one which you crit often with
or which you get lots of extra value hits.  Use that weapon and those similar to it.
12.  Know your opposing manager's styles and methods.  Try to fight weaker managers
and avoid those who just seem to win lots.
13.  If your warrior is in a difficult spot in the rankings/arena listing, sit him
out.  Don't fight if you do not have a good chance to win.  (e.g., your 5 FE warrior
has jumped way up in the rankings and is surrounded by much more experienced
warriors, or your scum TP is surrounded by aimed-blows, etc)
14.  Phone a friend.  Ask for help or advice.  The right helpful person is likely to
want to help you succeed.
15.  Try to manipulate your fight so you match with an NPC.
16.  Send your warrior to tournaments.  Gets hidden FE on his record and up his
skill/stat level unbeknownst to those paying little attention.
17.  Pay attention to fighting in your arena.  Know whom is using strategies set on
maintenance and take advantage of it by challenging and adjusting your strategies to
beat them.

Ed Sullivan, Consortium affiliated

              + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +

     "Tinkering strategies?"  Jorja glanced around the common room of the Lighthouse
quickly.  None of her gladiators were near by, but she leaned forward and lowered her
voice anyway.  "The team here doesn't believe I ever do that, and I don't want them
to hear me saying differently, Diaretic.  They'd get expectations, and I don't have
any plan to make life that easy for 'em.  But here's the way I go at it when I'm
feeling generous with my warriors.  Mind you, this is just the way *I* do it, and
there are plenty of other approaches.
     "Say I've got a warrior who's a pure offensive style, which means a basher, a
lunger, or a slasher.  I don't count strikers, as they're versatile and sometimes
unpredictable.  Say I've started him out fast, maybe 8-6-x.  Unless he's fighting
another pure offensive, he should be first off the mark.  So I look for the problem.
If it's a problem with his numbers and style and he should have been some other kind
of fighter, well, too bad, we're both stuck with it.  I can boost his offensive
effort to ten--sometimes it already IS ten, of course, but if it isn't, then that
goes up to the top.  I can drop his activity level, say to four.  I know some people
start their offensive warriors going 10-10-x, but to my mind, this is just asking for
early burnout in a fight.  I've seen that kind of thing--a warrior comes out of the
starting gate like his socks are on fire, and by the MIDDLE, not the end, of the
first minute, he's panting and staggering, and losing.  Sure, some warriors can take
that kind of energy burn, but most can't.
     "So I tinker with his numbers, and it doesn't help, he still gets jumped when he
shouldn't.  The next thing to try is dropping the weight he's carrying.  Maybe I've
got him in some kind of mail, okay, I drop that to leather.  This reduces his
protection against blows from his opponent, of course, but everything's a trade-off.
If he gets out there first and deals a shrewd blow or two, it won't matter; he'll win
before he gets hurt.  If he's already in leather, or if I want to lighten him up
further, I'll drop his backup weapon and give him a lighter one.  Say he's got a
scimitar with a backup same, maybe I'll drop the backup to a shortsword or even a
dagger.  I'll always leave him SOME backup weapon--"
     "He'd have his fists, if you didn't give him a backup weapon, wouldn't he?"
Diaretic asked.
     Jorja shrugged.  "Well... yes, but none of the pure offensives do well with
their fists.  Strikers, maybe, but not bashers, lungers, or slashers.  They can and
will use 'em if they have nothing else, but they won't do well.  And frankly, I
wouldn't even send out an aimed blow, the CLASSIC unarmed style, with nothing but his
fists for backups.  I've seen too many of them 'struck in the arm with the parry'.
It's too risky for a warrior who's already got problems.  Unless, of course..." she
looked suddenly thoughtful, "I'm hoping he'll get killed...."
     Diaretic raised his eyebrows.  "Do you do that much?"
     "Send them out hoping they'll die?"  Jorja shrugged.  "Well, yes and no.  I run
everything, maybe send one warrior in a hundred to the Dark Arena--after he's fought
for a year or two.  There are often warriors that I would LIKE to see die, even
though I hate the hassle of recruiting new ones.  But I've never sent a warrior out
unarmed, unarmored, and with the basic 1-1-1 default strategy.  At least, not
deliberately.  There's a team I have in Murska that was running on maintenance once.
I wasn't paying attention, and no less than THREE new warriors started up there
without strategies--and survived!  They had horrible records by the time one of the
other managers managed to get my attention, 0-19 I think it was, but they survived.
Tough men, and they eventually made it to graduation, once I gave them 'sharp pointy
things' to use on their opponents.  But I don't do that deliberately."  She paused
and signaled for one of the waiters to bring Diaretic a fresh drink.
     "Where was I?  Warriors getting jumped when they shouldn't be, right.  As a last
resort, because I don't really care for tactics, I might give such a warrior
decisiveness in the first minute, also.
     "But if none of this works, if he still gets jumped regularly, then I have to
think about taking a different approach.  Maybe he'd be better off running slowly,
despite his style.  So I put more armor on him, some kind of mail, usually, and I
slow down his first minute, maybe invert it: 4-6-x or 4-8-x or something.  And then
in the second minute pop him up to eight or ten offensive effort, on the idea that
he'll catch the faster offensives when they're tired.  Sometimes it works.
Especially with beginning warriors, winning can often be a game of endurance.  He who
is still standing, wins."
     Diaretic nodded and sipped his drink.  Half-formed ideas of how he might use
these ideas on his own warriors revolved in his mind.  "What about the opposite case,
a defensive warrior who can't last long enough to win as he should?"
     "The total parry who collapses from exhaustion in the second minute?"  Jorja
laughed.  "I've had a few of those over the years.  I call 'em 'the warriors of
exasperation'.  It isn't easy running everything, you know--I end up with some
warriors that not even a mother could love, and with them, I tend to do really dumb
things, just for the heck of it.  The aimed blow with a deftness of three or four,
for instance, or the total parry with no con.
     "But for the, hmm, 'legitimate' cases of warriors running too fast, well, there
are signs as obvious as an offensive getting jumped.  'Fighting to conserve energy',
'straining to hold his weary arms at guard', stuff like that in the fight report is a
sure sign.  You can take two approaches to that, lower the weight they're carrying so
as not to burn their energy that way--lighter armor, lighter weapons.  Or slow 'em
down.  Say I've got a ripper going 6-8-x and stumbling with exhaustion in the second
minute.  I might slow this warrior down to 4-6 and see if that helps.  Heck, I've
even done that with offensives.  Back when I started slashers out going 10-10-x, I'd
get them stumbling with exhaustion and losing because of it in the second or even the
FIRST minute, and I'd slow 'em down.  Activity level comes down first for an
offensive warrior--I think of that as the 'dodging and parrying' number.  Offensive
effort comes down first for the defensives."
     "Hmm."  The younger manager frowned, making a series of linked rings on the
table top with the wet bottom of his glass.  "What about warriors who flail wildly?"
     "I've been told that this is due to lack of attack skills, and unless you're
going to train stats and burn those skills, nothing but time will cure it.  But I've
found that sometimes--not always--lowering kill desire helps.  Drop it to five, say,
if it's higher.  Dropping the offensive effort a notch might help, too.  I think of
'flailing wildly' as 'trying too hard'.  You can never be sure, of course, because
managing gladiators is an art, not a science."  She paused and half stood, looking
toward a center of commotion.  "Do you want Wednesday to get falling down drunk on
the night before the fights?"

           +<]H[>+-----+<]H[+ Question of the Week #8 +]H[>+-----+<]H[>+

Question, turn 417:

All -- Here's last cycle's question that didn't make it in (along with page two of my
personals).  What are the top five weapons to be successful in Advanced? -- Hanibal
Q.O.W.

Answers, turn 418:

Q.O.W. Response -- The top weapons in AD, or even basic DM, are generally agreed upon
to be the SC, LO, BS, and BA.  The scimitar is an all round great weapon.  Seems
easier to crit with, and even against heavy armor, still dishes out a lot of damage.
Because it's a slashing weapon, it seems to pull a lot of critical damage on normal
hits.  The longsword is the second best, though that could be contended, for its one
great ability, the knockdown!  The broadsword is heavy, but it dishes out heavy
abuse, it doesn't break often, and it is pretty good at smashing through parries.
The battle axe is just plain cool, and it is very painful!  After those four, it's
difficult to say which weapon is better.  I like daggers, though shortswords are
strong, and the halberd is really fun if your warrior can throw crits with it. --
Adie

I must have missed the question this is answering, or it was part of an ongoing and
sometimes heated discussion on winning and killing  and aiming locations in Aruak
City.
     Q.O.W. Response -- Other than the obvious ability of aiming at the
chest/abdomen/head to gain death intent statement, I think that it's more difficult
to win when aiming at the body because there are more hit-points there.  This is
especially the case against tough, armored warriors.  Attacking the body with lunging
weapons can get knockdowns, but I think that it's even easier if you aim at the legs.
If you consider protect locations though, maybe the body is better to aim at because
maybe fewer people protect it.
     The limbs, and head especially, have less hit points, so if struck, such a
warrior usually gives up sooner.  Aiming at the head can get quick victories and
death intent statements, but results in more deaths, obviously.  But I think a lot of
people routinely protect the head.  Aiming at the arms allows the defeat of a warrior
when they lose their weapon, or use of their arm, and can't draw a back up. -- Adie
P.S.  I only advocate aiming at the arms and legs in Aruak City.  Elsewhere is a
different story.

Question for turn 418, to be answered next turn:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can
warriors regain the use of them eventually if the fight goes on?  Can they punch or
parry with it, even though they can't draw a back-up? -- Adie

Adie's QoW -- Striking arms can cause an opponent to drop their weapon and
(temporarily) lose the use of the limb.  Striking the legs can increase the chance of
a knockdown.  Striking at head, chest, or abdomen can allow for a kill on the sands.
Chest and abdomen seem to be the locations best protected by armor.  Head can have a
different level of armor protection than the rest of the warrior's body, which can
make things tactically interesting.  From what I've seen, managers usually have their
warriors protect their vital hit locations by default, so to me it makes more sense
to aim at non-vitals. -- Generalissimo Puerco
     Is Generalissimo Puerco psychic?  Tune in next turn and find out!

Hanibal's QoW -- All of the one-handed swords make up the top tier of weapons, with
the axes and spears on the second tier (consider halberd in this group), and all the
bludgeoning weapons (and the greatsword) at the bottom.  Quarterstaves, war hammers,
and mauls are liked by some, and as far as I'm concerned, they can have them.
Unfortunately the quarterstaff recently became tied (with longsword) among my LPs for
most popular favorite weapon.  Also, interestingly, I only have one LP that favors
the scimitar, and it's a total parry! -- Generalissimo Puerco

Hanibal -- Top five weapons?  Hm, scimitar, scimitar, scimitar....  Oh, you mean
DIFFERENT weapons?  A lot depends on the style of the warrior in question and his or
her favorite.  But scimitar is up there near the top of the list for many styles. --
Leeta

The question from turn 418:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can
warriors regain the use of them eventually if the fight goes on?  Can they punch or
parry with it, even though they can't draw a back-up? -- Adie

Answers from turn 419 and 420:

Q.O.W. Answer:  I have had all sorts of s#&amp;t (not sure what word this was
supposed to be) happen regarding arms falling uselessly at their side: some warriors
give up, some continue on, I've even had a warrior lose his use of an arm twice in
one fight (and he still won!!!).  One thing is certain...the weapon in the useless
hand always drops in the sand. -- Dr. Strange

     Refers to last turn's question--
QOW -- Weapons?  We agree that SC seems tops with LO and BS highly desirable.  The
Consortium clan has a great affinity for these also:  BA, DA, QS, SH, WH and GA.  Not
the normal "feelings," but... -- Kennelworth

QOW --  A useless arm is a statement and since it normally comes at the end, it
"seems" to mean something, but it is similar to a dropped weapon. -- Kennelworth

Answer Q.O.W. (arms) -- When arms are struck in combat, I too have seen a variety of
things occur.  I've seen them get hit, forcing a weapon to be dropped, but then a
back up pulled immediately.  I've seen them get hit, drop a weapon, and be too hotly
engaged to pull a new one.  Also, they can hang useless after being struck.  The
weirdest thing I've ever seen is a warrior lose the use of their arm, drop their
weapon, strike with their fists, and then have one of those fists get parried, AND IT
WOULD BE THE ONE THAT WAS USELESS THAT WAS INJURED BY THE PARRY!  Strange eh?  So if
both arms went useless, you could still fight with fists?  Hmm... -- Adie

New question, turn 419:

All -- I recently tried an experiment where I gave a warrior a Primary weapon
(Broadsword) and the same off-hand back-up.  She pulled the back-up when things
slowed down in min. 2.   Does this mean she prefers two weapons or do they always do
that?  If you give a warrior two back-ups will they pull the one they prefer or
whatever you list first? -- Hanibal -- Q.O.W.

Answers, turn 420:

Answer Q.O.W. (backups) -- When things slow down in a fight and neither warrior is
eager to hold the initiative, they will usually pull any off-hand or back up weapon
they have, whether they need it or not.  It has no relation to whether that warrior
prefers to fight with two weapons or not.
     Drawing back-ups also can occur when the fight is intense.  If your weapon
breaks while on the offense, often such a warrior will draw their back up and attempt
a riposte to hold the init.  Also, if you're on the defensive and you attempt to
riposte, but you have a back-up weapon or off-hand weapon to draw, your warrior may
try to pull it. Success is not always guaranteed in either case though since your
warrior may be 'to hotly engaged'.  Even if a defending warrior succeeds, drawing a
weapon after a riposte forces that warrior to give up the init they could have taken.
But if they pull a back-up and THEN riposte, then can take the init.
     If you give a warrior two back-ups, they pull the one listed first, and if it
breaks or is dropped, they'll pull the second.  It is not random. -- Adie

QoW -- If the warrior has a free off-hand, and a backup off-hand weapon, it usually
isn't long before they decide to make use of it.  I'm guessing that OE and
coordination (anonymous source) are factors that affect the likelihood of drawing a
backup in the off-hand.  Wanna Be, manager of A Savage Few here in Aruak, once hosted
a fast draw contest where contestants had to start the fight unarmed but could have
backup weapons.  The all-out offensives would sometimes spend a full minute or more
with their fists before deciding to draw steel.  The defensives would usually draw
something the first chance their opponent would give them. -- Generalissimo Puerco

New question, turn 420:

All -- I was noticing the skill modifiers for low to high size; do these negatives
keep a warrior from being successful at the high end of the game? -- Hanibal --
Q.O.W.

We're now caught up with Aruak City (dm 11) on the Questions of the Week; they are
about to run turn 421 as I write this.  So if Hanibal misses a turn in asking, or the
managers there miss a turn in answering, we'll have to miss a turn in looking over
their shoulders.  Amazing how things follow one another like dominoes falling, isn't
it?  There is NO REASON AT ALL why you here can't pose Questions of the Week of your
own.  Send them as a personal to DM 11, identify yourself as a new manager seeking
enlightenment, and you should get a helpful response. -- Jorja

Note that Hannibal's Questions of the Week stopped some time ago and Aruak City is
now in the 600s.

                                      SPY REPORT

     Ready for some action-packed adventure, some thrills, chills and spills?  Well 
fergit it, cause this is the Spyreport for NOBLISH ISLAND.  Like, BASH BROS SCUM had 
to be so embarrassed when they got kicked off #1 spot by EINHERJAR!  Way to go 
EINHERJAR!  The guys at GREMORY DEVILS like really pulled together to get a 3-2-0 
this turn, moving up by 3.  One team deserves special mention 'cause they moved up 1 
after going 4-1-0.  Keep it up, MY 60'S TV!  MVP award for VIOLENT J?  DARK LOTUS' 
proud of him after beating HERGER and getting 16 points.  Talk about yer major 
upsets!  QUINCY JONES' match with ASTRID cost him a loss of 10 points!  Was that a 
tear I saw in FURY's eye, as he took over Duelmastership?  And wasn't BORING fit to 
be tied!  Is the Duelmaster really being a real snob to his teammates?  Don't ask me! 
     AAARRGH!!!  I HATE SPYREPORTING!!!  Sorry.  I just had to say it.  TOXIC STORM 
was the most avoided team.  Is a 11-29-3 record really that scary?  Is there some 
deep dark secret why DARK LOTUS' been avoiding TOXIC STORM so much?  Or is it just 
that they're too scared?  Can BASH BROS SCUM's TERRIBLE ATTACKERS be more popular 
than me?  He was challenged the most, but is that really the same?  See if I ever 
talk to THE RED VIPER again!  TALLAHASSE MOON was so low when He challenged he.  
Hhmph!  If THE RED VIPER can't beat a warrior 21 points below himself, that he 
CHALLENGED, he oughtta be selling food in the stands!   
     Challenges, revenges, Bloodfeuds.  All NOBLISH ISLAND ever talks about is 
fighting!  Me, I'm more laid back.  I was SO depressed when I heard HERGER got 
killed.  He was just a kid, and didn't get a fair chance in NOBLISH ISLAND, or 
anything!  Fight, fight, fight.  Is that all you guys can do?   
     I really didn't, you know, study when I was a kid.  Who would've guessed I'd be 
a famous Spyreporter?  I know how much you like reading this stuff, but I really 
should stop.  Remember you guys, ease up sometimes!  Chill out!  Later, Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 FURY 9671                     4   3  0    50       MY 60'S TV (1661)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 BRIENNE 9657                  6   1  0    43       DARK LOTUS (1659)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
-RAVEN LEIGH 9648              3   5  1    33       TOXIC STORM (1658)
 ASTRID 9696                   3   0  1    32       EINHERJAR (1665)
 VIOLENT J 9658                5   2  2    31       DARK LOTUS (1659)
 ROLLO 9694                    2   1  0    29       EINHERJAR (1665)
 TERRIBLE ATTACKERS 9682       6   1  1    28       BASH BROS SCUM (1663)
 TALLAHASSE MOON 9727          2   1  0    27       THIRD HIGHWAY (1642)
 BORING 9681                   6   1  0    26       BASH BROS SCUM (1663)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 THE RED VIPER 9659            2   5  0    23       DARK LOTUS (1659)
 RIAS GREMORY 9704             2   0  0    23       GREMORY DEVILS (1667)
 MODE PARRY 9683               5   2  0    22       BASH BROS SCUM (1663)
 DO NOTHING 9679               4   3  0    21       BASH BROS SCUM (1663)
 YUUTO KIBA 9707               2   0  0    21       GREMORY DEVILS (1667)
-CHUCKUS NORICUS 9711          1   0  0    20       LUDUS VIRTUS (1668)
 MICKEY MOUSE CLUB 9669        5   2  0    17       MY 60'S TV (1661)
 SHAGGY 2 DOPE 9684            1   5  0    16       DARK LOTUS (1659)
 ROOKIES AND DONE 9680         4   3  0    15       BASH BROS SCUM (1663)
 ACEOTIS 9729                  2   0  1    15       THE BRAIN BUSTERS (1671)
 ROCHESTER KING 9725           2   1  0    15       THIRD HIGHWAY (1642)
-ODIN THORSEN 9377             1   0  1    15       TEAM NIETZCHEAN (1614)
 YUMI-KAI GIRL 9714            1   0  0    15       GOAT'S HAI-5 (1669)
 PERRY MASON 9670              3   4  0    13       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)
-URSUS DRAVEN 9650             2   6  0    12       TOXIC STORM (1658)
 LAETHA 9693                   2   1  0    11       EINHERJAR (1665)
 QUINCY JONES 9724             2   1  0    11       THIRD HIGHWAY (1642)
 DREWSKI 9731                  1   1  0    11       THE BRAIN BUSTERS (1671)
 SVEN 9734                     1   0  0    11       EINHERJAR (1665)
 BATMAN 9736                   1   1  0    11       MY 60'S TV (1661)
-TEMPUS 9708                   1   0  0    10       LUDUS VIRTUS (1668)
-REMUS 9710                    1   0  0    10       LUDUS VIRTUS (1668)
 OUTER LIMITS 9735             2   0  0     9       MY 60'S TV (1661)
 STONG BELWAS 9685             1   4  0     9       DARK LOTUS (1659)
 TAMAGRAMAFLU 9722             1   0  0     9       KULLISAARS (1670)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-ROMULUS 9712                  1   0  1     6       LUDUS VIRTUS (1668)
 GASPER VLADI 9706             1   1  0     6       GREMORY DEVILS (1667)
 SARATOGA LEE 9726             1   2  0     5       THIRD HIGHWAY (1642)
 KYGOMAI-LOVEGRL 9717          1   0  0     5       GOAT'S HAI-5 (1669)
 EL GUARDO 9720                1   0  0     5       KULLISAARS (1670)
 FREYA SIGURSDOTTER 9373       1   1  0     4       TEAM NIETZCHEAN (1614)
 PINK-YOMI GIRL 9715           1   0  0     4       GOAT'S HAI-5 (1669)
-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)
 AKENO HIMEJUMA 9705           0   2  0     3       GREMORY DEVILS (1667)
 ISSEI HYOUDOU 9703            0   2  0     2       GREMORY DEVILS (1667)
-LADY SANDSTORM 9723           0   2  0     2       TOXIC STORM (1658)
 SANGO-GOTH GIRL 9713          0   1  0     1       GOAT'S HAI-5 (1669)
-MORGUE-FILLER 9691            0   1  0     1       THE HEATHENS (1664)
-HEL FRIGGASDOTTER 9376        0   1  0     1       TEAM NIETZCHEAN (1614)
-SIF FRIGGASDOTTER 9374        0   1  0     1       TEAM NIETZCHEAN (1614)
 SUBLIME MAX 9718              0   1  0     1       KULLISAARS (1670)
-DRUTUS REX 9709               0   1  0     1       LUDUS VIRTUS (1668)
-SIX FOOT DOWN 9689            0   1  0     1       THE HEATHENS (1664)
-WIDOW-MAKER 9688              0   1  0     1       THE HEATHENS (1664)
 BERYLLIOSIS 9719              0   1  0     1       KULLISAARS (1670)
 VERMONT OLSON 9738            0   1  0     1       THIRD HIGHWAY (1642)
 TOMASTICUS 9721               0   1  0     1       KULLISAARS (1670)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
HERGER 9692             2  1 0 EINHERJAR 1665       VIOLENT J 9658        418   
THJALFI 9695            0  1 0 EINHERJAR 1665       VIOLENT J 9658        416  REVENGED
HARI-YUKU GIRL 9716     0  1 0 GOAT'S HAI-5 1669    ACEOTIS 9729          418   
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   

                                     PERSONAL ADS

Ed Sullivan -- Despite being a wonderful TV presence, 56.7% is grounds for dismissal.
Put out or get out. -- The Consortium Elders

Tempus -- You put the heat on me.  A salute to your talent and the win. -- Batman

Batman came back blessed in damage, endurance, and attack, but he has to swing to do
any good.  So, how about some BIFF, BAM, POW, Batman? -- Ed Sullivan

Issei Hyoudou -- Be careful what weapons you select and don't go beyond your limits.
-- Outer Limits
P.S.  But keep on letting me win.

Boring -- I can sing and dance but I cannot be as boring as you.  Phbbtt! -- Mickey
Mouse Cub

Neigh!  Shucks!  I lost to the Venemous Concubine?  She certainly wasn't the mare I
thought she was! -- Fury

Rookies And Done -- Maybe you should drop the "Rookies And"?  It felt mighty, mighty
good to win that case. -- Perry Mason

Congratulations to The Red Viper for the TV.  Wow!  Well done! -- Ed Sullivan

To use the TV to get priority challenging in DM simply write and circle BF in front
of your challenge on the strategy sheet.  It lasts for six months.  You will be glad
you did. -- Ed Sullivan

All hail Ageha, a fine, fine Duelmaster.  Good luck wherever you go. -- Ed Sullivan
P.S.  DM11 it is?  Say "hello" to our friend Kennelworth and The Bulldogs there.

Dark Lotus -- I am always glad to answer your questions.  But maybe YOU should answer
mine as YOU got the TV for DM93.  Kudos!  Adding to the GC Lackey's answer last turn,
BLOODGAMES are held each Face-To-Face.  There are typically two versions of the game.
One, a mailer, that anyone can "mail in" and participate purely by mail and with one
strategy.  The other Bloodgames are only for participants (or proxies) at the actual
FTF.  It does allow strategy changes and bloodfeuds each round.  A manager could
participate in BOTH. -- Ed Sullivan

Dark Lotus -- Tournaments are held quarterly and are announced, albeit a little last
minute, in the newsletters.  Jan FTF (in Tempe, almost always the w/e prior to MLK
Holiday), Apr MAILER (usually early April or on tax payment w/e), July FTF (east of
the Mississippi and changed annually, around the 2nd or 3rd w/e in July), and Oct
MAILER (usually a Halloween w/e or even early Nov w/e).  Hope this helps. -- Ed
Sullivan

Assur -- Have I told you lately that I hate you and that you, you dirty, rotten
cretin, are going to get me fired?  Grrrrr. -- Ed Sullivan

American Infidel -- No, the dead Sky King did not think Raven L. was an easy woman.
Certainly she must have thought he was an easy and worthless TV show! -- Ed Sullivan

Am. Infidel -- All I know about Scorpio's alliance is what little I have read in the
newsletters.  My friends in Aruak City (DM11) are trying to figure it out, too.  If
you hear more, let me know, please. -- Ed Sullivan

Merry Christmas and Happy New Year to all.  May wonderful years of life be ahead of
you. -- Ed Sullivan, The 60s TV Gang, and Consortiumites everywhere

All -- Please explain the "Accuracy%" for each skill area for each fighting style
under the Bagman2 skill chart in the CIC packet.  In other words, what does the 97 in
att across for striker imply--expecially since a striker loses 12 attack skills as a
"style modifier"?!?  Also, what do the numbers under the number sign (#) show?

All -- I am attempting to keep track of how well my warriors do at different OEs and
ALs, but but when I am sent desperate in the middle of one minute (say minute 2),
then get a "sent desperate" statement again in say minute 4 I cannot figure out which
OEs and OAs taht warrior was using in minute 3!!!  In other words, how can one tell
when one's warrior is no longer IN desperation?!?  Thanks for your clarification. --
The Professor

     When a minute ends and there is a new minute header, your desperation shuts off
     until you are sent there again.

Perry Mason -- I'm not worried about Della.  I'll call you.  I believe I have your
number.  Right? -- Brienne

Mike Dre -- The Unsullied meant nothing to us.  We came back for you simply because
we can. -- The Ringmater of the Dark Carnival

Lady Sandstorm -- Now you are my kind of lady. -- Astrid

Violent J -- My little brother was an impulsive sort.  I always knew it would lead
him to a bloody end.  But I consider the matter settled now. -- Rollo

Utah Neal -- A minor mistake of weapon.  But I thank you for the advice. -- Laetha

Ursus Draven -- Thank you for the lovely bout.  It was worthy of song. -- Herger

Abyss -- ???  In the last fifteen years, I have averaged maybe one hundred thirty
fights per week.  That's, hmm, maybe one hundred thousand fights, more or less.  I'm
lucky to remember a fight for fifteen MINUTES, and usually no longer than it takes me
to write a personal about it or decide not to write a personal.  It's also impossible
for me to rank fights against each other.  I just don't read the fights that way.
Maybe it's a gender difference. -- Jorja

We salute the tourney participants, with a special nod for The Red Viper, tourney
victor. -- Jorja and those on the Third Highway

Two-three and a death.  Damn.  Okay, a little closer look--

Red Viper -- Though you don't need improvements, Jorja says I should mention that if
you attack a leg, you can often win with a knock-down and greatly reduce the risk of
killing. -- Tallahasse Moon

Strong Belwas -- Hmm.  I wouldn't call a four-minute fight "slim" either way, but eh.
This looks like a simple case of "you did good, but I did better."  There are days
like that. -- Quincy Jones

Oars -- Cheese louise, guy!  I wouldn't shave for YOU even if I hadn't died.  I
suppose I shouldn't have been surprised, it's easy to kill with a halbard because
it's so damned heavy. -- Ghost of Utah Neal

Haddyr Wotan -- That wasn't luck, it was my masculine superiority.  Well, and
possibly the disorientation of you being so far from home.  I don't think I've heard
of a Plainsman in the arena system since dm 76 shut down.  Are you an outcast? --
Rochester King, just curious

Freddy -- You hairy little (mutter grumble). -- Saratoga Lee

                                  LAST WEEK'S FIGHTS

BRIENNE bested TERRIBLE ATTACKERS in a crowd pleasing 5 minute Challenge fight.
THE RED VIPER was narrowly defeated by TALLAHASSE MOON in a 2 minute Challenge melee.
VIOLENT J viciously butchered HERGER in a crowd pleasing 5 minute Challenge brawl.
SHAGGY 2 DOPE was defeated by ROLLO in a 2 minute Challenge match.
BATMAN devastated ISSEI HYOUDOU in a 1 minute uneven Challenge brawl.
OUTER LIMITS defeated SARATOGA LEE in a 4 minute novice's Challenge struggle.
ASTRID handily defeated QUINCY JONES in a 1 minute uneven Challenge fight.
STONG BELWAS lost to ROCHESTER KING in a popular 6 minute beginner's Challenge duel.
FURY won victory over BORING in a popular 1 minute Title duel.
DO NOTHING defeated DREWSKI in a action packed 5 minute match.
ROOKIES AND DONE outlasted CONVICTED THIEF in a tiresome 7 minute fight.
PERRY MASON was demolished by YUUTO KIBA in a 1 minute mismatched competition.
MICKEY MOUSE CLUB outwaited AKENO HIMEJUMA in a exciting 8 minute battle.
MODE PARRY devastated OSKSI NOBLE in a 5 minute mismatched bout.
FREYA SIGURSDOTTER was handily defeated by YUMI-KAI GIRL in a 3 minute uneven fight.
LAETHA was defeated by RIAS GREMORY in a 2 minute beginner's struggle.
GASPER VLADI overcame SUBLIME MAX in a 3 minute bloody amateur's bout.
ACEOTIS butchered HARI-YUKU GIRL in a 1 minute one-sided fight.
TOMASTICUS was subdued by PINK-YOMI GIRL in a tiresome 3 minute novice's bout.
TAMAGRAMAFLU defeated PERSISTANT BEGGAR in a unpopular 4 minute amateur's conflict.
EL GUARDO savagely defeated VERMONT OLSON in a 4 minute brutal beginner's fight.
BERYLLIOSIS was beaten by KYGOMAI-LOVEGRL in a 3 minute gruesome beginner's fray.
SVEN devastated SANGO-GOTH GIRL in a 2 minute one-sided bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|TOTAL PARRY                      9         TOTAL PARRY       44 -  23 -  1      66  |
|STRIKING ATTACK                  7         AIMED BLOW        28 -  15 -  3      65  |
|AIMED BLOW                       6         PARRY-LUNGE        3 -   2 -  0      60  |
|SLASHING ATTACK                  5         LUNGING ATTACK    15 -  11 -  0      58  |
|PARRY-RIPOSTE                    4         STRIKING ATTACK   28 -  23 -  1      55  |
|BASHING ATTACK                   4         SLASHING ATTACK   19 -  18 -  2      51  |
|PARRY-STRIKE                     3         BASHING ATTACK    26 -  30 -  3      46  |
|LUNGING ATTACK                   3         PARRY-RIPOSTE     10 -  14 -  0      42  |
|PARRY-LUNGE                      1         WALL OF STEEL     20 -  35 -  1      36  |
|WALL OF STEEL                    1         PARRY-STRIKE       8 -  18 -  2      31  |

Turn 418 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:

PARRY-LUNGE        1 -  0     SLASHING ATTACK    2 -  3         3  STRIKING ATTACK
AIMED BLOW         5 -  1     LUNGING ATTACK     1 -  2         3  AIMED BLOW     
PARRY-STRIKE       2 -  1     PARRY-RIPOSTE      1 -  3         2  TOTAL PARRY    
TOTAL PARRY        6 -  3     BASHING ATTACK     1 -  3         1  SLASHING ATTACK
STRIKING ATTACK    4 -  3     WALL OF STEEL      0 -  1         1  BASHING ATTACK 
                                                                1  LUNGING ATTACK 

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  FURY 9671                   4   3  0   50 MY 60'S TV (1661)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is THE RED VIPER 9659.  The most popular warrior this 
turn was BRIENNE 9657.  The ten other most popular fighters were VIOLENT J 9658, 
SARATOGA LEE 9726, STONG BELWAS 9685, DREWSKI 9731, AKENO HIMEJUMA 9705, THE RED 
VIPER 9659, FURY 9671, SVEN 9734, TALLAHASSE MOON 9727, and ASTRID 9696.

The least popular fighter this week was ROOKIES AND DONE 9680.  The other ten least 
popular fighters were MICKEY MOUSE CLUB 9669, PINK-YOMI GIRL 9715, TOMASTICUS 9721, 
MODE PARRY 9683, VERMONT OLSON 9738, TAMAGRAMAFLU 9722, FREYA SIGURSDOTTER 9373, 
ROCHESTER KING 9725, HERGER 9692, and BERYLLIOSIS 9719.

                                The Defensive Lunger

  Perfect   Minimums     Actual Characters
ST   13        11             11   13
CN    7         3              3   11
SZ    4         4             10    6
WT   21        17             17   17
WL   17        13             17   19
SP    5         5              9    5
DF   17        13             17   13

     The lunger, in my opinion, makes a much better defensive fighter than offensive 
fighter.  Fighting defensively will compensate for the speed at which lungers burn 
endurance.  They will still attack whenever possible but their defensive ability will 
allow them to dodge most attacks.  The most important part is their initiative.  When 
they do dodge, they'll usually steal the initiative and attack.  I haven't been 
fighting lungers defensively for long but my record is 14-5-0.  Don't fight 
defensively against other lungers as they will usually win.

     The strategy I use is:
Min  1    2    3    4    5    6   Desp
Off  4 ------------------------->  9         Weapon:  Any lunging
Act  6    4 -------------------->  9         No armor if low con
KD   4 ------------------------->  9         APL/H if average con
O.T. --------------------------->  L
D.T. -------------------------------->

     You can attack any location you wish but I suggest protecting the body.  The 
third character listed started with experts in attack, defense and initiative.  The 
last character had an expert in attack.

The Wild Boar, manager of Things (5) and many inactive teams.

                                  WARRIOR ENDURANCE

     Greetings, joy and happiness to everyone!  I hope you have had pleasant dueling.  
This article is about endurance and some things to think about when you're designing 
your warriors.  Below is a chart showing the different endurance levels a warrior may 
have.  This chart may be a little off of due to the fact it isn't possible to have all 
the variables as a manager, but it does give you idea of the amount of endurance a 
warrior should have.

The formula for endurance is: E = (ST+CN)WL

With the result of that number use the chart below.

000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+    = Awesome

Here are some examples of warriors with their Endurance ratings:

1) Slasher      ST  5  CN  7  WL 15     (5+7)15   = 180	 Poor
2) Striker	ST  7  CN 13  WL  9	(7+13)9   = 180	 Poor
3) Parry-Rip	ST  7  CN 10  WL 11	(7+10)11  = 187	 Poor
4) Basher	ST 13  CN  9  WL  9	(13+9)9   = 198	 Very Poor
5) Striker	ST 13  CN  9  WL  9	(13+9)9   = 198	 Poor
6) Aimed-Blow	ST  9  CN 15  WL  9	(9+15)9   = 216	 Normal
7) Striker	ST 10  CN  5  WL 15	(10+5)15  = 225	 Normal
8) Slasher	ST 13  CN 10  WL 10     (13+10)10 = 230	 Normal
9) Wall/Steel	ST 13  CN 12  WL 17     (13+12)17 = 425	 Great

     There are several factors such as warrior style, RSI random factor, and there is 
some evidence that SIZE has some effect on a warrior's endurance.  In any case the RSI 
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average.  These are 
just estimates, but are still factors nevertheless.
     Some styles that are HIGH BURN endurance, like lungers, slashers and walls of 
steel, are more likely to be UNLUCKY with the endurance rating.
     Every action your warrior does consumes endurance.  Attacking seems to use more 
endurance than any other action.  Once a warrior's endurance is used up, he will make 
an endurance check against his WILL. If he fails the roll, he will either stop to rest 
or collapse to the sand, depending on how badly he failed the roll.  When a warrior 
stops to rest, he gets back some endurance.  When he gets enough endurance back, he 
will start attacking again.  This is just a theory that I have developed from 
observations.  It maybe completely off, but it gives one something to ponder.
     That's it for now lords and ladies, I must go entertain elsewhere.  If you would 
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com 
or visit my DM website at 
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm 
     You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the 
Joker's Wilds scattered about.

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

                     Presenting, by Popular Demand (from 1989)...

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

     Hello, I am the Ghost of Eldrid, and I have an important message that directly 
effects how well your team may do in the future.  Some managers will not take this 
important article seriously (some people don't believe in ghosts, either), and their 
records will suffer for it.  I have played Duelmasters for four years and searched 
through all of my old turns and painstakingly researched every important fact in this 
article, and I have discussed my conclusions with about ten different managers (named 
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all 
agree on the validity of my arguments.  The results of my research are both startling 
and magnificent.  THERE IS NUMEROLOGY IN DUELMASTERS!!!  Whether it was programmed in 
or it exists on a higher plane, it matters not.  IT EXISTS!!!  And I plan to share 
some of its amazing secrets with you, starting with character creation.
     Remember in the realm of character generation the powers favor odd number stats.  
NEVER, EVER have an even number on stats, except, of course, for size, which, 
obviously should be even since everyone can tell what size your character is by his 
description in the fight.  Do you want people thinking your warrior is odd?  I should 
hope not!!  But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER 
STATS EVEN!!  Write a letter to the commission stating that you forgo the rights to 
the last point and you want it to be sacrificed to the benefit of Alastari.
     Always start adding points to wit and will first.  Either make them 13, 17, or 
21.  Why?  Under 12 wit is worthless, as any good manager will tell you.  A 13 
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21 
is BLACKJACK, and you get twice the number of winnings you would normally get.  Why 
not 15 or 19?   Is it not obvious to everyone that 15 is unlucky?  The only President 
of the United States not married was the 15th, James Buchanan (who?).  Lincoln was 
shot on April 15th, and the clincher... my brother was born on the 15th of May.  If 
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.  
19 is an evil number.  It tries to deceive you into thinking it is better than 17, but 
actually, it is an "11" with a small zero placed on the second pole, and we all know 
that a zero is nothing.  So what do we get for our extra eight points?  In effect, 
something smaller than nothing.
     Next, make every other stat odd.  Add the other points to make the style you 
want.  Deftness is the key to character generation.
     Deftness (min)
          5 to make a basher (ST 13+)
          7 for a lunger
          9 for a striker
          11 for a wall of steel (ST 11+, WL 17+)
          13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total 
                    parries (these styles depend on the opponent's bad luck.
          17 for a parry-riposte (WT 17+)
          21 for an aimed blow (this style needs the double winnings)

     The last thing to remember is that luck is a big factor in this game and I don't 
know if you noticed, but when warriors have even ID numbers they are luckier than odd 
ID characters.  Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph, 
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max, 
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam 
Spade.  All have even-numbered IDs.  Now you say, "But Yoda and Necron-99 both have 
odd IDs, and they are the best aimed blows of the game!"  Yes, but they are AIMED 
BLOWS and they are members of an odd style, so of course they do better with odd 
numbers.  So remember if you want your warriors to be best in all Alastari someday, 
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.  
Good luck, and may the numbers fall your way.

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

     There have been several articles about fighting styles, some say theirs is the 
best, or ultimate, one said theirs is the most fun style.  Well, I feel that parry-
strikers are just as much fun to play as any other style.
     First, let's start with the run down of what they say in the "RED BOOK".  The 
book says that parry-strikers are defensive, using small quick movements in their 
actions (sounds like you could say that about some other styles as well.)  The book 
says that some managers swear that a high wit is critical to the style (only those who 
have no brains would disagree with that.)
     Let's get to business.  First and foremost this style is deceptively aggressive, 
making them a very good offensive type of fighter, or deadly type of defensive 
fighter.  Offensively they tend to get the jump on their opponent.  I had a parry-
striker that was only jumped 3 out of 11 fights, before he died.  To prepare and run a 
parry-striker can be quite confusing, so I will try to help make it as simple as 
possible.  Here are my feelings on roll-ups for the parry-strike style:

     ST:  11-15, I'll explain later.
     CN:  who cares.
     SZ:  10-14, don't go over 14.
     WT:  13-17, 17 is the best.
     WL:  13-17, to get good endurance.
     SP:  not important.
     DF:  11-15, I'll explain later.

     Here are some good roll-ups for a parry-striker:  11,7,10,17,17,7,15; 
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11.  Now, if you have a decent 
wit, the way you run this fighting style will depend on strength and deftness.  For 
example: if your fighter has a high DF and a low ST it would be to his/her advantage 
to be defensive, since the speed would benefit the ability to move in reaction to 
their opponent.  If the ST is high, and DF low, it would be better to fight 
offensively like a striker, trying to get the first, and only blow in.  If they don't 
have a decent wit, you're on your own.  I can't help you on that.  Remember this style 
of fighting is the same as a striker except for added knowledge of parrying, as well 
as bein a little more aggressive.  I would not suggest a low ST and DF, it will take 
away from your WT & WL, and you don't want to do that, but if you do, good luck.  You 
don't need much CN if you have a good WL, which gives you your endurance.  SZ; you 
don't want it to be above 14, it would hurt your fighting style more than your 
attributes.  WT; it is the same as it is with strikers, the higher the WT the faster 
and deadlier they become.  Raise WT to 17 if you don't have it at the start, then 
don't worry about it again until ADM.  WL; this is where you get your endurance.  13 
is fine to start out, but I would suggest 15, then bump it up to 17 in basic.  SP; it 
is what you need to riposte, but PSers have this "one strike one kill" attitude.  
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.  
DF; what is there to say, it helps, but is not crucial to be a great PSer.  Now to 
running a PSer.  If he is an offensive fighter 10-10-10 Dec. all the way through the 
fight, even in desperation.  If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd 
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.  
Remember, first you want to assure your defense, and to do that, you should go 
defensive the first minute.  By the second minute you will be secure enough to go on 
the offensive, but experiment.  6th minute on, leave blank, for by that time he/she 
will know what to do (if their WT is high that is.)  The best thing you could do for 
your fighter is watch the fights, if you are getting more defensive skills than 
offensive, run the def., or change weapons.  That is the best advice I can give you 
about PSers.  About armor, I like to use ringmail or nothing, but experiment.  I know 
that there is someone that will disagree with me, but I feel that I have given you 
some ideas about this fighting style that can be used, even though I am a new manager, 
playing for just over a year.  No matter who writes a style article, it is just 
advice, not the bible.  Just use the articles as a point of reference, not as sworn 
law.
     This is a very fun fighting style, try it out.  I have written this in answer to 
Foreign Legion Arena 31, and The Spartans Arena 8.  I challenge any Primus Manager to 
correct my writing of PSers.  It is not my favorite style, but it is as fun as any 
other that I have used, including my favorite one (Which is a STRIKER!!)  If there are 
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The 
Crucifiers DM-46.

                            THE ARMOR PIERCING PARRY-LUNGE

     When you think "attack" what style comes to mind?  Bashing?  Definitely lunging?  
Of course.  Parry-Lunging?  Excuse me?  Yes, the parry-lunger!  Few people realize the 
fact that parry-lungers are attack gods waiting to be born.  All it takes is the right 
warrior and lots of guts.  This warrior is not for the weak of heart.  We'll begin 
with stats.

     Range               Perfect
     ST  9-11                  11
     CN  5-9                    5
     SZ  6-11                   8
     WT 17or21                 21
     WL 17or21                 17
     SP  5-8                    5
     DF 15-17                  17

     Why?
     ST(11):  This is your optimum PL strength.  It puts your warrior in the normal to 
good damage range.  Also, you have the best PL weapon at your disposal--the LO!
     CN(5):  Yes, his life expectancy is low.  What'd I tell you?  Guts, right?  He 
gets his endurance from WL.  If you want to make trains, make them here.
     SZ(8):  Our most flexible stat.  A high SZ (i.e.11) allows you to skimp a bit on 
Str (9).
     WT(21):  If it's not a 21 you're not going to get the attack this fellow counts 
on.  His learns will be awesome and a 21 WT will make him a better warrior out of the 
chocks.
     WL(17):  End/Att are dependent on this one being high.  Keeps you on your feet 
when you should drop from exhaustion.
     SP(5):  Not a big requirement.  Init and Parry will come from elsewhere (WT/DF).  
This is not a lunger mimic.
     DF(17):  Combine this DF with a 21 WT and you will have a massive attack.  
Pinpoint accuracy is the byword.  Parry, init, def and riposte will all benefit 
immeasurably.  At 15 you have access to the EP, a fine lunging weapon this style can 
put to devastating use.

     Strategy (General, but effective in most cases)
          2    9    9    7    6    5    10
          6    9    9    7    6    5    10
          2    7    7    7    5    5    10
          HE ---------------------------->
          HE   BD ----------------------->
          -    -    -    -    -    -    -
          P    -    -    -    -    -    -

     Minute 1:  This fellow won't get the jump on offensives, so we'll just go 
defensive and render their "mad minute" fruitless.  This PL's counterattack will be 
amazing at even 2-6-2 P due to the high AL.  Keep the parry tactic until Adv Expert 
parry is gained.
     Minutes 2 and 3:  These two will end most of his fights.  When he starts landing 
precision blows in his opponent's face it will usually be over quickly.  Keep the kill 
desire relatively low as to avoid sloppy attacking.
     Minutes 4 through 6:  If you haven't won by now you've got to depend on your WL 
to carry you until you finish the job.  He'll probably top out at the five min. mark.  
But we want to keep the attacks coming so we do so at his endurance's expense.
     Desp:  If your opponent is an offensive he's probably blasted through your min. 1 
defense.  Your best bet is to go spastic and hope to take him out in one shot or so.  
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping 
the super-offense will put him over the edge.  After all, it's better to burn out than 
fade away.
     Always aim for the head to maximize the impact of your blows.  If it tickles your 
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.  
Protecting the head in min. 1 is strictly odds playing on my part.  My offensives aim 
head so I assume everyone else's do too.  After min. 1, we forget defense.
     Weapons and armor are simple.  APL/H or ARM/H (if you're challenging a real 
heavy-hitter).  I prefer swords for armament.  My combos are usually LO/SM, LO/SH, 
SC/DA etc.  Against heavy armor go with LO/SH.  Always aim for the head.
     Philosophy:  This guy clings to life by luck, early on, and will never be free of 
the spectre of death.  In his first few fights stay away from lungers and bashers.  
Both have high attacks and usually do substantial damage.  Prey on strikers, PS, PR 
and slashers.  As he progresses, his attack, parry and defense will equip him with the 
tools to handle most everybody but always remain cautious of those bashers and 
lungers.
     A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70 
def.  Decise and riposte will be slightly lower.  Riposte 50 and decise anywhere from 
35-50 depending on how lucky you get.  Train skills exclusively from fight one and on.  
Use tourneys if you must raise anything at all (including con).
     Don't be discouraged if he's around .500 early on.  By ten fights he'll be 
sporting three Adv Experts at least (att, par and init) and will begin to dismantle 
those scum/finesse styles that managed to beat him.  Feel free to write or diplo me 
with comments/criticisms/or questions.

                                             Fight the Good Fight,
     or:                                          Agath
          CPL Michael Dockus                      Lunatic Fringe (23)
          H Co BLT 2/8                            Circle of Five (51)
          24 MEU (Det F)                          Slaves of Power (52)
          FPO NY NY 09502-8531