DUEL 2 NEWSLETTER

Date   : 11/28/2015    Duedate: 12/11/2015

NOBLISH ISLAND ARENA

DM-93    TURN-443

This Weeks Top Honors

THE DUELMASTER IS

POSITION IS EMPTY

Chartered Recognition LeaderUnchartered Recognition Leader

POSITION IS EMPTY              POSITION IS EMPTY

Popularity Leader              This Weeks Favorite

VAMPIRIAL                      GENGELBACH
THE BLOODLUST (1688)           FAMILY NAMES (1695)
(93-9849) [3-3-0,27]           (93-9883) [1-1-0,7]

THE CURRENT TOP TEAM

FAMILY NAMES (1695)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. FAMILY NAMES (1695)         35
2. D-X (457)                   27      THE MUPPETS (132)
3. BASH BROS RIPPER (1696)     23      Unchartered Team
4. ROSS' RAIDERS (1689)         3
5. JAZIN'S WOLVES (1694)        0      D-X (457)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*D-X (457)                  1   0  1  100   1/ 4*FAMILY NAMES (1695)       8  2 0
 2/ 1*FAMILY NAMES (1695)        8   2  0 80.0   2/ 1*CHAOS LORDS (1691)        7  7 0
 3- 2*JAZIN'S WOLVES (1694)      4   1  0 80.0   3/ 2*THE BLOODLUST (1688)      5  4 0
 4/ 5*ROSS' RAIDERS (1689)       5   3  1 62.5   4- 3*JAZIN'S WOLVES (1694)     4  1 0
 5/ 4*THE BLOODLUST (1688)       9   9  2 50.0   5/ 6*BASH BROS RIPPER (1696)   4  6 1
 6/ 3*CHAOS LORDS (1691)         7   7  0 50.0   6/ 5*ROSS' RAIDERS (1689)      2  1 0
 7/ 7*BASH BROS RIPPER (1696)    4   6  1 40.0   7/ 0*D-X (457)                 1  0 1
 8- 6*FIGHTING IRISH (1693)      1   4  0 20.0   8- 7*FIGHTING IRISH (1693)     1  4 0
 9- 8*THE FIGHTING CHAI (1692)   0   4  0  0.0   9- 8*THE FIGHTING CHAI (1692)  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

                                TIPS FOR WINNING MORE

Your warriors are putting up a good fight, but just can't seem to win?  Perhaps this 
list of recommended 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., A--challenge TP, TP challenge LU, ST challenge SL, SL 
     challenge LU, etc.).  Take advantage of blood feuds 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.  Be bad.  "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 maybe 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. Write with questions.  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.  It gets hidden FE on his record and ups 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.
18.  Design warriors to win rather than to look godling-like.  Sure, skills are 
     important, but maybe not as important as physicals -- especially early on.
19.  Take advantage of arena DM93.  Read the spotlights, particularly those at the top 
     as the latter ones can be outdated. Know your C.I.C. package info well.

***---------*---------*---------*---------**---------*---------*---------*---------***

                          High Hopes, Consortium affiliated
                           Assur's Guide to Pure Defensives

After the offensives, parry-based defensives are the easiest style to master, though 
there are also dodge-based defensive warriors out there (the dodge-based defensives 
are harder to win with in basic).

1) Design
     In creating a pure defensive, the things that you should be concerned about are:  
Hit Points, Carry Ability, Endurance, and your skills in parry and/or defense.  Again, 
other attributes and skills can't hurt, but those are the vital attributes for how 
you'll be fighting.
     Hit Points come from Constitution (mostly), Size, and Will Carry Ability comes 
from Strength and Constitution, though if your Strength is lower than your 
Constitution, the carry ability only comes from your Strength. 
     Endurance comes from Strength, Constitution, and Will (especially Will).
     You get Parry Skills at
          Str: 5, 7, 15, 17, 21, 21
          Siz: (5), (7), (15), (17), (21), (21)
          Wil: 5, 7, 15, 17, 21, 21
          Dft: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21
     You get Defense Skills at
          Siz: (5), (7), (15), (17), (21), (21)
          Wit: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21
          Wil: 5, 7, 15, 17, 21, 21
          Spd: 5, 7, 15, 17, 21, 21
          Dft: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21
     Note that for parry and defense skills in size, you get penalized for having 
higher sizes.
     For parry based styles, it is highly recommended to have 11+ strength and as much 
will as you can get.  Eleven deftness is also very nice.  You can't have too much 
constitution.  It is recommended to not be too big, because you don't typically have 
enough points for the stats you really want.  Wit is nice, but not necessary.  Almost 
always, 1 point of con is better than 1 parry skill.
     For dodge based styles, it is much tougher.  ABs are usually made with 21 deftness 
because they get attack skill bonuses, but for a pure defensive dodging A-- the 
deftness isn't as vital.  If you're going open handed, strength can be sacrificed.  I 
do not know as much about pure defensive A--s, especially in basic. For Lungers, you 
want lots and lots of endurance.  Twenty-one will and as much strength and 
constitution as you can get.  Low size is highly recommended for dodge based 
defensives.  Somehow you also need to have enough defense skills from your other stats 
to be able to dodge.  High speed is not desired on either, simply because you want 
those points elsewhere. Simply because of all the parry & defense skills, 11 deftness 
is suggested as a minimum.

2) Style Choice
     For parry based defensives, any style that learns parry naturally works fine.  
Style is almost irrelevant, because in most of these fights, a couple of parry skills 
or endurance burn doesn't come in to play.  There are times when it does, which is 
what makes Total Parries the king (good endurance conservation and best natural parry 
in the game), but all of these styles can be very, very successful as pure defensives.
     Total Parries are the most common pure defensive on the sands. There are plenty 
of nicknames for Total Parries who are pure defensives, because of how frustrating it 
can be to face them.  They learn parry and defense skills naturally, are well suited 
to all of the shields, and often ignore opportunities to attack.  They also have the 
highest parry base in the game. 
     Parry Strikers would be my next choice.  They conserve endurance better than any 
of the other parry based pure defensives.  They learn parry naturally. They are well 
suited to the Small Shield. 
     Parry Ripostes conserve somewhere around the same level as Total Parries.  They 
learn parry skills naturally.  Because they also learn so many riposte skills, even 
running defensive strategies they will tend to try to gain the initiative.  They are 
one of the best natural hybrids, but they make fine pure defensives as well. 
     Parry Lungers burn endurance much faster than the styles listed above.  They have 
much higher skill bases overall, but their parry is the same as Parry Ripostes and 
Parry Strikers.  They learn parry naturally. 
     Wall of Steels have the potential for the highest parry in the game.  Total 
Parries will never be bonused in parry skills, so while they start with the most, a 
Wall of Steel can be bonused and start with two more parry skills than any other style 
can.  On the other side of things, they burn endurance faster than any of the other 
styles listed and typically use heavier weapons.  Like Parry Lungers, they have a 
higher overall skill base, but for the discussion of the pure defensive, those other 
skills don't matter as much.
     The other option is a dodge-based Pure Defensive.  Most of the time, these styles 
are run as hybrids in later minutes, but they both have the ability to run as pure 
defensives for an entire fight.  
     Lungers are the king in basic.  They learn defense naturally and have the highest 
starting defense in the game.  In fact, they are the only style other than
     Total Parries that learns defense naturally.  On the down side, they burn 
endurance fast. 
     Aimed Blows are the other style that typically runs as a pure dodge defensive. I 
do not know much about these warriors, but watching them is a thing of beauty.  In 
ADM, when they can start going open handed without concern, they rule the game, but 
even in basic, they can be very successful.  The down side for them is that they do 
not learn defense skills naturally, so you're really hoping it is their favorite 
learn.
     As always, any style can be run as a pure defensive, for part of a fight or an 
entire fight.  The styles listed above are merely the traditional choices. And realize 
that the dodge based styles I list are often run as hybrids in later minutes.  The 
line between a pure defensive and a hybrid is often blurred, because even some Total 
Parry pure scum will attack and win fights after their opponent is exhausted (which is 
one of the hybrid strategies I will mention later).

3) Weapon Selection (with requirements)
     If you aren't planning to attack, it hardly matters what weapon you use, right? 
Typically, parry based pure defensives use an off hand shield (and often a main hand 
shield) Large Shield (13 Str, 3 Wit, 7 Dft) (10+ Dft to use in off hand, depending on 
Main hand weapon) Medium Shield (9 Str, 3 Wit, 5 Dft) (7+ Dft to use in off hand) 
Small Shield (5 Str, 3 Wit, 5 Dft) (7+ Dft to use in off hand) ABs often use their 
Fists, because they get a bonus to their ability to dodge. As with style choice, 
weapons selection often does not matter for these fights.  The fight outcome is more a 
function of your opponent's ability to take you down or wait you out, not on your 
abilities or skills. Main hand weapon is whatever you are well suited to.  BA (requies 
15 str, 7 wit, and 11 deft; plus 9 size if using an off hand) is a nice high 
damage/low wit choice. SS is a nice low wit choice for some other styles (9 str, 5 
wit, and 7 deft).  For a dodging warrior, LS might also be a good choice (11 str, 9 
siz, 5 wit, and 9 deft).

4) Strategy and Tactics
     For your parry based pure defensive, 1-1 Parry or 1-1 Open works great.  The 
response tactic has some interesting uses, especially in minute 1 or minute 6. Note 
that this strategy will usually make your fights quite boring to read, especially the 
1-1 parry strategy.  This strategy and type of warrior is not meant to be fun, but 
good ones can amass amazing records, especially before Advanced Duel2.  Your best 
challenges are styles that burn their endurance fastest (Lungers, Wall of Steels, and 
Parry Lungers) or any warrior that does average damage and runs hot (Many bashers, 
slashers and strikers).  Stay away from Aimed Blows!!!  Really not recommended for a 
parry based defensive to run higher than 6-6 in minute 1.
     For the dodge based pure defensive, High Activity Level is important.  How high 
depends largely on your warrior.  Experiment to find what works best.  Offensive 
Effort is typically low.  Dodge or Open for tactics.
     Once again, the line between pure defensive and hybrid can become very blurred.  
Not attacking at all may not be your best way to win fights.  What if in a later 
minute you raise your offensive effort and do not use a defensive tactic? You're 
suddenly not fighting as a pure defensive.  For many warriors, this is a much better 
strategy than simply trying to wait until your opponent drops from exhaustion. The 
mechanics of the game can allow for some very strange results.  I had a basher with 
very little endurance and 3 will refuse to drop from exhaustion and finally won after 
6 minutes against a total parry.  This is probably more important for dodge based 
defensives, but can also be true for parry based defensives.

5) Armor
     APA/F is the norm.  ASM/x is a nice choice, especially against that nasty SC. For 
dodging defensives, I've experimented a lot and don't have a conclusion as to what 
armor is best.  I try not to overencumber for a dodge warrior, but even though 
warriors don't dodge as well with APA/F, it is not clear to me that you shouldn't wear 
APA/F.

                                      SPY REPORT

     Greetings warriors!  It is I, Zontani Sharp Eyes, here to bring report of the 
clash and bustle of the weekly NOBLISH ISLAND games.  Former top team CHAOS LORDS was 
unseated this week as FAMILY NAMES moved up from 4th ranking to take the top spot 
with a 4-1-0 record for the round.  Warriors--remember that glory waits always around 
the corner!  Witness how this week FAMILY NAMES went 4-1-0 to move up 3 in the 
rankings.  BLOOD ROSE caught the eye of many in the gladiatorial commission as he 
skillfully bested DEATH BASHER and was awarded 27 points in recognition.  In one of 
the week's more notable duels, SPENCER put down TIMID TIM, causing her to lose 10 
points of recognition in the process.  Our last turn's Duelmaster has lost, folks, 
lost to KUNG-FU MASTER, and VAMPIRIAL has made the way for a new Duelmaster!  No 
confirmation, but my sources claim that the top team has gained their position using 
magical aids.  Charmed weapons perhaps?   
     Many and various are the arts of battle.  In NOBLISH ISLAND "art" is a word that 
has long since passed from the language!  I saw one fighter that warriors avoided 
when this week's challenge seeking began.  THE BLOODLUST is feared.  This much I can 
say.  Methinks more than a few here could name the guild it was that spent the better 
part of last week avoiding THE BLOODLUST.  Indeed it was CHAOS LORDS.  Mighty 
fighters cannot but expect competition from those below.  M. ALLEN take warning!  You 
have more than a few enemies in NOBLISH ISLAND.   
     What warrior does not hone his years, impatiently waiting for the moment of his 
foe's mortality?  My condolences to THE BLOODLUST for their loss of a very promising 
warrior, DEATH BASHER.  DEATH BASHER went to doom before the arms of BLOOD ROSE, a 
warrior of D-X.  Dark alleys may hide both secrets and assassins.  In the arena there 
is only the brightness of steel.  Keep vigil always!   
     The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the 
fighters as ugly!  Don't let your reputation slip!  More than a sharp eye must I 
keep, indeed a stout pair of legs must I keep as well!  The endless paths of Alastari 
await me!  Till we meet again, remember:  a turtle walks slow, hides head in a shell, 
and harms no one; a lion runs to slay its prey.-- Zontani Sharp Eyes  

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 VAMPIRIAL 9849                3   3  0    27       THE BLOODLUST (1688)
 BLOOD ROSE 2629               1   0  1    27       D-X (457)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 HODES 9884                    2   0  0    23       FAMILY NAMES (1695)
-STABLER 9854                  2   0  0    21       ROSS' RAIDERS (1689)
 SPENCER 9886                  2   0  0    19       FAMILY NAMES (1695)
 HARD TO RUN 9890              1   1  1    17       BASH BROS RIPPER (1696)
 M. ALLEN 9855                 2   1  0    14       ROSS' RAIDERS (1689)
 FANTHOM DEFT 9850             3   1  1    13       THE BLOODLUST (1688)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 MILLER 9887                   2   0  0    11       FAMILY NAMES (1695)
-VAZZ 9881                     1   0  0    11       JAZIN'S WOLVES (1694)
-NO BULL 9882                  1   0  0    11       JAZIN'S WOLVES (1694)
-DRAKONYA 9867                 1   0  0    10       THE BLOODLUST (1688)
 TIMID TIM 9862                2   1  0     8       CHAOS LORDS (1691)
-LOTT R 9852                   1   0  1     8       ROSS' RAIDERS (1689)
 BAD ATTACK 9892               1   1  0     8       BASH BROS RIPPER (1696)
 BLOODIED MIKE 9863            2   1  0     7       CHAOS LORDS (1691)
 GENGELBACH 9883               1   1  0     7       FAMILY NAMES (1695)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 WOEFUL BASES 9888             1   1  0     6       BASH BROS RIPPER (1696)
-MINSTREL 9877                 1   0  0     6       FIGHTING IRISH (1693)
-RAIN DANCER 9878              1   0  0     6       JAZIN'S WOLVES (1694)
 CUNNING TERRI 9866            1   2  0     5       CHAOS LORDS (1691)
-TYLENOL 9880                  1   0  0     5       JAZIN'S WOLVES (1694)
-ASHLEY'S GHOST 9865           1   1  0     4       CHAOS LORDS (1691)
 WON'T ATTACK 9889             1   1  0     4       BASH BROS RIPPER (1696)
 HAGEDORN 9885                 1   1  0     4       FAMILY NAMES (1695)
-SEARRUS 9645                  0   4  0     4       CAVEAT EMPTOR (1657)
-PERSEPHONE 9642               0   4  0     4       CAVEAT EMPTOR (1657)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-AGRISEL 9646                  0   4  0     4       CAVEAT EMPTOR (1657)
 WORST DEF IN GAME 9891        0   2  0     2       BASH BROS RIPPER (1696)
-FELDSPAR 9873                 0   1  0     1       FIGHTING IRISH (1693)
 ALEX BLOODBLADE 9895          0   1  0     1       CHAOS LORDS (1691)
-VALKYRIE 9875                 0   1  0     1       FIGHTING IRISH (1693)
-CHAIRMANDER 9868              0   1  0     1       THE FIGHTING CHAIRS (1692)
-ROCKINGCHAIR 9871             0   1  0     1       THE FIGHTING CHAIRS (1692)
-ALEMBIC 9874                  0   1  0     1       FIGHTING IRISH (1693)
-LONGSTER 9856                 0   1  0     1       ROSS' RAIDERS (1689)
-DANTALION 9876                0   1  0     1       FIGHTING IRISH (1693)
-HALLE CHAIRY 9870             0   1  0     1       THE FIGHTING CHAIRS (1692)
 DIPONA 9893                   0   1  0     1       THE BLOODLUST (1688)
-VALORAN 9879                  0   1  0     1       JAZIN'S WOLVES (1694)
-SADCHAIR BILLY 9869           0   1  0     1       THE FIGHTING CHAIRS (1692)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
EMBEZZLING SCRIB        0  0 0                      HARD TO RUN 9890      443  NONE
ROCKET 9853             0  1 0 ROSS' RAIDERS 1689   DEATH BASHER 9847     440   
DEATH BASHER 9847       2  1 1 THE BLOODLUST 1688   BLOOD ROSE 2629       443   

                                     PERSONAL ADS

Welcome to all the fine new teams -- Jazin's Wolves, Fighting Irish, The Fighting 
Chai. May your stay be fruitful and may you learn oodles. -- High Hopes (HH to you.) 
of Family Names, Consortium affiliated

Jazin! Top Team On The Move?! Great start! Don't I know you from somewhere? (wink) -- 
HH

Bash Bros Rippers, I think you are right, Assur. You should focus on the funs rather 
than the wins. (smiley face which looks kinda smirky)

All, ask questions. What can Assur and I tell you about our activity that can help 
you? For example, did you know these style nicknames? AB = Aimed Blow/Aimer; BA = 
Basher; LU = Lunger; PL = Parry Lunge/Plunger; PR = Parry Riposte/Ripper; PS = Parry 
Striker/Piker; SL = Slasher; ST = Striker; TP = Total Parry/Scum; WS = Wall Of 
Steel/Waste/WOS. -- HH

Bloody Mike, I was the bloody one and you were the real fighter. Salute. -- Genglebach

Alembic, it must have been my lucky, lucky day! -- Spencer

Bad Attack, it sure seems like you do. And not much else, either. -- Hodes

Woeful Bases, does that mean your cup is not even half full? Wow! That's woeful. But, 
I can truthfully say I am very glad to have met you. -- Hagedorn

Convicted Thief, thanks for being there and helping me break out a sweat. Felt good. 
-- Miller

All, write some personal ads; it is the rite of passage on Noblish Isle. -- HH

EVERYONE take note.  The following manager is asking for teams to join with him/her in 
the Turf Wars in DM47.  TWX (10th running) is a major event in Alastari and managers 
new and old are welcomed.  The event starts with the Feb 2016 running of slow arena 
DM47.  A manager would need to start/transfer a team to DM47, send a personal ads to 
DM 47 declaring allegiance to alliance "Mercenaries," listing their team name and 
manager moniker.  One must also request two rollup gift certificates ($5 each) be sent 
from RSI to The Consortium.  You had better rush if you are interested.

  Moderators -- I would like to announce myself for the Turf War: Deitys of Chaos, 
  mgr Wednesday.  I have no affiliations or alliances, thus am simply a mercenary.  
  Please list me as temporary captain of Mercenaries (until someone more qualified 
  can take the job) for the Turf War. Anyone willing to join me or have me join them 
  please speak up; I simply want to fight in and win this Turf War, nothing more! It 
  may be easier for anyone wishing to contact me to do so directly:  Lee Warner, 
  57307-308, PO Box 1000, Lewisburg, PA 17837. -- Wednesday, mgr Deitys of Chaos

Got the rolls I wanted.  Now I have to figure out how to make them win...  Not a good 
start for my rippers! -- Assur
 

                                  LAST WEEK'S FIGHTS

MILLER slimly won victory over WON'T ATTACK in a 18 minute amateur's Challenge fight.
HODES handily defeated BLOODIED MIKE in a 1 minute one-sided Challenge match.
CUNNING TERRI lost to M. ALLEN in a 5 minute amateur's Challenge brawl.
VAMPIRIAL was overpowered by KUNG-FU MASTER in a 1 minute one-sided fight.
BAD ATTACK unbelievably bested HAGEDORN in a unpopular 18 minute novice's duel.
DEATH BASHER was executed by BLOOD ROSE in a 1 minute mismatched brawl.
FANTHOM DEFT savagely defeated WORST DEF IN GAME in a 2 minute beginner's melee.
TIMID TIM lost to SPENCER in a action packed 1 minute novice's duel.
GENGELBACH won victory over DIPONA in a exciting 1 minute novice's fight.
WOEFUL BASES overcame ALEX BLOODBLADE in a 1 minute novice's bout.
HARD TO RUN killed EMBEZZLING SCRIBE in a 2 minute amateur's match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|PARRY-RIPOSTE                    4         PARRY-LUNGE        9 -   4 -  0      69  |
|BASHING ATTACK                   4         PARRY-STRIKE       2 -   1 -  0      67  |
|AIMED BLOW                       3         WALL OF STEEL     14 -   7 -  2      67  |
|TOTAL PARRY                      3         TOTAL PARRY       11 -   6 -  0      65  |
|LUNGING ATTACK                   2         AIMED BLOW        20 -  12 -  3      63  |
|WALL OF STEEL                    1         BASHING ATTACK    24 -  16 -  2      60  |
|PARRY-LUNGE                      1         SLASHING ATTACK   12 -  12 -  2      50  |
|SLASHING ATTACK                  1         STRIKING ATTACK    7 -   9 -  0      44  |
|STRIKING ATTACK                  1         LUNGING ATTACK     7 -   9 -  0      44  |
|PARRY-STRIKE                     0         PARRY-RIPOSTE      4 -  15 -  1      21  |

Turn 443 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is VAMPIRIAL 9849.  The most popular warrior this turn 
was GENGELBACH 9883.  The ten other most popular fighters were FANTHOM DEFT 9850, 
SPENCER 9886, HODES 9884, CUNNING TERRI 9866, WOEFUL BASES 9888, HARD TO RUN 9890, 
VAMPIRIAL 9849, BLOOD ROSE 2629, WORST DEF IN GAME 9891, and TIMID TIM 9862.

The least popular fighter this week was HAGEDORN 9885.  The other ten least popular 
fighters were BAD ATTACK 9892, MILLER 9887, WON'T ATTACK 9889, DIPONA 9893, DEATH 
BASHER 9847, M. ALLEN 9855, BLOODIED MIKE 9863, ALEX BLOODBLADE 9895, TIMID TIM 9862, 
and WORST DEF IN GAME 9891.

                                 Article for Newbies

     This here is an article aimed mostly at you new managers to the game out there.  
This chart is a consensus of managers on the internet about how they felt each style 
fairs against all other styles at the beginning levels of the game.  Of course, once 
you get ten or so fights under your belt the whole scenario changes and you can throw 
this right out the window.  But in the  meantime, use this chart to help you get a 
feel for the game, how the  different styles interact with each other and to hopefully 
dispel those 5-25 starts that can make you drop the game.  Hope this helps you some.

                         KEY FOR ODDS OF WINNING:

              1 - ALMOST IMPOSSIBLE     6 - BETTER THAN EVEN
              2 - HARDLY LIKELY         7 - GOOD CHANCE
              3 - NOT MUCH              8 - HIGHLY PROBABLE
              4 - SLIGHT CHANCE         9 - MOST DEFINATELY
              5 - 50/50                10 - ALMOST GUARANTEED

                   Reminder:  Left Row vs Top Column

          BA    ST    LU    SL    AB    TP    PS    PL    PR    WS  
    BA     5     2     6     6     8     9     7     6     5     6
    ST     8     5     8     9     9     6     7     5     6     4
    LU     4     4     5     6    10     5     7     7     9     6
    SL     4     1     5     5     8     6     8     7     8     9
    AB     2     2     2     4     5    10     6     6     6     7
    TP     3     4     6     4     1     5     7     8     6     5
    PS     3     3     3     4     5     4     5     4     5     4
    PL     5     4     3     3     6     2     7     5     7     6
    PR     7     5     2     2     4     5     6     3     5     4
    WS     5     8     6     2     4     6     7     5     6     5

    There you have it folks.  I would personally like to thank all the managers on the 
internet who made a contribution to this effort.  You know who you are.  Also a big 
nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the 
roundtable and without whose effort little projects like this would prove quite 
difficult.

                              David Gottwald - Magic Man

                              The Crew - Monuntial (34)
                           Rocky's Heroes - North Fork (47)
                       Tragedy Strikes - Andor (57) (inactive)
                              Natural Born - Illis (59)
                               Slow & Easy - Aradi (60)
                           Omega Squadron - Dragonhead (72)

                          MAKING YOUR CHALLENGES GO THROUGH

     First, you need to be sure you are making your challenges correctly.
     1.  Are you writing down the warrior I.D. number of the warrior you want to 
challenge?
     2.  Is your handwriting clear?
     3.  Is the warrior you are challenging within range of your warrior?  Warriors 
can challenge within their own class and the next higher class, plus the "Challenger" 
classes can also challenge the next lower class.  So, an Adept can challenge Adepts 
and Challenger Adepts.  A Challenger Adept can challenge Adepts, Challenger Adepts, 
and Champions.  (Try not to challenge down, though.  Besides being unsportsmanlike and 
making everyone mad, it isn't advantageous to your warriors.  They need to fight more 
experienced warriors so they will learn.)
     4.  Are your warriors eligible to make challenges?  If they didn't fight within 
the last two turns, then they can't challenge.
     5.  Are the warriors they want to fight eligible to receive challenges?  If they 
didn't fight within the last two turns, then they can't be challenged.

     Next, adjust your choices for the maximum likelihood of getting your challenges.  
There are several things that will help:
     1.  Have each of your warriors challenge two different opponents from two 
different teams.  That way, if the first opponent's team doesn't fight that turn, you 
still might get your second challenge.
     2.  Use your avoids.  Have each warrior avoid the teams of whoever you think 
might be likely to challenge him.  If you can get out of being challenged, that 
increases your chance of getting your own challenge through.
     3.  Don't challenge warriors who didn't fight last turn.  The odds are higher 
that they won't be fighting this turn.
     4.  Don't challenge warriors who might be involved in a bloodfeud (either as the 
killers, or the avengers).  A bloodfeud challenge has priority over all other 
challenges.
     5.  Don't challenge Tournament Victors.  A TV challenge has priority over all 
other challenges except bloodfeuds.  You'll need to do a little research in back 
issues of the newsletter to find out who the TVs are.
     6.  Don't challenge warriors who you know are going to challenge someone else, or 
are going to get challenged by someone else.  Your challenge has a better chance of 
getting through if it is the only challenge to that particular warrior.
     7.  Don't challenge the "easy pickings."  That is, warriors above you who have 
way too few fights or very bad records for where they are ranked.  They will tend to 
get challenged a lot.
     8.  Don't challenge warriors who are likely to be avoiding your team.  This 
includes any warrior your team fought within the last two turns.
     Well, it sounds like I've eliminated just about everybody, doesn't it?  Of course 
you can challenge opponents who fit into one or more of those categories; just try to 
find ones who don't.  Your idea candidate for a challenge is:  A warrior ranked 
somewhat above your warrior in the same class, or in the next higher class, with a few 
more fights than your warrior, and a winning record, who isn't a TV and isn't 
currently at war with anyone.
     I hope this will be of some help to you.

                                                  The Rogue She-Puppy

          MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY

     When you get your turn results in the mail it is very important that you squeeze 
as much enjoyment as possible out of that envelope!  I recommend (and also use!) the 
following procedures.
     First, open the envelope lengthwise with a letter opener.  Remove the blue-sheet 
BUT DON'T LOOK AT IT!  It may tell you that you are broke and owe RSI a lot of money.  
Flip it over instead!  The blue-sheet will be used as a "hider" when you read the 
fight results line by line, so you don't see the end of the fight by mistake and ruin 
the excitement.
     Remove the rest of the sheets in one smooth maneuver and place the flipped-over 
blue-sheet on top of the pile, without looking at anything.  You don't want to 
accidentally uncover an unexpected replacement rollup.  This is a traumatic experience 
that should be avoided at all costs, as it indicates that one of your battles didn't 
go exactly as planned.
     Now you must prepare your room, or whever you are, for the battles.  If you are 
suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects 
from the area.  If you happen to manage an entire team of scummy warriors it is okay 
to leave a loaded musket nearby.
     The next step is to put on music.  It definitely adds to the experience to have 
your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY 
WITH!  I christen each new warrior with a song that is his and his alone, and play 
that song whenever it is his turn upon the sands.  It is a personal choice but I 
recommend Judas Priest, Manowar or Metallica.  Avoid Abba and Barry Manilow (like I 
had to say it).  It is also important to match the song length with the expected 
length of the fight.  Don't choose "The Immigrant Song" for your 21-con Ultra-Scum.  
Likewise, don't choose "Stairway to Heaven" for your quick lunger.  Finally, sometimes 
it is nice to choose an exceptionally violent alternate selection for those 
Bloodfeuds.
     Now you are almost ready!  The final preparatory step (optional) is to prepare a 
pot of coffee.  Beer also works well, especially on Fridays, but I understand that 
some managers are not Well-Suited to that particular beverage.  I've heard the Duke 
Malibu in Solven drinks goat blood, but mind you this is only a rumor.  For the final 
touch, try putting on any handy armor you have.  Or a loin-cloth.  I put on most of my 
hockey gear.
     The fights are on!  The music is loud!  The coffee is good!  Read the fights 
slowly, line by line using your blue-sheet as a guide.  Don't go too fast, now.  Yell, 
"Yeah!" if your warrior scores an especially gruesome hit.  Cringe if your warrior 
feels the joys of a great axe connecting with his face (that means you, Marilith).  
Raise your fist in the air when that total parry realizes that his last shield has 
broken!  And cry when your favorite gladiator is gravely injured and then takes ten 
consecutive war hammer shots to the head...
     When the end of the fight comes you will be emotionally drained, so yell out, 
"Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off.  When the fighting is 
ended take a breather before preparing for the next cycle's fights.  Reflect on what 
has transpired and make a few notes.  You'll be a better person (and manager) for it!  
Isn't Duelmasters great?

Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205)
                                      DM-10 (Kolact) Beermacht
                                      DM-22 (Solven) Steel Warriors
                                      DM-24 (Zorpunt) No Escape

                           Winning With the Average Warrior

     Hi!  The Master of Anime here...  Yeah, yeah, I know, you're all doing a 
collective, "Who the Hell is this character?"  Well, my claim to fame, if you can call 
it that, is that I run Eve, one of the more popular, if not completely unspectacular, 
warriors to fight in Alastari.  I am a micro-manager (you've heard of mega-managers?  
Well, think in reverse) who has been mainly running only one team during my 8+ years 
of Duelmasters.  This little write-up is aimed towards the less experienced managers, 
the ones that can be brainwashed from some of the "How to build the perfect 
warrior..." spotlights that tend to appear from time to time.
     Many of the "How to build..." spotlights tend to deal with roll-ups that are 
quite ideal, but in reality, rarely come out of RSI's number crunching machine, 
commonly referred to as "the Roll-Up Gods".  There have been a few good articles on 
how to design skillful warriors from 'average' roll-ups.  Those articles, in my 
opinion, are the most helpful to new managers for the simple fact that you will almost 
always get an 'average' roll-up.  Occasionally, that 'average' roll-up might turn out 
to be something special, and that is what I would like to key in on.
     I know a lot of managers who will continually DA their warriors until they get 
something that is as close to perfect as possible.  You know, the warrior with three 
or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc...  
If you are a relatively new manager and you are also doing this, I think you are 
missing out on one of the more intriguing aspects of this game and that is warrior 
development.
     Being a micro-manager, I do not have an army of warriors like the mega-managers 
do, but I'd like to think that I can hold my own against them (hey, if you're gonna 
dream, dream big).  Anyway, back to the point.  One of my 'average' warriors seems to 
have achieved a form of notoriety in Advanced Duelmasters to the extent that even the 
ever quiet Mirage (manager of Donatello) has had something to say (it was at the last 
Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top 
Primus warrior on the tourney list.)  Mirage pointed at my warrior on the list and 
said, "That, is embarrassing..."  I took it as a compliment.  In case you're 
wondering, my warrior is Akira (the reason I'm writing this article is that I've been 
approached many times of late by managers who wanted to see Akira's numbers, thinking 
he had some sort of godlike roll-up.  I set them straight).
     I'm not going to print Akira's numbers in this article for the main reason that I 
don't have them with me at this time (it'll probably tick-off a lot of managers whose 
warriors Akira has beaten anyway), but I do know this... he has about 30 attribute 
increases and only one attribute is in the 20's, that one being WL (he even got gypped 
by not getting some skills that you normally think he'd get by raising WL up the 
20's).  He won't be getting another attribute above 20 for a long, long time.  (I 
think his next highest attribute is 17... note that this is after the 30 or so 
increases...)  You should have a pretty good idea how generic this roll-up is... a 
roll-up that would probably be DA'd by most managers looking for a good roll-up... a 
roll-up that I even said, "I'll run him for kicks, but will probably retire him once 
he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... 
a roll-up currently on a 20 fight win streak... a roll-up with three consecutive 
Primus TVs.
     So, before you give up on that average warrior, think again about giving him a 
chance to flourish... he might suprise you as Akira has surprised me.  Good luck in 
the arena!

M.A., a proud member of GAPPDA
P.S.  If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 
104).
P.P.S.  Swift -- We GAPPDA members are NOT slugs!!!  At least, I don't think we are...

                                     TWELVE TIPS

     A rookie manager asked me a question recently which prompted my "teaching juices" 
to flow.  I quote: "Just give me a dozen hints, and I'll leave you alone!"  Obviously, 
his challenge prompted me to organize my thought creating my Twelve Tips.  
     "Now wait a minute!" I hear you asking.  "Why should I read on?"  Simply put:
-- If you're an experience manager, you'll want to "clue me in" on other valuable tips 
I missed.
-- If you're a "newbie," these tips will enhance your W-L record and compound your 
fun.
     "But, are they GOOD tips?" you ask.  Believe me, fellow opponents, after 5000+ 
fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, 
they're GOOD tips.  So here we go, in no particular order.
(I)  ASK FOR HELP--Ask RSI about the Sponsor Program.  Diplo "good" managers in your 
arena.  Proclaim your willingness to learn in a personal ad.  You'll get some 
conversation.
(II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can 
be readily designed and more easily "mastered." (Whatever that means.)  Avoid the most 
difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS).  
Get some confidence first!  Most of us old-timers yet struggle with a good aimed-blow.
(III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too 
many stats.  Skills win fights, and in the long run, you will regret certain stat 
raises.
(IV) COLLECT DATA--The more you know about your own warrior (And even with the same 
stats, warriors differ) and the more you know about your opponents, the more likely 
you can cause something "good" to happen.  In the military/political world, we call 
this "intelligence." (Clue: ask about a D.M. handbook filled with info.)
(V) PERSONAL ADS--Don't be a jerk!  But write some every time.  Let me assure you that 
an unliked rookie cannot succeed in an arena against the local "Powers-in-control."  
You want to create friendly opponents. (When you know what you're doing--then you can 
try the jerk routine!)
(VI) TURN SHEET--Accuracy counts.  Fill it out perfectly (and legibly) pal!  Know what 
each section is for. (Reread the instructions.)  Many have been the surprised and 
frustrated manager who caused his or her own problem! (Even us "megas" blow it now and 
then!) 
(VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an 
offensive rollup.  Other attributes may add skills; con won't.  (Just wait until you 
hear someone shout never add to con--ever.  I didn't say that.)
(VIII) ONE WEAPON--For offensives.  When you get to finesse styles, you'll understand 
why you may want one in your off-hand also.  But, almost always carry a backup. (Hands 
can be hurt both striking and defending.)
(IX) CHALLENGE/AVOID--Always!  A manager's prime purpose is to optimize his warrior's 
chances.  Challenge those you'll have a good shot at beating and avoid teams who can 
cause you the most difficulties. (Challenge warriors--avoid teams.)
(X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting 
your arena W-L record.  Actually, you will create a positive impact in that those 
"tournament earnings" are "hidden" from other arena warriors.  Plus, tournaments are a 
real "rush!"
(XI) FIND A FRIEND--In every arena find at least one "friendly" foe.  Share opponent 
info.  With two, or more, of you sharing, look how much more "intelligence" you'll 
have.
(XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger 
you. (This is fun, right?)  The cool head wins more matches than the emotional one.
     So good luck, rookie!  We were all in your shoes once. (And for some of us that 
was a long, long time ago.)

                              THE CONSORTIUM
                              DM 8  Smithsonian (Curator)
                              DM 11 Bulldogs (Kennelworth)
                              DM 20 Animal Farm (Mino)
                              DM 46 Fandils (Fandil the Wise)
                              (and many, many more)